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==GEAR== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> ''"The object of this exercise is to familiarize you with the array of standard weapons available to you as troops of the United Terra Reconnaissance and Peacekeeping Force.''</br> ''"All these items should be used with the following strategy in mind: the point is not to die for your planet. Instead it is to make sure the motherless creatures you'll be facing die for their planet. No offense intended.''</br> ''"This strategy depends upon judicious usage of the devices you see before you."''</br> -Drill Sergeant Jack Rasiko, UTRPF</br> Any gear from the SWADE Core except Future items can be purchased with Wealth checks as a personal item of the trooper. Offiers are generally lax when it comes to personal weapons or other items but GM can make the call. </br> The UTRPF provides the troops with all their basic gear and food, sheter, training, medical needs, etc. Wealth bonus/penalty are listed for most to give an idea of an items worth and if the character wants to purchase anything for themselves. Most officers turn a blind eye to light weapon and even the occational drug use but they are not always so 'blind' and might confiscate inappropriate or illegal goods.</br> ===Armor=== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> {| class="wikitable" border="0" | '''Name''' || '''Armor''' || '''Tough''' || '''Ballistic''' || '''Min Str''' || '''Weight''' || '''Wealth''' || '''Covers''' |- | Infantry Vest || +4 || +0 || -4 || d4 || 4 || +0 || Torso |- | Infantry Body Armor || +4 || +0 || -4 || d4 || 6 || +0 || Torso, arms, legs |- | Infranty Helm || +4 || +1 || -4 || d6 || 2 || -1 || Head-- optional full face (but then -1 Notice with Vision) |- | Light Combat Armor || +4 || +1 || -4 || d6 || 8 || -2 || Torso, arms, legs, head-- optional full face (but then -1 Notice with Vision) |- | Medium Combat Armor || +6 || +2 || -4 || d8 || 16 || -3 || Torso, arms, legs, head-- optional full face (but then -1 Notice with Vision) |- | Envro Suit || +2 || 0 || 0 || d4 || 10 || -1 || Full Body (-1 Notice with Vision) |- | Vaccsuit || +2 || 0 || -2 || d4 || 14 || -1 || Full Body (-1 Notice with Vision) |- | Armored Envro Suit || +5 || +1 || -2 || d8 || 18 || -3 || Full Body (-1 Notice with Vision) |- | Tactical Vaccsuit || +4 || 0 || -2 || d8 || 14 || -3 || Full Body (-1 Notice with Vision) |- | Armored Vaccsuit || +6 || +1 || -2 || d8 || 24 || -3 || Full Body (-1 Notice with Vision) |- |} ARMOR DESCRIPTIONS</br> '''Infantry Vest''': Private Secruity and poorer National Military.</br> '''Infrantry Armor''': Private Secruity and poorer National Military.</br> '''Infrantry Helm''': Private Secruity and poorer National Military.</br> '''Light Combat Armor''': Military and private security forces. Provides +2 to Cold, Electrical, Heat and Radiation checks. Can be fully sealed for 6 hours of breathable air (full protection from Diseases, Drowing and Posions). After that filters adding +2 to all inhaled and touch based toxins and posions.</br> '''Medium Combat Armor''': Military. As Light Combat armor protections. </br> '''Enviro-Suit''': Civilian. Provides +4 to Cold, Electrical, Heat and Radiation checks. Provides 18 hours of environmental protection (chemical, toxin, contact). After that filters adding +4 to all inhaled and touch based toxins and posions. Falling, combat, obsucals etc. can cause tears or rips that can breach the suits. Spot repairs can be made with Adheive Patches (see Standard Gear below) but otherwise user loses protection. </br> '''Vaccsuit''': Civilian. Provides 18 hours of full life support and protection from but the most extreme types of Cold, Heat and Radiation (and a +4 vs. these condition). Falling, combat, obsucals etc. can cause tears or rips that can breach the suit. Spot repairs can be made with Adheive Patches (see Standard Gear below) but otherwise user loses protection.</br> '''Arnored Enviro Suit''': Military. As civilian Enviro Suits protections.</br> '''Tactical Vaccsuit''': Military (Navy Standard). As civilian Vaccsuits protections.</br> '''Arnored Vaccsuit''': Military. As civilian vaccsuits protections. </br> NOTE that Ballistic means that this is the ammount of damage reduction that the armor stops from ballistic and caseless firearms. ===Weapons=== See SWADE Core rulebook for common primative and modern armor, weapon and basic gear. ====Melee Weapons==== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> Future Melee Weapons use the following Mods and costs. </br> '''Molecular Blade''': Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (+2 AP for a d4, +4 AP for a d8, etc.). Molecular blades require no power. Wealth for daggers and short swords (or similar) -2. all others -3</br> '''Stun Charged''': Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack that deal no damage but gain +2 to ''Fighting'' rolls to hit), resolve damage. If the target is successful hit it must make a Vigor check -2 (-4 with a raise) or are Stunned (SWADE pg. 106). At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Distracted and Vulnerable until his next action. With raise means he revives instantly and is not Distracted and Vulnerable. An unpowered stun weapon does normal damage. Wealth +1</br> '''Vibro Blade''': Any bladed weapon, such as a sword or axe, can be fitted with a fine microwire that is made to vibrate at extremely high frequencies. Vibro blades are extremely loud, but adds one die steps damage and increase AP +2 to the weapon’s basic statistics. Unpowered, the blade is a normal weapon of its type. The power cell add 1/4 the basic weapons weight and lasts for one hour of continues use. Wealth for daggers and short swords (or similar) -1. all others -3</br> ====Personal Firearm/Ranged Weapons==== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> {| class="wikitable" border="0" | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Wealth''' || '''Notes''' |- | Stub X Palm Pistol || 8/16/32 || 2d4+1 || 2 || 1 || 8 || d4 || 2 || +1 || Holdout, Silencer |- | S&W 'Zapper' Taser Pistol || 5/10/20 || Stun || 0 || 1 || 6 || d4 || 2 || +2 || Holdout, Stunning |- | Colt Manhunter M7 Auto Pistol || 12/24/48 || 2d6+1 || 2 || 1 || 17 || d6 || 3 || +1 || Caseless |- | S&W Sterline Revolver || 12/24/48 || 2d6+2 || 2 || 1 || 6 || d6 || 3 || +2 || - |- | Glock 'Hand Cannon' Pistol || 15/30/60 || 2d10 || 2 || 1 || 5 || d8 || 5 || -1 || 1½ handed |- | Volkov 'Shrieker' Gyro Pistol || 15/30/60 || 2d8 || 8 || 1 || 8 || d8 || 6 || -2 || 1½ handed, HW, SBT |- | Weiss MXP Machine Pistol || 10/20/40 || 2d6 || 1 || 3 || 24 || d4 || 4 || +0 || Holdout, Suppresser |- | Fusia F3m SMG || 18/36/72 || 2d6+1 || 1 || 3 || 80 || d6 || 8 || -2 || 3RB, 1½ handed, Low-G setting, Suppresser |- | Ingrum-Martin IM3X SMG || 18/36/72 || 2d6+1 || 1 || 3 || 40 || d6 || 6 || -1 || 3RB, 1½ handed, Silencer |- | Volkov 'Trencher' Shotgun Pistol || 5/10/20 || 1-3d6 || 0 || 1 || 2 || d6 || 4 || +1 || 1½ handed, Shotgun |- | Remi-Genn Pump Action Shotgun || 12/24/48 || 1-3d6 || 0 || 1 || 7 || d6 || 7 || +1 || Shotgun, Two-Handed |- | Mossberg 'Wraith' Combat Shotgun || 12/24/48 || 1-3d6 || 0 || 3 || 20 || d8 || 18 || -1 || 3RB, Shotgun, Two-Handed |- | Ruger 15 Hunting Rifle || 24/48/96 || 2d10 || 2 || 1 || 8 || d6 || 8 || +1 || - |- | M-25a Pulse Rifle || 30/60/120 || 2d8+1 || 2 || 3 || 100 || d8 || 14 || -2 || 3RB, Low-G setting, Caseless, Two-Handed |- | M3a Grenade Launcher || 24/48/96 || varies || varies || 1 || 1 || d6 || 2 || +1 || 1½ handed |- | M3 Grenade Launcher || 24/48/96|| varies || varies || 4 || 1 || d6 || 5 || +0 || 1½ handed |- | Ingram-Martin 3XC 'Big Mama' Grenade Rifle || 24/48/96 || varies || varies || 1 || 12 || d6 || 20 || -1 || Two-Handed |- | M-8L Gatline 'Howler' Smartgun || 30/60/120 || 2d8+1 || 2 || 4 || 200 || d10 || 26 || -3 || Smart-Fire System, Snapshot, Two-Handed |- | Fusia 'Gorgon' Gyro Rifle || 30/50/120 || 2d8 || 8 || 1 || 20 || d8 || 16 || -2 || HW, SBT, Two-Handed |- | M52 Flame Gun || Cone || 3d6 || 0 || 1 || 15 || d6 || 16 || +0 || Fire, Two-Handed |- | X-A2 'Ignis' Laser Rifle || 40/80/160 || 2d6 || 2 || 3 || 60 || d6 || 10 || -2 || Cauterization, No Recoil, Snapshot, Two-Handed |- | X-C5 'Höllenfeuer' Sniper Laser Rifle || 60/120/240 || 2d10 || 4 || 1 || 20 || d6 || 20 || -2 || Cauterization, No Recoil, Snapshot, Two-Handed |- | Remi-Gen 'Smasher' Anti-Matheral Gun || 40/80/160 || 4d8 || 20 || 1 || 10 || d10 || 25 || -3 || Caseless, HW, SBT, Snapshot, Two-Handed |- | Argen 'Triple-Betty' Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 3 || d8 || 24 || -2 || HW, Misssile, MBT, Two-Handed |- | Locheed-Nolen Mortar || 50/100/200 || varies || varies || 1 || 1 || d4* || 50 || -1 || Mortar |- |} PERSONAL FIREARM/RANGED WEAPON DESCRIPTIONS</br> '''Stub X Palm Pistol''': Small 8mm autopistol that is easy to hide on your person with built in silencer.</br> '''S&W 'Zapper' Taser Pistol''': Wireless taser shots to stun foes.</br> '''Colt Manhunter M7 Auto Pistol''': Standard 10mm UTRPF sidearm, generally issued on requires.</br> '''S&W Sterline Revolver''': compact and sleek 10mm revolver.</br> '''Glock 'Hand Cannon' Pistol''': Heavy 20mm auto pistol that looks like a five-cylender heavy revolver with a double trigger for safety.</br> '''Volkov 'Shrieker' Gyro Pistol''': A gyro-pistol that fire a mini-rocket round. Non-standard mini-rockets are also used.</br> '''Weiss MXP Machine Pistol''': Sleek 8mm machine pistol that can be hidden on one person and has a built in suppressor.</br> '''Fusia F3m SMG''': standard issue UTRPF 10mm Caseless SMG for scouts, with a built in suppressor and often includes an intergated underbarrel M3a GL.</br> '''Ingram-Martin IM3X SMG''': This 10mm SMG is a corp security favored weapon has a build in silencer.</br> '''Volkov 'Trencher' Shotgun Pistol''': a two barrel sawed off pistol shotgun with break-barrel reloading. Doubled Barrel and can use those notes on SWADE pg. 105 for this type of shot.</br> '''Remi-Genn Pump Action Shotgun''': Common colonist shotgun. </br> '''Mossberg 'Wraith' Combat Shotgun''': An assualt combat shotgun.</br> '''Ruger 15 Hunting Rifle''': Common 15mm colonist rifle. </br> '''M-25a Pulse Rifle''': This is the standard 10mm caseless UTRPF combat infantry rifle and generally includes a interated underbarrel M3 GL.</br> '''M3a Grenade Launcher''': One-shot mini GL</br> '''M3 Grenade Launcher''': Stander 4-round pump action GL</br> '''Ingrum-Martin 3XC 'Big Mama' Grenade Rifle''': Looking like an oversized 12-cylinder revolver this GL can hold multiple minigranades</br> '''M-8L Gatline 'Howler' Smartgun''': Standard UTRPF 10mm infantry support weapon that generally includes a weapon harness gibble.</br> '''Fusia 'Gorgon' Gyro Rifle''': As the gyro-pistol but holds more rouds.</br> '''M52 Flamer Rifle''': Standard UTRPF flame thrower rifle.</br> '''X-A2 'Ignis' Laser Rifle''': These delicate firearms are often issued to UTRPF soldiers in zero-g enviroments</br> '''X-C5 'Höllenfeuer' Sniper Laser Rifle''': Standard issue for UTRPF scope/snipers his are bulky but very accurate weapon systems. The scope on these models elimates up to 2 penalties from ranged, cover and called shots.</br> '''Remi-Gen 'Smasher' Anti-Matheral Gun''': A weapon onto itself they fire heavy 20mm soild AP rounds that is mean as an light anti-armor and structure weapon.</br> '''Argen 'Triple-Betty' Missile Launcher''': This three barrel missile launcher is occasionally issued to troops facing armored vehicles (tanks) or aircraft.</br> '''Locheed-Nolen Motor''': This mortor unit is meant to be carried and fired by two-troopers.</br> WEAPON NOTES</br> '''Holdout''': add +2 to ''Stealth'' to hide weapon on person</br> '''Stunning''': This weapon deals no damage. Instead the target must make a Vigor check -2 (-4 with a raise) or are Stunned (SWADE pg. 106). At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Distracted and Vulnerable until his next action. With raise means he revives instantly and is not Distracted and Vulnerable.</br> '''3RB''' - 3 round burst, requires 3 rounds; adds +1 to ''Shooting'' and damage result. SWAE pg. 67</br> '''Shotgun''': see the Shotgun rules found on SWADE pg. 74 and 105 (but use solid slug ammo notes listed here). </br> '''HW''' - Heavy Weapon: uses the rules found on SWADE pg. 66</br> '''Snapshot''': on the round the attacker moves he is -2 ''Shooting'' with weapon, SWAE pg. 66</br> '''Fire''': Ignores half of all non-sealed armor points (round down), and targets must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds. </br> '''Silencer''': lower noise from ballistic and caseless firearm weapon single shot discharge (ROF 1), others suffer a -4 to listen ''Notice'' checks.</br> '''Suppresser''': lowers noise and muzzle flash from automatic fire of ballistic and caseless firearms (ROF 2+ or 3RB), offers suffer a -2 to ''Notice'' checks.</br> '''Low-G setting''': This weapon system have a low-g setting that can be activated as a Action. While not totally safe, this setting is often employed when on a starcraft as the rounds are unlike to penatrate the outer hull. When active this weapon deals one less dice step of damage (i.e. a weapon that normally inflicts 2d6+1 now deals 2d4+1 damage) and reduces the base AP by 2 (if lower then 0, treat as AP 0). In low-g setting does not cause any penalties to ''Shooting''. In a zero-g setting the ''Shooting'' penalty to lowered to -1 and no penalty base penalty to Stablizing yourself.</br> '''Caseless''': These weapons do not have an 'open' discharge system and as such can be fired in hostile enviroments or even in a vaccum without having the system damage by them. </br> '''Smart''': see CST and Smart systems in Standard UTRPF Gear; see below.</br> '''Cauterization''': Anyone Incapacitated by a cauterizing weapon adds +2 Vigor vs. Bleeding Out</br> '''No-Recoil''': These weapons do not suffer a recoil penalty for multiple attacks in a round. Recoilless weapons are also recoilless and do not impose extra disadvantages when fired in z-g environments.</br> '''1½ handed''': can be used one or two handed. When fired 1 handed suffer a -1 to ''Shooting'' unless you have +1 step over the Min Str required.</br> '''Two-Handed''': requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 ''Shooting''.</br> '''Cone''': base range 0 and hits everyone in a Cone template for attacking all targets in area.</br> '''Varies''': these weapons deal damage and have the AP of the mini-grenade or mortor round that they are firing.</br> '''SBT''': Small Burst Template. </br> '''MBT''': Medium Burst Template.</br> '''LBT''': Large Burst Template.</br> '''Missile''': Missile are meant to be fired at armored vehicles (tanks) or aircraft and suffer a -4 ''Shooting'' against anything less then a Size of 4. The firer also suffers a -4 to their ''Shooting'' if the move (Pace 1+) and fire in the same round (like Snapshot but worst). </br> '''Mortar''': this weapon fires mortor rounds. See Grenades for notes on mortor effects. Mortors must be set up in order to be fired (takes 2 rounds for two troopers, 3 rounds for one) in order to be fire and then half a ROF of 1 per 2 rounds (again if there are two troopers, with just one it can fire one round every 3 rounds). </br> BASIC AMMO NOTES</br> A Ballistic firearm can be converted to Caseless with an additional -1 to base cost.</br> Standard Ammunition for Ballistic and Caseless firearms a Wealth check +2 for 50 rounds of all types of pistols and revolvers (not hand cannons) (Wt. 1lb); for SMG and Hunting Rifles same check gains 40 rounds (1lb); for hand cannon, assault rifles, LMG (the Howler for example) and shotgun same check gains 30 rounds (1½lbs). Ballistic and Caseless rounds are not interchangable with any other firearm and only for the weapon they were purchased for (i.e. Machine Pistl, Revolver, etc).</br> Grenade Launchers use mini-grenades. They have the same stats and cost as Hand Grenades (see below) but only weigh 1lb each and use the GL ranges. </br> Standard Gyro Mini-Rocket rounds Wealth -1 for 50 rounds (5lb). Boomer rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, Wealth -2 for 50 rounds (5lb). HEAT Seeker rounds deal 3d6 damage no AP and adds +2 to ''Shooting'' checks to hit 'living' targets and vehicles that are powered on. Wealth -1 for 50 rounds (5lbs).</br> Laser Rifle and Laser Sniper Rifles repacement powercell, Wealth -1, and weigh 5lbs each. These powercells are interchanged between the two weapon types.</br> Flame Rifles fuel canister replacements Wealth +1 and weigh 7lbs each.</br> Anti-Material rounds Wealth -1 for a full clip and weigh 6lbs each. They do not come outside of a full sealed clips.</br> Missile replacement Wealth -1 and weigh 6lbs each. Anti-Aircraft rounds deal 5d8 damage with AP 4 and a range of 500/1,000/2,000, within a SBT with the same cost and weight as anti-armor rounds. HE anti-personal missiles deal 4d8 damage, AP 4, within a LBT at the same cost and weight as other missiles. HE are not Heavy Weapons.</br> SPECIAL AMMO FOR BALLISTIC AND CASELESS ROUNDS</br> '''AP'''- Armor Piercing Rounds: change the AP of the rounds to 4 but deal -2 damage. Wealth as standard rounds. </br> '''APHE''' - Armor Piercing High Explosive Rounds: Standard UTRPF rounds for the Pulse Rifle and SMG. These weapons change the AP value to a 4, adds +3 base damage and a Raise on the ''Shooting'' check adds another d10 instead of d6 damage. Wealth +0 for same number of rounds and Military only.</br> '''Gel Rounds''': this ammo deal non-lethal damage (i.e. does not kill a target and Wounds make a recovery roll every 6 hours), but deal -1 damage per die (including Aces, etc.). Wealth as standard rounds.</br> '''Man-Stopper Rounds''': Dense heavy-core bullets; add +2 damage. Wealth +1 for same number of rounds. </br> '''Stick-n-Shock Rounds''': base damage to target, but converted to “electrical” damage and target must make a Vigor check -2 or be Distracted and Vulnerable until end of its next round. Wealth +1 for same number of rounds.</br> SPECIAL SHOTGUN ROUNDS</br> '''Solid Slug Shot''': No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to ''Shooting''. Wealth as standard rounds but weight 2lbs for 30 rounds.</br> '''Sunder Rounds''': Explosive rounds made to breach doors, bypass armor, etc. Treat as Solid Slug rounds but add +1d10 damage, change AP to 8 but halves base Shotgun range (round down). Also a Raise on the ''Shooting'' check adds another d10 instead of d6 damage. Wealth check +1 and weigh 2½lb for 30 rounds.</br> OTHER FIREARM WEAPON ACCESSORY AND UPGRADES</br> '''Silencer Attachment''': lower noise from ballistic and caseless firearm weapon single shot discharge (ROF 1), others suffer a -4 to listen ''Notice'' checks. Wt. +1lb, Wealth +1</br> '''Suppressor Attachment''': lowers noise and muzzle flash from automatic fire of ballistic and caseless firearms (ROF 2+ or 3RB), offers suffer a -2 to ''Notice'' checks. Wt. +2lb, Wealth -1</br> '''Motion Predictor''': complex target-tracking cogitator. Eliminates 2 ranged penalties for any moving target (Pace 2+) due to range, cover, called shots, illuminations and recoil. Wt. +2lb, Wealth -2 </br> ====Grenades, Explosives and Other Chemicals==== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> GRENADES</br> Hand Grenades when thrown range of 5/10/20, using ''Athletics'' skill and all weigh 2lbs each. If shot from a grenade launcher use weapon’s range and change weight to 1lb each. Military grade Mini-Grenades (and GL) are also Caseless allowing the weapon to remain sealed. For Mortor Rounds change name from Grenade to Mortor, increase weight to 6lbs each and add +2dx damage dice (i.e. a Frag Mortor would deal 5d6 damage). All have an area-of-effect of a LBT if not already. If there is a gas it lingers twice as long. If a mortor round causes damage then add HW if not already. Increase the wealth cost down a additional -2.</br> '''Concussion Grenade''': Damage 2d8, AP 8, LBT. Wealth +2 for 3 grenades</br> '''Frag Grenade''': Damage 3d6, AP 4, MBT, HW. Wealth +1 for 3 grenades</br> '''High Explosive Grenade''': Damage 3d10, LBT. Wealth +0 for 3 grenades </br> '''Anti-Armor Grenade''': Damage 3d6, AP 16, SBT, HW. Wealth -2 for 3 grenades</br> '''Photon Flash Grenade''': LBT, Notes -targets in area must make an Agility -2 (-4 with raise) check or be ‘Blind’ (-6 to all vision based skills & checks) for 2d4 rounds. Wealth +0 for 3 grenades</br> '''Flame Burst Grenade''': Damage:3d8, MBT, Notes -Ignores half non-sealed armor points (round down), targets in area must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds. Wealth -1 for 3 grenades</br> '''Smoke Grenade''': LBT, Notes -produces thick smoke for 1 minute plus 1d6 rounds. Penalty -4 to all non-IR vision based ''Notice'' and Shooting checks into and out of the area. Wealth +4 for 3 grenades. </br> '''Thermal Smoke Grenade''': LBT, Notes -produces thick smoke for 1 minute plus 1d6 rounds. Thermal-signature to confuse IR, Penalty -4 to all Vision based ''Notice'' and ''Shooting'' checks into and out of the area. Wealth +2 for 3 grenades.</br> '''Stun/Shock Grenade''': MBT, Notes -everyone within area must make a Vigor -2 or be knocked unconscious for 1d4 minutes. After that Shaken but can recover normal after that. Wealth +1 for 3 grenades.</br> '''Tear Gas''': LBT, Notes -gas lasts 2d6 rounds. Vigor -4 or Distracted and Vulnerable for 1d6 minites. When outside are targets can make a Vigor -4 each round to recover. Also acts as a Smoke Grenade that creates obscuring smoke. Wealth +1 for 3 grenades</br> UTILITY CHEMICALS & OTHER EXPLOSIVE</br> '''Glue Sprayer''': an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled. Wt. 3lbs, Wealth +1 (refilling the applier +2) </br> '''Explosive Paste''': Damage 4d6, AP 8, SMT. Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with ''Repair'' check (can also be set to form a MBT with a seperate ''Repair'' check). Wt. 1lb, Wealth -1</br> '''Plastic Explosives''': Damage 4d6, AP 4, SBT, Wt. 1lbs.; requires a ''Repair'' check. Can be combined. For 2lbs. Damage 6d6; for 3lbs. Damage 8d6, MBT and HW; for 4lbs. Damage 10d6, LBT, HW. Each additional +2lbs adds +1d6 damage. If the esplosive is enought to create a Burst Template install can make a seperate ''Repair'' check to change that to a Blast Temple (in the direction they wish). Remote detonator and Timers cost 50¥ each with a range of 500” (1,000 yds) or set up to two hours timer. Wt. 1lb, Wealth -1</br> '''Thermite Burning Bar''': Damage 4d6, AP 4, HW. Causes continuous damage for 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and ''Repair'' skill check to set property. Wt. 1lb, Wealth -1</br> '''Charge Pack''': a simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates in 3 rounds after fuse pulled. Damage 4d8, AP 5, HW, MBT. Wt. 10lbs, Wealth -2 </br> '''XR-Bomb''': Damage 6d10, AP 12, HW, base ''Repair'' check and can be set for any Burst Template (Small, Medium, Large or Cone with a seperate ''Repair'' skill check), time from 1 round to 2 hours. A peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Wt. 10lb, Wealth -2</br> '''Mines''': Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 1,000 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a MBT. Both require a ''Repair'' check to set. Finding a mine requires a ''Notice'' check –4, and removing it is saftely a ''Repair'' check at –2. Wt. 15lbs and Wealth -2 each for anti-vehicle or 5lb for anti-personal, Wealth -1 each. </br> ===Standard Gear Carried by UTRPF Ground Troopers=== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> These items tend to be carried by most if not all of the troopers in standard missions. Included here are only what infantry troopers might encounter. Other high tech equipment from the SFC (or even the Star Law link) might able around on a case-by-case bases. Ask the GM if your character is thinking on buying something from there or outside the scope of the game </br> '''Mark3 Medium Combat Armor''': As Medium Combat Armor, this is standard issue infranty trooper combat armor worn by most troops in the field. Enhancements include a helmets plastishield visor includes a anti-flare/reflective shield that grants +2 to resisting sudden flashes and eliminates the normal -1 to ''Notice'' for sight of standard medium armor visors. When deployed the vision can provides IR targeting system. Also includes Intergraded Battle-Tac Stealth Camo Pattern Mark I that ads +1 to ''Stealth'' (from computer generated camo pattern display system) and Grip Boots that add +1 to ''Athletics'' when climbing or moving over difficult terrian. Weight 16lbs</br> '''Mark5 Light Combat Armor''': As Light Combat Armor, assigned to scouts and other troopers that don't want the extra weight of a medium combat armor (or need to carry other specialized gear). Enhancements include a helmets plastishield visor includes a anti-flare/reflective shield that grants +2 to resisting sudden flashes and eliminates the normal -1 to ''Notice'' for sight of standard medium armor visors. When deployed the vision can provides IR targeting system. Also includes Intergraded Battle-Tac Stealth Camo-Com Pattern Mark I that ads +1 to ''Stealth'' (from computer generated camo pattern display system or Mark II for the Scout Troopers that adds +2 instead) and Grip Boots that add +1 to ''Athletics'' when climbing or moving over difficult terrian. Weight 8lbs)</br> '''Combat Helmet Array''': the standard helmet array worn by UTRPF Marines includes the Tactical Helm Communicator and a Camera Rig which allows the soldiers to communicate with each other and command staff along transmit viedo back to their location within about 5 miles, in optimal conditions. Also includes a FTI Tag (''Friendly Target Identify'') which is a adhesive chip allows for the targeting systems and Motion tracks to be identify friends from foe. In game terms ''Firing into Melee'' with this tag and the ABTS system will not hit a ally even with a Critical Fumble. Weight is negligible, Wealth -1</br> '''Shoulder Tac Lamp''': This robust shoulder mounted lamp can project a beam out to 40" (80 yds) that cancels Pitch Black illumination within its beam. Weight 1lb, , Wealth +1</br> '''ABTS''' (Asset-Based Targeting System): this weapon scope system allowing for the computer system to identify possible friendly targets and civilians so as not to fire on them directly. In game terms this ''Firing Into Melee'' will only hit a by standard on a 1 on the ''Shooting'' dice if using Autofire or a Critical Fumble with ROF 1. Weight is negligible, Wealth +0</br> '''CTS''' (Computer Targeting System) and the '''Smart System''' (as on the M-8L Gatline Smartgun): This computer targeting scope grant that weilder a +1 to ''Shooting'' and can eliminates up to 2 points of penalties due to range, cover and called shots. These bonuses stack with any other equipment enhancement and Edges. Wt. 1lb, Wealth -1</br> '''Load Bearing Web Gear''': this web gear is attached to all UTRPF soldiers armor and allows you to carry up to 8 light item (no more then 2-3lbs) such as a Grenade, an standard ammo Clip (but not a ammo drum or powercell) a knife or 3 mini-grenades in each webbing slot. It is a free action to ready a item from this rig. This webbing adds no extra weight It is part of ones armor weight, Wealth +2</br> '''Combat Belt''': part of ones armor, this belt can carry ammo clips and drums, pistol, etc. up to 12lbs. total (2-12 small objects, no more the 6lbs each). Takes an action to Ready a item from the belt. It adds no extra weight, Wealth +2</br> '''Rucksack''': A military backpack or belt pack that is reistant to tears, heat and cold, and that holds up to 20lbs of gear. It takes an extra Action to ready a weapon from it. Weight 1lbs empty, Wealth +2 </br> '''Long Range Com Rig''': Shoulder mounted rig (think football shoulder pad) with satellite uplink unit, that can route squads radio and vidcam transmits back to command. Range with satellites can be routed planetary wide, otherwise transmit range is around 100 miles. Wt. 5lbs, Wealth -1</br> '''Mini-Electronics Repair Kit''': required for electrical systems, computers, etc. Electronic and Repair checks. Can also be used for electrical Hacking and Thievery of locks and security systems. Wt. 5lbs, Wealth +0 </br> '''Weapon Harness Gimble''': body harness and built in stablizer motor that is attached to a heavy weapon (like the 'Howler'). Negates penalties for recoil (like the Rock-An-Roll Edge). It also allowes an additional +1 to ''Shooting'' when aiming with stablizer. Cannot move to ignore recoil penalties. If the weilder does have the Rock-An-Roll Edge, whent moving the recoil penalty is reduce to -1 each attack. Wt. 10lb, Wealth -1</br> '''First Aid Kit:''' basic disposable healers kit (+1 ''Healing'' checks, takesn 1d4 rounds to use) 3 uses. Wt. 2lbs, Wealth +1</br> '''Advanced Field Medical Kit''': Includes autoinjector and medical diagnosis scanner (+2 ''Healing'' checs, takes 2d6 rounds rounds to use). 10 uses (replacement 5lb). Also include one tube of Med-Gel and 2 dose of each of the Standard Medical Drugs (see Drugs below). Wt. 12lbs, Wealth -1</br> '''Camo Cloak''': Advanced cloak that uses computer assisted patter changer with background, adding +2 to ''Stealth'' when motionless and +1 when moving up to Pace 6. Wt. 3lbs, Wealth -3</br> '''Tactical Pullout Flat-Screen Map''': These roll-out flexable flat-screen plastic display map can call up local maps, zooming in or out as needed. Map quality depends on satellite imaging and local mapping usage. Grades +2 to ''Survival'' when locating or moving over long distance. Wt. 2lbs, Wealth +0</br> '''Electrobinoculars''': computer enhanced macrobinoculars, add +2 to vision-based ''Notice'' with a penalty of -1 per 1,000 yards (500”). Wt. 2lbs, Wealth +0</br> '''Ration Packs''': Advanced nution packs of food that can sustain a full grown supersoldier for a day. 1lb each, Wealth +2 for four days.</br> '''Filter Cantens''': Light weight advanced bioplastic with filtration system for re-rilling in the field. Wt.0.1lb empty, 4lbs full, Wealth +2</br> '''Personal Basic/Mesh Kit''': Items for daily care in the filed. Suffer a -1 to ''Survival'' checks without them. Wt. 1lb, Wealth +4</br> OPTION ITEMS </br> These items are genearally available on request. Items listed above and additional weapons are optional of the command staff to give out </br> '''Biosyth Rope''': standard 40 yards (20") of rope that will support up to 1,500lbs of weight. Wt. 1lb, Wealth +0</br> '''Explosives Detector''': hand-wand scanner unit (Detect – Explosives, ''Electronics'' +2). Wt. 2lbs, Wealth -1</br> '''Matter Cutter/Wielder''': These devices use ultrasonics lasers with molecular disruption to make narrow cuts through matter or seal a cut. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not game inches). Double the time required for every full 20 points of Armor the material has. As an improvised melee weapon. Sealing works the same if the surfaces can be joined. if used as an Improvised weapon it causes 2d8 Damage with AP 10, Str Min d6, but subtracts 2 from ''Fighting'' checks and to weilder Parry score. Has full for 10 rounds of us. Wt. 4lbs, Wealth -2</br> '''Motion Tracker''': Used to detect motion within a short area (base ''Electtronics'' skill check vs. ''Stealth'', -1 per 10”/20yds Range). Ignores smoke and mist obscre and darkness penalties within range (also ignores invisibility). Note targets must be moving (Stationary ‘living’ targets get +2 to ''Stealth'' checks). Can track through terrain and moderate walls/structures. GM may assign a skill penalties depending on the situation. Wt. 4lbs, Wealth +0</br> ''Other Weapons'': Officers often assign extra weapons to the combat loud of a trooper, depending on the needs or situations. Of course the troopers can normally request them.</br> '''M52 Flame Gun''' (16lbs)</br> '''Argen 'Triple-Betty' Missile Launcher''' (24lbs)</br> '''Charge Pack(s)''' (10lbs)</br> '''XR-Bomb(s)''' (10lbs)</br> MISSION SPECIFIC GEAR</br> When carrying out missions that required special atmospheric and chemical, bioharzored or nuclear harzards or vaccum conditions soldiers replace their standard armor with an Armored Enviro-Suit or Vaccum Suit and are issued... </br> '''Adhesive Patches''': small squares bio-metallic adhesive patches are a quick puncture repair kit. One patch is required for each breach. It generally takes an action to apply to each tear. While there is no skill check multi-action penalties can apply if doing anything else. Wt. 1lb for 4 patches, Wealth +2/for 4.</br> For Zero-G environments replace the standard issue SMG and Pulse Rifles (and mini-grenades) with the '''X-A2 'Ignis' Laser Rifle''' (15lbs) and extra powercell (5lbs)</br> For High-G worlds or environments crew can be equiped with a '''High-G Exoskeleton Frame'''. This frame worn over trooper's Armor or BDUs and enhances an individual’s core Strength by +2 steps but with a -2 Pace and -1 steps to Run die. Wearer is also -1 to their ''Fighting'' checks and suffer a -1 to their Parry score. Power cell lasts around 18 hours of continuous use. Wt. 20lbs, Wealth -2. For long-term reconnaissance missions...</br> Generally the standard combat load loses extra grenades and ammo clips to carry extra food and water along with...</br> '''Energy Tent''': An easy-to-assemble 2-man tent using energy sheet material that can absorbs and releases energy to provide environmental protection from about 150° Fahrenheit down to about –50°. Once charged, it retains enough energy for 72 hours of continuous use. The tent and collapsible poles are contained in a small drawstring bag. Wt. 2lbs, Wealth +0</br> OTHER GEAR THAT MIGHT BE USED IN SOME SITUATIONS</br> '''Cargo Loader''': Essentially power armor without the communications gear or protection, this powerful piece of hardware has a Strength of d12+6 and a Pace of 2. It has two arms with crude, blunt pincers to lift, carry, and load heavy cargo (up to 2,000lbs). The pincers are awkward if used for combat and act as an Improvised Weapon (–2 ''Fighting'' checks and to Parry score). They cause Str+d6 damage. Wt. 1,500lbs, Wealth -4</br> STANDARD MEDICAL DRUGS</br> A standard Medic's Advanced Field Medical Kit carries 2 each doses and a tube of Medi-Gel. Price -2. :'''Antibiotics''': As an Action to inject into a subject and adds +2 to checks to recover from any most disease. :'''Antitoxin''': As an Action to inject into a subect, adds +2 to any checks to resist or recover from any known toxin or poison, both inhaled or injected (positive or negative) but painful to administer. After taking drug Distracted and Vulnerable for 2d6 rounds. Wealth +1 each dose :'''Calm Mind''': an Action to inject into a subect, adds +2 to any check for a subject to recover from temporary madness or other mental states. Wealth +1 each dose :'''Healing Spray''': if admistered within 10 minutes of suffering a Wound, as a free action when applied adds +2 to ''Healing'' checks (stacks with any other bonus to heal Wounds) and +2 to Vigor checks to avoid Bleeding Out. Wealth +1 per dose :'''Medi-Gel''': A tube of advanced healing gel. Takes a Action to apply and auto stablize someone from Bleeding Out and adds +2 to a subjects' Vigor roll. Success heals one Wound 1d6 rounds afterwards. Contains 10 uses. Wt. 6oz tube, Wealth +0 for the tube. :'''Painkiller''': allows the subject to ignore up to 2 points of Wound Penalty for 1d4+2 hours. Wealth +1 each dose :'''Radcleaser''': an Action to inject into a subect, adds +4 to any check to recover from radiation poisoning and damage. Wealth +0 each dose :'''Stimulant''': an Action to inject into a subect, this non-addictive stimulant allows the subject to ignore 2 points of Fatigue causes by lack of sleep or similar situations for 1d4+4 hours. Wealth +1 each dose Non-Standard Drugs... :'''Frenzon''': combat drug, lasts 1d10 minutes. Takes an Action to inject into a subect, gains Immunity to fear and the Frenzy Edge. Wt. nil, Wealth +0 per dose. Illegal (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls). :'''Obscura''': As an Action to inject into a subect, makes a Vigor test at -2 or in 1d4 rounds they enters a dream like hallucinogen state for 1d5 hours and then 1d10 hours afterwards from depression (-1 to all non-Soak rolls). Fairly additive. Wt. nil, Wealth +0 per dose, Illegal. :'''Slaught''': Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose requires an Action to inject into a subect, and adds Alertness and Quick Edges for 1d5 hours. At the end suffer a level of Fatigue (which last 1d5 hours). Wt. nil, Wealth -1 per dose. ===Standard Combat Load via MOS=== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> The following are basic standard load carried by each MOS on a standard mission. There also also z-g Mission load and Vaccum/Hostile Enviro load replacement of most gear in these situations. As Synner Clone Soliders have a minimum Strength of a d8 and the Brawny Edge they carrying load of most is 80lbs. </br> Troopers can swap out the Mark3 Medium Combat Armor (16lbs) and the Mark5 Light Combat Armor (8lbs) and/or the M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) and Fusia F3m Pulse SMG with intergal underbarrel M3a one-shot Grenade Launcher (10lbs) if they want a heavier/lighter load then standard. This still requires Officers approval but most do so automatically.</br> :'''Electronic/Communications Specialist''': Mark3 Medium Combat Armor (16lbs) with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) with a with a CTS and ABTS Scope (1lb) and two additon fully loaded 100 round standard APHE rounds foe the M-25a (3lbs each/6lbs) and six addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/6lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), Mini-Electronics Repair Kit (5lbs), Long Range Com Rig (5lbs), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs) :Total Weight load: 80 lbs :'''Heavy Weapons Specialist''': Mark3 Medium Combat Armor (16lbs) with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), M-8L Gatline Smartgun (26lbs) or the Remi-Gen 'Smasher' Anti-Matheral Gun (25lbs) with a ABTS Scope (1lb) attached to a Weapon Harness Gimble (10lbs) and carrying three additional fully load 200 round drums of standard APHE rounds for the M-8 (6lbs each/18lbs) or four additional 10 round Anti-Material Rounds Clipb 5 each/20lbs), 4 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/8lbs), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs) :Total Weight load: 97 or 98 lbs (any Anti-Material Rifle) :'''Medic Specialist''': Mark3 Medium Combat Armor (16lbs) with with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and aShoulder Tac Lamp (1lb), M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) two additon fully loaded 100 round standard APHE rounds foe the M-25a (3lbs each/6lbs) with a CTS and ABTS Scope (1lb) and six addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/6lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), Advanced Field Medical Kit (12lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs) :Total Weight load: 80 lbs :'''NCO''': Mark3 Medium Combat Armor (16lbs) with with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) with a CTS and ABTS Scope (1lb) and two additon fully loaded 100 round standard APHE rounds foe the M-25a (3lbs each/6lbs) and six addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/6lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Colt Manhunter M7 Auto Pistol (3lbs) amd one additional full ammo clip of Standard Rounds (1lb), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), Tactical Pullout Flat-Screen Map (2lbs), Electrobinoculars (2lbs), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs) :Total Weight load: 78 lbs :'''Riflemen/Combat Engineering Specialist''': Mark3 Medium Combat Armor (16lbs) with with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) with a CTS and ABTS Scope (1lb) and two additon fully loaded 100 round standard APHE rounds foe the M-25a (3lbs each/6lbs) and six addition mini-Grenades (either Thermal Smoke, Frag or Concution. llb each/6lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), 4 pounds of Platics Paste with micro Timers/Remote Detination kits (4lbs), 2 Thermite Burning Bar (1lb each/2lbs), Demolistions Kit (2lbs), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs) :Total Weight load: 78 lbs :'''Scout/Sniper Specialist''': Mark5 Light Combat Armor (8lbs) with upgraded Intergraded Battle-Tac Stealth Camo Pattern Mark II system and Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Tac Lamp (1lb), Fusia F3m Pulse SMG with intergal underbarrel M3a one-shot Grenade Launcher (10lbs) with a CTS and ABTS Scope (1lb) and one additon fully loaded 80 round standard APHE rounds for the F3m (2lbs) and three addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/3lbs), X-C5 'Höllenfeuer' Sniper Laser Rifle (20lbs) with one additonal Power Cell replacement (5lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), Camo Cloak (3lbs), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs) :Total Weight load: 78 lbs :Optional '''Psionic Specialist''': Mark5 Light Combat Armor (8lbs) with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), Fusia F3m Pulse SMG with intergal underbarrel M3a one-shot Grenade Launcher (10lbs) with a CTS and ABTS Scope (1lb) and two additon fully loaded 80 round standard APHE rounds for the F3m (2lbs each/4lbs) and three addition four mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/4lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Colt Manhunter M7 Auto Pistol (3lbs) amd one additional full ammo clip of Standard Rounds (1lb), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs) :Total Weight Load: 57lbs '''NON-STANDARD COMBAT LOADS'''</br> Not all mission take place on Earth like settings. For example on Ship Board operations where Command does not want the starship to be damaged troops are restricted to low-g setting SMGs and Rifles or even Pistols, and no explosives or armor piercing. Situations can change but here are some common non-standard loads...</br>
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