Cthulhu Rising Hardware.pdf
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HARDWARE:
SR
: DEX;
ROF
: 2 shots per MR (DEX SR, then
DEX+7SRs);
Damage
: 2d6+6 electrical damage
is matched against target CON. Success
indicates target is incapacitated for 1d6 MR;
Effective
Range
: 15m;
Weight Unloaded
:
0.9kg;
Ammo
: 5 dart magazine (0.5kg);
Fail
: 99.
SMALL ARMS:
M11P Automatic Pistol:
M74A1 Shock Rifle:
The M11P is the standard sidearm of officers
serving in the UEAF of 2271. It is a compact
pulse-action firearm firing the standard 10mm
light armour piercing round. A magazine
containing 20 rounds is inserted into the pistol
grip.
SR
: DEX;
ROF
: 3 shots per MR (DEX SR, then
DEX+3SRs, then DEX+7SRs);
Damage
: 1d10
per shot;
Effective
Range
: 50m;
Weight
Unloaded
: 0.75kg;
Ammo
: 20 round magazine
(0.25kg);
Fail
: 99.
Higher powered cousin to the TASER pistol, the
M74A1 is a recoilless electric ‘pulse’ weapon
used to take down larger foes without causing
too much permanent damage. To use, the
operator depresses the trigger, painting a proton
'patch' on the target. Milliseconds later the rifle
emits a high voltage arc of electricity, which
seeks out the charge differential (i.e. the target).
The power of the charge emitted can be
changed.
SR
: DEX+1;
ROF
: 2 shots per MR (DEX+1, then
+5SRs);
Damage
: 1-4d6 stun damage;
Effective
Range
: 25m;
Weight Unloaded:
3kg;
Ammo
:
Power cell (0.5kg) gives 128x1d6 shots;
Fail
: 99.
M44 TASER Pistol:
Combat Shotgun:
The M44 is a non-lethal weapon used by the
UEAF when they need to capture a foe without
causing permanent injury. Compressed nitrogen
projects a charged TASER dart up to 15m at a
speed of 70+ metres per second. An electrical
signal transmits throughout the region where the
probes make contact with the body or clothing.
The result is an instant loss of the attacker’s
neuromuscular control and any ability to perform
coordinated action. Along with the Combat
Shotgun this has become the standard sidearm
of soldiers involved in covert operations, prisoner
supervision, local security, riot control etc. A
magazine containing 5 darts is inserted into the
pistol grip. A power cell in the pistol charges the
darts prior to firing.
Repeating shotgun with a 30-round drum
magazine. This special-purpose weapon is used
for guard duty, prisoner supervision, local
security, riot control, boarding spaceships and
any situation that might require the use of
Military Hardware
1
weapons of limited range and penetration but
maximum stopping power.
SR
: DEX;
ROF
: 2 shots per MR (DEX SR, then
+5SRs);
Damage
: Standard: 3d6 at 10m or less,
2d6 at 11m+; Baton: 1d6 + 3d6 stun damage;
Effective
Range
: 20m;
Weight Unloaded:
3kg;
Ammo
: 30 shell drum (0.5kg);
Fail
: 00.
by conductive gel that splatters and spreads on
impact.
SR
: DEX;
ROF
: 3/MR or 3 bursts of 5 (DEX SR,
then +3SRs, +7SRs);
Damage
: Flechette 2d4;
Shock 2d6+6;
Effective Range
: 550m;
Weight
Unloaded
: 4.5kg;
Ammo
: 50 round magazine
(flechette); 30 round magazine (shock) (0.5kg);
Fail
: 98.
M41 Sub Machine Gun (SMG):
M240 Flamethrower:
10mm pulse-action sub-machine gun employed
as a close quarters backup weapon for UEAF
specialists like flight techs and pilot techs. The
M41 fires the UEAF standard 10mm caseless,
explosive tipped, light armour piercing round at
velocities of 680 meters per second. Although
this weapon is easy to use, its light weight allows
for considerable kickback that tends to push the
barrel up.
SR:
DEX;
ROF
: 3 shots per MR (DEX SR, then
+3SRs, +7SRs) or 3 bursts of 5;
Damage
: 1d10;
Effective Range
: 100m;
Weight Unloaded:
2.0kg;
Ammo
: 50 round magazine (0.5kg);
Fail
:
97.
The M240 flamethrower, in use by the UEAF, is a
lightweight, carbine-format flamethrower which
uses pressurized, ultra-thickened napthal fuel as
a base and ignited by a nozzle burner. Once a
target is hit, fuel droplets will remain on the target
for 2MR. However, the M240 is vulnerable to
small-arms fire, as the fuel reservoir is known to
explode violently when hit. Another flamethrower
model is the M210, which is mounted on the right
arm of some models of powered armour.
SR
: DEX;
ROF
: 3 ‘bursts’/MR;
Damage
: 3d4;
Effective Range
: 30m;
Weight Unloaded:
3.5kg;
Ammo
fuel tank with enough pressurized,
ultra-thickened napthal fuel for 20 bursts;
Fail
:
96.
M25 /M25A1 Combat Rifle:
M29 Tactical Assault Rifle (TAR):
A light assault rifle that fires 8mm caseless,
flechette rounds. Nicknamed the 'scattergun' or
'riot gun', it is an effective close range weapon
against unarmoured or animal opponents. The
M25A1 variant of the Combat Rifle is modified to
fire 8mm shockrounds as well as the normal
8mm flechette ammunition. Shockrounds are
rubber bullets with copper electrodes on the
surface, connected to a filling of ceramic
piezoelectric material. When the bullet hits the
target, the piezo filling is violently compressed
and releases a shock pulse of at least 25,000
volts through the electrodes. This penetrates
clothing and instantly stuns the target. The effect
is enhanced by the bullet core being surrounded
10mm pulse-action automatic rifle which is the
basic rifle of the UEAF
.
The M29 tactical assault
rifle fires 10mm caseless, explosive tipped, light
armour piercing rounds at a velocity of about 840
meters per second. The M29 has three fire
settings: single shot, five-round burst and full
automatic. At full automatic, the weapon has a
cyclic rate of about 900rpm. An LED display
shows the amount of ammo left in the clip. An
Military Hardware
2
underslung 30mm grenade launcher with a four-
round magazine is directly beneath the barrel of
the rifle. It must be hand-loaded, and it is armed
with a pump action. Once primed, it can be fired
from a trigger in front of the magazine.
SR
: DEX;
ROF
: Single shot 3/MR; 3 bursts of 5;
Damage
: 2d6;
Effective Range
: 1000m;
Weight
Unloaded:
4.0kg;
Ammo
: 95 round magazine
(1.5kg);
Fail
: 98
‘smart’ 20mm air-bursting fragmentation
munition. It allows soldiers to effectively attack
targets at greater ranges than the M29 Assault
Rifle, and to attack targets in defilade.
The weapon’s fire control system, as well as
acting as a telescopic day and night sight has an
integral laser range finder, which can pinpoint
precise target range and movement rate. When it
has locked in the range the computer relays the
data to the fusing control system for the 20mm
high explosive (HE) ammunition. This means that
the HE shells can be timed to explode in an
airburst after they have travelled the required
distance. Moving targets present no problems
either; the range finder adjusts and anticipates
accordingly, greatly improving accuracy (+25%).
The 20mm ammunition can also be programmed
to detonate on impact.
SR
: DEX;
ROF
: 10mm: burst (5/10) 3/MR; 20mm:
3/MR;
Damage
: 10mm: 2d6; 20mm: 3d6+2;
Effective Range
: 1100m;
Weight Unloaded:
5.5kg;
Ammo
: 10mm: 95 round M29 magazine
(1.5kg); 20mm: 10 round magazine (1.0kg);
Fail
:
97.
M42 Gauss Rifle:
The ultimate development of the assault rifle, the
M42 Gauss rifle is a semi-automatic MLA
(magnetic linear accelerator) rifle employed as a
sniper rifle for the UEAF. The rifle is issued on a
scale of one per platoon. The M42 is laid out in a
bullpup configuration, the barrel free-floating and
gyroscopically stabilized. Barrel options include a
flash suppressor or a muzzle brake. A 10mm
HEAP round is magnetically accelerated along
the barrel to a velocity of 1100 meters per
second. Ammunition feed is from a 15-round
magazine located behind the pistol grip. The
match-standard batched M252 HEAP (High
Explosive Armour Piercing) round has a
maximum effective range of 1260 meters.
SR
: DEX;
ROF
: single shot 3/rd;
Damage
:
2d6+4;
Effective Range
: 1260m;
Weight
Unloaded:
3.0kg;
Ammo
: 15 round magazine
(1.0kg);
Fail
: 99
M90 Grenade Launcher:
The M90 was designed as a close support
weapon for infantry units, and was intended to
bridge the gap between the maximum throwing
distance of a hand grenade, and the lowest
range of supporting mortar fire. An area of
between 50 and 300 meters.
The M90 is an automatic, drum-fed weapon
which fires the UEAF standard 30mm grenade at
a muzzle velocity of 75 meters per second,
Stabilised in flight by the spin imparted on it by
the rifled barrel, grenade rotate at 3,700rpm, this
in turn after 5m of flight arms the grenade.
SR
: DEX;
ROF
: 1 shot per MR;
Damage
: See
grenades;
Effective Range
: 25m;
Weight
Unloaded:
6.0kg;
Ammo
: 5 round drum of
40mm grenades (1.0kg);
Fail
: 99.
SQUAD SUPPORT WEAPONS:
M56 Smart Gun:
Grenades:
The M56 Smartgun is a lightweight squad
support weapon capable of firing the standard
10mm light armour piercing cartridge and a
Military Hardware
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gun with fixed headspace and quick change
barrel feature. It has a cyclic rate of about
1000rpm. The M71 engages point targets out to
1200 metres, firing the standard 10mm light
armour piercing cartridge.
The M71 forms the basis of firepower for the fire
team. The gunner has the option of using 95-
round M29 magazines or linked ammunition from
pre-loaded 200-round plastic drum magazines.
The M71 comes equipped with a bipod for fixed
position fire and shorter barrel option if being
fired from shoulder, hip, or underarm position.
SR
: DEX;
ROF
: Burst (10) 3/MR or full automatic
(20-60 MR);
Damage
: 2d6;
Effective Range
:
1200m;
Weight Unloaded:
4.5kg;
Ammo
: 200
round drum (2.0kg) or 95 round M29 magazine
(1.5kg);
Fail
: 97.
Cylindrical, resembling a battery in appearance,
grenades are designed to be used in a grenade
launcher, or as a standard hand grenade. To
activate, the red plastic cap is flipped off and the
nose is twisted clockwise. Standard grenades
have a 5 second delay fuse.
1.
Baton:
These are moulded plastic designed
to be used during riot control. Baton rounds
deal 1d6 physical damage plus 3d6 stun
damage and cannot impale.
2.
Gas Grenade
: when a gas grenade
explodes, it releases a fine mist of the nerve
toxin N-22 that fills a 3m radius globe. Roll
CON vs. CON 12 or incapacitated and lose 1
CON/hr until treated.
3.
HE:
This is the most common 30mm round
used in the grenade launcher. It explodes,
showering over 300 fragments in a 3 meter
area. Damage 2d6+6 to a random hit
location.
SADAR:
4.
Incendiary Grenade
: when this grenade
explodes, it engulfs a 3m radius globe in
napalm. This does 2d6 burn damage to all
victims the first round, then 1d6/rd after until
the fire is put out.
Standing for ‘Shoulder-launched Active-homing
Disposable Anti-tank Rocket, the SADAR is a
lightweight one-shot anti-armour weapon.
SR
: DEX+1;
ROF
: 1/MR;
Damage
: A standard
HEAP missile deals 4d6 to all in a 3m radius of
explosion;
Effective Range
: 1000m;
Weight
Unloaded:
5.5kg;
Ammo
: 1x HEAP missile
(2.5kg);
Fail
: 99.
5.
Proximity Mines:
Fired from the grenade
launcher, these motion sensitive mines
explode if anything above a mass of 25kg
moves within 1m of it. Come complete with
ability to adhere to surfaces. Stats as for
standard grenade launcher.
6.
Smoke Grenade
: a smoke grenade deals no
damage, but engulfs a 5m radius area in
thick coloured smoke.
M202 Smart Missile Launcher:
7.
Starshell:
This is a flare fired 200 metres
into the air. It then ignites and drifts down on
a parachute for 45 seconds.
8.
Stun Grenade
: A concussion charge. Roll
CON vs. intensity 12 or stunned for 1d6
rounds.
M71 Squad Support Weapon:
The M202 Smart missile is a man-portable
battlefield weapon in use by the UEAF. With a
range of over 3000m, the M202 allows users to
accurately destroy targets from extremely long
ranges. Once the UEAF paints the target with
the laser targeting device, the missile locks on
and will rarely miss as long as the target remains
painted. +25% to hit. The missile launcher is
reusable.
SR
: DEX+2;
ROF
: 1/MR;
Damage
: A standard
Smart missile deals 3d6+6 to all in a 3m radius of
explosion;
Effective Range
: 3000m;
Weight
The M71 Squad Support Weapon (SSW), is an
individually portable, pulse action, magazine or
disintegrating metallic link-belt fed, light machine
Military Hardware
4
Unloaded:
6.5kg;
Ammo
: 1x Smart missile
(3.5kg);
Fail
: 99.
discharge forces the plasma out of the weapon at
high speeds.
SR
: DEX;
ROF
: 3/MR or Burst (10);
Damage
:
2d6+2;
Effective Range
: 500m;
Weight
Unloaded:
3.5kg;
Ammo
: Magazine contains
enough helium and power for 256 shots;
Fail
: 98.
M95A1 Phased Plasma Pulse Rifle:
M101 Phased Plasma Gun:
The Phased Plasma Pulse Rifle (P3 Rifle) fires
bolts of charged helium plasma. A magazine
holds a power cell and a small amount of refined
helium. When the trigger is pulled, both helium
and energy are siphoned off from the magazine.
Helium is ionised by a 40 kilowatt mean range
laser burst then a strong electrical discharge
forces the plasma out of the weapon at high
speeds. The plasma bolt has a muzzle velocity in
excess of 8500 meters per second and organic
targets struck by the bolt suffer severe kinetic
impact damage from the hyper velocity impact of
the bolt as well as massive collateral and thermal
damage.
SR
: DEX;
ROF
: 3/MR;
Damage
: 2d6+2;
Effective Range
: 250m;
Weight Unloaded
:
4.5kg;
Ammo
: Magazine contains enough helium
and power for 64 shots (0.5kg);
Fail
: 97.
The Phased Plasma Gun (PPG) fires in the high
kilowatt to low megawatt range, depending on the
weapon's setting. The higher the setting, the
fewer total rounds these weapons are capable of
firing before the magazine must be replaced. Like
the plasma rifle, the PPG uses a magazine
containing condensed helium along with a battery
to supply power. The weapon can easily burn
through organic tissue, bone and metal at higher
energy levels.
SR
: DEX;
ROF
: 3/MR;
Damage
: 2d6+2 (high Kw
setting)/3d6+3 (low Mw setting);
Effective
Range
: 300m;
Weight Unloaded:
5.0kg;
Ammo
:
Magazine contains enough helium and power for
64 shots at the high kilowatt setting, or 32 shots
at the low megawatt setting (0.5kg);
Fail
: 96.
M98A1 Phased Plasma Repeater:
PLATOON SUPPORT WEAPONS:
M201 Fusion Gun:
The ultimate development of phased plasma
weapons technology is the Phased Plasma
Repeater (PPR). The PPR is effectively a rapid
fire plasma ‘chain gun’ with no spin up delay. Its
high rate of fire makes the weapons incredibly
effective as a squad support weapon. A
magazine holds a power cell and a small amount
of refined helium. When the trigger is pulled, both
helium and energy are siphoned off from the
magazine. Helium is ionised by a 40 kilowatt
mean range laser burst and injected into one of
six spinning barrels then a strong electrical
Progressive development of the Phased Plasma
Gun, the Fusion Gun holds the superheated
plasma in a magnetic containment field before
firing, until a fusion reaction takes place. The
weapon’s only drawback is the firing delay.
Military Hardware
5
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