As things got hot in the Combat Zone, people found more and more ways to kill each other....
Small Arms
Weapon |
ROF |
Damage |
Point |
Short |
Long |
Points |
Sawn off shotgun |
1D6 |
3D8 |
3 |
8 |
10 |
3 |
A timeless classic, the sawn-off shotgun provides a stack of fire power in a concealable package! |
Weapon |
ROF |
Damage |
Point |
Short |
Long |
Points |
Military rifle |
2D6 |
3D6+1 |
3 |
25 |
100 |
14 |
An older design than the AR, the Military rifle sacrifices a high ROF for a longer range and more powerful
round. With the increasing use of cyberware, these rifles are gaining popularity for their ability to
put the target down at long range. Good examples of this type of weapon are the HKG3, FNFAL
& M14 |
Weapon |
ROF |
Damage |
Point |
Short |
Long |
Points |
Heavy shotgun |
1D6 |
3D8 |
3 |
10 |
25 |
6 |
Firing a more potent cartridge than normal, the heavy shotgun is a custom made sporting
weapon. The increased stopping power of these weapons means that they are returning to the
streets as a new way of busting up cybers. Unfortunately this extra hitting power costs a bit
more……. |
Weapon |
ROF |
Damage |
Point |
Short |
Long |
Points |
Assault carbine |
4D6 |
3D6 |
3 |
20 |
70 |
13 |
Designed to be more portable than standard assault rifles, and to have a higher rate of fire, whilst
not sacrificing the additional stopping power of a high power round - Assault carbines excel in
close range combat situations. Examples include the M4 carbine & AKSU 74. |
Weapon |
ROF |
Damage |
Point |
Short |
Long |
Points |
SMG |
3D6 |
2D6 |
3 |
20 |
70 |
10 |
Machine pistol |
4D6 |
2D6 |
3 |
20 |
60 |
8 |
The Machine pistol in the CZ rule book is a one handed MAC-10 type weapon, with a fearsome
amount of firepower, but a short range. This doesn't fit weapons such as the MP5 as well as it
could, and hence I've split the profiles. |
Weapon |
ROF |
Damage |
Point |
Short |
Long |
Points |
"Shredder" SMG |
6D6 |
2D4 |
3 |
15 |
50 |
9 |
Especially designed to be able to vast numbers of shots in the air, the shredder has earned its
nickname well. Sacrificing stopping power for a high ROF, the shredder literally rips
unarmoured targets to pieces! |
Heavy Weapons
Weapon |
ROF |
Damage |
Point |
Short |
Long |
Points |
SSW |
3D6 |
3D6 |
5 |
25 |
100 |
20 |
The Squad Support Weapon is a "bridge" between an assault rifle and a machine-gun, offering
better accuracy than the former, but in a lighter package than the later. Favoured by many nations
at the end of the C20th, weapons such as the RPK are still to be found worldwide. |
Weapon |
ROF |
Damage |
Point |
Short |
Long |
Points |
DEL |
1 use
per
weapon |
As HE
missile |
N/A |
15-30 |
80 |
10 |
Disposable Explosive Launchers (AKA LAW's) are favoured by both gangs and military forces
as they give small groups anti-tank support without the cost, hassle or training times of
traditional heavy weapons. |
Weapon |
ROF |
Damage |
Point |
Short |
Long |
Points |
Grenade Launcher |
1 |
- |
- |
8-15 |
60 |
10 |
Repeating GL |
2 |
- |
- |
8-15 |
60 |
20 |
Firing procedure for both types of launcher are the same as for a missile launcher. They may fire
indirectly, but the scatter is doubled. All grenade types may be fired, and damage/effect is as per
grenade type. |
Weapon |
ROF |
Damage |
Point |
Short |
Long |
Points |
Heavy Sniper rifle |
1D6 |
4D6 |
3 |
40 |
150 |
45 |
A heavy anti-materiel sniper rifle, firing .50 or larger cartridges. (Snipers only) |
Close-Combat weapons
Weapon |
Attack Mod |
Wound Mod |
Knuckle dusters (1 pt) |
- |
+1 |
Power-tool (3 pts) chainsaw/angle-grinder/etc |
+1D3 |
+5 |
Great weapon (2 pts)
Sledge hammer, logging axe, etc |
+1D3 |
+4 |
Small advanced hand-weapon (2 pts) ripper/vibro-knife/etc |
+1D4 |
+3 |
Large advanced hand-weapon (5 pts) vibro-sword, electroclub, etc |
+1D6 |
+5 |
Weapon sights (These may be fitted to any direct fire weapon)
Telescopic optical sight (5 pts): +1 to hit on aimed shots, +5cm short range, + 10cm long range
Tactical/AGOG scope (3 pts): +1 to hit on aimed shots.
Digitally assisted 'scope (10 pts: +1 to hit, + 5 cm short range, +20cm long range
Red-dot/hologram sight (3 pts): +1 to hit at short range, unless spotted.
To spot roll on the following table
D6: 1-4 image unnoticed and modifier applied as normal
5-6 image noticed and sight gives no benefit this turn.
Modifiers: Green -1; Veteran +1; Elite +2, Game in partial darkness +1, Game in total
darkness +2, Firer behind target -1
Armour types
Assault Armour (12 pts): Same movement penalty as combat suit, +4 to toughness, -1 to tech &
first aid rolls, Obstacles now cost 4AP to cross, dropping down takes 2AP.
Ammunition types
(Unless otherwise stated, enough rounds are purchased to last the entire game)
AP/Sabot ammo (3 pts): All armour toughness modifiers are ignored, and cover modifiers are
halved.
JHP/Flechette ammo (1 pt): If the character is unarmoured increases weapon damage by +1D6,
however if the character is armoured then the damage is the "normal dice roll"/2
Explosive Bullets (4 pts): These are illegal and only available to gangs, mobs and other
"outlaw" factions. These increase the damage dealt by +D6
Solid shotgun slugs (3 pts): increase the short range of the shotgun by +10cm and the long
range by +30cm
Heavy shotgun "Barricade" slug (2 pts): Increases the short range of the shotgun by +5cm,
and the long range by +20cm. Damage is 4D6.
Shotgun "Bird-shot" rounds (1 pt):
Roll to hit as normal
If a hit is scored, place the 2.5cm directly over the target.
characters under the template suffer 2D6 damage,
characters 50% or less under the template take 2D4 damage
Shotgun rubber-baton rounds (1 pt): Do the same amount of damage, but only causes a stun
reaction. If the wound roll exceeds the required roll by 8 or more, a wound is inflicted
instead. (Grenade launchers can also fire baton rounds, in which case they are counted as
heavy shotguns for damage purposes)
Shotgun Riot gas cartridges (2 pts): Roll to hit using the standard direct fire method, and if a
miss is scored, roll deviation from the target. When it lands this round acts exactly like a
riot gas grenade, except it only uses the 2.5 cm template.
Anti-Armour missile (AAM) (6 pts):
Uses the 2.5cm template.
5D6 wound roll on target directly under the centre of the template
2D6 wound roll on any character under the template
2D4 wound roll on any character 50% or less under the template
Dragons-breath shotgun shells (2 pts): The shotgun may fire 1 shot as a Flame Thrower with
this round.
Flashbomb shotgun shells (1 pt): Roll to hit using the standard direct fire method, and if a
miss is scored, roll deviation from the target. When it lands this round acts exactly like a
Thunderflash grenade.
Other equipment
Skateboard/roller skates (1 pt): + 3cm movement per AP, provided along flat hard surface. May
not drop down in the same turn that the character moved. -3cm movement on rough terrain, grass, sand, etc.
Advanced combat training (3 pts): The characters gains an additional+1D6 attack modifier,
which can be combined with weapons, etc
Bipod (2 pts): May only be fitted to heavy weapons. Takes 2AP to set-up/disassemble, whilst
set it negates the -1 to hit modifier for firing at long range. However, movement is only at
3cm per 1AP whilst the bipod is set.
Cyberware
Reflex chip (3 pts): The character gains +1Ap
Cyber torso (12 pts): The character is at+4 toughness (which may also be combined with armour)
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