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THE ARMORY EARLY BETA

To use with the

6.1 and newer Handbooks.

Drawing inspiration from Platform testing provided by


100DOS was inspired by the Basic Roleplaying Game Playtesting was provided by the 100DOS and Halo Mythic
System. Discord community.

Development of 100DOS and Halo Mythic by


Brandon ‘Vorked’ Miller

The Armory Devkit Spreadsheet needed to expand gameplay. Available online.


Click Here For The Armory Spreadsheet

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CHARACTER CREATION

CHANGES TO MYTHIC’S CHARACTER CREATION CHARACTER CREATION AND TRAINING


When creating a Character using The Armory, the Player will still use If a Character does not have the Faction Training for their equipment,
Mythic’s Character Creation rules. The major change is what is the they’re at a -20 Penalty for Tests made.
Soldier Types, Languages, and Training. Unless specified otherwise by Characters do not have options to choose from Mythic’s
the GM, the Players should only use Soldier Type Character Creation various Faction Trainings unless specified otherwise by the GM.
options from this expansion book. Characters will always count as having the Human Faction Training
and do not need to worry about Faction Training.
SOLDIER TYPES
Soldier Types for The Armory can be broken down into Military WEAPON TRAINING
Trained, Police Force, Mercenary, Militia, Agent, and Civilian. Each Weapon Training is the Character’s knowledge of using specific types
Soldier Type in The Armory have far more unique attributes for how of Weapons. If the Character does not have the Weapon Training for
they’re built, generally revolving around their Equipment Packs. the weapon they’re using, they gain a -10 Penalty To Hit.

CIVILIANS EQUIPMENT EXP WEAPON EXAMPLES


Civilian Soldier Types will use the same rules as the Civilian in Mythic Basic 150 Pistols, Shotguns, and Knives.
and gain no extra benefits like Specialization Packs. However, the Infantry 200 Rifles , SMGs, Grenades, and Satchel Charges.
Civilian will begin with 50 cR to spend freely on their own Equipment Advanced 300 Energy Weapons, Railguns, Flame Throwers.
Pack that cannot be replaced between Missions. This 50 cR does not Explosive 300 Explosive Launchers, Demolition and
count towards the starting cR a Character has at Character Creation. Ordnance Ordinance Explosives.
Heavy 250 Light, medium and heavy Machine Guns
EQUIPMENT PACKS Long- 300 Sniper Rifles and other Extreme-Range
There are two types of Equipment Packs in The Armory. The first is a Range Weapons.
standard Equipment Pack that is similar to those found in Mythic but Melee 200 All available Melee Weapons.
with a cR allowance for each option. Vehicle 200 Any and all vehicle weapons.
The second is just a universal cR allowance for the Soldier
Type’s Equipment, Weapons, Armor, and more. SPECIAL (X)
As an example, the Military-Trained Personnel can begin Special (X) is a Rate of Fire given to weapons that have a unique Rate
with a Rifle worth 50 cR or less. The remaining cR from purchasing of Fire. The weapon that has this Rate of Fire will explain what it does
that Rifle is kept by the Character, however no extra cR can be used in the weapons description.
when purchasing Equipment Pack Weapons, Equipment, or Armor. For example, a Revolver will have Special (X), allowing the
You can only spend the allotted cR for Equipment Pack options. Character to fan the revolver to fire much faster, based on their Agility
Equipment Packs are replaced and repaired between each or Warfare Range Modifier.
Mission or when the Characters return to base.
AVAILABLE WEAPONS IN THE ARMORY EXPANSION
EQUIPMENT PACK REFRESHES The Armory expansion offers a built-In Armory section of the
The GM may allow for Characters to make changes to or completely handbook, which contains Pistols, Rifles, Shotguns, and more. The
rebuild their Equipment Packs. This should only be done between majority of these weapons were hand-picked for service weapons
missions or at major checkpoints within the game. used throughout the world. However, there are still many weapons
missing from modern militaries.
LANGUAGE The Armory’s built-in selection of weapons to choose from
All Characters may begin with one Language for free, which can be are just examples and to offer a way for people to play without access
selected by the GM. The list of Languages offered is different from to the internet.
Mythic, so a new table of examples is shown. For those with internet access who want more options to
Each Language costs 150 Experience to learn. The following choose from, all they need to do is go to the Armory 6.0 Devsheet to
is a list of example Languages, the GM should allow more to be taken get the full list of currently available weapons.
than what is listed here. The Armory 6.0 Devsheet is community-driven with
established How To tutorials for making weapons and Bestiary
EXAMPLE LANGUAGES MISC. LANGUAGES entries. As of the release of this expansion, there are over 500
English Arabic Sign Language modern ranged weapons to choose from.
Spanish Bengali Braille Any weapons in the expansion handbook have been
Chinese Hindi Morse Code designed or built by me. The weapon choices are based on type of
Russian Italian Binary weapon, types of rounds fired, and other aspects to offer more varied
German Swahili Programming gameplay options.
Japanese Latin Language of Choice
NuNordic Hungarian SPECIAL AMMUNITION IN THE ARMORY
French Portuguese When using Special Ammunition for games based on The Armory, you
do not use the Special Ammunition options presented in the Mythic
handbook.
The Armory has its own set of Special Ammunition to use
due to some options being specific to the Halo universe. The Armory
also has a few extra goodies to use that have currently not made their
way into the main Mythic handbook.

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MILITARY-TRAINED PERSONNEL
POINT MAN EQUIPMENT - 215
CHARACTERISTICS Rifle within 40 cR Load-Bearing Equipment Pack
STR TOU AGI WFR WFM INT PER CRG CHA LDR Pistol within 20 cR 2 Tactical Hardcases
25 25 25 25 25 25 25 25 25 25 2 Grenades within 10 cR Each Ear Comms
TIER: 2 EXPERIENCE COST: 1,800 3 nonlethal Grenades within 10 cR Each Melee Weapon within 35 cR
UPBRINGING: Any TRAINING: Basic and Infantry Battle Dress Uniform within 70 cR Flashlight
CHARACTERISTIC ADVANCEMENTS
STR WFR PER CR DESIGNATED MARKSMAN EQUIPMENT - 215
+5 Simple +5 Simple +5 Simple +10 Rookie Designated Marksman Rifle within 45 cR Load-Bearing Equipment Pack
PHYSICAL ATTRIBUTES Pistol within 35 cR 2 Tactical Hardcases
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) 2 Grenades within 10 cR Ear Comms
1 nonlethal Grenade within 10 cR Melee Weapon within 35 cR
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
Battle Dress Uniform within 70 cR Flashlight
SIZE Normal
SOLDIER TYPE SPECIAL RULES
The Army Soldier begins with two Skills of their choosing at +10 at SCOUT EQUIPMENT - 215
Character Creation. Carbine Rifle within 40 cR Load-Bearing Equipment Pack
Pistol within 30 cR 2 Tactical Hardcases
SQUAD UP: When with others from the same Military; these
1 Grenade within 10 cR Ear Comms
Characters gain a +5 Bonus to Courage. The Characters also gain a
3 non-lethal Grenades within 10 cR each Melee Weapon within 35 cR
+10 Bonus to Warfare Melee and Warfare Range Tests when Battle Dress Uniform within 70 cR Flashlight
taking Combined Actions.

HEAVY SUPPORT EQUIPMENT - 215


MILITARY PERSONNEL Machine Gun within 50 cR Load-Bearing Equipment Pack
This Soldier Type is for building Soldiers from different branches in Pistol within 35 cR 2 Tactical Hardcases
various Militaries. It’s a generalized option that acts as a cover to 2 Grenades within 10 cR Ear Comms
almost any Modern Military Soldier based on amount of Experience 1 non-lethal Grenade within 10 cR Melee Weapon within 30 cR
spent on it and some story building. Battle Dress Uniform within 70 cR Flashlight
For example, anywhere from a Military Recruit to a Navy
Seal would be built using this Soldier Type. The more Experience ANTI-ARMOR EQUIPMENT - 215
allotted at Character Creation, the more sense it would make for Missile, Rocket, or Grenade Launcher Load-Bearing Equipment Pack
higher, more prestigious Military Ranks and branches the Character within 90 cR
to be from. The following is a list of Soldier examples and acceptable Pistol within 20 cR 2 Tactical Hardcases
amounts of Experience to be considered one. 1 Grenade within 10 cR Each Ear Comms
Now, it may not make sense that someone in the Military Battle Dress Uniform within 60 cR Melee Weapon within 35 cR
that has 2 years of Active Service, or even more, would only be Flashlight
considered to have 5,000 Experience. This is a generalization of
standard operations or possibly even peace time. None of this is set LONG RANGED SPECIALIST EQUIPMENT - 215
in stone, either. This is a general guideline for Players and the GM to Sniper Rifle within 80 cR Load-Bearing Equipment Pack
place amount of Starting Experience based on gameplay and Pistol within 20 cR 2 Tactical Hardcases
storytelling. 1 Grenade within 10 cR Ear Comms
1 non-lethal Grenade within 10 cR Melee Weapon within 35 cR
Battle Dress Uniform within 60 cR Flashlight
NEW CHARACTER ENLISTMENT EXPERIENCE EXAMPLES
SERVICE EXPERIENCE
CLOSE COMBAT EQUIPMENT - 215
Recruit 1,500
Shotgun within 40 cR Load-Bearing Equipment Pack
1 Year of Service 3,000
Pistol or SMG within 30 cR 2 Tactical Hardcases
2 Years of Service 5,000
1 Grenade within 10 cR each Ear Comms
4 Years of Service 8,000
2 nonlethal Grenades within 10 cR Each Melee Weapon within 45 cR
Veteran/Officer 12,000
Battle Dress Uniform within 70 cR Flashlight
Special Forces 15,000

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POLICE FORCE MERCENARY

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25
TIER: 2 EXPERIENCE COST: 1,000 TIER: 2 EXPERIENCE COST: 1,200
UPBRINGING: Any TRAINING: Basic and Infantry UPBRINGING: Any TRAINING: Basic and Infantry
CHARACTERISTIC ADVANCEMENTS CHARACTERISTIC ADVANCEMENTS
WFR -- -- LD Player Choice Player Choice -- --
+5 Simple -- -- +5 Simple +5 Simple +5 Simple -- --
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE SPECIAL RULES SOLDIER TYPE SPECIAL RULES
The Policeman begins with one Skill of their choosing at +10 at The Militiaman begins with two Skills of their choosing at +10 at
Character Creation. Character Creation.
The Policeman begins with the Human Law Education at Character Mercenaries increase their cR payouts by 10%.
Creation. SQUAD UP: When with Characters from the same Mercenary
PROTECT AND SERVE: When around Civilians in distress or in Group; these Characters gain a +5 Bonus to Courage. The
danger, Policemen gain a +20 Bonus in Courage. Characters also gain a +10 Bonus to Warfare Melee and Warfare
ARMOR: Generally, a Police Force Character should not have Range Tests when taking Combined Actions.
access to Armor worth more than 40 cR, unless in a Crisis.
If the GM decides there is a crisis, the Police Characters MERCENARIES
must trade in their Armor. When trading in Armor, the Police are Mercenaries, known as “Soldiers of Fortune”, are those who take part
given how much they paid for the Armor, with an extra free 40 cR. in military conflict for personal profit. Mercenaries are not recognized
This is then spent only on upgrading to new, better Armor. as legitimate combatants and are not granted the same legal
This only lasts during major crisis events. Once over, the protections as Military Soldiers.
GM may request the armor back, and the Players trade back for
their original armor. MERCENARY EQUIPMENT PACK
SQUAD UP: When with others from the United Earth Government Unlike other combat-focused Soldier Types, the Mercenary has no
Police Force; these Characters gain a +5 Bonus to Courage. The limitations based on what they are allowed to choose as their
Characters also gain a +10 Bonus to Warfare Melee and Warfare Equipment Pack. The Mercenary is given 200 cR to create their
Range Tests when taking Combined Actions. Equipment Pack out of whatever they’d like to take. This includes
vehicles, armor, weaponry, equipment, modifications, etc. Nothing is
POLICE EQUIPMENT - 165 off limits, beyond the total cost.
Carbine, Rifle, or Shotgun within 30 cR Flashlight
Pistol within 30 cR Melee Weapon within 40 cR
2 non-lethal Grenades within 10 cR Handcuffs
Battle Dress Uniform within 45 cR

WEAPON RESTRICTIONS
The Police Force Soldier Types are restricted to only a Carbine Rifle or
Shotgun, and they are not always given access to it. The weapon is to
be stored in the Character’s vehicle, or in a locker at their home or
office. The Character may recover the weapon in times of need.

POLICE VEHICLES
The GM may allow for Police Force Characters to have or share free
Police vehicles. Any damage sustained to the vehicle will be covered
by their employer. Though, any damage caused by the Characters,
themselves, will not be covered. The GM may deduct pay or charge
the player 1 cR per 1 Break Point to repair the vehicle.

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MILITIA AGENT

CHARACTERISTICS CHARACTERISTICS
STR T AG WFR WFM INT PER CR CH LD STR T AG WFR WFM INT PER CR CH LD
25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25
TIER: 2 EXPERIENCE COST: 1,200 TIER: 2 EXPERIENCE COST: 1,500
UPBRINGING: Any TRAINING: Basic and Infantry UPBRINGING: Any TRAINING: Basic and Infantry
CHARACTERISTIC ADVANCEMENTS CHARACTERISTIC ADVANCEMENTS
STR T WFR -- WFR INT -- --
+5 Simple +5 Simple +5 Simple -- +5 Simple +10 Simple -- --
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE SPECIAL RULES SOLDIER TYPE SPECIAL RULES
The Militiaman begins with two Skills of their choosing at +5 at The Agent begins with four Skills of their choosing at +5 at
Character Creation. Character Creation.
SQUAD UP: When with others from the Militia Soldier Types; these LICENSE: Agents are able to avoid prosecution from killing
Characters gain a +5 Bonus to Courage. The Characters also gain a Civilians, only as long as they can bring proof of illegal activities
+10 Bonus to Warfare Melee and Warfare Range Tests when taking that could harm their country or their country’s image.
Combined Actions. ESPIONAGE: The Agent is given the tools, before each mission, to
disguise themselves as any other Soldier Type in The Armory.
MILITIA RESOURCES: When using a Support Point, the Agent only pays half
Militia Soldier Types are from a fighting organization of non- the cR price when calling in other Agents or Vehicles.
professional soldiers, citizens, or state-controlled personnel. Militia SQUAD UP: When with others from the Agents from the same
are those who are called upon in times of need, generally by the country; these Characters gain a +5 Bonus to Courage. The
Governments of the country they come from. Militia conduct Characters also gain a +10 Bonus to Warfare Melee and Warfare
irregular warfare, support militaries, and hold fortifications, instead Range Tests when taking Combined Actions.
of undertaking offensive campaigns by themselves.
AGENTS
POINT MAN EQUIPMENT - 215 Agents are spies for countries and corporations to carry out
Rifle within 40 cR Load-Bearing Equipment Pack assignments in secrecy. Agents cover anything from civilians with
Pistol within 30 cR 2 Tactical Hardcases dangerous tasks and training, to intelligence operatives tasked with
2 Grenades within 10 cR Each Ear Comms spying within enemy territory. Provocateurs, double agents, access
3 nonlethal Grenades within 10 cR Each Melee Weapon within 35 cR
agents, confusion agents. The list goes on for what a GM may allow
Battle Dress Uniform within 60 cR Flashlight
an Agent to be or do.

SCOUT EQUIPMENT - 215 cR ALLOWANCE


Carbine Rifle within 40 cR Load-Bearing Equipment Pack The Agent begins with 200 cR to build their own Equipment Pack. The
Pistol within 30 cR 2 Tactical Hardcases
GM must first approve of what the Agent has chosen for their
2 Grenades within 10 cR Ear Comms
Equipment Pack before the game has begun.
3 non-lethal Grenades within 10 cR each Melee Weapon within 35 cR
Battle Dress Uniform within 60 cR Flashlight

HEAVY SUPPORT EQUIPMENT - 215


Machine Gun within 70 cR Load-Bearing Equipment Pack
Pistol within 30 cR 2 Tactical Hardcases
1 Grenade within 10 cR Ear Comms
1 non-lethal Grenade within 10 cR Melee Weapon within 35 cR
Battle Dress Uniform within 60 cR Flashlight

CLOSE COMBAT EQUIPMENT - 215


Shotgun within 40 cR Load-Bearing Equipment Pack
Pistol or SMG within 30 cR 2 Tactical Hardcases
3 Grenades within 10 cR each Ear Comms
Battle Dress Uniform within 80 cR Melee Weapon within 35 cR
Flashlight

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EXTRA CHARACTER CREATION OPTIONS
Characters have extra options they can choose for Character Creation. These options cost a Character’s starting Experience and must be taken during
Character Creation. Some options will also be limited to certain Soldier Types. A Character should not be allowed to take more than 2 options.

OPTIONS EXP COST SOLDIER TYPE INFORMATION


VEHICLE DISCOUNT 500 Non-Civilian The Character is able to purchase vehicles at 2/3rd of the listed price. These can be traded in and
swapped without refund. All repairs and starting ammo are free. The vehicle counts as part of the
Soldier Type's Equipment Pack and cannot be traded or sold.
UPPER RANK 800 Non-Civilian The Character begins at Rank of O-1 (or equivalent in terms of other rank-types) and can choose a
Limited Pack even if another Character has already chosen it.
EXTRA SUPPORT 400 Non-Civilian The Soldier Type gains an extra Support Point at Character Creation after each mission. This Support
POINT Point does not regenerate after use.
SUPPORT POINT 400 Non-Civilian Reduces the cost of spending Support Points by 1, to a minimum of 1.
DISCOUNT
FULL DISCOUNT 1,000 -- The Character gains their Faction's Weapons and Equipment content at half price. This does not
cover Attachments, Vehicles, Armor, Permutations, or Armor Abilities. These purchases can only
be resold at 1/4th of the price that was paid for the weapon.
DEEP RESERVES 750 Non-Civilian The Character gains 3 extra Magazines or Magazine equivalents for all Weapons in their Equipment
Packs.

SPECIALIZATION PACKS

BATTLEFIELD MEDIC HEAVY WEAPONS RECON/INFILTRATION


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Cynical Investigation Always Ready Athletics Always Ready Athletics
Stabilization Medication Gather Senses Intimidation Eagle Eye Camouflage
Under Control Technology Heavy Preparation Survival Exceptional Hearing Investigation

CLOSE QUARTERS LOGISTICS RESOURCE/SUPPORT


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Disarm Athletics Chosen Education +5 Cryptography +2 Support Points Investigation
Evasive Maneuvers Investigation Exceptional Hearing Security Chosen Education +5 Security
Hand-To-Hand Basics Survival One Enemy Language Technology Quick Draw Technology

DEMOLITIONS MARKSMAN TECHNICIAN/COMMS


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Eagle Eye Athletics Clear Target Athletics Alien Tech Command
Gather Senses Demolitions Eagle Eye Camouflage Battle Mind Investigation
Under Control Investigation Marksman Navigation One Enemy Language Technology

DUELIST POINT MAN VEHICLE EXPERT


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Battle Mind Evasion Fast Foot Athletics Eagle Eye Navigation
Akimbo Stunting Gather Senses Investigation Gather Senses Pilot (Air or Ground)
Denial Survival Resilient Survival Mobile Fire Technology

LIMITED PACKS

COMMANDER MILITARY SPECIAL


ABILITY SKILL The Command Package is based on leading the party, and usually coming with a higher rank than the rest of the
Order of Things Appeal Party. E- 6 should be the commonly given Rank to be above the rest of the Party.
Reliable Reputation Command If the rest of the Party are already higher rank, or near the rank of what the base Commander Rank is,
Under Control Investigation the GM may promote the Commander. A general rule of thumb for Humans would be to allow the Character to take
an increased rank of O-5, but this is not completely common.

MEDICAL PHYSICIAN MILITARY SPECIAL


ABILITY SKILL Those who specialize in Medical practices are joined into the Medical Corps of their respective Military. Those
Cynical Investigation currently enlisted and either in training or are still early within the ranks begin as an O-1. After completing 17
Months as the Medical Specialization Pack, the Character is ranked up to O-3.
Stabilization Medication These special ranks are not for commanding, but for paygrade bonuses. This gives no Command bonuses
or power over those of lesser ranks. A Medical Physician should be limited to one per Fireteam, Squad, or Player
Under Control Technology group. If the Character is outside of the Military, they are exempt from this rule. Civilians who are working under a
Military as a Medical Physician gain the rank of O-1 Ensign until discharge or moving on.

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WEAPONS
PISTOLS
[DW] [UD] FN Five-Seven Semi-Auto (4) Five-seveN Belgium, NATO
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +1 11 20 15m-100m 5.7x28mm 24 cR 4
A pistol used throughout NATO countries. Service pistol used since 2000. WEIGHT (KG): 0.7

[DW] [UD] Beretta 92FS Semi-Automatic Pistol Semi-Auto (4) Beretta M9 USA, NATO
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +4 6 15 15m-100m 9x19mm 30 cR 4
Official pistol used by the US Armed Forces. Service pistol used since 1985. WEIGHT (KG): 0.9

[DW] [UD] Glock 19M Semi-Auto (3) Glock 17 Compact USA, NATO
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +4 6 15 20m-125m 9x19mm 23 cR 4
Official pistol used by the US Armed Forces. Service pistol used since 1985. WEIGHT (KG): 0.6

[DW] [UD] Makarov Pistol Semi-Auto (2) PM Worldwide


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +4 6 8 5m-55m 9x18mm 13 cR 4
A pistol used by Baltic States, North Korea, and some areas of the Middle East and Africa. Service pistol used since 1951. WEIGHT (KG): 0.7

[OH] [UD] MP-443 Grach Semi-Auto (4) PYa Worldwide


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +4 6 17 15m-110m 9x19mm 30 cR 4
A pistol used by Russia, Kazakhstan, and Armenia. Service pistol used since 2003. WEIGHT (KG): 1.0

[OH] [UD] Glock 43 Auto (9), Semi-Auto (4) Model 43 US, Poland
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +4 6 6 15m-110m 9x19mm 33 cR 4
A pistol manufactured in Austria and used in the US and Poland. Service pistol used since 2015. WEIGHT (KG): 0.6

[OH] [UD] MP-412 Revolver for Export Semi-Auto (2) or Special (X) MP-412 REX Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +5 7 6 10m-65m 9x29.5mm 39 cR Single Load
Russian Revolver used for export, lost to time due to a cancellation of US markets. Service pistol used since 1993. Special (X) allows the Player to fan the revolver, WEIGHT (KG): 0.9
firing up to their Agility or Warfare Range Modifier as a Half Action. For every shot above 2 made in a Half Action give all shots a stacking -10 To Hit.

[OH] [UD] Manurhin MR 73-10 Revolver Semi-Auto (2) or Special (X) MR 73 France
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +6 8 6 15m-85m 9x33mm 41 cR 4
French Revolver used by France and many countries and colonies in Africa. Service pistol used since 1972. Special (X) allows the Player to fan the revolver, firing WEIGHT (KG): 0.9
up to their Agility or Warfare Range Modifier as a Half Action. For every shot above 2 made in a Half Action give all shots a stacking -10 To Hit.

[OH] [UD] SIG Sauer P320-M17 Semi-Auto (4) M17 Military Pistol USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +5 5 21 15m-125m 10x22mm 31 cR 4
Modern pistols used by the United States. Service Pistol since 2017. WEIGHT (KG): 0.8

[DW] [UD] SIG Sauer P320-M18 Semi-Auto (4) M18 Military Carry USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +4 4 17 10m-100m 10x22mm 31 cR 4
Modern pistols used by the United States. Service Pistol since 2017. The compact variant of the SIG Sauer P320. +10 to Concealing. WEIGHT (KG): 0.7

[OH] [UD] Colt Government 1911 Semi-Auto (2) M1911 Worldwide


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +7 3 7 10m-70m 11.43x23mm 15 cR 4
A pistol used since the first World War. Service pistol used since 1911 and still used to this day. WEIGHT (KG): 0.4

[OH] [UD] Heckler & Koch GmbH Semi-Auto (3) HK45 USP9 Germany
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +7 3 12 15m-100m 11.43x23mm 24 cR 4
A pistol used by dozens of countries throughout the world. Service pistol used since 1993. WEIGHT (KG): 0.7

[OH] [UD] Smith & Wesson M&P45 Full Size Semi-Auto (2) M&P45 USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +7 3 12 15m-100m 11.43x23mm 20 cR 4
A pistol used by the US, Australia, Belgium, Canada, India, Iraq, Pakistan, Puerto Rico, and Trinidad. Service pistol used since 2005. Gives a +5 to Conceal. WEIGHT (KG): 0.9

[OH] [UD] HS 2000 / Springfield Armory XDS Semi-Auto (3) HS2000 Service Croatia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +7 3 10 10m-90m 11.43x23mm 26 cR 4
A pistol designed in Croatia and developed in Croatia and the US. WEIGHT (KG): 0.9

[OH] [UD] Desert Eagle Mark XIX .50AE Semi-Auto (3) Desert Eagle USA, Israel
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 7 20m-200m 12.7x32mm 32 cR 4
A pistol designed in the US and Israel, used in Poland and Portugal. Produced since 1983. Headshot Special Rule. WEIGHT (KG): 1.9

8
SMGs
[TH] [UD] CZW-438 Auto (7), Semi-Auto (3) CZW-438 Czech Republic
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +1 13 30 15m-200m 4.36x30mm 22 cR 5
An SMG designed and used in the Czech Republic. Service SMG since 2002. WEIGHT (KG): 2.7

[TH] [UD] Heckler & Koch MP7 Auto (8), Semi-Auto (3) MP7 NATO
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +0 12 30 20m-200m 4.5x30mm 30 cR 5
An SMG used in the US, Switzerland, and Southeast Asia. Service SMG used since 2015. Has a short barrel and a +5 to Conceal. WEIGHT (KG): 1.9

[TH] [UD] Kalashnikov AKSU-74 Auto (6), Semi-Auto (2) AKS-74U Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +3 14 30 25m-220m 5.56x45mm 22 cR 5
An SMG designed in Rusia, used in the Baltic States, the Middle East, Africa, and South America. WEIGHT (KG): 2.7

[TH] [UD] La France M16 Kurz Auto (6), Semi-Auto (2) M16 Kurz USA, France
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +3 14 30 25m-220m 5.56x45mm 22 cR 5
An SMG made in the US but used in France. Service SMG since 1982. This weapon is built from an M16 and makes use of a longer barrel than most SMGs. WEIGHT (KG): 2.4

[TH] [UD] FN Herstal P90 Auto (10), Semi-Auto (4) FN P90 Belgium
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +2 12 50 15m-200m 5.7x28mm 31 cR 5
An SMG developed in Belgium and used in NATO countries. Service SMG since 1990. -10 Penalty To Hit when firing Automatic. WEIGHT (KG): 2.6

[TH] [UD] AR-57 Auto (8), Semi-Auto (3) AR Five Seven USA, France
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +2 12 50 20m-180m 5.7x28mm 28 cR 5
An SMG designed in the US and used in Venezuela. Service SMG since 2019. WEIGHT (KG): 3.4

[TH] [UD] Type 05 Weisheng Chongfeng Qiang Auto (9), Semi-Auto (3) QCW-05 China
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +3 12 50 15m-200m 5.8x21mm 32 cR 5
An SMG used in China. Service SMG since 2005. WEIGHT (KG): 2.2

[TH] [UD] Knight’s Armament Company 6.65mm PDW Auto (11), Semi-Auto (4) KAC PDW USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +3 12 30 30m-300m 6x35mm 42 cR 5
An SMG designed in the US and used by U.S. Secret Service. Service SMG since 2006. Utilizes an absurdly long barrel for a weapon categorized as an SMG. WEIGHT (KG): 2.0

[TH] [UD] PP-19-01 Vityaz Auto (8), Semi-Auto (3) PP-19 Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +4 6 30 20m-200m 9x19mm 28 cR 5
An SMG used in the Russia, Namibia, and Uruguay. Service SMG used since 2015. Gives a +5 to Concealment. WEIGHT (KG): 2.9

[TH] [UD] Heckler & Koch UMP9 Auto (8), Semi-Auto (3) UMP9 Germany
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +4 6 30 15m-100m 9x19mm 29 cR 5
An SMG designed in Germany. Used by NATO and South American countries. Service SMG used since 2000. Folds to give a +10 to Conceal. WEIGHT (KG): 2.5

[TH] [UD] SIG Sauer MPX Auto (8), Semi-Auto (3) MPX USA, Switzerland
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +5 7 20 25m-100m 9x19mm 28 cR 5
An SMG used in the US, Switzerland, and Southeast Asia. Service SMG used since 2015. WEIGHT (KG): 1.9

[TH] [UD] Beretta Mx4 Storm Auto (10), Semi-Auto (4) Cx4 USA, Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +7 8 20 25m-200m 9x19mm 36 cR 5
An SMG designed in Italy, used by Italy, India, Libya, Russia, USA, and Venezuela. Service SMG since 2003. -10 Penalty To Hit when firing Automatic. WEIGHT (KG): 2.4

[TH] [UD] Heckler & Koch UMP40 Auto (8), Semi-Auto (3) UMP40 Germany
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +5 5 30 15m-90m 10x22mm 29 cR 5
An SMG designed in Germany. Used by NATO and South American countries. Service SMG used since 2000. Folds to give a +10 to Conceal. WEIGHT (KG): 2.6

[TH] [UD] TDI Vector KRISS Super V Auto (12), Semi-Auto (4), Burst (2) KRISS Vector USA, Thailand
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +8 4 17 10m-100m 11.43x23mm 39 cR 5
An SMG used in the US, Thailand, and Bangladesh. Service SMG used since 2010. -15 Penalty To Hit when firing Automatic. WEIGHT (KG): 2.7

[TH] [UD] Heckler & Koch UMP45 Auto (7), Semi-Auto (3) UMP45 Germany
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +7 3 25 15m-80m 10x22mm 27 cR 5
An SMG designed in Germany. Used by NATO and South American countries. Service SMG used since 2000. Folds to give a +10 to Conceal. WEIGHT (KG): 2.7

9
CARBINES
[TH] [UD] Kalashnikov Concern Micro Assault Rifle Auto (8), Semi-Auto (3) Kalashnikov AM-17 Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +1 12 30 25m-350m 5.45x39mm 28 cR 5
A Carbine designed and used in Russia. Service Carbine since 2018. WEIGHT (KG): 2.5

[TH] [UD] UkrOboronProm M4-WAC-47 Auto (8), Semi-Auto (3) M4-WAC-47 Ukraine
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +4 14 30 35m-475m 5.45x39mm 34 cR 5
A Carbine designed and used in Ukraine. Service Carbine since 2017. Has a large barrel for a carbine. WEIGHT (KG): 3.6

[TH] [UD] Carbine, Caliber 5.56mm, M4 Semi-Auto (3), Burst (3) M4 Carbine Worldwide
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +3 14 30 35m-550m 5.56x45mm 26 cR 5
A Carbine designed in the US and used by NATO and many other countries. Service Carbine used since 1994. WEIGHT (KG): 3.3

[TH] [UD] Carbine, Caliber 5.56mm, M4A1 Auto (9), Semi-Auto (3) M4A1 Carbine Worldwide
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +3 14 30 35m-600m 5.56x45mm 39 cR 5
A Carbine designed in the US and used by NATO and many other countries. Service Carbine used since 2009. WEIGHT (KG): 3.5

[TH] [UD] Heckler & Koch G36C Auto (9), Semi-Auto (3), Burst (2) G36C Worldwide
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +3 14 30 40m-550m 5.56x45mm 30 cR 5
A Carbine designed in Germany and used by most of the world. Service Carbine since 2002. WEIGHT (KG): 3.5

[TH] [UD] Type 05 Weisheng Chongfeng Qiang Auto (9), Semi-Auto (3) QCW-05 China
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +3 12 50 15m-200m 5.8x21mm 32 cR 5
A Carbine used in China. Service Carbine since 2005. WEIGHT (KG): 2.2

[TH] [UD] SIG-Sauer MP5 Auto (3), Semi-Auto (3) XM5 USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +5 13 20 15m-200m 5.8x21mm 35 cR 5
A Carbine designed in the US, used in NATO countries. Service rifle prototype tested since 2022. WEIGHT (KG): 2.2

[TH] [UD] IWI Tavor X95 330 Auto (10), Semi-Auto (3) Tavor 330 Israel
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +3 10 20 20m-350m 7.62x35mm 32 cR 5
A Carbine designed in Israel in 2009, used in the Middle East, East Asia, the US, and South America. -10 Penalty when firing in Automatic. WEIGHT (KG): 3.3

[TH] [UD] Colt LE901 Carbine Auto (8), Semi-Auto (3) Colt LE901 Worldwide
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +6 12 30 35m-700m 7.62x39mm 38 cR 5
A Carbine designed in the US and used by India, Malaysia, and Yemen. Service Carbine used since 2014. WEIGHT (KG): 3.6

[TH] [UD] Kalashnikov AK-S Auto (7), Semi-Auto (2) AK-S Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +3 10 30 15m-200m 7.62x39mm 23 cR 5
A Carbine variant of the AK-47 designed in the Soviet Union in 1950 and used in the Baltic States and the Middle East. Has a very short barrel. WEIGHT (KG): 4.0

[TH] [UD] Beretta ARX160 Auto (7), Semi-Auto (3) AK-S Italy
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +4 11 30 35m-600m 7.62x39mm 30 cR 5
A Carbine designed by Italy, used in Albania, Algeria, Egypt, Kazakhstan, Iraq, Mexico, Poland, Qatar, Romania, and Turkmenistan. WEIGHT (KG): 3.1

[TH] [UD] MKEK Milli Piyade Tufegi-75 CAR Auto (6), Semi-Auto (2) MPT 75 CAR Turkey
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +8 13 20 25m-600m 7.62x52mm 28 cR 5
A Carbine designed in Turkey, used in Albania, Cyprus, Senegal, Somalia, Turkey, and Kosovo. Service Carbine since 2014. Has a large barrel for a carbine. WEIGHT (KG): 3.2

[TH] [UD] IMBEL IA2 7.62 Carbine Auto (7), Semi-Auto (2) IMBEL IA2 Turkey
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +5 11 20 30m-360m 7.62x52mm 28 cR 5
A Carbine designed and used in Brazil. Service Carbine used since 2012. WEIGHT (KG): 3.2

[TH] [UD] Steyr AUG A3 9mm XS Auto (7), Semi-Auto (3) AUG XS Austria
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +5 7 25 25m-300m 9x19mm 25 cR 5
A 9mm Carbine variant of the Steyr Aug designed in Austria. Used worldwide. Service Carbine since 1990. WEIGHT (KG): 2.9

[TH] [UD] SIG-Sauer MPX-PCC Auto (8), Semi-Auto (3) MPX-C USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +5 7 30 30m-300m 9x19mm 30 cR 5
A Carbine variant of the MPX SMG. Designed in the US, used in Hong Kong, India, Indonesia, Malaysia, Thailand, the US, and Switzerland. WEIGHT (KG): 2.9

10
RIFLES
[TH] [UD] IPI Malyuk Auto (7), Semi-Auto (3) Vulcan-M Ukraine
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +4 14 30 30m-500m 5.45x39mm 29 cR 6
A rifle designed in Ukraine. Service rifle used since 2017. WEIGHT (KG): 3.8

[TH] [UD] Izhmash Abakan-94 Semi-Auto (2), Auto (6), Burst (2) AN-94 Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +2 13 30 25m-360m 5.45x39mm 21 cR 6
A rifle designed in Russia. Used in Russia and by the IRA. Service rifle used since 1997. WEIGHT (KG): 3.8

[TH] [UD] Kalashnikov AK-12 Semi-Auto (3), Auto (8), Burst (2) AK-12 Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +2 13 30 30m-500m 5.45x39mm 32 cR 6
A rifle designed in Russia, used by Russia. Used by Russia, Qatar, Armenia, Belarus, Kazakhstan, and Ukraine. Service rifle since 2018. WEIGHT (KG): 3.5

[TH] [UD] Rifle, Caliber 5.56 M16A4 Semi-Auto (3), Burst (3) M16A4 NATO
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +5 15 30 30m-800m 5.56x45mm 32 cR 6
A Rifle designed in the US and used by NATO and many other countries. Service Carbine used since 1994. Headshot Special Rule. WEIGHT (KG): 3.9

[TH] [UD] SIG Sauer MCX Spear Rattler Auto (9), Semi-Auto (2) MCX Rattler USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +5 15 20 45m-610m 5.56x45mm 42 cR 6
A Carbine designed in the US and used by NATO and many other countries. Service Carbine used since 2015. WEIGHT (KG): 3.5

[TH] [UD] Fabrique Nationale SCAR Light Auto (6), Semi-Auto (2) FN SCAR-L USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +5 15 30 30m-500m 5.56x45mm 31 cR 6
A rifle designed for long-range use for the US and NATO countries. Service rifle used since 2009. Headshot Special Rule. WEIGHT (KG): 3.2

[TH] [UD] SIG Sauer MCX Spear Auto (9), Semi-Auto (2) XM7 Rifle USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +7 14 20 40m-600m 6.8x51mm 44 cR 6
A Rifle designed in the US and used by NATO and many other countries. Service Carbine used since 2015. WEIGHT (KG): 3.5

[TH] [UD] Robinson Armament XCR-M Auto (9), Semi-Auto (2) XCR-M USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 13 20 30m-600m 6.8x43mm 46 cR 6
A Battle Rifle designed in the US and used by the US and Ukraine. Produced since 2006. Headshot Special Rule. WEIGHT (KG): 3.5

[TH] [UD] Kalashnikov AK-15 Auto (8), Semi-Auto (3), Burst (2) AK-15 Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +4 11 30 40m-350m 7.62x39mm 28 cR 6
A rifle designed in Russia, used by Russia. Used by Russia, Qatar, Armenia, Belarus, Kazakhstan, and Ukraine. Service rifle since 2018. WEIGHT (KG): 3.5

[TH] [UD] Ceska Zbrojovka CZ 805 BR BREN Auto (8), Semi-Auto (3) CZ BREN 2 Czeck Republic
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +4 11 30 30m-550m 7.62x39mm 39 cR 6
A Rifle designed by and for the Czech Republic. Used in France, Baltic States, and South America. Service Rifle used since 2011. Headshot Special Rule. WEIGHT (KG): 3.5

[TH] [UD] FN Herstal Fusil Automatique Léger Auto (7), Semi-Auto (3) FN FAL USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +6 12 30 25m-500m 7.62x51mm 29 cR 6
A rifle designed in Belgium and used in almost every country in the world. Service Rifle used since 1953. WEIGHT (KG): 4.2

[TH] [UD] Fabrique Nationale SCAR Heavy Auto (6), Semi-Auto (2) FN SCAR-H USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +8 13 20 40m-600m 7.62x51mm 34 cR 6
A rifle designed for long-range use for the US and NATO countries. Service rifle used since 2009. Headshot Special Rule. WEIGHT (KG): 3.5

[TH] [UD] MK14 MOD 0 Enhanced Battle Rifle Auto (7), Semi-Auto (2) MK 14 EBR USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +8 13 20 40m-700m 7.62x51mm 40 cR 6
A Designated Marksman Rifle designed by the US, used in Australia, Iraq, and the US. Service rifle used since 2009. Headshot Special Rule. WEIGHT (KG): 5.1

[TH] [UD] Rifle, Caliber 7.62mm, M39 Enhanced Auto (7), Semi-Auto (2) M39 EMR USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +8 13 20 45m-1,100m 7.62x51mm 37 cR 6
A Battle Rifle designed by the US, used in Australia, Iraq, and the US. Service rifle used since 2008. Headshot Special Rule. WEIGHT (KG): 7.5

[TH] [UD] Noreen Bad News 338 Lapua Semi-Auto (2) Bad News USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +10 14 20 55m-875m 8.6x70mm 28 cR 6
A Designated Battle Rifle designed in the US. Service rifle used since 2009. Headshot Special Rule. WEIGHT (KG): 5.8

11
SNIPER RIFLES
[HW] [TH] [UD] Heckler & Koch PSG1A1 Semi-Auto (3) PSG1A1 Germany
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +8 13 20 35m-1,200m 7.62x51mm 81 cR 8
A Sniper designed in Germany and used in NATO, African, and South American countries. Service sniper used since 2006. Kinetic and Headshot Special Rule. WEIGHT (KG): 7.2

[HW] [TH] [UD] Norinco CS/LR4 QBU-202/NSG-1 Semi-Auto (3) NSG-1 China
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +8 13 5 40m-1,100m 7.62x51mm 80 cR 8
A Sniper designed in China and used in China, Philippines, and Venezuela. Service Sniper used since 2012. Kinetic and Headshot Special Rule. WEIGHT (KG): 6.5

[HW] [TH] [UD] PGM Ultima Ratio Semi-Auto (3) Ultima Ratio France
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +8 13 10 35m-900m 7.62x51mm 79 cR 8
A Sniper designed in France, used in Brazil, France, Israel, Lithuania, Morocco, and Slovenia. Service Sniper used since 2000. Kinetic and Headshot Special Rule. WEIGHT (KG): 7.3

[HW] [TH] [UD] Izhmash SV-98 Semi-Auto (3) SV-98 Russia


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +8 13 10 35m-1,000m 7.62x54mm 79 cR 8
A Sniper designed in Germany and used in NATO, African, and South American countries. Kinetic and Headshot Special Rule. WEIGHT (KG): 5.8

[HW] [TH] [UD] Accuracy International Chassis System MK 13 MOD 7 Rifle Semi-Auto (2) MK 13 MOD 7 USA, UK
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +10 16 5 50m-1,300m 7.62x67mm 73 cR 8
A Sniper designed in the UK and used in the US and UK. Service Sniper used since 2013. Kinetic, Headshot and Long Barrel Special Rule. WEIGHT (KG): 5.1

[HW] [TH] [UD] Accuracy International Arctic Warfare Magnum Semi-Auto (2) AI-AWM UK
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +10 14 5 50m-1,300m 8.6x70mm 72 cR 8
A Sniper designed in the UK and used in NATO countries. Service Sniper used since 1996. Kinetic and Headshot Special Rule. WEIGHT (KG): 6.9

[HW] [TH] [UD] Rifle, M24A3 Sniper Weapon System Semi-Auto (2) M24A3 US
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +10 14 5 50m-1,500m 8.6x70mm 72 cR 8
A Sniper designed in the US and used in NATO countries. Service Sniper used since 2006. Kinetic and Headshot Special Rule. WEIGHT (KG): 5.6

[HW] [TH] [UD] CheyTac M200 Intervention Semi-Auto (2) Intervention USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +13 14 5 50m-2,500m 10.36x77mm 81 cR 8
A Sniper designed in the US, used in Czech, Poland, Turkey, UK, and the US. Service Sniper used since 2001. Kinetic, Headshot and Long Barrel Special Rule. WEIGHT (KG): 14.1

[HW] [TH] [UD] Accuracy International AX50 Semi-Auto (2) AX50 UK


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +18 13 5 50m-2,500m 12.7x99mm 84 cR 8
A Sniper designed in the UK, used in Cyprus, Denmark, Turkey, and the UK. Service Sniper used since 2013. Kinetic, Headshot and Long Barrel Special Rule. WEIGHT (KG): 12.5

[HW] [TH] [UD] Barret M82 Semi-Auto (2) M107 US


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +17 12 10 50m-1,800m 12.7x99mm 80 cR 8
A Sniper designed in the US, used worldwide. Service Sniper used since 2002. Kinetic and Headshot Special Rule. WEIGHT (KG): 13.6

[HW] [TH] [UD] KSVK Degtyarev sniper rifle Semi-Auto (2) KSVK 12.7 Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +18 14 5 50m-1,500m 12.7x108mm 77 cR 8
A Sniper designed in Russia. Service Sniper used since 2000. Kinetic, Headshot and Long Barrel Special Rule. WEIGHT (KG): 12.5

[HW] [TH] [UD] Denel NTW-14 Semi-Auto (1) NTW-14 South Africa
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +21 13 4 50m-2,300m 14.5x114mm 88 cR 8
A Sniper designed in South Africa. Service Sniper since 1998. Penetrating, Kinetic, Headshot, and Long Barrel Special Rule. WEIGHT (KG): 34

[HW] [TH] [UD] Istiglal IST-14.5 Anti-Materiel Rifle Semi-Auto (1) Istiglal Azerbaijan
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +22 14 5 50m-4,000m 14.5x114mm 100 cR 8
A Sniper designed and used in Azerbaijan, Pakistan, and Turkey. Service Sniper since 2008. Penetrating, Kinetic, Headshot, and Long Barrel Special Rule. The WEIGHT (KG): 33.8
Istiglal gains an extra -25 Penalty To Hit when not being fired while Prone or Crouching.

[HW] [TH] [UD] Steyr IWS 2000 Semi-Auto (1) IWS 2000 Austria
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +26 17 1 50m-2,500m 15.2x169mm 92 cR 8
A Sniper designed and used in Austria. Service Sniper since 1999. Penetrating, Kinetic, Headshot, and Long Barrel Special Rule. WEIGHT (KG): 18

[HW] [TH] [UD] Denel NTW-20x110 Semi-Auto (1) NTW-20x South Africa
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 4D10 +27 7 4 50m-1,800m 20x110mm 86 cR 8
A Sniper designed in South Africa. Service Sniper since 1998. Penetrating, Kinetic, Headshot, and Long Barrel Special Rule. WEIGHT (KG): 31

12
LIGHT AND GENERAL MACHINE GUNS
[TH] [UD] Kalashnikov RPK-16 Auto (6), Semi-Auto (2) RPK Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +4 14 40 30m-900m 5.56x39mm 25 cR 11
An LMG designed in Russia and used in Baltic, African, Middle Eastern, and South American Countries. Service LMG since 2016. WEIGHT (KG): 6.0

[TH] [UD] LSAT Light Machine Gun Auto (6) LSAT Singapore
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +3 14 100 30m-1,000m 5.56x45mm 25 cR 11
An LMG designed in and used by the US. Produced in 2010, widely available but rarely used in service outside of testing. WEIGHT (KG): 4.5

[TH] [UD] CETME Ameli Auto (12) Ameli Spain


TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +5 15 100 30m-1,000m 5.56x45mm 50 cR 11
An LMG designed in Spain and used by Spain, Malaysia, Mexico, and Ukraine. Service LMG since 1982. Gains a -5 Penalty for each shot fired above Auto (9). For WEIGHT (KG): 5.3
example, at Auto (11) the Ameli will have a -10 Penalty To Hit.

[HW] [TH] [UD] Stoner 63 Auto (10) Stoner 63 US


TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +3 14 100 30m-1,000m 5.56x45mm 52 cR 15
A GPMG designed in and used by the US. Service GPMG since 1963. -5 Penalty To Hit when fired at Auto (10). WEIGHT (KG): 5.3

[TH] [UD] S.T Kinetics Ultimax 100 Mark 8 Auto (6) U 100 Singapore
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +5 15 100 30m-1,200m 5.56x45mm 32 cR 6
An LMG designed in Singapore and used in many countries worldwide. Service LMG since 2018. The Ultimax 100 is very quick to reload for an LMG. WEIGHT (KG): 7.2

[TH] [UD] Ares Defense Shrike 5.56 AAR Auto (8) Ares Shrike USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +5 15 100 30m-600m 5.56x45mm 35 cR 11
An LMG designed and used in the US. Service LMG since 2002. The Shrike can be used with 30 round Magazines to reduce its Reload to 6. WEIGHT (KG): 3.4

[HW] [TH] [UD] Heckler & Koch MG4 Auto (9) MG43 Germany
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +5 15 50 35m-1,000m 5.56x45mm 56 cR 11
An LMG designed in Germany and used in European and South American countries. Service LMG since 2005. WEIGHT (KG): 8.1

[HW] [TH] [UD] Norinco QJY-88 Auto (7), Semi-Auto (2) Type-88 LMG China
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +5 14 100 30m-900m 5.8x42mm 46 cR 11
An LMG designed and used in China. Service LMG since 1999. WEIGHT (KG): 7.8

[HW] [TH] [UD] Knight’s Armament Company Light Assault Machine Gun Auto (9) LAMG USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Light Machine Gun 3D10 +4 13 50 35m-1,000m 6.5x48mm 56 cR 11
An LMG designed in and used by the US. Service LMG since 2017. WEIGHT (KG): 5.5

[HW] [TH] [UD] Ruchnoy Pulemyot Degtyaryova Auto (7), Semi (3) RPD Soviet Union
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +6 12 100 25m-830m 7.62x39mm 41 cR 9
A GPMG designed in the Soviet Union that has seen use in dozens of countries. Service GPMG since 1944. Uses a drum mag. If used with a belt, Reload is 15. WEIGHT (KG): 7.4

[HW] [TH] [UD] MK 48 MOD 1 Machine Gun Auto (7) MK48 USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +8 13 100 40m-1,000m 7.62x51mm 48 cR 15
A GPMG designed in the US and used in India, Czechia, and the US. Service GPMG since 2003. WEIGHT (KG): 8.2

[HW] [TH] [UD] S&T Motiv K12 Auto (9) Motiv South Korea
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +8 13 100 30m-800m 7.62x51mm 48 cR 15
A GPMG designed in South Korea and used in South Korea and the Philippines. Service GPMG since 2003. WEIGHT (KG): 12

[HW] [TH] [UD] Machine Gun, 7.62mm, M240 Lima Auto (10) M240L Belgium
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +8 13 100 35m-1,800m 7.62x51mm 65 cR 15
A GPMG designed in Belgium and used in some NATO countries, Ukraine, and Japan. Service GPMG since 2010. -5 Penalty To Hit when fired at Auto (10). WEIGHT (KG): 9.9

[HW] [TH] [UD] PKP Pecheneg Machine Gun Auto (7) PKP Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +8 13 100 40m-1,500m 7.62x54mm 53 cR 15
A GPMG designed in Russia and used in the Baltic States. Service GPMG since 2001. WEIGHT (KG): 8.2

[HW] [TH] [UD] SIG-Sauer MG338 Auto (6) MG338 USA


TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +10 14 50 45m-1,700m 8.6x71mm 52 cR 11
An LMG designed and used by the US. Service GPMG since 2020. WEIGHT (KG): 9.7

13
SHOTGUNS (All Shotguns begin with the Spread Special Rule and use the Shot Special Ammunition at base)
[TH] [UD] Benelli M2 20 gauge Pump Action (2) M2 20 Italy
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 2D10 +4 7 6 15m-50m 20 Gauge Shell 27 cR Single Loading
A Shotgun designed by Italy and used around the world. Service Shotgun since 1982. WEIGHT (KG): 3.0

[TH] [UD] Mossberg 500C Pump Action (2) M500C USA


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +6 5 9 15m-50m 16 Gauge Shell 32 cR Single Loading
A Shotgun designed by the US and used around the world. Service Shotgun since 1987. WEIGHT (KG): 3.2

[TH] [UD] Serbu Super-Shorty Pump Action (2) Super Short USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +6 4 2 5m-20m 12 Gauge Shell 49 cR Single Loading
A Shotgun designed and used by the US. Service Shotgun since 1998. Comes with a Built-In Vertical Grip. Its short barrel comes with a +10 Concealment Bonus. WEIGHT (KG): 1.8

[TH] [UD] Benelli M4 90 Super Pump Action (2) Super 90 Italy


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +9 6 8 15m-50m 12 Gauge Shell 35 cR Single Loading
A Shotgun designed by Italy and used in some NATO and Baltic countries. Service Shotgun since 1999. WEIGHT (KG): 3.8

[TH] [UD] M26 Modular Accessory Shotgun System Semi-Auto (2) MASS USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +6 4 5 10m-30m 12 Gauge Shell 25 cR 5
A Shotgun designed in and used by the US. Service Shotgun since 2003. Can be disassembled and attached to other weapons as an Underslung Shotgun. This WEIGHT (KG): 2.2
takes an Extended 5 Rounds to perform in combat. Weighs 1.4 KG when used as an underbarrel shotgun.

[TH] [UD] Franchi SPAS-12 Semi-Auto (2), Pump Action (2) SPAS Italy
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +9 6 9 10m-40m 12 Gauge Shell 50 cR Single Loading
A Shotgun designed by Italy and used in many countries. Service Shotgun since 1979. Built-in Collapsible-Folding Stock. WEIGHT (KG): 4.4

[TH] [UD] Franchi SPAS-15 Semi-Auto (2), Pump Action (2) SPAS-15 Italy
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +9 6 8 15m-40m 12 Gauge Shell 69 cR 6
A Shotgun designed by Italy and used in many countries. Service Shotgun since 1986. Built-in Collapsible-Folding Stock and a Horizontal Grip. WEIGHT (KG): 3.9

[TH] [UD] Military Police Systems Auto-Assault 12 Semi-Auto (1), Auto (4) AA-12 Sledgehammer USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +9 6 20 25m-75m 12 Gauge Shell 30 cR 6
A Shotgun designed in the US. Used since 1972. Moderate military testing, however, it only saw use in security and policing. WEIGHT (KG): 5.2

[TH] [UD] Daewoo USAS-12 Semi-Auto (1), Auto (5) USAS-12 South Korea
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +9 6 10 10m-40m 12 Gauge Shell 34 cR 6
A Shotgun designed in South Korea and used in Brazil, Columbia, Philippines, Peru, South Korea, and Thailand. Service Shotgun since 1989. WEIGHT (KG): 5.2

[TH] [UD] Mossberg M950M Shockwave Semi-Auto (1), Auto (5) Shockwave USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +9 6 10 15m-40m 12 Gauge Shell 34 cR 6
A Shotgun designed in and used by the US. Service Shotgun since 2018. WEIGHT (KG): 2.9

[TH] [UD] Standard Manufacturing DP-12 Pump Action (4) DP-12 USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +7 5 14 25m-45m 12 Gauge Shell 74 cR Single Loading
A Shotgun designed in the US. Shotgun produced since 2015. Comes with a Vertical Grip. Each pump is capable of two shots, giving this a very high rate of fire. WEIGHT (KG): 4.2

[TH] [UD] Frabrique Nationale Self-Loading Police Mark I Tactical Pump Action (2) FN SLP Germany
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +9 6 9 20m-75m 12 Gauge Shell 36 cR Single Loading
A Shotgun designed by Germany. Service Shotgun since 2008. WEIGHT (KG): 3.9

[TH] [UD] Browning Cynergy Double Barrel Shotgun Semi-Auto (2) Cynergy USA, Japan
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +9 6 2 20m-50m 12 Gauge Shell 30 cR Single Loading
A Shotgun designed and used by the US and Japan. Produced since 2004. WEIGHT (KG): 3.5

[TH] [UD] Winchester Model 1901 Pump Action (1) 1901 USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +10 6 7 10m-40m 10 Gauge Shell 23 cR Single Loading
A Shotgun designed by the US and used around the world. Service Shotgun since 1901. WEIGHT (KG): 3.6

[HW] [TH] [UD] KS-23 Pump Action (1) KS-23 Soviet Union
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 6D10 +16 7 3 10m-45m 4 Gauge Shell 44 cR Single Loading
A Shotgun designed by the Soviet Union and used in the Baltic States. Service Shotgun since 1970. Firing this Shotgun gives the next Attack during the Turn a WEIGHT (KG): 3.8
-30 Penalty To Hit.

14
GRENADES
[UD] Fuse Fragmentation Grenade “Frag Grenade” Universal
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 3D10 +9 12 Blast (8), Kill (2) 10
Green Matte finish. The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 0.4

[UD] Impact Fragmentation Grenade “Impact Grenade” Universal


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 3D10 +9 12 Blast (8), Kill (2) 14
Green Matte finish. When used, the Character must make a +10 Strength Test. If Successful, the Grenade will impact detonate at the beginning of the Character’s WEIGHT (KG): 0.4
next Half Action. If Failed, or if the Grenade did not impact (such as being rolled or landing softly), the Grenade will detonate at the beginning of the Character’s
next Turn. This Grenade gains no benefits from Cooking.

[UD] High-Explosive Grenade “H-E Grenade” Universal


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D10 +9 22 Blast (6), Kill (3) 10
Green canister. The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 0.5

[UD] Disorientation Device “Concussion Grenade”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D10 +15 3 Blast (6), Kill (2) 12
Gray matte finish. Concussion Special Rule for anyone within 8 Meters of the Grenade’s detonation. The Concussion Grenade has a 6-second fuse. Once released, WEIGHT (KG): 0.3
the grenade will detonate at the beginning of the Character’s next Turn.

[UD] Incendiary Grenade “Flame Grenade”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D10 +9 9 Blast (7), Kill (1) 8
Flame (1D10). Gray canister. The Incendiary Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next WEIGHT (KG): 0.5
Turn.

[UD] Smoke Screen Grenade “Smoke Grenade”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade -- -- -- Blast (15) 12
Green Matte finish. The Smoke Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. Comes in WEIGHT (KG): 0.5
white, gray, and yellow hues. No Police cR upcharge. Smoke (15) Special Rule. Lasts for 7 Rounds before beginning to dissipate.

[UD] Smoke Signal Grenade “Signal Grenade”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 -- -- Blast (4) Kill (1) 3
Yellow Matte finish. The Smoke Grenade has a 6-second fuse. Once released, the grenade releases smoke instantly. Comes in many color choices. No Police cR WEIGHT (KG): 0.5
upcharge. Smoke (4) Special Rule. The Signal Grenade lasts for 15 Rounds before beginning to dissipate. Raises high into the air, creating an easily visible signal
for others.

[UD] Flashbang Grenade “Flashbang”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 -- -- Blast (8) 6
Blast (8) Special Rule. Dark Green Matte finish. The Flashbang Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the WEIGHT (KG): 0.3
Character’s next Turn. Flashbang Special Rule, no Police cR upcharge.

[UD] Sting Grenades “Stingball”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 3D5 5 4 Blast (8), Kill (2) 8
Blast (8) Special Rule. Dark Green Matte finish. The Sting Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the WEIGHT (KG): 0.6
Character’s next Turn. Flashbang Special Rule. Fires off rubber balls on detonation that strike Characters within the Blast (8).

[UD] Tear Gas Grenade “Tear Gas”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 -- -- Blast (9) 8
Blast (9) Special Rule. Orange Matte finish. The Tear Gas Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the WEIGHT (KG): 0.5
Character’s next Turn. Tear Gas Special Rule, No Police cR upcharge.

[UD] Illumination Grenade “Bright Ball”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade -- -- -- Blast (15) 12
Blast (15) Special Rule. White canister. The Illumination Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the WEIGHT (KG): 0.5
Character’s next Turn. All Characters within Blast (8) will be left with a -50 Blinding Sight Penalty, while Characters within Blast (15) will have a -20 Bright Sight
Penalty. The Illumination Grenade will last for 4 Rounds.

[UD] Thermite Grenade “Thermite”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D10 +20 55 Blast (6), Kill (1) 34
Green Matte finish. Powerful, hot burning material used to melt through even the flooring of a Frigate. Charge (1) and lasts for 10 Rounds. Thermite-A will deal WEIGHT (KG): 0.9
half Damage and Pierce to those within 10 Meters of the Thermite-A Grenade. Cauterize Special Rule.

[UD] Frangible AC Grenade “AC Grenade”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 +9 13 Blast (7), Kill (1) 11
Acid (1D10). Gray canister. This Grenade is filled with acids that vaporize into dangerous clouds on detonation. The AC Grenade has a 6-second fuse. Once WEIGHT (KG): 0.5
released, the grenade will detonate at the beginning of the Character’s next Turn.

15
CHARGES AND MINES
[UD] Light Satchel Door Charge “Door Charge”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Shaped Charge 5D10 +4 25 Blast (6), Kill (3) 11
Satchel Charge that explodes outward in one direction, only. Uses powerful adhesive to seal to any surface. Used to blow down doors and holes in walls. Safe WEIGHT (KG): 1.6
to stand behind even during detonation. Blasts outward in a 45-degree cone shape. Doubles Base Damage and Pierce against structures and surfaces.

[UD] Heavy Satchel Door Charge “Satchel Charge”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Shaped Charge 7D10 +8 25 Blast (8), Kill (5) 18
Satchel Charge that explodes outward in one direction, only. Uses powerful adhesive to seal to any surface. Used to blow down doors and holes in walls. Safe WEIGHT (KG): 9
to stand behind even during detonation. Blasts outward in a 45-degree cone shape. Doubles Base Damage and Pierce against structures and surfaces.

[UD] Shaped Demolitions Charge “Demo Charge”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Shaped Charge 9D10 +16 35 Blast (15), Kill (5) 68
An Ordnance-based Satchel Charge that explodes outward in one direction, only. Uses powerful adhesive to seal to any surface. Used to blow down buildings, WEIGHT (KG): 19.4
walls, and anything else in one direction. Blast outward in a 45-degree cone shape. Double Base Damage and Pierce against structures and surfaces.

[UD] Explosive Ordnance Disposal Device “Krakatoa”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Shaped Charge 3D10 +10 65 Blast (1), Kill (1) 20
A small explosive device that fires off a charge that can travel out to 20 Meters, dealing its Blast and Kill at the point of impact. This device has small legs that WEIGHT (KG): 1.2
can be used to prop the device to fire from a distance or be used by-hand to aim and fire at a Target, which takes a -20 Penalty Warfare Range Test in order to
successfully strike the Target. Known for its incredibly destructive ability to pierce through concrete and steel.

[UD] Composition C-4 Plastic Explosive “C-4”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Demolition Charge (X)D10 +9 (X)*2 Blast (X), Kill (Half of X) 47
Comes with a remote electric detonator. C-4 charges are a set of 15 5x10x20 centimeter blocks that can be molded to any shape the Character wants. Each cube WEIGHT (KG): 7.5
is +1 to (X), to a maximum of 15. Each cube is 0.5 kg. Doubles Base Damage and Pierce against structures and surfaces.

[UD] Cratering Charge “C-4”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Demolition Charge 6D10 +5 30 Blast (10), Kill (4) 47
A powerful shaped-charge that detonates downward to create large 2 Meter deep and 4 Meter wide craters for cover. The GM may decide if the land is too WEIGHT (KG): 7.5
dense and decide whether or not the crater is smaller. Comes with a remote detonation tool. Regardless of the facing of the charge, it will still create a radius
Blast and Kill that will damage anyone nearby.

[UD] Building Demolition Charge “Blow Pack”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Demolition Charge 10D10 +10 25 Blast (20), Kill (20) 74
Keypad-armed large explosive device. Comes with a backpack. An extremely powerful and large-range explosive that can only be detonated by the Character WEIGHT (KG): 12.3
who set it, or anyone with the 12-digit code needed. Detonation can be done via terminals and other electronic devices such as tablets. Creates powerful
shockwaves up to 30 Meters. -20 Strength Test if inside Shockwave or take 1D10 Damage that ignores Armor and Toughness and fall Prone. Strong enough to
demolish large-scale buildings in groups of 3 or more. Doubles Base Damage and Pierce against structures and surfaces.

[UD] Antipersonnel Mine “APL”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Landmine 3D10 +4 15 Blast (12), Kill (1) 12
Shaped charge that’s a quarter-meter wide. Will detonate when stepped on or landed on by any object that weighs more than 5 kg. WEIGHT (KG): 1.8

[UD] Anti-Vehicle Mine “AVL”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Landmine 4D10 +25 40 Blast (8), Kill (4) 17
When a vehicle travels over the Mine, it activates. Can also bet set to detonate in 1, 2, or 3 Half Actions after activation. WEIGHT (KG): 5.5

[UD] Anti-Tank Mine “ATL”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Landmine 6D10 +25 60 Blast (9), Kill (4) 20
When a vehicle travels over the Mine, it activates. Can also bet set to detonate in 1, 2, or 3 Half Actions after activation. WEIGHT (KG): 8.1

[UD] Claymore Mine “Claymore”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Landmine 4D10 +12 9 Cone, Blast (10), Kill (5) 18
A directional anti-personnel mine that has two sets of difficult to see wiring. When the wiring is disrupted, moved, or cut, the Claymore will detonate forward WEIGHT (KG): 1.6
in a 45 degree cone. Will strike anyone within a 10 Meter cone in front of the Claymore, and has Kill (5) in the Cone that strikes anyone within 5 Meters.

[UD] Explosively Formed Penetrator Mine “Off-Route Mine”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Landmine 8D10 +15 39 Blast (5), Kill (3) 25
A directional anti-tank mine that has a camera and infrared camera used to detect vehicles and detonate. Can detonate its explosive payload out to 50 Meters, WEIGHT (KG): 40
where the device will form a dangerous “Penetrator” projectile from its front paneling. Once it impacts, the Penetrator that forms will strike the Vehicle with a
Blast (5), Kill (3) Radius. Penetrating and Kinetic Special Rule.

16
INFANTRY ANTI-TANK LAUNCHERS
[TH] [HW] [UD] Carl Gustaf 8.4 M3E1 MAAWS Semi-Auto (1) “MAAWS” USA, Sweden
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 3D10 +33 20 1 35m-400m 84mm R RCL 96 13
A Launcher designed in Sweden and used by many countries. In service since 2017. Built-in 3x Scope. Long Barrel Special Rule. Blast (9), Kill (3). Weighs 4.3 KG WEIGHT (KG): 8.4
when empty.

[TH] [HW] [UD] RAC 112 Armor-Piercing Infantry Light Arms System Semi-Auto (1) “APILAS” France
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 4D10 +36 19 1 25m-350m 112mm SFR 110 13
A Launcher designed in France and used by many countries. In service since 1985. Long Barrel Special Rule. Blast (9), Kill (5). Weighs 4.3 KG when empty. WEIGHT (KG): 9.0

[TH] [HW] [UD] RPG-32 Barkas Semi-Auto (1) “RPG-32” Russia, Jordan
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 4D10 +21 15 1 30m-350m 105mm PG-32V 92 13
A Launcher designed in Russia and used in Egypt, Iraq, Jordan, Ukraine, and UAE. In service since 2012. Long Barrel Special Rule. Blast (9), Kill (3). Weighs 3kg WEIGHT (KG): 12
when empty.

[TH] [HW] [UD] Type 08 Individual Multipurpose Assault Weapon System Semi-Auto (1) “DZJ-08” China
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
+13 18 80mm DZJ AM 27
Disposable
3D10 +17 26 1 30m-300m 80mm DZA P 20 --
Rocket Launcher
+22 16 80mm DZA HEAT 20
A Launcher designed in and used by China. In service since 2008. Long Barrel Special Rule. Weighs 7.6 KG when empty. Comes with only one use and are pre- WEIGHT (KG): 13.8
packed with the selected rocket and cannot be used with Explosive modifications. AM has Blast (14), Kill (5). P and HEAT have Blast (7), Kill (4).

[TH] [HW] [UD] Ruchnoy Protivotankovyy Granatomot PG-7VS Semi-Auto (1) “RPG-7” Soviet Union
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
+20 15 85mm HEAT 76
Rocket Launcher 3D10 +11 17 1 30m-330m 85mm Frag 98 --
+26 13 85mm TB 87
A Launcher designed in the Soviet Union and used around the world. In service since 1972. Long Barrel Special Rule. Weighs 6.3 KG when empty. The selected WEIGHT (KG): 15.3
rocket cannot be used with Explosive Modifications. Has a -10 Penalty To Hit when used without an Aim Action and a -5 Penalty To Hit when used with an Aim
Action. HEAT has Blast (7), Kill (4). Frag has Blast (14, Kill (4). TB has Blast (11), Kill (2).

[TH] [HW] [UD] Panzerfaust 3-T Semi-Auto (1) “PzF 3-IT” Germany
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
+24 15 30m-300m 110mm PzF3 HEAT 93
+21 23 30m-300m 110mm N 103
Rocket Launcher 4D10 1 13
+24 15 45m-600m 110mm LR 97
+27 12 30m-400m 110mm Bunker 109
A Launcher designed in Germany and used around the world. In service since 1993. Long Barrel Special Rule. Weighs 2.3 KG when empty. N is Blast (9), Kill (5). LR WEIGHT (KG): 15.6
and PzF3 HEAT is Blast (9), Kill (4). Bunker is Blast (12), Kill (4). The selected rocket cannot be used with Explosive modifications.

[TH] [HW] [UD] M136 Light Anti-Armor Weapon Semi-Auto (1) “AT4” USA, Sweden
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
+24 17 30m-300m 84mm HEAT 21
+23 21 45m-600m 84mm ER 24
Disposable +22 21 30m-300m 84mm HEDP 21
3D10 1 --
Rocket Launcher +18 29 30m-300m 84mm HP 21
+15 19 30m-300m 84mm AST 27
+30 15 55m-1,000m 84mm HE 30
A Launcher designed in Sweden and used around the world. In service since 1987. Long Barrel Special Rule. Weighs 6.7 KG when empty. Comes with only one use WEIGHT (KG): 14.7
and are pre-packed with the selected rocket and cannot be used with Explosive modifications. HEAT and HP has Blast (8), Kill (4). HEDP has Blast (12), Kill (2). AST
has Blast (14), Kill (4). HE has Blast (12), Kill (3). Weighs 7.5 kg when empty.

[TH] [HW] [UD] Hongjian-12 Anti-Tank Missile Semi-Auto (1) “HJ-12” China
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 4D10 +42 21 1 50m-2,000m 130mm T-HEAT 147 13
A Launcher designed in China and used by China, Algeria, Indonesia, and Nigeria. In service since 2016. Long Barrel, Vehicle Lock, and Homing Special Rule. Blast WEIGHT (KG): 22.0
(10), Kill (5). Weighs 5 KG when empty.

[TH] [HW] [UD] Eryx Anti-Tank Guided Missile Semi-Auto (1) “ERYX” France
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 4D10 +40 20 1 50m-600m 137mm T-HEAT 152 13
A Launcher designed in France and used by many countries. In service since 1994. Built-in 3x Scope. Long Barrel, Vehicle Lock, and Homing Special Rule. Blast (10), WEIGHT (KG): 13.0
Kill (6). Weighs 4.5 KG when empty.

[TH] [HW] [UD] 9M133 Kornet Anti-Tank Guided Missile Semi-Auto (1) “Spriggan” Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 4D10 +45 21 1 50m-1,000m 152mm T-HEAT 174 13
A Launcher designed in Russia and used by many countries. In service since 1999. Comes with Tripod. Long Barrel, Vehicle Lock, and Homing Special Rule. Blast WEIGHT (KG): 63.7
(11), Kill (6). The Tripod weighs 34.7 kg while the weapon weighs 29 kg loaded. The weapon weighs 30.1 kg when empty. The missile weighs 4.6 kg.

[TH] [HW] [UD] PARS 3 LR Semi-Auto (1) “TRIGAT” Germany


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 4D10 +49 22 1 50m-7,000m 159mm T-HEAT 226 13
A Launcher designed in Germany and used by Germany and France. In service since 2012. Comes with Tripod. Long Barrel, Vehicle Lock, and Homing Special Rule. WEIGHT (KG): 49
Blast (11), Kill (7). The Tripod weighs 8.5 kg while the weapon weighs 40.5 kg loaded. The weapon weighs 31.5 kg when empty. The missile weighs 9 kg.

17
INFANTRY ANTI-AIR LAUNCHERS
[TH] [HW] [UD] FGM-148 Javelin Semi-Auto (1) “Javelin” USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 4D10 +44 21 1 (X)-2,500m 127mm CLU 182 13
A Launcher designed in the US and used around the world. In service since 1996. Built-in 4x/9x Scope. Long Barrel, Vehicle Lock, and Homing Special Rule. Blast WEIGHT (KG): 6.4
(10), Kill (5). Missiles each weigh 8.7 kg. For every 500 Meters the Javelin travels, it will take an extra Half Action before it hits its Target. Once the weapon is fired,
it will lose the Vehicle Lock Special Rule for 6 Half Actions as the IR Cam needs to cool down.

[TH] [HW] [UD] Type-91 Surface-To-Air Missile Semi-Auto (1) “Kin-SAM” USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +26 16 1 (X)-5,000m 80mm SRM 186 13
A Launcher designed in and used by Japan. Built-in 4x/9x Scope. In service since 1996. Long Barrel, Vehicle Lock, and Homing Special Rule. Blast (13), Kill (5). WEIGHT (KG): 6.8
Missiles each weigh 8.7 kg. For every 500 Meters the Javelin travels, it will take an extra Half Action before it hits its Target. Once the weapon is fired, it will lose
the Vehicle Lock Special Rule for 6 Half Actions as the IR Cam needs to cool down.

[TH] [HW] [UD] Piorun Portable Anti-Aircraft Missile System Semi-Auto (1) “Grom-M” Poland
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +26 16 1 (X)-2,500m 72mm Piorun 182 13
A Launcher designed in Poland and used by Estonia, Latvia, Norway, Poland, Slovakia, Ukraine, and the US. Service Launcher since 2019. Built-in 4x Scope. Long WEIGHT (KG): 6.8
Barrel, Vehicle Lock, and Homing Special Rule. Blast (13), Kill (3).

18
UNDERBARREL GRENADE LAUNCHERS
[TH] [UD] M203 Grenade Launcher Semi-Auto (1) “M203” USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +9 12 1 30m-350m 40mm Grenade 63 8
A Launcher designed in the US and used in many countries. In service since 1969. An Underbarrel Grenade Launcher that attaches to the Lower Rail of weapons. WEIGHT (KG): 1.3
Cannot fit on Pistols and SMGs. Takes an extended 5 Turns to attach and remove from a weapon. Uses 40mm Grenades found in the Special Ammunition section.
Blast (8), Kill (4).
The variance between most Underbarrel Grenade Launchers is minimum. Unless the Underbarrel Grenade Launcher you’re looking to use has a
unique mechanic or capability, you should use the M203 Grenade Launcher for its statistics in everything but name.

[OH] [UD] M320 Grenade Launcher Module Semi-Auto (1) “M320” Germany, USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +9 12 1 25m-150m 40mm Grenade 66 8
A Launcher designed in Germany and the US and used in many countries. In service since 2009. An Underbarrel Grenade Launcher that attaches to the Lower Rail WEIGHT (KG): 1.5
of weapons. Cannot fit on Pistols and SMGs. The M320 Grenade Launcher Module can also be used separately from a weapon. Takes an extended 5 Turns to
attach and remove from a weapon. -10 Penalty To Hit when used with only one hand. Uses 40mm Grenades found in the Special Ammunition section. Blast (8),
Kill (4).
The variance between Underbarrel Grenade Launchers that can also be used when not attached to a weapon is minimum. Unless the Underbarrel
Grenade Launcher you’re looking to use has a unique mechanic or capability, you should use the M320 Grenade Launcher Module in everything but name.

SINGLE-SHOT GRENADE LAUNCHERS


[TH] [UD] Brugger & Thomet GL06 Semi-Auto (1) “GL06” Switzerland
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +9 12 1 30m-300m 40mm Grenade 78 8
A Launcher designed in Switzerland and used in many countries. In service since 2006. Comes with a Vertical Grip. Uses 40mm Grenades found in the Special WEIGHT (KG): 2.0
Ammunition section. Blast (8), Kill (4).

[TH] [UD] M79 Grenade Launcher Semi-Auto (1) “Thumper” USA


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +9 12 1 20m-350m 40mm Grenade 62 8
A Launcher designed in the US and used around the world. In service since 1961. Comes with a Vertical Grip. Uses 40mm Grenades found in the Special Ammunition WEIGHT (KG): 2.9
section. Blast (8), Kill (4).

[TH] [UD] Granatomet Magazinnyy obraztsa 1994 Pump Action (1) “GM-94” Russia
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +7 11 3 30m-300m 43mm Grenade 71 8
A Launcher designed in Russia and used in Belarus, Kazakhstan, Libya, Mongolia, Russia, and Ukraine. In service since 1994. Uses a proprietary 43x30mm Grenade. WEIGHT (KG): 4.8
Can be used with the 40mm Grenades found in the Special Ammunition Section. However, you need to reduce the Base Damage by 2 and Pierce by 1. Blast (8),
Kill (4).

[TH] [UD] China Lake Pump-Action Grenade Launcher Pump Action (1) “EX-41” USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +9 12 3 30m-400m 40mm Grenade 74 8
A Launcher designed in and used by the US. In service since 1967. Uses 40mm Grenades found in the Special Ammunition section. Blast (8), Kill (4). WEIGHT (KG): 4.6

MULTIPLE-SHOT GRENADE LAUNCHERS


[TH] [UD] Milkor M32A1 Multiple Grenade Launcher Semi-Auto (1) “MSGL” Africa, USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +9 12 6 35m-400m 40mm Grenade 82 Single-Loading
A Launcher designed in Africa and used in many countries. In service since 1983. Comes with a Vertical Grip. Uses 40mm Grenades found in the Special Ammunition WEIGHT (KG): 5.3
section. Blast (8), Kill (4).

[TH] [HW] [UD] Mk 47 Striker Automatic Grenade Launcher Auto (4) “Striker 40” USA
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +10 10 50 40m-1,700m 40mm Grenade 142 15
A Launcher designed in the US and used in Australia, Israel, and the US. In service since 2006. Comes with a Tripod and a built-in screen that features up to a 9x WEIGHT (KG): 17.9
zoom. Uses 40mm Grenades found in the Special Ammunition section. However, you need to increase the Base Damage by 1 and reduce the Pierce by 2. Blast (8),
Kill (4).

19
MELEE WEAPONRY AND CLOSE COMBAT UTILITIES
[DW] [SD] [PD] Military Combat Knife “Combat Knife”
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Knife 2D10 Strength Modifier +4 Half Strength Modifier +5 -- 30
36.5cm long Military Combat knife. Non-reflective, rust resistant. Weighted for throwing. No Civilian or Police cR upcharge. WEIGHT (KG): 0.4

[OH] [SD] [PD] Large Military Combat Knife “Big Knife”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Knife 2D10 Strength Modifier +6 Half Strength Modifier +7 -- 34
50.1cm long Military Combat knife. Non-reflective, rust resistant. No Civilian or Police cR upcharge. WEIGHT (KG): 0.9

[DW] [SD] [PD] Compact Combat Knife “CompKnife”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Knife 2D10 Strength Modifier Half Strength Modifier +5 -- 38
A small, Concealable Military Combat knife. Non-reflective, rust resistant. No Civilian or Police cR upcharge. Gains a +20 Bonus to Concealing and hiding this WEIGHT (KG): 0.3
Weapon.

[OH] [SD] [PD] Military Combat Kukri “Kukri”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Dagger 2D10 Half Strength Modifier +5 Half Strength Modifier +5 -- 34
Lengthened Military dagger with a 49cm long carbon-steel blade. Non-reflective, carbide coating, rust resistant. No Civilian or Police cR upcharge. WEIGHT (KG): 0.8

[OH] [SD] [PD] Military Combat Machete “Machete”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
One-Handed Sword 2D10 Half Strength Modifier +7 Half Strength Modifier +1 -- 34
Military dagger with a 30cm blade and a 12cm weighted handle. Non-reflective, carbide coating, rust resistant. No Civilian or Police cR upcharge. WEIGHT (KG): 0.9

[OH] [SD] [PD] Large Combat Machete “Mini Sword”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Dagger 2D10 Strength Modifier +8 Half Strength Modifier +3 +1 34
Military dagger with a 30cm blade and a 12cm weighted handle. Non-reflective, carbide coating, rust resistant. No Civilian or Police cR upcharge. WEIGHT (KG): 1.1

[OH] [SD] Multi-Purpose Tomahawk “Throwing Axe”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Axe 2D10 Strength Modifier +2 Strength Modifier +2 -- 34
Military Tomahawk with a 30cm head and a 38cm handle. Non-reflective, carbide coating, rust resistant. No Civilian or Police cR upcharge. WEIGHT (KG): 0.9

[OH] [BD] Police Baton “Baton”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Club 2D10 Strength Modifier +5 -- +1 36
Law Enforcement baton, 91cm in length. Collapsible to 12cm with a spring-loaded mechanism for Quick drawing. No Civilian or Police cR upcharge. WEIGHT (KG): 1

[OH] [BD] [PD] Military Shovel “Shovel”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Shovel – Bludgeoning Damage 2D10 Strength Modifier +3 -- -- 36
Shovel – Pierce Damage 2D10 Strength Modifier Half Strength Modifier --
Sharpened and small collapsible Military Shovel. Doubles as an emergency melee weapon by design. WEIGHT (KG): 1

[TH] [HW] [BD] Sledge Hammer “Sledge Hammer”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Hammer 4D10 Strength Modifier + 25 -- +1 37
Slow and Stun (3) Special Rule. A large breeching hammer designed for forceful entry. WEIGHT (KG): 9.1

[OH] [BD] Brass Knuckles “Brass Knuckles”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Fist Weapon +1D10 to Punch Attacks -- -- -- 10
This weapon augments the Character’s Punching-based Melee Attacks by adding additional Damage. WEIGHT (KG): 0.5

[DW] Pepper Spray Sustained (1) “Pepper Spray”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Spray -- -- -- 1m-10m 30
No Civilian or Police cR upcharge. Holds 20 uses. If Target is struck in the Face, they must make a -50 Toughness Test or gain one level of Fatigue. A Character WEIGHT (KG): 0.4
cannot gain more than 2 Fatigue from Pepper Spray. For each Degree of Failure, the Target is affected by the Pepper Spray for 5 Rounds. Each Half Action the
Character uses to wash the Pepper Spray away will reduce the time by 5 Rounds. While affected by Pepper Spray, the Target gains a -30 Penalty for visual and
smell based Perception Tests, Warfare Melee, and Warfare Range Tests.

[DW] Taser Gun Semi Auto (1) “Taser”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Taser 1D5 +1 1 2m-12m 29
Sticky Special Rule and Electrified (2D10) Special Rule. Uses Warfare Melee when Melee Reach and uses Warfare Range when being used as a projectile. No WEIGHT (KG): 0.5
Police or Civilian upcharge.

[TH] [BD] Anti-Ballistics Riot Shield “Riot Shield”


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Shield 2D10 Strength Modifier +7 -- +1 61
An Anti-Ballistics Riot Shield that acts as mobile cover. The Riot shield is titanium-A with a hardened plastic window to see through. The Shield covers 5 WEIGHT (KG): 7.6
Locations for Normal sized Characters. Has 20 Armor and 300 Breakpoints. One Attack per Half Action when making Melee Attacks.

20
SPECIAL AMMUNITION
STANDARD AMMUNITION CUSTOMIZATION CHART COST
AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 10
Armor Piercing (AP) -- +4 HE, IN, HV, HYV, MG, -- 3 cR
DU, HP, EG, T, DT
High-Explosive (HE) +1D10 -5 AP, IN, HV, HYV, MG, If the weapon has 4D10 or more base Dice Damage, gain Blast (1). Blast is 5 cR
DU, T, HP, EG, T, DT increased by 1 for every 1D10 base extra after 4D10.
Soft Point (JSP) +5 -8 HV, HYV, MG, T, DT -- 2 cR
Incendiary (IN) -2 -2 AP, HE, SAP, HV, HYV, Flame (2). 10 cR
MG, DU, T, DT, HP, EG
Hollow Point (HP) +6 -8 AP, HE, IN, HV, HYV, T, +1D10 to Special Damage, cannot Pierce Through Characters. 8 cR
CL, DU, MG, DT
High Velocity (HV) +5 +5 All except HYV and CL, +10 to Perception Tests to spot this weapon fire. 9 cR
DU
Hyper Velocity (HYV) +8 +8 All except HV and CL, +30 to Perception Tests to spot this weapon fire. 15 cR
DU
Stun Round (STRD) -15 -- MG, T, DT Stun (1) Special Rule and Nonlethal Special Rule. --
Tracer (T) -- -- All except DT All Attackers firing at a Target hit with Tracers after the Turn fired will gain a 6 cR
+10 Bonus To Hit against that Target until the beginning of the User’s next
Turn. The Target will gain a +10 Bonus to Evade these Attacks if they could see
the Tracer rounds that strike them.
Dim-Tracer (DT) -- -- All except T Works the same as the Tracer round but can only be seen with Infrared and 6 cR
Thermal. The Bonuses are only +5 To Hit and to Evade.
Saboted Light Armor -3 +8 HV, HYV, MG, T, HP -- 2 cR
Penetrator (SLAP)
Semi-Armor Piercing (SAP) -1 +3 HE, T, IN, HV, HYV, -- 1 cR
MG, HP
Duplex (DX) -2D10, -6 +8 T, DT, MG, CL, HV, HYV +10 To Hit. Rolling 2 or more Degrees of Success will deal two sets of Damage. 10 cR
BOLO (BOL) -5 -5 T, DT, MG, CL, HV, HYV +10 To Hit. Rolling 2 or more Degrees of Success will deal +1D10 to Special 6 cR
Damage.
Frangible (FR) -1D10 -4 T, DT, MG, CL, HV, HYV When hit, the Target must make a +20 Toughness Test or gain +1 Fatigue. --
Cannot Pierce Through any Character, Vehicle, or solid surface struck.
Expanding (EG) -3 -6 AP, HE, IN, HV, HYV, +10 to Special Damage, cannot Pierce through Characters. 5 cR
MG, DU
Over-Pressurized (+P) +6 +10 All except CL and MG +5 To Hit. On To Hit rolls of 100, deal 6D10+20 Damage to the Weapon being 13 cR
used, as the round detonates inside of the gun when fired.
Cold Load (CL) -2 -2 All except HV, HYV, When used with suppressor, -20 Perception Tests to hear weapon firing. 5 cR
and +P
Tactical Training Rounds -- -- MG, T When hit, the Target must make a +10 Toughness Test or gain +1 Fatigue. 4 cR
(TTR) Nonlethal Special Rule.
Match Grade (MG) -- -- All except +P Match Grade gives a 25% increase to the Weapon’s Close Range. 10 cR
Depleted Uranium (DU) -- +8 All except JSP, SLAP, Flame (1D5). 17 cR
and SAP

SHOTGUN ROUNDS CUSTOMIZATION CHART COST


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 10
Shot (ST) -0 -0 None Standard Shell for Shotguns. --
Bird Shot (BS) -3 -3 All Shot Shells +20 Bonus To Hit. --
Breaching Shot (BCR) +5 +3 All Shot Shells Halves the range of the weapon. Deals double damage against objects. 8 cR
Flechette Shot (FL) -4 +8 All Shot Shells -- --
Fragmentation Shot (FRST) -1 -5 All Shot Shells Blast (1) on any Character or surface impacted. --
Incendiary Shot (INST) -3 -2 All Shot Shells Flame(2) to any Character or surface impacted. Reduced to Flame (1) when 9 cR
Target is further than Close Range.
BOLO Shot (BOS) -5 -4 All Shot Shells Adds +2D10 to weapon’s Special Damage. 9 cR
Foster Slug (FS) +1D10 -- None Removes Spread Special Rule. 7 cR
Breaching Slug (BSL) -2D10 +12 None Halves the range of the weapon. Deals double damage against objects. 4 cR
Depleted Uranium Slug (DS) -- +10 None Flame (2D5), removes Spread Special Rule. 40 cR
Fragmentation Slug (FRS) +1D10 -1 None Blast (2), removes Spread Special Rule. 8 cR
Incendiary Slug (INS) -- -3 None Removes Spread Special Rule, Flame (2D5) 33 cR
Magnum Slug (MN) +5 +2 None Kinetic and Penetrating Special Rule, removes Spread Special Rule. 34 cR
Stun Slug (STNL) -15 -- None Stun (3) Special Rule and Nonlethal Special Rule. Removes Spread Special Rule. 2 cR
Solid Slug (SSL) +10 -4 None Kinetic Special Rule, removes Spread Special Rule. 28 cR
Tactical Training Rounds -1D10 -- TZ When hit, Opponent must make a Toughness Test or gain a Fatigue. For every 2 cR
(TTR) one that hits, the test gains a -10 Penalty. Nonlethal Special Rule.
Taser Slug (TZ) -5 -1 TTR Electrified (1D10) Special Rule, removes Spread Special Rule. 10 cR
Tungsten Slug (TSL) -3 +12 None Penetrating Special Rule, removes Spread Special Rule. 11 cR
BOLO Slug (BO) -5 -4 None Adds +3D10 to weapon’s Special Damage, removes Spread Special Rule. 12 cR

21
14.5X114MM AND GAUSS SLUG SPECIALIZATION CHART COST
AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 10
Armor Piercing Fin- -3 +15 HYV, HV, MG, +10 To Hit. Round is given a jacket that stabilizes trajectory. Sabot is 6 cR
Stabilized Discarding DU shed mid-flight.
Sabot (Sabot)
Grappling Round (GR) -12 +6 None A long harpoon shaft placed into the barrel to be fired off with an --
attached 200 Meter nanotube rope. The Grappling Round attaches to
any surface the Attack pierces. To load this Round, you must remove
the Magazine and load in the Grappling Round from the weapon’s
Barrel. This takes one Full Action.

FLAMETHROWER FUELS CUSTOMIZATION CHART (TANK IS FULL ‘MAG’ OF FLAMETHROWER) COST


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 1
Pyrosene-V -- -- SOF Standard UNSC Flamethrower fuel --
Self-Oxidizing Fuel -- -- All Allows the Cryosprayer to be used in a vacuum or atmosphere lacking 10 cR
Mixture (SOF) Oxygen.
Napalm Defoliant +4 -6 SOF Beginning at -30 for the first test, each consecutive Agility Test to put 20 cR
out the fire will get a +10 until this Penalty reaches 0.
Nitrate-Ether Defoliant -5 -4 SOF +20 meters Range --
Triethylaluminium -5 -5 SOF Doubles Flame (X) of the Weapon, deals Flame Special Rule even if the 30 cR
struck Character took no Damage. Burns clear, giving -10 Penalty To Hit
and to Evasion.
White Phosphorus (X) -- SOF Halves usable range of the Flamethrower, but sprays White 30 cR
Defoliant Phosphorous, dealing double the Base Damage.

40MM GRENADES COST


CARTRIDGE DAMAGE PIERCE SPECIAL BENEFIT PER 1
Fragmentation 3D10+9 12 This is the standard Grenade. No 40mm Grenade can detonate unless fired from a Grenade 11 cR
Launcher. Blast (8), Kill (4).
Smoke 1D5+4 1 Covers a diameter of Blast (15) meters in thick smoke. 3 cR
Buckshot Canister 5D10+5 20 Spread Special Rule, Range reduced to 15m-90m. Replaces 40mm Launcher Impact Damage. 7 cR
Slug Canister 6D10+14 15 Acts as a shotgun slug, Range reduced to 25m-110m. Replaces 40mm Launcher Impact Damage. 7 cR
Kinetic Special Rule.
Incendiary 1D5+1 21 Blast (10), Kill (5), and Flame(2D5) 2 cR
Thermobaric 6D10+15 15 Blast (6), Kill (6) 7 cR
Flashbang 1D5+4 1 Flashbang, but with Blast (15), Kill (3) 6 cR
Parachute Flare 1D10 -- An incredibly bright Flare that falls very slowly, supported by a small parachute. Lights up a 3 cR
radius of 350 Meters. Flame (1D5) within Blast (2). The Parachute Flare stays in the air for (X)
Rounds, where (X) is how many Meters from the Ground it is.
Infrared Illuminator 1D5+1 1 Provides Infrared Illumination out to 120 Meters. 1 cR
Tear Gas 1D5+1 1 Blast (25), Kill (1), Tear Gas Special Rule. 5 cR
EMP-G -- -- EMP (6) Special Rule within Blast (8). 16 cR
Thermite Canister 4D5+20 70 Powerful, hot burning material used to melt through the floor of a Frigate. Charge (1) Special 20 cR
Rule and lasts for 10 Rounds. Thermite-A will deal half Damage and Pierce to those within 10
Meters of the Thermite-A Grenade. Cauterize Special Rule. Blast (10), Kill (4).
White Phosphorus 1D10+10 10 Flame(4D10) within Blast (8), Kill (4). 50 cR

MISSILES, ROCKETS, CANNON SHELLS CUSTOMIZATION CHART COST


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 1
HEAT -- -- Any This is the standard Explosive. Weapon profiles dictate the damage. --
High-Velocity -- -- Any Increases the launcher’s Close Range by 25%. 15 cR
High-Explosive +10 -10 Any Increases Blast and Kill Radius by 3. 12 cR
Fragmentation +1D10 -10 High-Explosive Increases Blast Radius by 7. 8 cR
Sabot Charge -15 +20 Any Reduces Blast and Kill Radius by half, to a minimum of 1. --
Incendiary -1D10 -10 Any Catches anything within Blast Radius on fire with Flame (2D5). 3 cR
Thermite -- +20 None Blast Special Rule lasts for 5 Rounds. Cauterize Special Rule. 50 cR
Thermobaric +3D10 -10 None Increases Blast and Kill Radius by 10. 31 cR
Depleted Uranium +10 +15 None Flame (3D10), halves Blast and Kill Radius. 35 cR
White Phosphorus Half Half None Flame (5D10) within Blast Radius. 75 cR

22
RECOILLESS, ROCKET, AND MISSILE MODIFICATIONS
AVAILABLE TO ALL ROCKETS AND MISSILES THAT MEET THE REQUIREMENTS
MODIFICATION ABILITY COST
Vehicle Datalink Any Missile with Vehicle Lock Special Rule is upgraded to use an allied or attached Vehicle’s onboard computing 10 cR
system to target and track a targeted Vehicle. This gives the Vehicle Lock Special Rule an extra +5 To Hit.
Proximity Fuze Warhead Missiles with Vehicle Lock or Homing Special Rule are able to be given a Proximity Fuze, which allows the Missile 15 cR
to detonate near the Target. On missed To Hits using this Missile, the Warhead will still detonate (X) Meters away
from the Target, where (X) begins at 5 and is increased by 1 Meter for every Degree of Failure on the Test.
Jamming Resistance Logic Missiles with Vehicle Lock or Homing Special Rule are able to use Jamming Resistance Logic. Tools that remove 20 cR
the Missile’s Vehicle Lock or Homing Special Rules will be able to keep the Special Rules if the To Hit Attack had 3
or more Degrees of Success.
Decoy Detection Logic Missiles with Vehicle Lock or Homing Special Rule are able to use Decoy Detection Logic. Decoy Flares, Smoke, 15 cR
and other equipment used to deter Missiles from striking the correct Target have a 50% chance of failing if the
Missile rolled successfully To Hit. This means that if the Decoy Detection Logic is successful, the Missiles will strike
the Target successfully.
Radar Defense System The Radar Defense Seeker allows a Missile to target other Missiles and Rockets without Penalty To Hit for Size or 15 cR
speed traveled. This allows the Missile to be fired using a Delayed Action to Target and attempt to shoot another
Missile out of the air at no Penalties. If the To Hit is successful, the Missile will be intercepted before it reaches its
Target, though both Missiles will detonate. The GM may use custom Scatter at (X)D10 Meters to see where it
detonates, where (X) is 2 if the Missile was fired at Close Range, 3 if in Optimal Range, 7 if Long Range, and 12 if
Extreme Range. The Missiles cannot scatter and detonate past either Character who fired the Missiles and cannot
Scatter away from its intended target or from the direction it came from. This roll is to see who is closer to the
detonation.
Air Suppression System The Missile is fitted with a passive radar seeker designed to fool anti-Missile systems. This System gives the Missile 40 cR
a 25% chance to not be detected by Missile Defense Systems.

23
EQUIPMENT AND ATTACHMENTS

WEAPON RAIL MOUNTS


WEAPON TYPE RAILS AVAILABLE INFORMATION
Pistol, SMG Upper
Rifle, Carbine, Light Machine Gun, Shotgun Upper, Lower, Left or Right Side These rules exist to help fill the blanks for weapons you
may not have information on for its rails. Only use these
Sniper Rifle, Railgun Upper, Lower
Weapon Rail Mounts if you do not know the available rails
Machine Gun, Heavy Machine Gun Upper, Left and Right Side
on your weapon of choice.
Grenade Launcher, Rocket Launcher, Missile Launcher Left or Right Side
Chemical Sprayers cannot gain To Hit or Aim
Chemical Sprayer Lower Action Benefits from Optics, Scopes, or Sights.
Vehicle Weapon Upper

OPTICS, SCOPES, SIGHTS


EQUIPMENT BENEFITS TYPE MOUNT WEIGHT CR
Holoscope 1x holographic scope. Takes up minimal space on the Rail it is mounted to, allowing Optic Upper 0.1 10
for another item to be mounted, such as a Laser, without taking Aiming Penalties.
[U] Red Dot Sight 1x sight. Allows for a Laser to be attached to it without adding Aiming Penalties. Optic Upper 0.1 10
2x Scope 2x Scope. Optic Upper 0.1 4
3x Scope 3x Scope. Optic Upper 0.1 6
4x Scope 4x Scope. Optic Upper 0.2 8
5x Scope 5x Scope Optic Upper 0.2 10
6x Scope 6x Scope Optic Upper 0.3 12
S-C 8x Scope 8x Scope. Sniper Optic Upper 0.4 14
S-C 9x Scope 9x Scope Sniper Optic Upper 0.5 16
S-C 10x Scope 10x Scope. Sniper Optic Upper 0.5 18
S-C 12x Scope 12x Scope. Sniper Optic Upper 0.6 20
S-C 14x Scope 14x Scope Sniper Optic Upper 0.6 24
S-C 16x Scope 16x Scope. Sniper Optic Upper 0.7 28
Red Dot Modular 1x/3x Modular Scope. Optic Upper 0.2 8
2x/4x Scope 2x/4x Modular Scope. Optic Upper 0.3 12
3x/5x Scope 3x/5x Modular Scope. Optic Upper 0.4 16
4x/6x Scope 4x/6x Modular Scope. Optic Upper 0.6 20
5x/10x Scope 5x/10x Modular Scope Optic Upper 0.7 30
Mod Scope V1 3x/6x/9x modular scope. Sniper Optic Upper 1.0 36
Mod Scope V2 4x/8x/12x modular scope. Sniper Optic Upper 1.2 48
Mod Scope V3 5x/10x/15x modular scope. Sniper Optic Upper 1.4 60
Night Vision Any Scope can be given the Night Vision Modifier, which allows the Character to reduce Penalties from Darkness +0.1 (X)
by 40 and Low-Light Penalties by 10 when making Aim Actions. However, Night Vision will give a -20 Penalty for
Perception and To Hit Tests in bright environments and double any Penalties for bright and blinding lights. Night
Vision cannot work in Blind lighting. The base Night Vision costs 20 cR. A Toggleable Night Vision Modifier may
be purchased for 40 cR and takes a Half Action to turn on the Night Vision. Cannot be used with Thermal,
Infrared Imaging, or Flashlights.
Thermal Imaging Any Scope can be given the Thermal Imaging Modifier, which allows the Character a few benefits while making +0.2 (X)
Aim Actions with the Scope. These benefits include allowing the Character to see any Infrared Lasers, to reduce
Penalties from Darkness by 30 and Low-Light Penalties by 10, and reduces any Character’s Opposed Camouflage
Test Degrees of Success against the User by 2, to a minimum of 1. Thermal Imaging cannot be used in the day
and becomes useless, removing the Character’s ability to make Aim Actions with the Scope and gives a -20
Penalty To Hit when used outside of Close Range. Thermal Imaging will allow the Character to treat Blind
Lighting as regular Darkness. Thermal Imaging Scopes cannot see through Windows and other forms of glass.
The Base Thermal Imaging costs 20 cR. A Toggleable Thermal Imaging Modifier may be purchased for
40 cR and takes a Half Action to turn off and a Full Action to turn on. Cannot be used with Night Vision, Infrared
Imaging, or Flashlights.
Infrared Imaging Any Scope can be given the Infrared Imaging Modifier, which allows the Character a few benefits while making +0.2 (X)
Aim Actions with the Scope. These benefits include allowing the Character to see any Infrared Lasers, to reduce
Penalties from Darkness and Low-Light by 20, and reduces any Character’s Opposed Camouflage Test Degrees
of Success against the User by 2, to a minimum of 1. Infrared Scopes can be used during the day without any
Penalties.
The basic Infrared Imaging Modifier costs 20 cR. A Togglable Infrared Imaging Modifier may be
purchased for 40 cR and takes a Half Action to turn off and a Full Action to turn on. Cannot be taken with Night
Vision, Thermal Imaging, or Flashlights.

24
RAILS
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
[U] Angled Grip An Angled Grip is added to the bottom rail in front of the weapon, Brace Lower None 0.4 15
giving a +5 Bonus To Hit.
[U] Bayonet A bayonet with the stats of the UNSC Machete. Gives +1 Melee Underslung Any None 1.7 25
Reach. Counts as having Slow Special Rule when used. weapon
[U] Bipod Deployed and undeployed as a Half Action. Any Attacks made with Brace Lower [TH] and [HW] 1.4 12
the weapon will count as being Braced as long as it is resting against Weapons
a surface and the weapon isn’t being moved.
While deployed, if the weapon is not resting against a
surface, a -5 Penalty To Hit is gained from the weight of the
bipod/tripod, even if the weapon is being Braced by the user.
[U] Tripod Deployed and undeployed as a Full Action. As long as the Tripod is Brace Lower Sniper Rifles, 5.4 18
resting against a surface and the weapon is not being moved, all Machine Guns,
Attacks made have a +5 Bonus To Hit and the weapon is considered Explosive
Launchers
Braced. Tripods can also be detached and reattached as a Half
Action, keeping the Tripod deployed in-place until needed, again.
If the user attempts to move with the weapon with the
Tripod still deployed, the Character’s Movement Action distances
are halved. If the weapon is being moved or not being braced with
the Tripod deployed, all Attacks with it are at a -30 Penalty To Hit.
[U] Flashlight Lowers any Darkness Penalties by 30, while also lowering Low-Light Flashlight Any None 0.1 10
Penalties by 15.
-20 to Aim Actions if mounted on Top Rail.
[U] Laser Aiming Gives a +5 Bonus To Hit when not using Aim Actions, while also Aiming Any None 0.1 10
Module giving the Opponent being aimed at a +5 Bonus to Evasion from Module
attacks made with this weapon. The Opponent only gains this
Evasion Bonus if they notice the laser.
-20 to Aim Actions if mounted on Top Rail.
[U] Tactical Lowers any Darkness Penalties by 40, while also lowering Low-Light Flashlight Any None 0.2 15
Flashlight Penalties by 10. When in Darkness, Opponents gain a -20 Penalty To
Hit and a -30 Penalty to Visual Perception Tests. When in Low-Light,
Opponents gain a -10 Penalty To Hit and a -15 Penalty to Visual
Perception Tests.
-20 to Aim Actions if mounted on Top Rail.
[U] Horizontal When making Attacks while using Aim Actions, the Horizontal Grip Brace Lower None 0.5 20
Grip will give the User +1 to the amount of Attacks they can make in a
Turn that gains the benefit of an Aim Action.
[U] Vertical Grip When making any Charge or Run Movements, the Penalty gained To Brace Lower, None 0.6 15
Hit is lessened by 10. Side
Heavy Foregrip When used with [HW] Heavy Weapons while taking no Move Brace Lower None 0.9 30
Actions, the Penalty To Hit is reduced by 5 and the weapon cannot
be dropped by firing when using two hands. When used on a
weapon without the [HW] tag, any To Hit Penalties gained from
Charge or Run Movement Penalties for are reduced by 10.
Ammo Counter An Ammo Counter that tracks how many rounds are in the weapon. Misc. Upper None 0.3 5
Can be manually programmed to know how many magazines you’re
holding. The Ammo Counter also has an electronic compass built-in.
Canted Irons A small 45-degree offset Rail mount is added to the top of the Modification Upper Rifle, Carbine, 0.1 15
weapon for the use of a secondary Ironsight, Optic, Aiming Module, Pistol, PDW,
or Flashlight. The new rail is diagonally facing, allowing for one extra Machine
non-intrusive attachment. Guns
When using a secondary scope or Ironsight on this new
rail, the weapon must be held diagonally to use. This rail cannot be
used with Sniper Optics.
Infrared Aiming Gives a +5 Bonus To Hit when not using Aim Actions when using Aiming Any VISR, 0.1 15
Module VISR, Infrared, and Thermal equipment. This also gives the Module Thermal, and
Opponent being aimed at a +5 Bonus to Evasion from attacks made Infrared
with this weapon if the Opponent has VISR, Thermal, or Infrared equipment
equipment to see the laser.
-20 to Aim Actions if mounted on Top Rail.
Underslung Attaches an underbarrel Shotgun. This shares the stats with the Underslung Lower Rifle, 1.4 20
Shotgun M26 Modular Accessory Shotgun System but cannot be used weapon Shotgun, or
separately. Flamethrower

25
WEAPON CONVERSION MODIFICATIONS
EQUIPMENT BENEFITS TYPE RESTRICTION WEIGHT CR
Belt-Fed Weapons that take normal magazines can be modified to be belt-fed weapons. Modification Any Ranged (X) (X)
Conversion The MAG of the weapon becomes that of the belt being used with it, and the Weapon that
Reload becomes 15. uses standard
The Weight of the weapon is increased by 25% and the cost is 60 cR. bullet
However, a second option can be taken that allows the weapon to also use ammunition.
standard magazines, still. This increases the weapon’s weight by 50% and the
cost is 100 cR.
Collapsible/ Replaces the rear of the weapon with a Collapsing or Foldable stock. The Modification Must have N/A 15
Folding Stock weapon can be folded into a smaller package. Allows [HW] weapons to be Stock,
Concealed as [TH] Weapons, [TH] weapons to be Concealed as [OH] weapons, No Heavy
and [OH] weapons to be Concealed as [DW] weapons. Gives [DW] weapons an Weapons
extra +10 to Camouflage and Concealing.
Heavy Stock Heavy Stock will reduce the amount of Meters a Player can move before an Aim Rifle, Carbine, 1.9 20
Aim Action is lost by 2 Meters. However, the Heavy Stock doubles the amount Pistol, PDW,
of Meters an Enemy must move before the User loses their Aim Action Machine Guns,
Shotguns
benefits.
Light Stock Light Stock allows the Character to move up to their Full Action and still keep Aim Rifle, Carbine, (X) 25
their Aim Action active. However, this reduces the amount of Meters an Pistol, PDW,
Enemy must move before the User loses their Aim Action benefits by 2 Meters, Machine Guns,
Shotguns
to a minimum of 1. Reduces the Weapon’s Weight by 0.1 KG or weighs 0.2 KG
if the weapon didn’t have a Stock.
Micro Stock The Micro Stock reduces the Weapon’s Weight by 15%, which is figured before Aim Rifle, Carbine, (X) 20
any other Modifications that modify the Weapon’s Weight. Allows [HW] Pistol, PDW,
weapons to be Concealed as [TH] Weapons, [TH] weapons to be Concealed as Machine Guns,
Shotguns
[OH] weapons, and [OH] weapons to be Concealed as [DW] weapons. Gives
[DW] weapons an extra +10 to Camouflage and Concealing.
This also allows the Character to move up to their Full Action and
still keep their Aim Action active. However, the Weapon gains a -10 To Hit.
Lightweight Halves the weapon’s weight by removing plating and installing lighter pieces. Modification None N/A 20
Weaponry Kit Halves the weapons Break Points and Weight.
Shotgun The user modifies the shotgun to fire as Automatic instead of Pump Action. Modification Shotgun 0.1 (X)
Automatic This cost double the cR of the Shotgun to perform.
Conversion The weapon’s Rate of Fire becomes Automatic (X), where (X) is the
original Pump Action Rate of Fire multiplied by 2, and then an extra +1 added
after. For example, a weapon with Pump Action (2) becomes Automatic (5).
Weapons that gain the Automatic Conversion gain the general Rifle
Reload Time, instead of Pump Action. This also replaces the Shotgun’s ammo
feed with a Magazine of the same base Ammunition count.
Weapon The weapon is given a camouflage of the user’s choice. Can be traded in Modification None N/A 15
Camouflage without cost between missions. Gives a +20 Camouflage when attempting to
hide the Weapon. When used alongside a User wearing a Ghillie Suit, Heavy
and Two-Handed Weapons are hidden alongside them.
Weapon Ghillie Weaponry can get a Ghillie Cover, which gives the weapon a +20 to Modification None 1.1 20
Cover Camouflage, meaning that an Opponent trying to spot it in the proper
Camouflage and background, will have a -20 Penalty to spot it. This does not
stack with bonuses given from Weapon Camouflage.

26
AMMUNITION ATTACHMENTS
EQUIPMENT BENEFITS TYPE RESTRICTION WEIGHT CR
Bullet Loop A Loop that holds up to six Shotgun Shells, allowing the Character to use a Misc. Shotguns 0.1 10
Reaction to reload one extra Shell in a Round. Cannot be used with the Micro
Stock.
Drum Magazine A Drum Magazine that offers triple the ammunition in the weapon’s Magazine Weapons that use (X) (X)
Magazine. Any weapon’s Magazine is tripled, increasing the weapon’s weight Magazines and
by 0.05 KG per round, multiplied by 2, in the original Magazine. The price is Clips
1/4th the rounds in the Magazine in cR.
Dual-Sided Two linked Magazines at opposing ends. The Magazines each empty as usual, Magazine Weapons that use (X) (X)
Magazine but when reloading from one of the linked Magazines to another lower the Magazines and
weapon’s Base Reload Time by -2. The price is 1/3rd the cost of how many Clips
rounds are in the Dual-Sided Magazine in cR.
Due to the longer Magazine size, firing the weapon Prone gives a -
5 Penalty To Hit.
Extended Belt The belt of any belt-fed weapon is doubled in size. This increases the weight Magazine Belt-Fed Weapons (X) (X)
of the weapon by 0.05 KG per round in the belt. The price is 1/4th the rounds
in the new sized Belt.
Extended Extended Magazine that offers double the weapon’s ammunition. This Magazine Weapons that use (X) (X)
Magazine increases the weapon’s weight by 0.05 KG per round in the original Magazines and
Magazine. The price is 1/4th the rounds in the Magazine in cR. Clips
Due to the larger Magazine size, firing the weapon Prone gives a -
5 Penalty To Hit.
Reduced-Capacity A reduced-capacity magazine that halves the weapon’s Magazine count. This Magazine Weapons that use (X) (X)
Magazine reduces the weapon’s weight by 0.02 KG per each round less than the original Magazines and
magazine and reduces the weapon’s Reload Time by 2, to a minimum of 1. Clips
The price is 1/4th the rounds in the Magazine in cR, to a minimum of 2.

BARREL ATTACHMENTS AND MODIFICATIONS


EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
Extended barrel The weapon has an extended barrel that increases the weapon’s Modification Barrel Rifle, Pistol, PDW, (X) 40
Long Range by 10% and increases Pierce by 2. The length of the LMG, MG, HMG
weapon is increased, and the weapon’s base weight is increased
by 15%, or 30% of the weapon’s weight if combined with Heavy
Barrel.
Gives a -20 Penalty for concealing the weapon.
Flash Suppressor Gives a -20 Penalty to Visual Perception to anyone that could see Suppressor Barrel None 0.1 20
the weapon fire by suppressing the weapon’s flash.
Heavy Barrel The weapon’s heavier barrel decreases the amount of kickback Modification Barrel Any Ranged (X) 40
the user receives when firing. The Heavy Barrel adds (X) kg, which Weapon
is 15% of the weapon’s base weight, or 30% of the weapon’s base
weight, if combined with Extended Barrel.
When making a Move Action, the User reduces the To
Hit Penalties by 10. For example, a Full Action Move will only be
at a -10 Penalty To Hit.
Muzzle Brake Reduces the recoil of a weapon when firing but increases the Muzzle Barrel None 0.2 25
ability to spot the weapon firing. When fired while unbraced, the
Muzzle Brake gives the Character a +10 Bonus to Strength Tests
as to not drop the weapon.
All Opponents within range to see the weapon fire or
hear it gain a +10 Bonus to Perception to spot the weapon firing.
Sawed-Off Barrel Halves the weapon’s barrel length and removes extensions that Modification Barrel Any Ranged (X) 0
give accuracy for better concealment. Reduces the range and Weapon
weight by 50% and gives a -10 Penalty To Hit. Weapons with the
[TH] tag can be concealed as [OH] weapons. When used with the
Collapsible/Folding Stock, this weapon gains a +20 Bonus to
Concealing.
Cannot be stacked with other Barrel Modifications.
Short Barrel Heavily reduces weapon’s barrel length to give better Modification Barrel Any Ranged (X) 40
concealment. Reduces the weight and range by 25%. Weapons Weapon
with the [TH] tag can be concealed as [OH] weapons. When used
with Collapsible/Folding Stock or is a [OH] or [DW] weapon, this
weapon gains a +20 Bonus to Concealing.
Cannot be stacked with Extended Barrel Modification.

27
Sound Dampener Advanced Sound Suppressing System. Gives a -30 Penalty to Suppressor Barrel None 0.5 20
Hearing Perception Tests to anyone that could hear the weapon
fire.
Sound Suppressor Gives a -20 Penalty to Hearing Perception Tests to anyone Suppressor Barrel Not used with (X) 15
attempting to spot or find the weapon’s User. Increases High or Hyper-
weapon’s Range by 10% and gives a +1 to Pierce. Velocity Ammo
Increases the weapon’s weight by 25% and cannot
have its Aim Action time reduced by Abilities or Equipment.
Cannot work with HV and HYV ammo variants.
Rifled Barrel The Rifled Barrel is a replacement barrel for any shotgun. This Barrel Shotguns -- 50
Rifled Barrel, when used with Slugs, will increase the Close Range
by 25%.
HP Choke The HP Choke offers a high-precision Full Choke. Shells with Barrel Shotguns 0.6 40
Spread Special Rule lose the +10 Bonus To Hit, but the weapon’s
Close Range is increased by 50%. Using this Choke with any type
of Slug Shell will destroy the Choke.
Long-Barreled The Long-Barreled Choke is a rifled extended choke. This Choke Barrel Shotguns 0.6 40
Choke extends the Shotgun’s Close and Optimal Range by 25% only if
the Shell being fired still has the Spread Special Rule. Using the L-
B Choke with any type of Slug Shell will reduce the Close and
Optimal Range to 10% due to breaking the Choke.
Reinforced The WST Reinforced Squeeze Choke offers maximized potential Barrel Shotguns 0.7 60
Squeeze Choke for range. Shells with the Spread Special Rule lose the +10 Bonus
To Hit, but the weapon’s Close Range and Optimal Range are
increased by 50%. Using the Reinforced Squeeze Choke with any
type of Slug will destroy the weapon’s barrel and the Choke,
rendering the weapon useless. Natural To Hit rolls of 100 will deal
damage to the Squeeze Choke. If this happens twice, the
Reinforced Squeeze Choke is destroyed.

GENERAL EQUIPMENT
EQUIPMENT BENEFITS WEIGHT COST
Polypropylene Rope A Polypropylene Rope that is 10mm in Diameter, able to withstand 1,100 KG of force before breaking. -- --
Each Meter is 1 kg and 2 cR.
Earplugs Military-Grade earplugs that allow Characters to ignore any hearing-based Penalties given by 0.1 1
Flashbangs or loud noises. Gives a -40 Penalty to Hearing-based Perception Tests. Comes with 10 sets.
Whistle A small, yet loud whistle. 0.2 4
Field Rations A package of 10 cans, each filled with food that have a 6-year shelf life. Each can will feed a Character 2.5 2
for a day.
Signal Flare: Bright A bright flare that is activated by snapping the top off. Flame (1D5) when held against someone. Can be 1 5
seem up to 2KM away and lasts for 10 Rounds. Can be used in any weather condition and works
underwater.
Signal Flare: Smoke A smoke-based signal flare activated by snapping the top off. Can be seen from 6 KM away and lasts 10 1 5
Rounds.
MRE Military prepackaged foods that have a shelf life of 10 years. One meal is enough to feed a Character. 0.2 1
Comes with 5 Meals.
Camping Stool A stool for sitting. Has multiple size settings for comfort. 1.1 3
Portable Wind Generator A wind-powered generator that can power small equipment, such as phones and beacons. 24.1 80
Duct Tape Common Duct Tape, water-proof. 0.3 2
Handcuffs Used to bind a Character's hands or ankles. To escape, a Character must roll a -60 Security Test or a -70 1.4 12
Strength Test. The Handcuffs have an Armor Rating of 14 and 50 Break Points.
Hygiene Set A set of personal health and cleanliness items, such as toothpaste, lotion, brushes, anti-perspirant, 3 6
soap, and shampoo.
Cigarette Pack A tobacco product. Each pack has 10 cigarettes. 0.1 1
Vacuum Adhesive A strong sticky substance used to patch rips and tears in vacuum-sealed suits and equipment. Contains 5 1.2 20
Sealant uses per tube and takes 1 Round to dry once applied.

28
HELMET AND FACE EQUIPMENT
EQUIPMENT BENEFITS WEIGHT COST
Polarized Goggles Halves all bright-light based visual Penalties. 0.6 30
Gas Mask Allows user to breathe in toxic environments. Comes with 5 disposable filters, each can last 24 hours. 1.4 20
Filters cost 5 cR each.
Helmet Recorder Records any instance that the soldier sees. Stores 200 hours of high-quality footage and features a 4x 0.3 15
zoom.
Balaclava Face mask for warmth and face protection from harsh environments. 0.2 1
Binoculars A set of common binoculars that can scale between x1 to x15 Zoom. 2.2 5
Electronic Binoculars An electronic binocular set that have six zoom functions, x2, x3, x4, x6, x12, and x20. 2.4 10
Infrared Goggles Give the character ability to see Infrared, allowing them to see heat signatures and infrared devices 0.5 20
such as lasers. Gives a +15 Bonus to Opposing an Opponent's Camouflage Test. Halves all Penalties from
Darkness.
IR Lamp and Laser IR Lamp and Laser is an eyepiece that creates an IR-trackable laser that points towards where the 0.2 5
Character's eye is looking.
Sun Goggles Reduces bright-light based visual Penalties by 20. 0.2 2
Night Vision Device Lowers Darkness Penalties by 50 and Lowlight Penalties by 5. 0.9 25
Standard Eye Protection Standard glasses and goggles that protect the user from harsh winds, debris, and cold weather. 0.1 1
Wear
Headlamp A light that can be worn on the head. Lowers Darkness Penalties by 30, and Lowlight Penalties by 10. 0.2 4
Ballistic Mask An armored mask that protects the Character's face with an Armor Rating of 10. 1 35
Helmet Radar A radar that is placed on the rear of a helmet that scans for movement from up to 20 Meters out. Will 0.4 45
warn User with a ping noise.

SPECIALIZED CLOTHING
EQUIPMENT BENEFITS WEIGHT COST
Ghillie Cloak The Ghillie Cloak offers a +20 Bonus to Camouflage when used in matching surroundings. The Ghillie 2.7 16
Cloak does not offer Camouflage to any large weapon, like launchers, sniper rifles, or machine guns.
The Ghillie Cloak covers the body from head to toe. It takes 7 Full Actions to equip or remove the cloak.
The Ghillie Cloak overrides any worn Camouflage underneath it.
Fire Resistance Dressing A fire-resistant one-piece suit. Halves both Penalties and Damage from Fire. Takes 20 Rounds to equip 4.1 25
or remove.
Weather Resistance A cold-resistant one-piece suit. Halves both Penalties and Fatigue from Extreme Heat and Extreme Cold. 4.1 25
Dressing Takes 20 Rounds to equip or remove.

29
CARRYING DEVICES
EQUIPMENT BENEFITS WEIGHT COST
[U] Pouch Ammunition pouch. Carries 3 standard size Magazines or Grenades, or the size equivalent. 0.5 2
[U] Hard Case Pouch Armored ammunition pouch. Carries 3 standard size Magazines or Grenades, or size equivalent. Has an 1.4 13
Armor Rating of 12 that does not stack with the Armor on the Character if struck.
[U] Blastproof Clear Blast-proof casing for electronic devices. 16 Armor Rating and 40 Breakpoints. 0.2 10
Casing
[U] Hard Case A briefcase-like armored carrying device. Capable of carrying up to 14 Magazines, Grenades, and Clips, 4.2 9
or anything of equivalent size. The Hard Case has 50 Breakpoints and an Armor Rating of 12 that does
not stack with the Armor on the Character if struck.
[U] M/LBE Hard Case Blast-Proof backpack. 16 Armor. Carries 12 magazines or Grenades, or the size equivalent. 2 30
[U] Medical Rucksack A Medical extension to the M/LBE Hard Case. Can hold up to two Medical Kits, 10 Medical Canisters, 0.9 10
and 10 sets of medication of the Player’s choice.
[U] Softcase Soft bagged Carrying Device similar to a briefcase or backpack. Carries 24 Magazines or Grenades, or 0.5 2
the size equivalent.
[U] Tactical Hard Case A pouch-like armored carrying device. The Tactical Hard Case has an Armor Rating of 11. Capable of 1.3 10
carrying up to 6 Magazines, Grenades, and Clips, or anything of equivalent size.
[U] Tactical Softcase Soft bagged carrying pouch. Carries 7 Magazines or Grenades, or size equivalent. 0.3 3
[U] Utility Webbing Holds 6 Hard Cases, Tactical Softcases, Tactical holsters, pouches, and casings to the Character’s body 0.4 8
if they’re not wearing Armor. If worn with Armor, use the Utility Webbing Permutation.
Ammunition Bandolier A bandolier that is worn over armor/clothing that can hold up to 100 shotgun shells, 150 rifle and pistol 0.5 10
Rounds, 50 Sniper Rounds, and 10 Grenades, railgun, and 40mm Grenades. Must choose ammunition
type at purchase.
Weapon Sling A small sling that is worn over Armor and clothing that can be used to add an extra Weapon Hardpoint 0.3 13
to the Character. Any weapon being held in a Weapon Sling cannot be used with the Quick Draw Ability.
[U] Utility Rig Used to attach various equipment by clips. Can hold up to 10 KG. 0.2 10
[U] Clear Casing A casing unit that can be purchased for any electronic device. Allows it to be used while having an Armor 0.2 22
of 16 and 50 Break Points.
Backpack Soft-bagged carrying device kept on the back. Carries 14 Units. 0.8 5
Rucksack Soft-bagged carrying device with straps for carrying. Carries 25 Units. 1.4 15
Deployment Bag Foldable Soft-bagged carrying device that folds out into a 2-Meter-long device. Items can be strapped 2.1 20
into various sections. Can carry 35 Units.
Hydration Pack A pack that holds 4 Liters of water, has 2-Meter-Long straw to drink on the move. 1.4 15
Load Bearing Equipment A large-scale backpack that lets the Character carry 50 Units. 2.3 25
Pack

The following are examples of how many Units an item takes up. The GM has final say, as not everything can be accounted for, and
not all types of similar equipment and weaponry are the same size.
ITEM EQUIVELANT AMOUNT ITEM EQUIVELANT AMOUNT
Magazine 1 Unit Pistol 3 Units
10 8 Gauge Shells 1 Unit Rifle 8 Units
12 12 Gauge Shells 1 Unit Heavy Weapon 12 Units
Handheld Rocket, Missile 4 Units Article of Clothing 3 Units
250 Round Ammo Belt 4 Units Handheld Device 2 Units
Extended Ammo Belt 8 Units Laptop, Tablet 2 Units
Extended Magazine 2 Units Grenade 1 Unit
Drum Magazine 2 Units Small Rocket/Missile 9 Units

30
PROTECTION
EQUIPMENT BENEFITS WEIGHT COST
Anti-Ballistics Riot Shield The Anti-Ballistics Riot Shield acts as mobile cover for the Character. The shield is composite metal with 4.2 15
a hardened plastic viewport to see through. The Shield covers the Character's full body and has an
Armor Rating of 16 with 90 Break Points.
Heavy Ballistics Shield A heavy anti-ballistics shield that acts as semi-mobile cover for the Character. The shield is made of 8.4 34
composite metal with a large, hardened plastic viewport to see through. The Shield is able to cover the
Character's full body, and has an Armor Rating of 20, with 120 Break Points.
Ballistics Blanket A blanket lined with anti-ballistic plating that may be hung up or draped. Able to cover two Characters 10.1 30
completely and has an Armor Rating of 12 and 70 Break Points.
Deployable Anti-Ballistics Large-scale anti-ballistics shield that acts as cover for the Character. The Shield is a foldable unit that 20.4 55
Shield can be placed on the ground, locked into place, and then deployed. When deployed, the Shield is 2
Meters tall and can protect two Characters, fully, at a time. The Shield has an Armor Rating of 25 and
250 Break Points.

COMPUTING EQUIPMENT
EQUIPMENT BENEFITS WEIGHT COST
Radio Backpack An armored radio unit carried by a backpack or other large carrying device. Can send audio and limited 5 25
files up to 20 Kilometers. Armored, giving it 12 Armor and 40 Break Points.
Ear Comms A small ear-held communication device that can send an audio signal up to 2 Kilometers. 0.1 12
HCLOS Radio Unit A powerful, high-capacity line of sight radio unit that can send audio and files through a portable 4.2 30
antenna. Information can be sent up to 160 Kilometers in clear conditions. Harsh conditions will halve
distance.
Cellphone A standard smartphone (or dumbphone depending on preferences) that acts as a normal phone. 0.3 10
Armored Cellphone An armored dumbphone that has 13 Armor and 75 Breakpoints. 0.6 15
NAV Marker Transmitter A small ground tracking antenna that transmits a secure signal with current GPS location and a limited 0.9 22
20-character message. Transmits up to 12 Kilometers.
Panic Button Portable device the size of a small button that will transmit a hazard or emergency signal. Transmits the 0.1 18
signal with a limited 10-character message. Sends transmission up to 3 Kilometers.
Emergency Location A portable antenna that sends an emergency beacon up to 30 Kilometers. Can send a limited 50- 2.4 40
Device character message alongside current GPS location.
Remote Detonation A small detonator that can be synced up to Demolition and Satchel Charge explosives. Has a range of 0.4 20
Device up to 40 Meters. At the press of the button, or an input of a 6-digit chosen pin number, the synced
explosives will detonate. Can also be used to set timed detonation of synced explosives.
GPS Unit Portable GPU location device that can track and share GPS locations with other GPS devices and 0.4 20
computers. Can be used to track allied GPS units as long as it has a signal.
Video Processor A video processor is a receiver that can be attacked to devices to send low-quality video signals to other 1 16
computers. Can capture up to 10 minutes of video and transmit it over small and weak signals.
Edge Device Tablet Portable tablet that can be synced with GPS units to track locations and targets. Has 12 Armor and 45 1 25
Break Points.
Armored Personnel A military-issue laptop with all the capabilities of a modern laptop. Has 12 Armor and 50 Break Points. 6.3 100
Laptop
4G/LTE Radio Broadcaster A man-sized 4G/LTE broadcasting antenna that creates a limited 4G signal to communicate with those 8.4 140
who have the chosen password. Signal can transmit large data over a 10 Kilometer radius.

AERIAL GEAR
EQUIPMENT BENEFITS WEIGHT COST
[U] Parachute A Parachute that is able to hold up to 160 KG in weight. Characters using the Parachute at or under 8 12
the weight limit can take no Damage from the fall. If over this limit, Parachutes only halve Fall Damage.
If at or over double the weight, the Parachute is useless.
Heavy Parachute A Parachute that is able to hold up to 220 KG in weight. Characters using the Parachute at or under 14 20
the weight limit can take no Damage from the fall. If over this limit, Parachutes only halve Fall Damage.
If at or over double the weight, the Parachute is useless.
Cargo Parachute A Parachute that is able to hold up to 1,600 KG in weight. Characters using the Parachute at or under 28 100
the weight limit can take no Damage from the fall. If over this limit, Parachutes only halve Fall Damage.
If at or over double the weight, the Parachute is useless.

31
SENSORS
EQUIPMENT BENEFITS WEIGHT COST
Buried Threats CDS A detection unit that can scan up to 2 Meters underground. Will detect explosive ordnance, improvised 3.1 52
Scanner explosive devices, mines, and any other buried/concealed threats.
Radar Warning Receiver A detection unit that uses radio frequencies to detect and track the possible locations of Sensors, 4.1 56
Radars, and Jamming equipment. When within the device's range, the Radar Warning Receiver will warn
the User.
Target Designator Man-portable laser target designator system. Has a display camera, thermal imager, and laser spotter. 2.5 25
Rangefinder Uses an electronic display or connects to computers with screens. Used to calculate coordinates of
locations up to 3,000 Meters away. Able to track, send, and receive GPS locations of targets and itself.
Gives a +10 Bonus to Laser-Guided missiles and can target locations to send to others.
Laser Marker A small laser designator that is able to mark units up to 500 Meters. Targets designated will give laser- 2.2 25
guided attacks a +10 Bonus To Hit.
Movement Tracking A man-sized antenna that is able to track movement within 40 Meters of it. Able to send and receive 18.7 280
System GPS information of any targets within its range when spotting movement or large heat sources.
Heartbeat Sensor A small screen device that pulses a small signal which receives feedback based on nearby heartbeats. 1.5 35
The unit is able to track heartbeats through crowds and even thick walls, and uses x-rays to perform
this action. Tracks heartbeats up to 10 Meters away, and will send out a notification if a heartbeat has
been sensed within its range.
Through-Wall Movement A 2x1 Meter pad that is set up against a wall. Any movement on the other side of the wall will be sensed 4.9 120
Detection and a notification will be sent to the user. Able to sense movement 5 Meters out.
[U] Heat Detection Small camera system that scans for heat and can send a visual display to a computer. Able to show body 1.2 50
System heat and track Camouflaged personnel within 25 Meters of the camera. Able to send a notification to
devices when sources are detected.
[U] Radio Wave Sensor Handheld device that is able to track used Radio Frequencies, alongside a frequency strength reader 1.5 63
that displays how strong the signal is in your current location. Able to alert the user when readable or
even protected frequencies are found.
[U] Seismic Detector A detection system that can track seismic activity. Able to detect small enough movement to register 2 15
walking movement within 5 Meters of the device, or even far-off explosives.
CBRN Detection Unit A small computing scanner that detects and gives information on chemical and radioactive materials, 0.7 15
or any other airborne or grounded contaminant.
Mine Detector The Mine Detector is able to detect working explosives up to 5 Meters away. Tells the direction, 2.7 45
distance, and depth of the detected item.
[U] Metal Detector The Metal Detector is able to detect metals up to 6 Meters away. Tells the direction, distance, and 2.7 35
depth, as well as the type of Metal that was found.
Geiger Counter A radioactive scanner that is able to detect the amount of dangerous radiation in the area. 1.8 26
Will give off warnings when radiation levels are becoming damaging or fatal.

ELECTRONIC WARNING DEVICES AND JAMMERS


EQUIPMENT BENEFITS WEIGHT COST
Infrared Flak Jammer An infrared countermeasure device that fires flak off that causes any infrared guidance weapons to 12.4 250
falter and only To Hit Attacks with (X) or more Degrees of Success will still hit the original Target. The
Infrared Flak Jammer, once activated, will begin with an (X) of 5. At the beginning of each Turn, (X) is
reduced by 1, until it reaches 0. Infrared Flak Jammer comes with 3 uses and costs 50 cR to refill a use.
The Infrared Flak Jammer can be activated as a -10 Agility Reaction Test, if Successful, it will activate
before an Attack strikes. The Infrared Flak Jammer cannot be activated while (X) is above 2. If Activated
while (X) is 1 or 2, (X) gains +5.
Radio Frequency Jammer A man-sized antenna that jams selected radio frequencies up to a 400 Meter Radius of this radar device. 22 305
GPS Jamming System A man-sized antenna that jams selected GPS transmissions and guidance information up to a 300 Meter 22 290
Radius of this radar device.
Anti-Jamming System A unit that counters one of any Jammer systems (Infrared Flak Jammer excluded), chosen at purchase. 15.9 245
Must be within 55 Meters of the Jammer to work.
Handheld Infrared The Handheld Infrared Dazzler is a jamming system that hijacks infrared signals in an attempt to send 4.2 140
Dazzler incoming Missiles and Rockets that have the Homing or Vehicle Lock Special Rule in a different direction.
Missiles and Rockets will Scatter from their intended target if the Dazzler was activated and the source
of the Missile or Rocket was within a 45 degree cone of the Dazzler and within 100 Meters. For every
25 Meters away the weapon fired is from the Dazzler, the Missile or Rocket will scatter 1D5 Meters.
The Handheld Dazzler’s internal battery can only stay activated for a total of 20 Turns before needing
recharged, which takes one day on an ample power source. The Handheld Infrared Dazzler can be
activated as a -10 Agility Reaction Test, if Successful, it will activate before an Attack strikes.
Handheld Laser Finder The Handheld Laser Finder is a detection tool that can detect if a Laser, Infrared Laser, or weapon with 3.7 80
the Vehicle Lock or Homing Special Rules are aiming towards the User. The Laser Finder will make a
noise if the User is being targeted or even if a laser had pointed towards them for even a quick second.
The Handheld Laser Finder has a battery that lets it stay active for 5 hours.

32
SHELTER
EQUIPMENT BENEFITS WEIGHT COST
[U] Two-Man Tent Weather-proof tent that fits two people. When staked down, tent can resist up to 80 KP/H Winds. 1.8 8
[U] Group Tent Weather-proof tent that fits five people. When staked down, tent can resist up to 80 KP/H Winds. 4 18
[U] Large Tent Weather-proof tent that fits ten people. When staked down, tent can resist up to 80 KP/H Winds. 6.3 28
Rapid Deployment A deployable small building that can fit up to ten people. Takes 2 Hours to build, and fits in a draggable 300 100
Shelter box.
[U] Portable Surgery Unit A deployable small building that can fit up to four People. Takes 10 Minutes to build, and fits into a 300 80
draggable box when broken down.
Bulletproof Sentry Box A small deployable cover that can fit two People. Has small windows to fire out of, and has 15 Armor. 1200 150

SURVIVAL
All Survival equipment are considered [U]
EQUIPMENT BENEFITS WEIGHT COST
Water Canteen A leak-proof survival canteen with a lock top and 2-liter capacity. 0.2 2
Stove Canteen A pot-like canteen for cooking and storing food. Contains a lock top and a 3-liter capacity. 0.2 2
Floatation Vest An adjustable floatation vest that allows up to 210 KG float in water. 1.5 5
Water Purification A portable multi-tank water purification system. It can process 1 liter of water every two hours. Must 2.1 20
System be cleaned after each use, else the water will not be purified.
Sleep Cot A small cot bed for a single person, can hold up to 190 KG before tearing. 5.4 5
Duffle Bag Soft bagged Carrying Device like a briefcase or backpack. Carries 25 Magazines or Grenades, or the size 1.2 5
equivalent.
Sleeping Bag A weather-proof sleeping bag that fits a user of up to 6’3, else, the Character will not comfortably fit in 2.5 3
the sleeping bag.
Poly Rope A Polypropylene rope that can hold up to 550 KG. Comes in a bundle of 35 meters. 15 10
Magnetic Compass A standard magnetic compass that is not effected by EMP or any other sort of digital or electrical attack. 0.1 1
Survival Blanket A weather-proof blanket that uses a thermal lining to keep the user in a more comfortable temperature, 1.6 5
closer to their body-heat.
Fuel Canister A 5-liter fuel can for water or any other fuel. 2 5
Hand-Crank Generator Generator that can function by either hydrogen or hand-cranking. Hand Cranking can power lights and 22 100
other lightweight pieces of electrical equipment, while the Hydrogen generator is able to power most
any equipment. Hydrogen generator is able to run for 8 hours per 1 liter of water.
Area Heater A small heater that can heat an area large enough to fill a large dome tent. Can run for 15 hours on one 2.1 30
liter of water.
Portable Food Stove A small stove that can prepare food. Can run for 20 hours on one liter of water. 1.1 25
Emergency Lamp A bright lamp that can run for 200 hours on one liter of water. 0.8 20
Grappling Hook A metal rod with hooks on them that allow for easier climbing when attached to a rope. +10 to Climbing 0.2 5
Tests.
Toolbox A metal toolbox that can hold several tools and other items. 0.2 4
Windproof Storm Match Strong matches that can be used in even the heaviest of downpours. Allows for the lighting of fire even 0.1 10
in rain and harsh wind. The set comes with 25 Matches. Each last for 16 Seconds (4 Rounds), when being
used in harsh weather.
Waterproof Fire Starter Small dark-green cubes that when cracked open, begin to spark and get hot. After 8 Seconds (2 Rounds), 0.1 10
it begins to burn. Works in wind and in rain. Comes with 8 cubes.
Wire Cutters Common pair of large-scale wire cutters. Able to cut large chain links and other pieces of metal. More 1.2 10
than strong enough to cut off a finger of any race. On Helpless or Stunned Characters that cannot fight
back, Melee Attacks with Wire Cutters deal 1D10 +9 Damage, with 15 Pierce. If not against a Helpless
or Stunned Character, Melee Attacks with this weapon gain a -30 To Hit.
Heavy Duty Bolt Cutters Powerful bolt cutters, 1.3 meters long. Strong enough to cut through even Covenant metals and locks, 1.7 20
and can even lop off the fingers of any known Race. On Helpless or Stunned Characters that cannot
fight back, Melee Attacks with Bolt Cutters deal 2D10 +6 Damage, with 15 Pierce. If not against a
Helpless or Stunned Character, Melee Attacks with this weapon gain a -30 To Hit.
Chemical Light Sticks A Chemical Light Stick is a bendable tube, that when bent, begins to glow. Gives a +10 in any Dark or 0.1 2
Pitch-Black scenarios. Lasts for 8 hours. 10 comes in a single pack.
Lighter A lighter with a flip-off top that is able to produce flame. Has enough fuel for 100 uses. 0.1 3
Flint and Steel A string with two ends, one with flint, and the other steel. When hit against each other, it creates sparks 0.1 2
that can start fires. 100 uses per each Flint and Steel set. Can take up to 4 Rounds to start a fire.
Fishing Equipment Kit A fishing kit that contains a folding fishing rod that can withstand up to 100 KG of tension, ten hooks 4.5 15
and bobbers, a spool of 1550 meters of fishing line that can withstand up to 60 kg of tension, 50 pieces
of bate, and a fishing net that can hold up to 60 kg of weight.
Signal Mirror A small mirror for reflecting light like a small warning beacon. 0.1 1
Flare Gun A small firearm that fires a 40mm Parachute Flare up to 150 meters. It deals 1D10 damage, with 0.3 15
Flame(1D5) on impact.
Whistle A small whistle. 0.1 1

33
Mess Kit Silverware set: Spoons, knives, forks, plates, and other pieces of silverware for eating. 0.3 5
SOS Knife Kit A special multi-tool knife that contains the following tools: Screwdriver, corkscrew, small blade, 0.2 15
sharpening stone, toothpick, tweezers, wood saw, large blade, metal saw, scissor.
Animal Snare A snare kit to entrap small animals. 0.4 5
Geiger Counter A radiation detector that can track radioactive material from up to 10 meters away. 0.6 10
Field Rations Packages of canned and sealed food that have up to 6 years shelf life. One package has enough food to 2.5 2
nourish and last a Character 5 days of 3 full meals.
Potassium Iodide Tablets These helps protect the user from Radiation Poisoning 10 minutes after taking the tablet. The Character 0.1 10
is able to take a +20 Toughness Test every time they’d gain Radiation Poisoning or take a Fatigue from
Radiation Poisoning to ignore it. Comes with 14 Tablets.
Rain Poncho Protects the user from rain. Comes in a small pack of 10. 0.3 5
Camouflage Netting A fireproof netting that can be purchased in any Camouflage Environment, that gives +30 to Camouflage 0.9 8
Tests. Camouflage Netting is a large 5 by 5 Meter netting that can be draped or set up over objects.
Sandbag Stackable sandbag used to hold back water and even ammunition. Sandbags are .5 Meters long, .3 12 1
Meters wide, and .2 Meters tall.
Blowtorch A blowtorch that can be used in any atmosphere and underwater. This blowtorch is plasma-based and 2.1 20
will sear through any metal, given enough time. For every 2 points of Armor or Cover Points something
gives, it takes 1 Half Action to cut through a small portion of it. The Blowtorch deals 1D10 +4 Damage,
with a 20 Pierce.
Signal Flare Bright A bright flare that is activated by snapping the top off. Flame (1D5). Can be seen from 2 KM away and 1 5
lasts up to 1 hour.
Signal Flare Smoke A smoke-based signal Flare that is activated by snapping the top off. Can be seen from 6 KM away and 1 5
lasts up to 10 Rounds.

MEDICAL
EQUIPMENT BENEFITS WEIGHT COST
Potassium Iodide Tablets When taken, gives the Character a +10 to Toughness Tests when defending against negative effects of 0.1 6
radiation. One dose will last 5 hours, and each kit comes with 15 doses. Taking more than three within
24 hours will instead give the Character a -10 Penalty to Toughness Tests, instead of the Bonus.
Biomedical Foam Canister Used as a Full Action, Biomedical Foam is an expanding antiseptic foam that removes 2D5 Fatigue and 0.9 10
3D5 Wounds, but removes their ability to naturally heal any Wounds or recover Fatigue until they
receive an Extended Medical Test. Each time a Biofoam Canister is used after the first, it heals one less
1D5 for Fatigue and Wounds.
Chorotazine Removes 1 degree of Fatigue per use. Will cause Fatigue, instead of removing it, if used 0.1 4
more than twice a day. Comes with 5 uses.
Surgical Kit Surgical Kits allow Characters to perform more complicated medical Tests, such as treating wounds that 2.1 15
need surgery or making Extended Care Tests.
Self-Adhering Antiseptic Specialized antiseptic that heals 1 Wound and removes 1D5 Fatigue. Taking more than three times in 0.3 5
BD an hour will cause +3 Fatigue per additional use and cannot remove Fatigue until an Extended Care
Action is made on the Character. Comes with 5 Uses, takes 1 Half Action to apply one usage.
Morphine Removes penalties due to joint damage and wounds for 1D5+Toughness Modifier hours. - 20 Penalty 0.2 10
To-Hit and for any Perception Tests. Each dose given to a player gives them 2 degrees of fatigue. 5 uses.
Morphine allows the character to ignore Fatigue from bruising. Any more than Toughness Modifier + 2
doses will kill the character on a failed Toughness Check. If the check is passed, the character slips into
a coma for 1D5 hours per every dose given.
Medical Equipment Kit Comes with all the tools needed for a Medic to perform Medical Actions. Does not come with the 4.5 15
equipment needed for Surgical Tests or Extended Care.
Dermacortic Steroids Standard steroid drug that doubles the healing of wounds per day. Dangerous when used with any 0.2 20
other Medication. If used with other medical, Wounds are still gathered, but
Character gains +5D10 levels of Fatigue.
Trauma Kit A Medical Kit that contains Cauterizers, Hemostats, Cyanoacrylates, and a Skin Stapler. With a Full 2.4 20
Action Medication Test, the Character is able to remove up to three chosen Special Damage
Characteristic debuffs, such as lowered Toughness, or penalties to Actions.
Prosthetic Limb A replacement limb that is able to replace the Player's Arm, Leg, Foot, or Hand. Has an Armor of 12 2 arm, 4 30
and 50 Break Points. The limb cannot take Fatigue and has no real feeling. It can be controlled by leg
the User, but will come with drawbacks. Leg and Foot prosthetics come with a -10 to Agility when
figuring Movement Speed. Arm and Hand prosthetics give the Character a -10 to Tests dealing with
picking up or using Equipment, such as Medical Tests or even the Quickdraw Ability. The GM may
decide what Actions take Penalties.
Penalties do stack with other Prosthetic Limb Penalties.
Limb Splint Reduces any movement penalties from a broken or heavily damaged leg by half. 1.2 11

34
TRAINED WAR DOG
WAR DOG ARMOR
STR TOU AGI WFR WFM INT PER CRG CHA LDR A Dog is able to be given Armor based on standard UNSC Battle Dress Uniforms
20 25 50 1 35 1 35 25 1 5 and ODST Battle Dress Uniforms. These cost the same as the normal armor but
-- -- +5 MYTHIC CHARACTERISTICS weighs 1/3rd of the armor they are given.
WOUNDS 45 LUCK 1
55 centimeters (1’8 ft.) – 65 centimeters (2’1 ft.) DOG ACTIONS
22 kilograms (49 lb.) – 40 kilograms (88 lb.) A Dog will act on its own, but with incredible loyalty to its master. A
SIZE: Small Dog will follow its master as much as possible and will heed most
The Dog has the Outstanding Olfactory Ability. orders given. If a Dog understands that something would cause
DOG CARRY WEIGHT major harm to it, such as being ordered to jump across a gap it
The average War Dog should never carry more than 30% of their body
couldn’t possibly cover, a Dog will not obey such an order.
weight. The Average War Dog can safely carry up to 10.5 KG. Anymore and
the Dog will begin taking Fatigue for every Kilometer traveled.
Dogs are knowledgeable in multiple commands, which are
DOG WALKING AND RIDING DISTANCE shown in the list below.
The average Dog is able to travel upwards of 90 Kilometers a day. After this,
Fatigue begins to set into the dog, 1D5 Fatigue every Kilometer traveled after. COMMAND ACTION TAKEN
The average Dog can Run for 6 hours straight without the need of Watch The Dog will watch the location it’s in for any
rest. After the first 6 hours, Fatigue begins to set in, causing 1D5 levels of intruders or known Opponents.
Fatigue for every hour without rest. Drop It The Dog will drop whatever it is holding.
WAR DOG ATTACKS
Stay The Dog will stay in its current position.
War Dogs are trained for takedown and killing blows. The average War Dog is
able to jump high enough to reach the throat of any Human or even Fetch The Dog will fetch a thrown item, or an item pointed
Jiralhanae. at by the master.
EXPERIENCE Attack The Dog will perform the most useful move it can
The War Dog is able to gain Experience the same as any other Character. The think of with a given circumstance. If the Dog has
GM must approve any possible Characteristic Advancement, Skill, or Ability proper distance, the Dog will open with a Rush
taken. The Dog cannot take Educations. Dogs gain half the normal Experience Attack, else the Dog will most likely use a Takedown
gained. or Bite.
COST
Specified Saying “Attack” and then an Attack name, the Dog
100 cR
Attack will perform that specified Attack.
Heel The Dog stops moving and will generally join up with
the master if nearby.
Bark or The Dog will bark.
RUSH
Speak
During a Charge or Run, the Dog leaps into the air, grabbing an Opponent’s arm
to jerk their entire body downward. The Dog performs a Warfare Melee Attack. Here or The Dog will rush to the master.
Once connected, the Attack deals 2D10 + Strength Modifier Piercing Damage, Come
with 4 Pierce. Up or Jump The Dog will Jump up to a specified location or to the
Even if Damage was not made, the Dog may still attempt to pull the master or stop laying down.
Opponent down with an Opposed Strength Test. If the Dog succeeds, the No The Dog will usually understand that the master is
Opponent is dropped to the ground. displeased with the Dog’s current actions.
The Rush Attack is a Full Action that can only be made if Charging
Pay Saying this, or the Dog’s name, will cause the Dog to
or Running.
Attention pay attention to the master.
TAKEDOWN
Shame The Dog understands that whatever it was doing is
Without Charging or Rushing, the Dog attempts to latch onto and pull down an bad, will usually attempt to not do those actions
Opponent. This Attack is like Rush, but deals 1D10 + Strength Modifier Piercing anymore.
Damage, with 4 Pierce. Down The Dog will jump down from wherever it is at, if at
Even if Damage was not made, the Dog may still attempt to pull the an elevated position.
Opponent down with an Opposed Strength Test. If successful, the Dog will drop Sit The Dog will sit in place.
their Opponent to the ground. Lay Down The Dog will lay down in place.
Search If given a specified object with a smell, the Dog will
BITE
begin tracking for the whereabouts of the smell’s
A Dog’s Bite is their standard Attack, dealing 1D10 + Strength Modifier Piercing
source.
Damage, with 4 Pierce. The average Dog is able to deal 2 Attacks per Half
Action. Go On The Dog will perform a blind search, where it will
If the Dog is facing an Opponent who Is prone or knocked down, it alert its master of anything the Dog may view out of
is able to attack the jugular, a neck Sublocation, without Penalty. The Dog is the ordinary or other Humans.
able to deal 3D10 + Strength Modifier Piercing Damage, with 4 Pierce. Go Forward The Dog will begin to run ahead of the master in the
general direction traveled and scout ahead.
PULL Crawl The Dog begins to crawl.
The Dog attempts to latch onto its Opponent with a Warfare Melee Test. If Shake The Dog will shake hands.
Successful, the Dog will deal 1D10 + Strength Modifier Pierce Attack, with 4
Go Over The Dog will jump over and clear obstacles ahead of
Pierce.
If the Dog landed the Attack, they’re able to do a +10 Strength Test it.
to Pull their Opponent 1 Meter in the direction of their choosing. The Dog may Good The Dog understands that what it did pleased their
choose to keep hold of the Opponent to attempt another Pull next Round, master.
while the Opponent may attempt to escape or attack one-handed. Dig The Dog will begin digging in a specified location.

35
BATTLE DRESS UNIFORM CREATION

CREATING YOUR PERSONAL ARMOR ARMOR VARIANT


There are thousands of types of modern Body Armor used in the Armor Variants are the types that Body Armor come in, whether it be
world, and this The Armory allows you to build them using this BDU- covert Armor, like Undercover and Concealable body armor, or overt
creating system. styles like Standard, Heavy, and Super Heavy. If an Armor Variant is
not chosen, it is considered the Standard Armor Style.
BUILDING YOUR ARMOR
If you’re wanting to purchase normal Body Armor without ARMOR LAYERING
modification, that is an option. To get the most out of your armor, Armor Layering are layers of extra protection installed either on top
you’ll want to at least install Armor plating. There are also Armor of or underneath the Armor that you’ve built out. These Layers come
Layering that are available. with price, weight, and effects that modify how the Character may
interact in combat. EOD and Flak Layering cannot be stacked.
ARMOR PLATING
Armor Plating are slip-in plates that are installed into each of the ARMOR PERMUTATIONS
Character’s Armor Locations. Armor Plating increases the Armor Armor Permutations are not Armor Modifications. Permutations are
Rating of each Location they’re installed in. Armor Plating has additional pieces of Armor equipment that can be installed onto
Breakpoints, when these Breakpoints reach 0, the Armor Plating is Armor as additional utilities.
destroyed and the Armor given by them is removed. It takes a Half
Action to replace the plates on each Body Location. [NF] TAG
The Near Future [NF] Tag is used to signify Armor using equipment
BASE ARMOR that are already in testing now, but not currently available for sale or
Base Armor is split into Types, which are levels of protection slowly use as of 2022. These are for near-future games that could feasibly
introduced over the last century. These offer different values of take place within the next decade, or characters gaining access to
protection and weight, alongside some being unable to be concealed early prototypes.
under clothing. After choosing the Base Armor, you must then choose
the Variant you want. [F] TAG
The Futuristic [F] Tag is used to signify Armor using equipment that
has begun study but have not been tested or prototyped. These are
for futuristic games within 30+ years from now, if not further in the
future for the strengths they give the Character.

BASE ARMOR TYPE


BASE ARMOR WEIGHT PRICE BASE ARMOR RATING SPECIAL INFORMATION
Type I Armor 7.1 kg 20 cR Head Chest Arms Legs Type I Armor is the minimum protection body armor has to
10 10 10 10 offer. Type I Armor was introduced in the 1970s.
Type II-A Armor 8.0 kg 27 cR Head Chest Arms Legs Type II-A Armor was introduced in the 1980s and later became
11 12 11 11 police agencies go-to light armor.
Type II Armor 8.9 kg 35 cR Head Chest Arms Legs Type II Armor became more relevant in the late 1980s. Type II
12 13 11 11 Armor is a heavier and bulkier version of Type II Armor.
Type III-A Armor 9.5 kg 45 cR Head Chest Arms Legs Type III-A Armor became more prevalent in the early 1990s. It
13 14 13 13 provides the highest protection from Armor that can still be
considered concealable.
Type III Armor 10.1 kg 55 cR Head Chest Arms Legs Type III Armor became more prevalent in the late 1990s. is
13 14 14 14 large and bulky, much more so than and previous Type on the
list. It cannot be concealed and must be worn over clothing.
Type IV Armor 11.5 kg 66 cR Head Chest Arms Legs Type IV Armor is the most protection available in the mid-2000
14 15 14 14 and on. Cannot be concealed and must be worn over clothing.
[NF] Type V-A 10.8 kg 77 cR Head Chest Arms Legs Type V-A Armor is available from 2030 and beyond. It cannot
Armor 15 15 15 15 be concealed and must be worn over clothing.
[F] Type V Armor 11.4 kg 87 cR Head Chest Arms Legs Type V Armor is available from 2045 and beyond. It cannot be
16 16 15 15 concealed and must be worn over clothing.

ARMOR VARIANT
ARMOR VARIANT WEIGHT PRICE MODIFICATION SPECIAL INFORMATION
Undercover -5 kg -12 cR -3 Armor on all Locations Can be worn under normal clothing, completely unnoticeable unless used
with Type IV, V-A, and V Armor.
Concealable -4 kg -6 cR -2 Armor on all Locations -30 Penalty for noticing this Armor, can fit under any clothing.
Light Armor -3 kg -3 cR -1 Armor on all Locations -10 Penalty for noticing this Armor, can fit under heavy clothing.
Standard -- -- -- Standard Armor with no Bonuses or Penalties.
Up-Armored +3 kg +5 cR +1 Armor on all Locations -5 Penalty to Agility when worn.
Heavy Armor +5 kg +13 cR +2 Armor on all Locations -5 Penalty to Agility when worn.
Super Heavy +8 kg +18 cR +3 Armor on all Locations -10 Penalty to Agility when worn.

36
ARMOR PLATING
Price and Weight are listed per Location installed.

ARMOR PLATING WEIGHT PRICE PLATING MODIFICATION BREAKPOINTS


Steel +3 kg 6 cR +1 Armor on all Locations 60
Titanium +3 kg 9 cR +2 Armor on Chest, +1 Armor on Arms, Legs, and Chest 80
Kevlar +2 kg 6 cR +2 Armor on Chest and Head, +1 Armor on Arms and Legs 50
Polyethylene +1 kg 8 cR +2 Armor on all Locations 60
Ceramic +2 kg 10 cR +3 Armor on Chest and Head, +2 Armor on Arms and Legs 70
Carbon Nanotube +2 kg 13 cR +3 Armor on all Locations 80
Zylon Fiber +2 kg 10 cR +4 Armor on Chest, +3 Armor on Head, Arms, and legs 50
[NF] Liquid +2 kg 17 cR +4 Armor on Chest and Head, +3 Armor on Arms and legs 100
[NF] Superelastic Granular +3 kg 18 cR +4 Armor on all Locations 100
[F] Molecular Nanocomposite +3 kg 20 cR +5 Armor on Chest and Head, +4 Armor on Arms and Legs 110
[F] Atomic Layer Graphene +1 kg 25 cR +5 Armor on all Locations 80

FULL BODY ARMOR LAYERING


Up to two non-Exoskeleton Layering can be stacked per set of Armor, covering all Body Locations.

LAYERING WEIGHT PRICE SPECIAL INFORMATION


EOD Layering +10 kg 65 cR -20 Agility. Ignores Kill Radius damage increase from explosives. Ignores 10 Pierce from explosives.
Cannot be concealed.
Flak Layering +8 kg 35 cR -10 Agility. Halves Pierce from explosives. Cannot be concealed.
Fire Rescue +6 kg 40 cR -10 Agility, Cannot catch fire. Vacuum Sealed for 10 Minutes of Oxygen. Half Damage from any Fire.
Cannot be concealed.
Vacuum Sealed +4 kg 10 cR The suit is vacuum sealed. 60 Minutes of Oxygen. Cannot be concealed.
Stab Vest +6 kg 15 cR Halves Pierce from bladed weapons.
Padded Lining +6 kg 15 cR Reduces Damage Roll by one Damage Dice from blunt, non-bladed melee Attacks.
Ballistics Layering +8 kg 16 cR +2 Armor on all Locations against firearms.
[NF] Exoskeleton +12 kg 65 cR Holds its own weight and increases the Character’s Carry Weight by 60 kg. Cannot be concealed.
[F] Exoskeleton +14 kg 140 cR Holds its own weight and gives +1 to Mythic Agility and Mythic Strength. Increases the Character’s
Carry Weight by an extra 60 kg. Cannot be concealed.

ARMOR PERMUTATION
All Human Battle Dress Uniforms and Armor are designed to take Permutations. Permutations are devices and equipment that modify Armor and
offer various forms of function. Each section of Armor can only fit so many Permutations, which are shown as Permutation Hardpoints.
Permutation Hardpoints are how many pieces can be attached to a specific Armor Location. Most equipment will list how many Hardpoints
they take up on the Armor and the Location they are installed on. Permutations that take 0 Hardpoints may have another Permutation stacked on
top of them.
Bonuses and Modifiers given from Permutations do not stack with other Permutations. If a Permutation gives a Bonus weaker than what
another Permutation would give, the higher Bonus is taken. Armor and BDU variants may be stacked with Permutations.

ARMOR LOCATION PERMUTATION HARDPOINT COUNT


Head 3
Chest 6
Arms 2 per Arm
Legs 3 per Leg

37
HELMET PERMUTATIONS
PPERMUTATION WEIGHT PRICE SPECIAL INFORMATION HARDPOINTS
COMTAC Headset 0.5 kg 25 cR The COMTAC Headset is a strong wireless communication device. Capable of 1
communicating with any communication devices needed up to 10 Kilometers.
PSV-14 NV-Mono 0.5 kg 25 cR A lightweight Night Vision Device that attaches to the helmet. Reduces Darkness 1
Penalties by half and reduces Perceptive Range by half. Half Action to bring down and
activate or deactivate. Cannot be used with Flashlights or other IR, Thermal, or Night
Vision Scopes or Permutations.
BNVD N-15 NV 0.6 kg 40 cR Night vision goggles that attach to the top of the helmet. Reduces Darkness Penalties 1
by half. Half Action to activate or deactivate. Cannot be used with Flashlights or other
IR, Thermal, or Night Vision Scopes or Permutations.
L-3 GPNVG-18 NV 0.8 kg 60 cR Advanced Night Vision Goggles that attach to the top of the helmet. Removes all 2
Darkness Penalties. Half Action to activate and deactivate. Cannot be used with
Flashlights or other IR, Thermal, or Night Vision Scopes or Permutations.
Night/IR 0.4 kg 25 cR This attachment adds an IR Lamp, an IR Laser, and a low-cost Night Vision Device to 2
the helmet. This losers Darkness and Low-Light Penalties by +20. Cannot be used with
Flashlights or other IR, Thermal, or Night Vision Scopes or Permutations.
Rebreather Unit 0.4 kg 10 cR Gives the Character 60 minutes of Oxygen, recharges itself when in breathable 1
atmosphere for at least 10 Minutes.
Laser finder 0.8 kg 75 cR The Laser Finder is a detection tool that can detect if a Laser, Infrared Laser, or 2
weapon with the Vehicle Lock or Homing Special Rules are aiming towards the User.
The Laser Finder will make a noise and flash a quick red light if the User is being
targeted or even if a laser had pointed towards them for even a quick second. The
Laser Finder has a battery life that allows it to be active for 50 Turns before it needs
to be charged.

CHEST PERMUTATIONS
PPERMUTATION WEIGHT PRICE SPECIAL INFORMATION HARDPOINTS
Attach/Parafoil 0.4 kg 10 cR Two installation points for supporting heavy-duty suspenders, which are used to 1
attach aerial-based equipment. Halves the weight of any Aerial Gear attached.
Attach/Docking 0.7 kg 30 cR This additive is placed on the lower back of the armor near the waist that holds a 0
tether cable used to not drift away in vacuum and zero gravity. This cable is able to
withstand weights of up to 1,000kg, and is stackable with any other Torso
Permutation.
Low-Profile Ghillie 0.3 kg 20 cR Adds a small Ghillie Cloak to the armor. Does not take up a hardpoint. Offers +20 to 0
Camouflage when in matching environments. Cannot be stacked with other Ghillies.

UNIVERSAL PERMUTATIONS
PPERMUTATION WEIGHT PRICE SPECIAL INFORMATION HARDPOINTS
CBRN Unit 0.7 kg 15 cR The CBRN Unit is a Chemical, biological, Radiological, and Nuclear Scanning system. 1
This unit scans for dangerous chemicals and radioactive material, and any
contaminant harmful to Human life. Scans up to 25 Meters out and warns the user.
Body Cam 0.4 kg (X) cR A lightweight recording device that stores up to 72 hours of content per 10 cR spent. 1
The GM may hard-limit how much data the Body Cam can store.
TacLight 0.2 kg 10 cR This attachment adds a Tactical Flashlight. Lowers Darkness Penalties by +40 and 1
lowers Lowlight Penalties by +10.
Weapon Holster 0.1 kg 2 cR Holds weapons using simple latches. 1
Utility Webbing 0.2 kg 5 cR Holds up to (X) Hard Case Pouches, Tactical Holsters, Pouches, and Cases onto the 1
Body Location, where (X) is the Permutation Hardpoint Count of the Location. Only
one can be used per Armor Location and is worn over other Permutations. Can only
be used for the Body Location it was purchased for.
RFM 0.2 kg 25 cR A Radio Frequency Magnifier that allows any attached radio to increase its range to 2
25 Kilometers.
ERF 0.2 kg 25 cR An anti-EMP communication device that allows for communication during ECM and 1
EMP interference. Can communicate with other ERF and radio systems up to 6
Kilometers.
Body Camera 0.6 kg 40 cR A Body Camera that contains a recorder with a variable zoom of 1x to 5x 1
magnification. Capable of storing up to 200 hours of footage, or 1,000 hours of low-
quality footage that gives a -30 Penalty to Perception when attempting to look
through the footage for particular details.
TacFlash 0.2 kg 25 cR Adds a Tactical Flashlight to the armor. Lowers Darkness Penalties by +40 and lowers 1
Low-Light Penalties by +10.

38
FULL BODY PERMUTATIONS
PPERMUTATION WEIGHT PRICE SPECIAL INFORMATION HARDPOINTS
Anti-Thermal Suit 1.0 kg 145 cR A lightweight anti-thermal fabric that assists in reducing the ability to be seen by (X)
Thermal and Infrared Imaging Equipment and Scopes. Thermal and Infrared Imaging
will not reduce the User’s Opposed Camouflage Test Degrees of Success. The User
will also gain a +10 to their Opposed Camouflage Tests when against an Opponent
using Thermal or Infrared Imaging Equipment.
Takes up 1 Head, Arm, and Leg Hardpoints and 2 Chest Hardpoints.
Multi-Spectrum 1.4 kg 200 cR A Ghillie suit made of anti-thermal fabric. When in use, Thermal and Infrared Imaging (X)
Concealment Suit will not reduce the User’s Opposed Camouflage Test Degrees of Success. The User
will also gain a +10 to their Opposed Camouflage Tests when against an Opponent
using Night Vision, Thermal, or Infrared Imaging Equipment.
The User will also gain a +20 to Camouflage Tests when in matching
surroundings. The MCS Suit does not offer the Camouflage to any large or Heavy
Weapons, like Launchers, Machine Guns, and Sniper Rifles. The MSC Suit overrides
any worn Camouflage underneath.
Takes up 1 Head, Arm, and Leg Hardpoints and 2 Chest Hardpoints.

BUILDING A VEHICLE
UNDER CONSTRUCTION
This section is a work-in-progress that is incredibly messy. This is using an updated version of the original vehicle creation rules from the old Mythic
1.4 The Armory alpha, which never saw a full release and hasn’t been fully updated since. The sloppiness of this following section is from me
overhauling and preparing updates which are currently unfinished. Even though everything is currently a work in progress, this section is now usable
and a good tutorial for building your own vehicles for The Armory, Mythic, and any other 100DOS game. I just cannot recommend using the pricing
rules unless you have absolutely no access to the spreadsheet.

VEHICLE CREATION SYSTEM VEHICLE SPEEDS


In this section, you will be taught how to generate vehicles based on A vehicle’s speed Characteristics will not be given through these
a few factors, like type, size, and age. Due to the open-ended nature charts. Instead, the GM and the Players will take the real world
of a vehicle generation system like this, it is possible that not Kilometers per Hour and convert them. I have created a simple way
everything will be instantly available to generate by only using these for you to do this, and that is use this following formula and multiply
tools. The GM and Players should work together to make sure the vehicle’s KM/H by 0.277778, and then multiply that by 6. This will
everything they want is handled in one way or another. give you the vehicle’s Meters Per Turn (MPT).
(X *0.277778) *6
VEHICLE CHASSIS Afterwards, there is a handy table that will help you figure
The Vehicle Chassis is the first step in building your desired vehicle. the vehicle’s Acceleration and Brake speeds based on the vehicle
These are based on broad vehicle classifications, such as car, truck, you’ve created. Remember, when figuring vehicle Characteristics, no
bus, etc. The Chassis chosen will start you off with the most basic Characteristic, except for Maneuver, can be lower than 1.
vehicle Characteristics that you will later modify with various choices Acceleration and Brake cannot be lower than 5.
and modifications. When using the Chassis modifications for weight, Military
vehicles, Semis, industrial Large Trucks, and Trains do not need to
FIGURING SPEED AND MOBILITY have their Size and Weight modifier applied to their Acceleration or
A vehicle’s speed and mobility are not given within the presets found Brake. Though the GM may apply it when needed, if an exception
in the vehicle generation tables. The players and GM must figure this needs to be made.
out based on the vehicle that is being made.
You must first find what type of mobility the vehicle uses, PRICING
whether it be tracks, wheels, jets, etc. It is important to understand GMs and Players should use the Armory spreadsheet to place in the
what kind and how many mobility options a vehicle might have, as it information and price Vehicles. However, if you do not have access to
dictates how badly a vehicle may be affected by losing one. the spreadsheet, there is an optional Pricing section. This will show
A quick and easy example of this is a car. Cars generally have you how to price a Vehicle based on its given Characteristics but will
4 wheels and one engine. A tank may have two tracks. A semi cab has be incredibly limited in terms of what you can do with the Vehicle,
10 wheels. how you can build it, and the price outcome itself.
It is advised that you come prepared and build your vehicles
with the proper tools to better improve game balance, pricing, and
experience payout.

39
LAND VEHICLE BREAK POINTS MANEUVER ARMOR
CHASSIS WEP MOB ENG OP CREW FRONT SIDE BACK TOP BOT
Motorcycle -- 25 50 25 -- 80 10 9 10 10 10
All-Terrain-Vehicle -- 25 50 25 -- 55 11 11 11 10 10
Car -- 30 50 25 45 75 12 11 11 5 12
Truck -- 30 50 25 45 75 12 12 11 6 12
Van, SUV -- 30 50 25 45 75 12 11 11 6 12
Jeep, MLUV -- 45 50 30 90 75 15 15 15 10 15
Bus -- 40 50 30 90 60 13 13 14 11 15
Industrial/Other -- 40 50 30 90 60 20 20 18 18 15
Semi, Large Truck -- 40 50 30 90 60 18 22 20 20 17
Train -- 50 150 40 90 0 25 22 20 17 30
Infantry Fighting 90 60 135 60 80 65 40 35 35 35 35
Personnel Carrier 90 60 135 80 100 60 40 40 45 35 30
Light Tank 90 60 140 100 80 50 40 35 35 40 30
Main Battle Tank 100 80 220 150 150 50 50 45 50 50 50

LAND VEHICLE SIZE AND WEIGHT MODIFIER


The Vehicle Size and Weight Modifier Table allows for all sizes of vehicles to be generated. Using this table, you may modify any vehicle to be the size needed. This
allows anyone to tackle any vehicle needed. All you need to do is find the real weight of the Vehicle you’re attempting to build and apply it to the right Chassis.
The WEP Break Point is only increased if there is an installed weapon on the vehicle, else it can be ignored.
LAND VEHICLE WEIGHT BREAK POINTS MANEUVER ARMOR
SIZE TYPE WEP MOB ENG OP CREW FRONT SIDE BACK TOP BOT
Light-Duty 0 – 2,500 KG -- -- -- -- -- -- -- -- -- -- --
Heavy-Duty C1 2,500 – 3,500 kg -- +5 +5 +5 +10 -2 +1 +1 -- -- --
Heavy-Duty C2 3,500 – 4,500 kg +5 +5 +5 +5 +10 -3 +1 +1 -- -- +1
Heavy-Duty C3 4,500 – 6,000 kg +5 +10 +5 +5 +10 -5 +1 +1 +1 +1 +1
Heavy-Duty C4 6,000 – 7,000 kg +5 +10 +10 +5 +15 -10 +2 +2 +1 +1 +1
Heavy-Duty C5 7,000 – 9,000 kg +5 +15 +10 +10 +15 -10 +2 +2 +2 +2 +2
Heavy-Duty C6 9,000 – 12,000 kg +10 +15 +10 +10 +15 -15 +2 +2 +2 +2 +2
Heavy-Duty C7 12,000 – 15,000 kg +10 +20 +15 +10 +20 -15 +3 +3 +3 +2 +2
Heavy-Duty C8A 15,000 – 27,000 kg +10 +20 +15 +10 +20 -20 +3 +3 +3 +3 +3
Heavy-Duty C8B 27,000 – 50,000 kg +10 +25 +15 +15 +20 -20 +4 +4 +4 +4 +4
Super-Heavy 50,000+ kg +15 +25 +20 +15 +25 -25 +5 +5 +5 +5 +5

AIRCRAFT BREAK POINTS MANEUVER ENGINE ARMOR


CHASSIS WEP MOB ENG OP CREW FRONT SIDE BACK TOP BOT
Light Airplane -- 30 60 25 45 25 2 10 9 10 10 10
Medium Airplane -- 35 60 30 45 20 2 12 11 11 10 12
Large Airplane -- 35 60 35 45 15 4 12 12 11 12 12
Air Tanker -- 50 60 30 90 5 6 22 22 20 20 18
Light Jet -- 50 60 25 45 25 2 15 15 15 10 15
Jet -- 50 60 30 45 20 2 20 20 20 15 20
Jumbo Jet -- 60 90 35 60 5 4 15 15 16 16 15
Light Helicopter 30 30 60 25 45 55 1 15 20 20 15 20
Standard Helicopter 40 40 65 35 45 60 2 20 20 20 20 25
Attack Helicopter 50 50 70 50 60 75 3 25 20 20 25 25
Military Patrol 120 85 300 200 200 40 4 35 40 45 40 35
Fighter Jet 100 75 200 150 200 70 2 30 35 30 30 25
Bomber 100 350 320 250 200 25 8 30 30 35 25 35
Military Transport 35 125 325 120 100 20 4 35 35 30 40 45

40
VEHICLE TIME PERIOD
This optional section allows for more modifiers to play a part in the vehicle’s creation. Age can play a big part in a vehicle’s performance and price. The following
are time periods that will change the vehicle’s Characteristics. If a time period isn’t listed, go with the closest option that the GM would think fits its needs.
TIME PERIOD ARMOR ACCELERATE AND BRAKE SPECIAL INFORMATION
1885 – 1935 -12, to a -25% to Accelerate and Vehicles from this time period are unwieldy, slow, and offer very little
minimum of 6. Brake values compared to a protection. -10 Maneuver. No seatbelts, harnesses, or safety options. Both
equivalent modern vehicle. the vehicle and the passengers take +1D10 extra damage in wrecks.
1940 – 1975 -5, to a -15% to Accelerate and A vehicle that is aged, and still offers little in protection. These vehicles
minimum of 9. Brake values compared to a were heavy and unwieldy. -5 Maneuver. The Vehicle takes +1D10 extra
equivalent modern vehicle. damage in wrecks.
1980 – 2020 -- -- Standard vehicle time period for The Armory.
Near-Future +2 +10% to Accelerate and A near-future vehicle that has some modifications from what is currently
Brake values compared to a standard. Can also be used to apply to experimental vehicles currently
equivalent modern vehicle. available.
Futuristic +4 +20% to Accelerate and A futuristic vehicle that has modifications past what we currently can put
Brake values compared to a into production.
equivalent modern vehicle.

LAND VEHICLE BASE MOVEMENT MOVEMENT MODIFIERS ADDITIONAL MODIFIERS


CHASSIS ACCELERATION BRAKE SIZE CATEGORY ACCELERATION BRAKE OPTIONAL ACCELERATION BRAKE
Motorcycle 70 60 Light-Duty -- -- Sportscar +15 +15
All-Terrain Vehicle 40 50 Heavy-Duty C1 -5 -- Super Car +25 +20
Car 60 40 Heavy-Duty C2 -10 -5 Hyper Car +35 +25
Truck 50 40 Heavy-Duty C3 -15 -5
Van, SUV 50 40 Heavy-Duty C4 -20 -10
Jeep, MLUV 50 40 Heavy-Duty C5 -25 -10
Bus 40 20 Heavy-Duty C6 -30 -15
Industrial/Other 50 30 Heavy-Duty C7 -35 -15
Semi, Large Truck 50 30 Heavy-Duty C8A -40 -20
Train 10 5 Heavy-Duty C8B -45 -20
Infantry Fighting 40 30 Super-Heavy -50 -30
Personnel Carrier 40 20
Light Tank 30 30
Main Battle Tank 20 40

AIR VEHICLE MOVEMENT CHARACTERISTICS


The following table allows for getting the Characteristics of an air-based Vehicle’s special mobility Characteristics. Top Speed can be replaced with whatever you
might need for a specific vehicle you’re building. The one used here are generic averages of the class of air vehicle.
TIME PERIOD ACCEL BRAKE TOP SPEED
Light Airplane 50 40 375
Medium Airplane 60 60 780
Large Airplane 80 60 890
Air Tanker 75 80 1,500
Light Jet 100 80 1,100
Jet 125 80 1,185
Jumbo Jet 125 60 1,000
Light Helicopter 30 60 400
Standard Helicopter 40 70 430
Attack Helicopter 60 80 590
Military Patrol 130 100 1,250
Fighter Jet 1,000 900 4,025
Bomber 250 150 1,680
Military Transport 125 80 800

VEHICLE PRICING
The following table will help price Vehicles based on their final Characteristics of the vehicle you built.
CHARACTERISTIC PRICE CHARACTERISTIC PRICE
Acceleration +1 cR per point in Acceleration, halved. Break Points +1 cR per Break Point on all Locations.
Brake +1 cR per point in Brake, halved. Armor +2 cR per Armor on all Locations.
Top Speed +1 cR per point in Top Speed, halved.
Maneuver +1 cR per point in Maneuver.
Weapon Weapon Prices added to Vehicle Cost

41
PREMADE EXAMPLES OF EACH
VEHICLE BREAK POINTS ARMOR SPEED
MANEUVER ENGINE PRICE
CHASSIS WEP MOB ENG OP CREW FRONT SIDE BACK TOP BOT ACCEL BRAKE TOP SPEED

Motorcycle -- 30 60 25 -- 80 1 10 9 10 10 10 70 60 500
All-Terrain Vehicle -- 30 60 25 -- 55 1 11 11 11 10 10 40 50 215
Car -- 35 60 25 45 70 1 12 11 11 5 12 60 40 480
Truck -- 35 60 25 45 65 1 12 12 11 6 12 50 40 460
Van, SUV -- 35 60 25 45 55 1 12 11 11 6 12 50 40 385
Jeep, MLUV -- 50 60 30 90 55 1 15 15 15 10 15 50 40 300
Bus -- 50 60 30 90 35 1 13 13 14 11 15 40 20 215
Industrial/Other -- 50 60 30 90 40 1 20 20 18 18 15 50 30 80
Semi, Large Truck -- 50 60 30 90 35 1 18 22 20 20 17 50 30 200
Train -- 50 150 30 90 0 1 25 22 20 17 30 10 5 500
Infantry Fighting 80 80 150 50 100 35 1 40 35 35 35 35 40 30 100
Personnel Carrier 80 80 150 50 100 35 1 40 40 45 35 30 40 20 170
Light Tank 90 80 150 50 100 35 1 40 35 35 40 30 30 30 135
Main Battle Tank 100 80 250 180 180 25 1 50 45 50 50 50 20 40 120
Light Airplane -- 30 60 25 45 25 2 10 9 10 10 10 50 40 375
Medium Airplane -- 35 60 30 45 20 2 12 11 11 10 12 60 60 780
Large Airplane -- 35 60 35 45 15 4 12 12 11 12 12 80 60 890
Air Tanker -- 50 60 30 90 5 6 22 22 20 20 18 75 80 1,500
Light Jet -- 50 60 25 45 25 2 15 15 15 10 15 100 80 1,100
Jet -- 50 60 30 45 20 2 20 20 20 15 20 125 80 1,185
Jumbo Jet -- 60 90 35 60 5 4 20 20 18 18 15 125 60 1,000
Light Helicopter 30 30 60 25 45 55 1 20 25 25 20 25 30 60 400
Standard Helicopter 40 40 65 35 45 60 2 25 25 25 20 30 40 70 430
Attack Helicopter 50 50 70 50 60 75 3 30 25 25 30 30 60 80 590
Military Patrol 120 85 300 200 200 40 4 50 45 55 50 45 130 100 1,250
Fighter Jet 100 75 200 150 200 70 2 35 40 35 35 30 1,000 900 4,025
Bomber 100 350 320 250 200 25 8 35 35 40 30 40 250 150 1,680
Military Transport 35 125 325 120 100 20 4 40 40 35 45 50 125 80 800

EXTRA INFORMATION FOR SPECIALIZED GENERIC VEHICLES


VEHICLE CHASSIS CREW COMPLEMENT PROPOLSION SPECIAL RULES
Transportation Bus 1 56 6 Wheels
Industrial/Other
Train

VEHICLE PRICING
The following is an old way to price vehicles without the use of the spreadsheet. At this point, it’s incredibly outdated. I strongly recommend using the Spreadsheet
to both price and balance your vehicle, but also to share it with others who can make use of it in their games, as well.
CHARACTERISTIC PRICE CHARACTERISTIC PRICE
Acceleration +1 cR per point in Acceleration, halved. Break Points +1 cR per Break Point on all Locations.
Brake +1 cR per point in Brake, halved. Armor +2 cR per Armor on all Locations.
Top Speed +1 cR per point in Top Speed, halved. Per Wheel +5 cR per Wheel after the first 4
Maneuver +1 cR per point in Maneuver. Per Track, Jet +20 cR per Track or Jet after the first 2
Vertical +5 cR per point in Vertical. Engine +10 cR per Engine after the first 1
Takeoff +10 cR per point in Takeoff. Seating Crew +5 cR per Operator and Gunner after the first 2
Targeting +1 cR per Meter, divided by 10. Seating Complement +2 cR per Crew after the first 4
Weapon Add the price of all weapons.

42
TRAP SETTING AND HUNTING

FOR HUNTING TRAP PLACEMENT


Hunting is very important for survival, as it is a major source of food. Trap placement is important, as an animal must not be
Trap Hunting allows for Characters to quietly trap wild game, as to not inconvenienced or alerted. If an animal must go out of its way to a
scare off other wildlife or attract unwanted attention. The ability to trap, then the trap will most likely fail. The following Chart has
set multiple traps to catch multiple sources of food can be an multiple scenarios which each can change the likelihood of the
important one for group survival. success of a trap. Each scenario may be found by using a Survival Skill
Test.
FOR PROTECTION An important aspect of some traps is the use of Funneling.
Traps may also be used for protection. Setting booby-traps can be a The most common form of Funneling is building wooden or rock
powerful defense for multiple scenarios. Booby-Traps are much structures that cause the wildlife to travel a path that ends at the trap.
deadlier than most Hunting traps, as they are designed to take down Most types of wildlife feel inconvenienced if they have to climb over
Humans. a wall or structure, so they will generally follow a funneled path.

HUNTING MODIFIERS FOR CATCHING WILDLIFE WILDLIFE DENSITY MODIFIER


When setting up Traps for Hunting, there are multiple Hunting Wildlife are inconvenienced by trap location -10
Modifiers to take into mind: Bait, Trap Construction, Wildlife Density, The Trap is set in a traveled path Wildlife use +10
and Trap Placement. Bait is readily available in the general area -10
There is a percentage for catching wildlife with a trap that Trap is properly hidden or covered +10
begins at 0%. Each of the Hunting Modifiers will increase or decrease Trap has proper Funneling +10
the time it takes for the Trap to be successful. Trap is out in the open -10
The Hunting Modifier cannot surpass 100% and cannot go
below 0%. TRAP MODIFIERS
Some specific traps have their own listed Modifiers when dealing with
BAITING A TRAP finding the final Hunting Modifier. Always make sure your trap is used
When baiting a trap, one must know what type of bait to use for local in the proper location with the proper Modifier used.
wildlife or for the trap being used. If no bait is used, no Modifier for
Bait is gained. If bait is placed, the Hunting Modifier gains a +10 TRAP SUCCESS TIME
Bonus. If proper local bait is used, then the Modifier gains a +15 Trap success time is the amount of time it took for the Trap to
Bonus, instead. To find proper bait, a Survival Test can be used. If successfully capture wildlife. To find this, take 100 and subtract it by
successful, bait placement becomes improved. the Hunting Modifier.
To find how long a Trap will take to successfully capture
TRAP CONSTRUCTION prey, first a 1D5 is rolled to figure out how many hours it will take. For
When constructing the Trap, a Survival Test is made, which can be every 10 under the Hunting Modifier is from 100, another 1D5 is
modified by any Educations chosen. For every Degree of Success, a +5 added to the Trap success time. The minimum Trap Success Time is 1
Bonus is gained for the Hunting Modifier, to a maximum of +20. This Hour.
Test can only be taken once, unless the Character starts over. As an example, let’s say a Trap had a Hunting Modifier of
Each Trap has their own Build Time shown, and a possible 60. This means that 5D5 are rolled in total, as it had the base 1D5, and
Bonus or Penalty to how effective they are at capturing certain types then 4 rolls of 1D5 added for being 40 under 100. The final time this
of Wildlife. trap could take to capture wildlife is anywhere from 5 to 25 hours.

WILDLIFE DENSITY SIMPLE SNARE


The amount of Wildlife in a given area is a big decider against how A simple snare consists of a noose placed over a trail or den hole and
affective a Trap will be and how long it can take. If there are no attached to a firmly planted stake. If the noose is some type of
Wildlife in the general location, then catching wildlife is impossible. cordage placed upright on a game trail, use small twigs or blades of
A Character is able to use their Investigation Skills to help grass to hold it up. Filaments from spider webs are excellent for
find the density of Wildlife in a general location, as long as the holding nooses open. Make sure the noose is large enough to pass
Investigation Skill is successful. Using the Survival Skill, a Character freely over the animal's head. As the animal continues to move, the
will be able to find what kind of Animals are in the area, as well. This noose tightens around its neck. The more the animal struggles, the
will help in selecting the proper Trap. tighter the noose gets. This type of snare usually does not kill the
animal. If you use cordage, it may loosen enough to slip off the
WILDLIFE DENSITY MODIFIER animal's neck. Wire is therefore the best choice for a simple snare.
No Wildlife Impossible TRAP BUILD TIME: 10 Minutes
Scarce -20 HUNTING MODIFIER: --
Infrequent -10
Common --
Heavy Traffic +10
Dense Wildlife +20

43
DRAG NOOSE TREADLE SPRING SNARE
Use a drag noose on an animal path. Place forked sticks on either side Use a treadle snare against small wildlife on a trail. Dig a shallow hole
of the run and lay a sturdy crossmember across them. Tie the noose in the trail. Then drive a forked stick (fork down) into the ground on
to the crossmember and hang it at a height above the animal's head. each side of the hole on the same side of the trail. Select two fairly
(Nooses designed to catch by the head should never be low enough straight sticks that span the two forks. Position these two sticks so
for the prey to step into with a foot.) As the noose tightens around that their ends engage the forks. Place several sticks over the hole in
the animal's neck, the animal pulls the crossmember from the forked the trail by positioning one end over the lower horizontal stick and
sticks and drags it along. The surrounding vegetation quickly catches the other on the ground on the other side of the hole. Cover the hole
the crossmember and the animal becomes entangled. with enough sticks so that the prey must step on at least one of them
TRAP BUILD TIME: 10 Minutes to set off the snare. Tie one end of a piece of cordage to a twitch-up
HUNTING MODIFIER: -- or to a weight suspended over a tree limb. Bend the twitch-up or raise
the suspended weight to determine where you will tie a 5 centimeter
SAPPLING SNARE or so long trigger. Form a noose with the other end of the cordage.
A simple sapling snare uses two forked sticks, each with a long and Route and spread the noose over the top of the sticks over the hole.
short leg. Bend the sapling and mark the trail below it. Drive the long Place the trigger stick against the horizontal sticks and route the
leg of one forked stick firmly into the ground at that point. Ensure the cordage behind the sticks so that the tension of the power source will
cut on the short leg of this stick is parallel to the ground. Tie the long hold it in place. Adjust the bottom horizontal stick so that it will barely
leg of the remaining forked stick to a piece of cordage secured to the hold against the trigger. The animal places its foot on a stick across
sapling. Cut the short leg so that it catches on the short leg of the the hole, the bottom horizontal stick moves down, releasing the
other forked stick. Extend a noose over the trail. Set the trap by trigger and allowing the noose to catch the animal by the foot.
bending the sapling and engaging the short legs of the forked sticks. Because of the disturbance on the trail, an animal may be wary.
When an animal catches its head in the noose, it pulls the forked sticks TRAP BUILD TIME: 60 Minutes
apart, allowing the sapling to spring up and hang the prey. HUNTING MODIFIER: +10
TRAP BUILD TIME: 20 Minutes
HUNTING MODIFIER: +5 DEADFALL TRAP
The Deadfall Trap is a trigger used to drop a weight onto a prey. The
SQUIRREL POLE type of weight used will vary on surroundings, but it should be heavy
A squirrel pole is a long pole placed against a tree in an area showing enough to kill or incapacitate the prey. Construct the Deadfall Trap
a lot of squirrel activity. Place several wire nooses along the top and using three notched sticks. These notches hold the sticks together in
sides of the pole so that a squirrel trying to go up or down the pole a pattern. The notches hold a bait stick, which holds the set bait.
will have to pass through one or more of them. Position the nooses (5 When the prey disturbs the bait and bait stick, the notched sticks fall
to 6 centimeters in diameter) about 2.5 centimeters off the pole. and the weight drops onto the prey.
Place the top and bottom wire nooses 45 centimeters from the top Due to the build of the trap, it can be very finicky. To set up,
and bottom of the pole to prevent the squirrel from getting its feet the Character must still roll their Survival as normal, but any Roll that
on a solid surface. If this happens, the squirrel will chew through the has less than two Degrees of Success are considered a failure, and
wire. Squirrels are naturally curious. After an initial period of caution, must start over. Every failed roll is 10 Minutes.
they will try to go up or down the pole and will get caught in a noose. TRAP BUILD TIME: (X) Minutes
The struggling animal will soon fall from the pole and strangle. Other HUNTING MODIFIER: +20
squirrels will soon follow and, in this way, you can catch several
squirrels. You can emplace multiple poles to increase the catch. BOW TRAP
TRAP BUILD TIME: 20 Minutes A bow trap is one of the deadliest traps. It is dangerous to man as well
HUNTING MODIFIER: +5 as animals. To construct this trap, build a Bow and anchor it to the
ground with pegs. Adjust the aiming point as you anchor the bow.
BIRD POLE Lash a toggle stick to the trigger stick. Two upright sticks driven into
A bird pole is a length of rope and a pole to trap birds. To be effective, the ground hold the trigger stick in place at a point where the toggle
place it in a relatively open area away from tall trees. Cut a pole 1.8 stick will engage the pulled bow string. Place a catch stick between
to 2.1 meters long and trim away all limbs and foliage. Sharpen the the toggle stick and a stake driven into the ground. Tie a trip wire or
upper end to a point, then drill a small diameter hole 5 to 7.5 cordage to the catch stick and route it around stakes and across the
centimeters down from the top. Cut a small stick 10 to 15 centimeters game trail where you tie it off. When the prey trips the trip wire, the
long and shape one end so that it will almost fit into the hole. This is bow fires an arrow into it. A notch in the bow serves to help aim the
the perch. Plant the long pole in the ground with the pointed end up. arrow.
Tie a small weight, about equal to the weight of the targeted species, Due to the build of the trap, it can be very finicky. To set up,
to a length of cordage. Pass the free end of the cordage through the the Character must still roll their Survival as normal, but any Roll that
hole, and tie a slip noose that covers the perch. Tie a single overhand has less than two Degrees of Success are considered a failure, and
knot in the cordage and place the perch against the hole. Allow the must start over. Every failed roll is 10 Minutes.
cordage to slip through the hole until the overhand knot rests against TRAP BUILD TIME: (X) Minutes
the pole and the top of the perch. The tension of the overhand knot HUNTING MODIFIER: +20
against the pole and perch will hold the perch in position. Spread the
noose over the perch, ensuring it covers the perch and drapes over
on both sides. Most birds prefer to rest on something above ground
and will land on the perch. As soon as the bird lands, the perch will
fall, releasing the over-hand knot and allowing the weight to drop.
The noose will tighten around the bird's feet, capturing it.
TRAP BUILD TIME: 50 Minutes
HUNTING MODIFIER: +10

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PIG SPEAR SHAFT
To construct the pig spear shaft, select a stout pole about 2.5 meters
long. At the smaller end, firmly lash several small stakes. Lash the
large end tightly to a tree along the game trail. Tie a length of cordage
to another tree across the trail. Tie a sturdy, smooth stick to the other
end of the cord. From the first tree, tie a trip wire or cord low to the
ground, stretch it across the trail, and tie it to a catch stick. Make a
slip ring from vines or other suitable material. Encircle the trip wire
and the smooth stick with the slip ring. Emplace one end of another
smooth stick within the slip ring and its other end against the second
tree. Pull the smaller end of the spear shaft across the trail and
position it between the short cord and the smooth stick. As the animal
trips the trip wire, the catch stick pulls the slip ring off the smooth
sticks, releasing the spear shaft that springs across the trail and
impales the prey against the tree.
Due to the build of the trap, it can be very finicky. To set up,
the Character must still roll their Survival as normal, but any Roll that
has less than two Degrees of Success are considered a failure and
must start over. Every failed roll is 10 Minutes.
TRAP BUILD TIME: (X) Minutes
HUNTING MODIFIER: +20

BOTTLE TRAP
A bottle trap is a simple trap for mice and voles (Figure 8-16). Dig 30
to 45 centimeters deep that is wider at the bottom than at the top.
Make the top of the hole as small as possible. Place a piece of bark or
wood over the hole with small stones under it to hold it up 2.5 to 5
centimeters off the ground. Mice or voles will hide under the cover to
escape danger and fall into the hole. They cannot climb out because
of the wall's backward slope. Use caution when checking this trap; it
is an excellent hiding place for snakes.
TRAP BUILD TIME: 10 Minutes
HUNTING MODIFIER: +10

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you can also find me on reddit, I am /u/Vorked. You can find a subreddit dedicated to Halo Mythic and 100DOS at /r/HaloMythic. I also have a
Patreon where future updates and news are posted. This can be found at patreon.com/Vorked. Thank you for your time!

100DOS Game System is Copyright © 2022 Brandon Miller. All Rights Reserved.

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