AN ONGOING NEWSLETTER July 2002


New Equipment and Skills for Combat Zone
By Robin Dear
Sometimes you don't need to kill someone. Sometimes you need to kill them a LOT.

Although the heavy punch of large calibre ammunition is a comforting way to reach out and touch someone, there are times where it's just not appropriate.

Of course, sometimes it's the only way!

Below you'll find stats and rules for stun weapons, special weapons for stopping Replicants and shields for a bit of extra protection.

Also detailed is a special skill for Law Enforcers: Interrogation.



SHIELDS

Riot shields are used by all major corporations for civil disturbance and low intensity combat zones. Made from clear polylaminates, Riot Shields are able to withstand most small arms at short range giving the wearer a high degree of protection.

Shields used by gangers are made from any available materials. Usually steel plates are wielded or bolted together to provide some protection from small arms. Metals used to construct these makeshift shields make them heavy so they are usually much smaller than standard Riot Shield.

Shields only protect the user if they are attacked from the front. If attacked from the rear, a shield offers no protection.
Subtract -1 from any wound rolls during close combat or shooting
A trained fighter using a shield, can use it to both knock an opponent off balance or block an attack. During close combat any figure using a shield may chose one of an opponent's attack dice and force them to reroll it. The new dice result is taken regardless of the score. A figure using a shield may force a reroll once per turn. If both fighters have a shield, neither fighter makes a reroll.
Only pistols and close combat weapons can be used with a shield. Figures with shields cannot use a weapon in their shield hand.

Heavy Weapons

Very Heavy Pistol

The Mitchell-Steiner Inc. 'Mustang' is a typical Very Heavy handgun, firing a 12mm caseless round with a clip of 8 rounds. These VHP's are very popular with those who face Replicants or Cyberware Junkies on a regular basis. If you want a pistol that will stop a Replicant at 50 paces then this gun is it!

Weapon
RoF
Dam
Point
Short
Long
Points
Very Heavy Pistol
2D6
2D10
3
15
50
11
Availability
Heroes & Replicants– Always Available
Bionetica – Any Alpha Clone Squads
OSL – Any HOST or SWAT Team
Gangs – 50% of 1D2
DMF – Any Assault or Special Forces
Brat Gangs – 75% of 1D3

Assault Cannon

The Automated Armaments 'Eliminator Auto-AC' or 'Auto A' as it is commonly known is a 25mm Assault Cannon designed specially for use against Replicants and Cyberware Junkies. This weapon is normally loaded with a 12-shot magazine containing rocket-assisted armour piecing (RAAP) rounds. For this reason the Auto-A is commonly found among SWAT teams looking for a weapon capable of stopping anything.

Weapon
RoF
Dam
Point
Short
Long
Points
Assault Cannon
2D6
4D8
5
10
20
20
Special Rules: Assault Cannons are Heavy Weapons
Availability
Heroes & Replicants– Always Available
Bionetica – Any Alpha Clone Squads
OSL – Any HOST or SWAT Team
Gangs – 50% of 1D2
DMF – Any Assault or Special Forces
Brat Gangs – 75% of 1D3


Stun Weapons

Tazers, Riot gas, pepper spray and thunderflash grenades are all stun weapons: Weapons that cause stun reactions.

Stun weapons are not designed to kill people, simply to disable them. A successful Wound roll means that the figure is given a stun reaction, not removed from play as a casualty.

All stun weapons have a stun score. The stun score is

the total needed by the target to remove the stun reaction. The stun score represents how effective the stun weapon is at keeping the figure in a stunned state.
For Example: A Tazer pistol has stun score of 8. Any figure that has been stunned by a Tazer must roll 8 or more to remove the stun reaction.
The Tazer pistol is the only stun weapon that can affect machines. (See Tazer pistols for details).

Stun Reactions
Stun reaction is a new type of reaction unlike rout and panic it usually induced chemically or by a physical trauma. When a person is stunned they become disorientated or dehabilated, making it easy for them to be attacked or overcome.

Stun reactions replace both panic and rout reactions.

Any figure with a stun reaction may not perform any actions except move up to 10cm.

If a stunned figure is engaged in close combat it is

automatically removed from play.

During the reaction test phase of a turn, figures with stun reactions may test to remove their reaction. Unlike other reactions, stun reactions may only be removed by rolling equal or greater than the stun score on 2D6. Armour offers no protection. Heroes may add +1 to the roll.

If the stun reaction is removed the figure only has 3AP for the rest of the turn.


Stun Weapons
Weapon
RoF
Dam
Point
Short
Long
Stun
Tazer Pistol
2D6
2D8
3
8
16
8
Pepper Spray
1D6
2D8
n/a
n/a
8
6
Weapon
RoF
Radius
Point
Short
Long
Stun
Riot gas grenades
1
5cms
n/a
n/a
15cm
6
Thunderflash grenades
1
2.5cms
n/a
n/a
15cm
5

Tazer Pistol

The Mitchell-Steiner Inc. Mk II Hand Tazer is the standard Police Issue stun weapon. It is designed to deliver a powerful electric charge, which will incapacitate rather than kill the target. The target will be stunned for several minutes allowing the arresting officer to restrain them without further interference.

Tazer pistols are designed to give the victim a powerful electric shock. The electric shock renders most victims unconscious for a few minutes. Unfortunately for some victims, the electric shock is too much for their hearts and kills them. If a double 8 is rolled on the damage dice, the victim has died of a heart attack.
A Tazer pistol may be used to damage a machine. Tazer pistols do not stun machines but damage them in the same way as normal weapons. I.e. if you roll higher than the machine's damage rating, the machine has been damaged.
Cost: + 5pts
Gangs & Corporations: Always Available

Effects of Pepper Spray

A small aerosol canister containing a concentrated dose of pepper extract. When sprayed on the face, will cause the severe irritation to the target eyes and induce a coughing fit rendering them temporarily incapacitated. Perfect protection for those not wishing to cause permanent injury.

Cost: + 2pts
Gangs & Corporations: Always Available

Effects of Riot Gas

Once the pin is removed, a small flare is ignited which burns the solid chemical reagent. When burnt the reagent gives off a gas, which causes irritation to eyes and respiratory systems. This causes anyone caught within the gas cloud to uncontrollably cough and the victim's eyes to run. Once removed from the gas cloud the victim soon recovers.

Each figure that is 50% or more under the template takes an automatic 3D6 Wound roll.
Each figure that is less than 50% under the template takes an automatic 2D6 Wound roll.
Apply any wound modifiers as normal. Armour offers no protection.
Figures with respirators are immune from the effects of Riot gas.
Cost: 2 pts per 2 Riot gas grenades

Effects of Thunderflash grenades

Once the grenade is primed a 5-second timer is started. The grenade will then explode causing a bright flash of light, concussion, and a loud bang. This will briefly disorient anyone caught in the blast radius.

Each figure that is 50% or more under the template takes an automatic 3D8 Wound roll.
Each figure that is less than 50% under the template takes an automatic 2D8 Wound roll.
Apply any wound modifiers as normal.
Cost: 1 pt per 2 Thunderflash grenades.

Procedure For Throwing A Grenade

It costs 3 action points to prime and throw a grenade.
Quality bonuses are not used for area effect weapons.
Select the target point for the grenade.
Place the centre of the template over the target point.
Roll 1D8.
On a score of 1-6, the grenade has deviated in the direction shown on the template. Roll 2 Deviation dice and total the score. The template is moved the distance in cm shown by the template.
Quality
Deviation Dice
Elite
2D4cm
Veteran/Average
2D6cm
Green
2D8cm
On a score of 7-8 the template remains where placed.
The grenade cannot deviate by more than half the distance thrown.

Respirators - 2pts per figure

Respirators are sealed face masks with inbuilt air filters. The filters remove any airborne toxins and the facemask stops any chemicals from being sprayed into the eyes. Figures with respirators are immune from the effects of Riot gas, pepper sprays and other poisonous gases. Respirators offer no protection from toxins, which are absorbed through the skin.


Law Enforcer Skills

Capture

Capture is a non-lethal form of close combat where the aim is subdue an opponent without killing them.

The captured figure is known as the prisoner. The capturing figure is known as the captor.
Before close combat is initiated, a player states that they are attempting to capture an opponent.
If they win the round of close combat, instead of removing the loser from play, the losing figure has been captured. The losing figure is left on the battlefield next to captor.
Figures with stun or rout reactions are automatically captured if they are engaged in close combat.
The prisoner is under the control of the capturing player and is moved by him. The prisoner must remain in base to base contact with captor. The prisoner is does not receive any actions but is activated with the captor.
Moving up to 5cm with a prisoner costs 2AP.
Machines cannot be captured.
The prisoner cannot escape unless the captor has been killed, is engaged in close combat or receives Rout/Stun reactions. In this case the prisoner reverts to being merely stunned and may attempt to remove their reaction. The prisoner is now back under control of the owning player.

Interrogation

A captured figure can be interrogated. To do this the following rules should be applied:

The interrogator must be in base to base contact with a prisoner (See Capture).
Only one attempt at interrogation can be made each turn.
It costs 5AP for the interrogator to question a prisoner.
There is no limit to how many times a single prisoner may be interrogated.
A stunned figure cannot be interrogated.

Interrogation Method
Roll 2D6 and total the score.

Add any modifiers

Score 10 or less
The prisoner has resisted interrogation
Score 11 or more
the prisoner reveals all
Interrogation Modifiers
More than one interrogator in base to base contact with the prisoner
+1
The interrogator is a better quality than the prisoner
+1
Prisoner is in an Interrogation Unit
+4
The prisoner is a hero
-1


RULES

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