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Matrix Endgame 1-Equipment.

Posted by GM HeathFor group 0
GM Heath
GM, 770 posts
God
Fri 1 Jun 2007
at 23:21
  • msg #1

Matrix Endgame 1-Equipment

Please make a post here to list your equipment for the next jack in.

Please also include the details associated with each weapon or let me know if not available.

Equipment lists can be found in the notice above.
Jade
player, 236 posts
HT=11/11
MFT: 10/10
Wed 6 Jun 2007
at 22:21
  • msg #2

Re: Matrix Endgame 1-Equipment

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:
>
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.
Cistron
player, 18 posts
Fri 8 Jun 2007
at 01:09
  • msg #3

Re: Matrix Endgame 1-Equipment



2 Uzi's, 6 clips

WEAPON         dmg   SS   ACC   WT   ROF   SHOTS   ST   RcL
IMI Uzi 9mm    3d-1  10    7   9.5    10   32+1    10   -1

5 tear gas grenades

WEAPON         dmg   WT   Fuse
M67 Frag       5d+2  1    4-5

2 frag Grenades

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.

1 Stunner (no stats)


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.

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.)

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.
GM Heath
GM, 772 posts
God
Tue 12 Jun 2007
at 20:31
  • msg #4

Re: Matrix Endgame 1-Equipment

So Screed and Dracos are going in naked?  :)

Only the girls got me their equipment so far.  I need your choices, even if you just copy and paste what the others above have done (or add melee weapons, etc.).
Dracos
player, 129 posts
The Sneak
The Thief
Tue 12 Jun 2007
at 21:28
  • msg #5

Re: Matrix Endgame 1-Equipment

taking mostly the same as Cistron, plus some stuff...

2 Uzi's, 6 clips

WEAPON         dmg   SS   ACC   WT   ROF   SHOTS   ST   RcL
IMI Uzi 9mm    3d-1  10    7   9.5    10   32+1    10   -1

5 tear gas grenades

WEAPON         dmg   WT   Fuse
M67 Frag       5d+2  1    4-5

2 frag Grenades

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.

1 Stunner (no stats)

1 pound plastic explosive

1 frame charge

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.

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.)

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.
This message was last edited by the player at 17:26, Sun 17 June 2007.
GM Heath
GM, 773 posts
God
Tue 12 Jun 2007
at 21:37
  • msg #6

Re: Matrix Endgame 1-Equipment

pm
Shadow
player, 123 posts
Wed 13 Jun 2007
at 06:47
  • msg #7

Re: Matrix Endgame 1-Equipment

Shadow's equipment

2 Glock 17s w/ Silencers and 6 clips
Malf  Damage  SS  Acc  1/2D  Max   RoF  Shots
crit   2d+2+  10   3   150   1900   3~  17+1

M-16 modified to fire from disintegrating belt
"The just in case the SH!T hits the fan gun!"
Malf  Damage  SS  Acc  1/2D  Max   Rof  Shots  ammo wt.
 16     5d    12  11    500  3800  12*  800      26
Belted ammo is contained in one over the shoulder bag large enough for the rifle to rest in as well.

Katana - Fine Quality
Type  Damage   Reach
Cut   sw+2/+3   1,2
Imp   thr+2      1

2 Flash-Bang 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.

2 Frag grenades 
Dmg: 5d+2  wt:1  Fuse:4-5

Gas Mask
A gas mask protects the wearer against inhaled gases. It takes 20 seconds minus DX to put on a mask. In addition to keeping out gas, the typical mask has a PD of 1 and a DR of 2.  Gas masks make talking, seeing, and breathing difficult.  Triple all fatigue penalties for mask-wearers.  In addition, those wearing gas masks suffer a -4 penalty to  all sense rolls.  Those around them must make Hearing rolls to understand their speech.

Supra-Matrix Stealth suit
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.

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.)

90 feet High Quality Rope(3/8", supports 600 lbs.) in small bag
With assorted carabiners and belaying devices.


GM Heath
GM, 775 posts
God
Wed 13 Jun 2007
at 19:58
  • msg #8

Re: Matrix Endgame 1-Equipment

Okay, so the next group will be:

Jade, Cistron, Dracos, Shadow, and Screed.  We might have one more joining us...if he can get his character done in time.
GM Heath
GM, 776 posts
God
Thu 14 Jun 2007
at 03:26
  • msg #9

Re: Matrix Endgame 1-Equipment

I don't have the Espionage book, but I have "Covert Ops" and "Modern Firepower," in addition to the Compendiums.  Feel free to ask about the weapons/equipment in those books.

I have one other military GURPS book, but I'm not sure where it is now (packed away still maybe?).  I'll have to look.
Whisper
player, 1 post
Thu 14 Jun 2007
at 14:02
  • msg #10

Re: Matrix Endgame 1-Equipment

Whisper's gear;


2 Glock 17s w/ Silencers and 6 clips
Malf  Damage  SS  Acc  1/2D  Max   RoF  Shots
crit   2d+2+  10   3   150   1900   3~  17+1

M-16 with scope
Malf  Damage  SS  Acc  1/2D  Max   Rof  Shots  ammo wt.
 16     5d    12  11    500  3800  12*  50      1.25x5 clips= 6.25
5 extended clips with 50 rounds each

2 Flash-Bang 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.

2 Frag grenades
Dmg: 5d+2  wt:1  Fuse:4-5

Gas Mask
A gas mask protects the wearer against inhaled gases. It takes 20 seconds minus DX to put on a mask. In addition to keeping out gas, the typical mask has a PD of 1 and a DR of 2.  Gas masks make talking, seeing, and breathing difficult.  Triple all fatigue penalties for mask-wearers.  In addition, those wearing gas masks suffer a -4 penalty to  all sense rolls.  Those around them must make Hearing rolls to understand their speech.

Supra-Matrix Stealth suit
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.

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.)
GM Heath
GM, 778 posts
God
Sat 16 Jun 2007
at 20:44
  • msg #11

Re: Matrix Endgame 1-Equipment

A couple questions on equipment have surfaced.  Basically, up to Tech Level 7, I'll allow most equipment that isn't too complicated or dangerous, if you give me the stats or point out where they're at.  I'll have to approve it, but otherwise it should be okay.
Cistron
player, 20 posts
Sat 16 Jun 2007
at 22:05
  • msg #12

Re: Matrix Endgame 1-Equipment

Wire saw: Coil of serated wire,can be used as a saw or garrote. Can be hidden almost anywhere (+4 to holdout rolls) $5 negligible weight.

Porcupine: A device that uses a small charge to drive a hollow dart into a wall. The device then forces smoke, gas or dust into the room beyond. The device cannot go through armor plate, but might go through thin steel, such as the body of an aircraft. $500, 4lbs.

Rubber-band hand crossbow: A WWII weapon. Device is hand-sized, and can be concealed on a normal holdout roll. Handled as a regular crossbow, with the exception (Maximum Damage is 2d6, because of it's compact size.)$200 1lb.

Escape boots: Footwear that contains blades hidden in the soles. +2 escape in applicable situations $50, 3lbs.
Shadow
player, 124 posts
Sat 16 Jun 2007
at 22:23
  • msg #13

Re: Matrix Endgame 1-Equipment

Cistron:
Wire saw: Coil of serated wire,can be used as a saw or garrote. Can be hidden almost anywhere (+4 to holdout rolls) $5 negligible weight.

Porcupine: A device that uses a small charge to drive a hollow dart into a wall. The device then forces smoke, gas or dust into the room beyond. The device cannot go through armor plate, but might go through thin steel, such as the body of an aircraft. $500, 4lbs.

Rubber-band hand crossbow: A WWII weapon. Device is hand-sized, and can be concealed on a normal holdout roll. Handled as a regular crossbow, with the exception (Maximum Damage is 2d6, because of it's compact size.)$200 1lb.

Escape boots: Footwear that contains blades hidden in the soles. +2 escape in applicable situations $50, 3lbs.


Someone expecting to get captured?
GM Heath
GM, 779 posts
God
Sun 17 Jun 2007
at 01:02
  • msg #14

Re: Matrix Endgame 1-Equipment

Here are some options I'd allow, although I haven't posted the statistics:

The covert ops book has the following explosives:

nitroglycerine
dynamite
plastic explosive

ANFO (used such as in commercial mining, most common industrial explosive and also most popular among terrorists, such as the Oklahoma bombing)

Foam Explosive (to destroy land mines, etc., cling to something with low explosive power to open doors, etc.)

Frame charge:  designed to cut entyr holes thorugh exterior building walls using 7.5 lbs of plastic explosives.  About the size of a suitcase, with detonator.
Cistron
player, 21 posts
Sun 17 Jun 2007
at 17:03
  • msg #15

Re: Matrix Endgame 1-Equipment

Shadow:
Cistron:
Wire saw: Coil of serated wire,can be used as a saw or garrote. Can be hidden almost anywhere (+4 to holdout rolls) $5 negligible weight.

Porcupine: A device that uses a small charge to drive a hollow dart into a wall. The device then forces smoke, gas or dust into the room beyond. The device cannot go through armor plate, but might go through thin steel, such as the body of an aircraft. $500, 4lbs.

Rubber-band hand crossbow: A WWII weapon. Device is hand-sized, and can be concealed on a normal holdout roll. Handled as a regular crossbow, with the exception (Maximum Damage is 2d6, because of it's compact size.)$200 1lb.

Escape boots: Footwear that contains blades hidden in the soles. +2 escape in applicable situations $50, 3lbs.


Someone expecting to get captured?


My universal gaming motto: 'Never expect trouble, but always anticipate it.'
This message was last edited by the player at 17:21, Sun 17 June 2007.
Screed
player, 458 posts
there can be only zero-1
until we are done
Sun 17 Jun 2007
at 19:13
  • msg #16

Re: Matrix Endgame 1-Equipment

I don't have any GURPS books so I'm just going to pick from what has been put here and since it looks like we're going in gunning, I'm equipping as such.  Of course, I'd like a duffel to carry the larger equipment in until we decide what we are doing.

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.)

5 Frag grenades
Dmg: 5d+2  wt:1  Fuse:4-5

5 Flash-Bang 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.

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.

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.

And I don't have any stats for the following:

2 stunner pistols with 5 reloads

blaster pistol with 5 reloads

laser pistol with 5 reloads

disruptor rifle
Supra-Matrix Stealth suit
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.
Cistron
player, 22 posts
Sun 17 Jun 2007
at 22:55
  • msg #17

Re: Matrix Endgame 1-Equipment

Well Screed,

I went small and discreet, to suit my character's style...I saw M-16's coming out, and now I am starting to wonder what the others are up to.
Screed
player, 460 posts
there can be only zero-1
until we are done
Sun 17 Jun 2007
at 23:13
  • msg #18

Re: Matrix Endgame 1-Equipment

Exactly, I'm super small and discreet, very much a face man.  He's going to look weird carrying a duffel, but unless X can guarantee that he can drop me equipment at a moment's notice, I'm taking my own army with me.  I'm thinking of stashing stuff in a storage closet or something until it's needed.
Whisper
player, 2 posts
Mon 18 Jun 2007
at 11:41
  • msg #19

Re: Matrix Endgame 1-Equipment

It's better have the gear and not want it then to want the gear and not have it.
right?
GM Heath
GM, 780 posts
God
Mon 18 Jun 2007
at 16:04
  • msg #20

Re: Matrix Endgame 1-Equipment

All gear has to be jacked into the Matrix with you and cannot be added later (except by Zero-One), who can reprogram the actual Matrix.
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