WEAPONS
MELEE WEAPONS
Damage Close Near Far
- Martial Arts* 2(+STR bonus)F OK — — *Does not count against weapon total.
- Unarmed* 2(+STR bonus)F OK — — *Does not count against weapon totall
- Axe 2(+STR bonus) OK — —
- Blackjack/Sap 3(+STR bonus)F –2 — —
- Club 1(+STR bonus) OK — —
- Dao 2(+STR bonus) OK — —
- Fingernails (Carbon-Fiber Reinforced) 1(+STR bonus) –2 — —
- Hatchet/Tomahawk 1(+STR bonus) OK — —
- Knife/Dagger/Bayonet 1(+STR bonus) –2 — —
- Medusa Whip 1F OK –2 —
- Monowire 5 –2 — —
- Neural Whip 5F OK — —
- No-Dachi 3(+STR bonus) OK — —
- Nunchaku 1(+STR bonus) OK — —
- Polearm 2(+STR bonus) OK — —
- Scimitar 2(+STR bonus) OK — —
- Staff 2(+STR bonus) OK — —
- Stunstick 4F OK — —
- Sword/Katana 2(+STR bonus) OK — —
- Vibroaxe 4(+STR bonus) OK — —
- Vibrodagger 2(+STR bonus) –2 — —
- Vibromace 5(+STR bonus) –2 — —
- Vibrosword 3(+STR bonus) OK — —
- Wakizashi 1(+STR bonus) OK — —
PROJECTILE/ THROWN WEAPONS
Damage Close Near Far
- Compound Bow 2(+STR bonus) OK OK OK
- Dart/Shuriken 1 OK –2 —
- Heavy Crossbow 3 OK OK –2
- Light Crossbow 2 OK OK —
- Long Bow/Daikyu 2(+STR bonus) OK OK OK
- Short Bow/Hankyu 1(+STR bonus) OK OK –2
- Spear 2(+STR bonus) OK –2 —
SMALL ARMS
BALLISTIC WEAPONS (B)
Damage Close Near Far
- Auto-Pistol (B) 4 OK OK —
- Hold-Out Pistol (B) 3 OK –2 —
- Revolver (B) 4 OK –2 —
- Submachine Gun (B) 3* OK OK — *May attack up to two different targets per Narration.
- Elephant Gun (B) 6 –2 OK OK
- Rifle (B) 4 OK OK –2
- Assault Rifle (B) 3* OK OK –2 *May attack up to two different targets per Narration.
- Sniper Rifle (B) 4 –2 OK OK
ENERGY WEAPONS (E)
Damage Close Near Far
- Laser Pistol (E) 3 OK OK OK
- Laser Pistol (Hold-Out) (E) 2 OK OK —
- Laser Rifle (E) 4 OK OK OK
FLECHETTE WEAPONS
Damage Close Near Far
- Needler Pistol 5* OK –2 — *Every 2 damage reduces target's Armor by 1 pip. Condition Monitor pips are damaged as normal.
- Needler Rifle 5* OK OK — *Every 2 damage reduces target's Armor by 1 pip. Condition Monitor pips are damaged as normal.
- Needler Pistol (Hold-Out) 5* OK — — *Every 2 damage reduces target's Armor by 1 pip. Condition Monitor pips are damaged as normal.
- Combat Shotgun (B) 5* OK –2 — *May split damage across two eligible targets within range
- Pump Shotgun (B) 6* OK –2 — *May split damage across two eligible targets within range
GYROJET WEAPONS
Damage Close Near Far
- Gyrojet Pistol 4 OK OK –2
- Gyrojet Rifle 5 OK OK OK
ARMOR
- Ablative Armor: 10 pips, –2 damage from energy (E) weapons
- Ablative/Flak Armor: 10 pips, –1 damage from ballistic (B) and energy (E) weapons
- Ballistic Plate Armor: 12 pips, –1 RFL, –3 damage from ballistic (B) weapons
- Concealed Ablative Armor: 8 pips, –1 damage from energy (E) weapons
- Concealed Flak Armor: 8 pips, –1 damage from ballistic (B) weapons
- Flak Armor: 10 pips, –2 damage from ballistic (B) weapons
- Infiltration Suit: 8 pips, –1 damage from ballistic (B) and energy (E) weapons
INVENTORY
AUDIOVISUAL GEAR
- Holomap
- Micro-Recorder
- Video Camera
COMMUNICATIONS GEAR
- Communications Kit
- Personal Communicator
COMPUTING GEAR
- Audio/Video Storage Chip
- Computer Diagnostic Equipment
- Engineering Console
- Noteputer
- Verigraph Scanner
ESPIONAGE GEAR
- Demolition Kit
- Disguise Kit
- Forensics Kit
- Forgery Kit
- Lock Pick Set
- Neurohelmet Codebreaker
- Polygraph
- Wiretap Kit
HOSTILE ENVIRONMENT GEAR
- Environment Suit
- Respirator
- SCUBA Gear
- Snow Suit
- Wetsuit
MEDICAL GEAR
- Field Surgical Kit
- Laser Scalpel
- Medical Kit
- Medipack
- Medpatch
- Plastiflesh Bandage
- Sedative Patch
- Stimpatch
OPTICAL GEAR
- Binoculars
- Night Vision Goggles
POWER GEAR
- Fusion Recharger
- Power Pack
- ·Solar Recharger
REPAIR & SALVAGE GEAR
- Aerospace Repair Kit
- Basic Toolkit
- BattleMech Repair Kit
- Electronics Repair Kit
- Laser Torch
- Vehicle Repair Kit
SURVIVAL GEAR
- Compass
- Emergency Flares
- Emergency Rations
- ·Field Kit
- Jump Pack
- Parachute
- ·Tent
SURVEILLANCE GEAR
- Bug Scanner
- Laser Microphone
- Microphone Bug
- Sensor (Heat, Motion, Radar, or Seismic)
- Tracking Bug
- White Noise Generator
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