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Argus Archive

Requested Equipment List

Posted By: The GM
Date: Sunday, 25 July 1999, at 10:22 a.m.

From: allyssia@ietf-blacknet.xxx
To: alpha@ietf-blacknet.xxx
Subject: Requested Equipment list
-----------
Gents,
      The following equipment will be ready for you at the Quatermaster's warehouse at the 801
Jumppoint 24 hours previous to your departure from the Nexus.
I feel it needless to remind you that any nuclear or quantum material that you wish to bring with 
you bearing either 701 or Nexus quantum signtures must be doped no earlier than 4 hours to jump.
Come back safe. 
-AY 

[DM's notes: Stats are included for player reference.]

"M30 Battlesuit" - Streethawk
Quantum Signature: 801
Sensor system: Basic Sensors with infrared and night vision, laser rangefinder
Communicator: Basic Communicator with IFF
On board weaponry: Assault Razer on right-arm mount [Hand held weaponry not included]
Armor: PD 4, DR 80
Hit Points: Right arm: 18, Left Arm: 15, Head: 12, Body: 27, Each Leg 15
Modulo Hit Points: 27
Statistics:
             414.2525 lbs, design weight
             620 lbs, with 150 lbs. pilot, 60 lbs. gear in cargo
             6.6 ft tall
             ST: 30
             DX: Pilot
             IQ: Pilot
             HT: 27
             PD: 4
             DR: 80
             Ground Speed: 10.0
             Fly: no

Weapon Table:

Type

Dmg

SS

Acc

.5D

Max

Wt.

RoF

Shots

ST

Rcl

Notes

RazerGun

3d+2(10)

10

12

400

800

5

3*

750/C

40

0

mounted

Other weapons and equipment
-------
I presume that the squad weapons and other equipment that you have will suffice. Let me know if you need
replacements. Technology and Combat has also made the following new weapon available:


[The following weapon requires either Guns(Rifle) or Guns(LightAutomatic) skills for firing single-shot or burst, respectively]

Type

Dmg

SS

Acc

.5D

Max

Wt.

RoF

Shots

ST

Rcl

Notes

Assault Rifle (5.5mm)

6d-1

12

9

530

3,300

7

12

100

9

-1

UT2(49)

Ammunition available for the above Assault Rifle:
Armor Piercing Saboted (APS): These rounds use a high-density depleted uranium or tungsten-carbide penetrator encased in a much larger plastic sheath - the "sabot" - which is designed to fall away as the round leaves the barrel. This gives a flatter trajectory and much higher velocity to the smaller, subcaliber bullet. Increase 1/2D and Max ranges by 50%, and add +1 to damage per die. Most importantly, the target's armor protects with only half its DR. However, because of the small size of the projectile, APS rounds do less damage to living tissue; halve the damage that gets through armor (round down).

 

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