Weapons, Equipment and Dirty Tricks.   Posted by The Director.Group: 0
The Director
 GM, 8 posts
Thu 11 Apr 2019
at 19:39
Weapons, Equipment and Dirty Tricks
Equipment
Explosive: Ignores cover, but Spread must be rolled even for allies. The agent still chooses the order in which attacks are rolled during Spread.

Firearms

Sidearm - 0 Intel. Range 1. The first one is free, and does not take up a Tactic slot when carried. Additional sidearms can be purchased for 1 Intel each, though extras consume Tactic slots as normal. Single-shot. Low capacity.

Shotgun - 1 Intel. Range 1. Spread 2. Single-shot. Low capacity.

SMG - 1 Intel. Range 1. Automatic.

Burst Rifle- 2 Intel. Range 2. Automatic.

Combat Shotgun - 3 Intel. Range 1. Spread 3. Automatic. Low capacity.

Assault Rifle - 3 Intel. Range 2. Automatic.

LMG - 4 Intel. Range 3. Spread 3. Automatic.

Grenade Launcher - 4 Intel. Range 3. Spread 10. Single-shot. Low capacity. Explosive.

Sniper Rifle - 5 Intel. Range 5. Single-shot. Low capacity.

Explosives

Frag Grenade - 1 Intel. Range 1. Spread 5. Explosive. Consumed on use.
Specialist: Can rig it to a door to explode when opened on a successful Tactics check.

Flashbang Grenade - 1 Intel. Range 1. Spread 5. Does no damage, but forces monsters and humans to make a Wits check or be stunned. Consumed on use.
Specialist: Can deploy a flashbang grenade as a Twitch with a successful Tactics check.

High Explosive Grenade - 3 Intel. Range 1. Spread 10. Explosive. Consumed on use.
Specialist: Can rig it to a door to explode when opened on a successful Tactics check.

Smoke Grenade - 3 Intel. Range 1. Shrouds a room in smoke; all shots fired within or into the smoke will automatically miss. Melee attacks still work fine. The smoke dissipates at the end of the agent's next turn. Consumed on use.
Specialist: Can deploy a smoke grenade as a Twitch with a successful Tactics check.

Plastic Explosives - 4 Intel. No range, and can be used by specialists only. Needs to be planted in a room and remote-activated. The remote can be activated as a Twitch, and will set off all Plastic Explosives set by that agent on the site. Consumed on use.

Incendiary Grenade - 4 Intel. Range 1. Fills a room with smoke and fire. In addition to the effects of the smoke grenade (above), anyone (agent or tango) that starts their turn in the flaming room takes 1d6 damage. Consumed on use.

Communications
Radio - 1 Intel. Allows the agents to send and receive messages (meaning the players can speak to each other and strategize in the moment at the table!), but the tangos will send a patrol each time they do.

Modern Communications - 10 Intel. Allows the agents to freely send and receive messages to each other in any form they desire, up to and including audio, video, pictures, HUD text messages, and the like. Generally does not risk patrols.

Armor

Body Armor - 3 Intel. Allows the agent to ignore the first firearms hit they receive to the chest. Does not protect against melee attacks or explosives.

Helmet - 1 Intel. Allows the agent to ignore the first hit they receive to the head.

Riot Shield - 4 Intel. The agent can always choose to take cover, even if no other cover normally exists in the room. Other agents cannot benefit from this cover, and it affects only the agent with the shield. The shield is cumbersome and reduces the number of Twitches and Actions the agent can take per turn by one. The agent will also only be able to use their sidearm for attacks. Both of these penalties can be negated by the agent throwing away the shield as an action. If a monster makes a successful melee attack against a shield-using agent, the attack will deal no damage unless it's a critical failure on the agent's part, but the monster will wrestle away the shield.

Drugs
Equalizer - 3 Intel. Adrenaline and specialized combat stimulants afford the agent an extra Twitch for the duration of a mission. This does not afford any extra Actions per turn, and leftover Twitches are still lost at the end of the initiative order as normal. Though Equalizer is chemically engineered to be relatively safe for moderate use, it is still addictive and a shock to both body and mind to actually use. Every time an agent uses it on a mission, they make a Sanity Threat 2 check on the moment of injection.

Tailored Poison - 4 Intel. A specialty poison or golden bullet specifically designed to kill a particular tango, it can allow an agent to make a Tradecraft check in Recon or Covert missions to instantly and discretely kill a particular target.
Specialist: Can be used even in an Assault mission, using Reflex for a dart, syringe, burst of poison gas, or some other believable but novel method of delivery. A success instantly kills a single target, regardless of their remaining HP. Certain very powerful tangos (or those that simply don't make sense, like an inanimate dark altar) are utterly immune to all poisons.

Med Kit - 1 Intel. Bandages, coagulants, adrenaline, morphine, and other drugs and equipment necessary for emergency medicine, carefully packed and organized in a uniform, easy-to-access fashion. Necessary to stabilize an ally that is Bleeding Out.
Specialist: Specialists can choose to make a Tactics check when stabilizing someone. One a critical success, they are not only stabilized by fighting fit again. On a success, they are able to stand and fight for a number of rounds equal to their Guts or your Tactics (whichever is lower). On a failure, they are only stabilized as on a normal use of a med kit. On a critical failure, the agent dies.

Drones
RC Camera - 1 Intel. A simple drone that allows you to spend actions piloting it. Useful for searching out nearby rooms, but highly noticeable. Tangos will notice it instantly and destroy it with a single attack, and will also react by sending a Patrol.
Specialist: The drone can be rigged with a grenade of the specialist's choice. The grenade needs to be purchased separately. Detonating it uses Tactics to determine hit locations and damage instead of Valor.

Hauler Drone - 4 Intel. A basic walker drone that can navigate terrain and that's about it. It can be used to carry an additional 2 Tactics worth of equipment. It takes an action to load or unload equipment from a hauler. Since purchasing and using the hauler occupies 1 equipment slot for the agent that purchased it, haulers provide a party a net gain of 1 extra equipment slot. The drone will be destroyed if it takes any damage.
Specialist: The drone can be rigged with a grenade of the specialist's choice. The grenade needs to be purchased separately. Detonating it uses Tactics to determine hit locations and damage instead of Valor.

Assault Drone - 6 Intel. A hauler outfitted with armor and a remote-controlled shotgun. True combat-ready AI isn't ready yet, so an agent needs to give up actions to control the drone remotely. The drone is only capable of moving to rooms and shooting, and its shotgun is treated as having a range of 0, but it has 10 HP and takes no extra damage from torso or headshots (ignore hit locations).
Specialist: The drone can be rigged with a grenade of the specialist's choice. The grenade needs to be purchased separately. Detonating it uses Tactics to determine hit locations and damage instead of Valor. Detonating the grenade will inevitably destroy the drone.

This message was last edited by the GM at 03:17, Sat 13 Apr 2019.

The Director
 GM, 9 posts
Thu 11 Apr 2019
at 19:59
Equipment and Supporting Operations
Ruses

Sniper Support: 2 Intel. Deny the Tangos access to a critical room by stationing snipers outside the operating theater. When activating this Ruse, the agent activating it must select a room with at least one exterior wall.

The room is under watch from snipers for the remainder of the mission. The tangos aren't aware of the snipers' presence until at least one tango is killed by the snipers. The first tango to enter the room will be killed by sniper fire, as if by a successful Reaction shot that always targets the head and always deals 10 damage. Future tangos will be smart enough to consider the room "off limits" and will not enter it willingly. As such, sniper support isn't necessarily a great tool for eliminating tangos, but it can be used to render large portions of the operating theater off-limits to tangos.

Cut the Power: 3 Intel. While monstrous

Floorplans: 4 Intel.

Support Specialist: 5 Intel.

Recruitment: 5 Intel.

Stakeout: 7 Intel.

Cat's Paw Squad: 10 Intel.

Hot Evac: 10 Intel.

Mole: 12 Intel.

Aerial Strike: 15 Intel.

Reinforcements: 20 Intel.

SIGINT Superiority: 20 Intel.

Armed Aerial Escort: 25 Intel.

This message was last edited by the GM at 01:00, Wed 17 Apr 2019.