WEAPONS
WEAPON dmg SS ACC WT ROF SHOTS ST RcL
M-16 5d 12 11 8 12* 20 9 -1
* = Selective fire, automatic or semi-automatic.
6 clips
1 Beretta: (4 clips)
4 Frag Grenades:
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WEAPON dmg WT Fuse
M67 Frag 5d+2 1 4-5
2 Stun Grenades:
M84 Stun Grenade: "Flash-Bang Grenades"
Produces a 1,000,000+ candle flash and a 180-decibel "bang". Anyone within 10 yards not wearing ear protection and heavily darkened lenses may be incapacitated for several seconds. Victim must make HT-5 roll to avoid physical stun (unmodified HT roll if have ear and eye protection).
If stunned, must roll HT-5 (or HT as above) each turn to recover. Critical failure=5 turns before you can roll again.
1 Tear gas grenade:
ABC-M7A3 Riot Control Grenade: "Tear gas grenade"
This has a 2 second delay fuse. It emits a noxious cloud of tear gas for 25 seconds, filling an area 3 yards around the hex it lands in. (See B132 for effects of tear gas or PP. C69-70 for more thorough treatment.) The grenade becomes hot and may ignite flammable materials nearby.
2 incendiary grenades
AN-M14 TH3 Incendiary Grenade: "Thermite Grenades"
Used to destroy or disable equipment. Usually placed in a vulnerable spot on a vehicle or other target (not thrown), and then the wielder pulls the pin. 2 second fuse. Heats up to 4000 degrees F for 40 seconds (easily burning through 1/2 inch of steel. Also ignites all flammables within 2 yard radius. Produces its own oxygen so it can be used underwater.
2 phosphorus grenades
M34 White Phosphorus (WP) Grenade: "Willy Pete"
This grenade scatters burning white phsophorus fragments when it explodes, creating an instant (and dangerous) smoke screen. This "hot smoke" blocks infrared and thermograph detection as well as normal sight, but only lasts 50 to 80 seconds, depending on weather.
Anyone hit by its shrapnel takes 1d/second for the next 20 seconds as the fragment continues to burn (clothes are set on fire). Victim or ally may attempt to brush away the fragments with successful DX roll. Cannot be extinguished by water, but underground dispersement is limited.
EQUIPMENT:
1 Gentex Protective Vest (the current military vest). It helps protect against fragments, but it can also help against small arms.
1 Supra-Matrix Stealth: Lightweight. Won't interfere with movement. It doesn't really protect in combat, but it shields your presence from being detected from Zero-One. Not a hundred percent, but you can use your Matrix powers without attracting so much attention. Recommended for every jack in.
1 Combat infantry dress: a chemically coated and NBC proofed jacket worn as an external garment. Steel plates inserted in a compound fiber mesh. Protect you from shoulder to thigh and not as restrictive as the others.
Crash kit (20 patches): It can heal you in the Matrix. It's a patch you just apply to the wound. Reworks the code around the wound. (1d6 healing power, must be used when wound is fresh, only one patch per wound.)
This message was last edited by the player at 22:28, Wed 06 June 2007.