GEAR
“Marine—you are only as good as your wits and your weapon. Sometimes that weapon is your own foot, sometimes it’s your pulse riflfle and sometimes it’s a goddamn nuke. Whichever it may be, be sure to clean it regularly and stick it way up the enemy’s ass.”
—SGT. PHIL WLODARCZYK, 5TH COLONIAL MARINE SPECIAL OPERATIONS REGIMENT’S “SIN EATERS” CHARLIE TEAM
You are going into the shit—and what you carry in better be something that can help get you out. You don’t want to bring a knife to a gunfight, now, do you? You don’t step into the rain without your rubbers on and you don’t go to church with your fly open. So step-up, zip-up, and see what’s what, Marine—peruse these pages and get to know your own battlefield options—as well as what the enemy’s likely to bring along to fuck your day up. Assuming they aren’t sporting metal teeth and a spiked tail, of course.
If they are, screw it—just throw a grenade and run.
WEAPONS
PISTOLS
M4A3 SERVICE PISTOL: This inexpensive 9mm pistol is the standard sidearm of the USCMC. You should always have a backup for your backup, and this pistol might as well be it.
.357 MAGNUM REVOLVER: A classic high caliber revolver, equally popular amongst both Frontier Marshals and lowlifes.
REXIM RXF-M5 EVA PISTOL: A miniaturized and weaponized version of a Weyland-Yutani laser welder in use from the 2100-2120s. This tool was originally improvised as a weapon by the J’Har rebels during the 2106 uprising on Torin Prime. Always one to find profit in anything, Weyland-Yutani studied the modifications after the war and made them the standard self-defense armament on their commercial fleet.
WATATSUMI DV-303 BOLT GUN: The DV-303 is a construction tool that uses expanding bolts to make emergency hull repairs. The DV-303 can be turned into an improvised weapon—firing bolts like a single round shotgun—a trick first used by Frontier rebels in the early 2100s. This weapon must be reloaded (slow action) after each shot.
BIONATIONAL TX-9 CHEMICAL AND BIOLOGICAL INJECTION AIR PISTOL: This short-range pistol fires darts that can be loaded with a variety of pharmaceuticals or toxins, including bioweapons in serum form. The pistol can also be used to deliver biochemical tracers. The tracer lasts for D6 days and can be detected with a CBRN kit from up to 30km away. Any AutoDoc can flush the trace elements out of your system, so find one and flush fast—who knows what’s tracking you out there. Armor is doubled against this weapon, and it can never cause more than one point of damage—which it also needs to do in order to deliver its payload.
VP-70MA6 SEMI-AUTOMATIC PISTOL: This pistol is a time-honored weapon dating back nearly two hundred years. For nearly seventy years the VP70 series was only found in the hands of USCMC officers from key influential military families. Over the past decade, it has begun to supplant the outdated M4A3 as the standard Marine sidearm.
WEYLAND ES-4 SEMI-AUTOMATIC ELECTROSTATIC PISTOL: Developed a century ago, this electrostatic kinetic energy projectile weapon uses charged elements to fire high-speed armor piercing rounds. Each bullet carries a charge that has a stunning effect. Any human target that suffers damage from an attack must make a hard STAMINA roll (–2, doesn’t count as an action) or be stunned for one Round, unable to act.
The ES-4 has a tell-tale blue muzzle-flash when fired. While a quality weapon, the pistol fell out of use before the Weyland-Yutani merger due to its cost and upkeep requirements—if not cleaned properly each day (takes one Turn), a shot fired will sometimes—if two or more Stress Dice turn up facehugger symbol—stun the shooter as well.
While it can mostly be found in use amongst high level corporate security teams from the ICSC, a select number of colonial marshal offices are testing out a newer model as their standard sidearm on the Frontier—along with a pair of insulator gloves.
NORCOMM QSZ-203 SEMI-AUTOMATIC PISTOL: A short recoil operated weapon, this Chinese manufactured pistol has been the standard sidearm of the UPP since they absorbed the CANC in 2164. Rarely available for sale on the black market, the QSZ-203 fires 5.8mm rounds that have excellent armor piercing capabilities. Also the producers of the AK-4047 Pulse Rifle, Norcomm is the UPP firearms production division of the People’s Army. Like the 4047, the 203 can be thrown off a three-story roof and still function just fine. Norcomm builds them to last.
WEAPON | BONUS | DAMAGE | RANGE | WEIGHT | COST | COMMENT |
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M4A3 Service Pistol | +2 | 1 | Medium | 1/2 | $200 | |
.357 Magnum Revolver | +1 | 2 | Medium | 1 | $300 | |
Rexim RXF-M5 EVA Pistol | +1 | 1 | Medium | 1/2 | $400 | Armor piercing. |
Watatsumi DV-303 Bolt Gun | – | 3 | Short | 1 | $400 | Armor piercing, single-shot. |
Bionational TX-9 Chemical and Biological Injection Air Pistol | +1 | 1 | Medium | 1/2 | $300 | Delivers toxins or bioweapons, armor doubled. |
VP-70MA6 Semi-Automatic Pistol | +2 | 1 | Medium | 1/2 | $250 | |
Weyland ES-4 Semi-Automatic Electrostatic Pistol | +1 | 1 | Medium | 1/2 | $1,000 | Stun effect, armor piercing. |
Norcomm QSZ-203 Semi-Automatic Pistol | +1 | 1 | Medium | 1/2 | $400 | Armor piercing. |
RIFLES
ARMAT M41A PULSE RIFLE: The standard issue weapon of the USCMC, the M41A Pulse Rifle is a 10mm automatic assault rifle with underslung 30mm pump-action grenade launcher combined in a sturdy housing with retractable stock and optional scope. The M41A fires explosive-tip caseless standard light armor-penetrating US M309 rounds accelerated via electronic pulse. Remaining ammo is tracked via an LED counter and the rifle has two firing modes—burst and full automatic. For more about the grenade launcher, see the U1 below. An otherwise reliable weapon, the M41A can jam when fully-loaded, so partially loaded magazines are recommended. (In their downtime on mission Marines will take the time to remove a few rounds from each of the magazines they carry.) Even with this flaw, the M41A is what you want slung over your shoulder—but if you are a civilian, good luck getting a permit to own one.
ARMAT M42A SCOPE RIFLE: Equipped with a folding bipod, muzzle flash suppressor, and a fully adjustable stock, the M42A is USCMC’s semi-automatic electronic pulse sniper rifle of choice. If you manage to see what’s lurking in the shadows before it sees you, you go ahead and take the shot.
ARMAT MODEL 37A2 12 GAUGE PUMP ACTION SHOTGUN: A classic pump-action combat shotgun, the M37A2 is an optional weapon in use by the USCMC. Reliable and direct, the '37 is the gun you want to keep handy for close encounters.
ARMAT XM99A PHASED PLASMA PULSE RIFLE: Another prototype being tested by the USCMC, the extremely potent XM99A can kill a man and most creatures with a single shot. The weapon has a plasma charge build-up delay upon firing—so take care in lining up your target and make sure you hold steady. If you pull the trigger and check to see why it hasn’t gone off yet, you just may accidentally redefine the term “friendly fire.” This weapon must be aimed carefully (fast action) before it’s fired. The weapon consumes a lot of electricity, and you need to make a Power Supply roll after every shot. Its battery has a Power Supply level of 5 when fully charged.
SPACESUB ASSO-400 HARPOON GRAPPLING GUN: Designed for aiding in emergency manual docking maneuvers, the ASSO-400 fires a grappling-hook-tipped harpoon that carries a tether. The ASSO-400 is used to close the distance between free-floating objects and personnel in space. On a hit with this weapon, the grappling hook attaches to the target. If the target is heavier than you, you can use the tether to rappel quickly toward the target (slow action, moves you from MEDIUM range to ENGAGED). If you are heavier, you can instead pull the target toward you (requires a STRENGTH vs. STRENGTH opposed roll if the target resists).
ARMAT P9 S.H.A.R.P. RIFLE: The prototype Sonic Harpoon Artillery Remote Projectile is currently undergoing field trials by the USCMC. The P9 fires an array of dart types, including the 9X-E which releases a sticky explosive charge upon contact.
No roll is required to shoot a dart into a combat zone of the shooter’s choice. The charge will explode after one Round, triggering a Blast Power 9 explosion. If anyone or anything in the zone, except a fellow Marine (identified via their PDT), moves before the time runs out, the charge explodes immediately.
If the dart hits an enemy target directly (requiring a normal attack roll), it detonates within a fraction of a second. A target directly hit by the dart suffers two additional points of damage, and their Armor Rating is halved (rounding up).
NORCOMM AK-4047 PULSE ASSAULT RIFLE: The UPP equivalent to the M41A Pulse Rifle, the AK-4047 is a cheap and reliable substitute. As such, the weapon often winds up in the hands of mercenaries and insurgents. While not as accurate as the M41, the AK-4047 is sturdier than the USCMC weapon. An AK-4047 still works after being thrown off a cliff and left underwater for a month.
NORCOMM AK-104S PULSE ACTION SUIT GUN: This UPP weapon is a pulse grade AK-104 rifle reconfigured and built into an armored exoskeleton forearm and shoulder housing. Worn standard with the CCC5 Combat Compression Suit, this semi-automatic weapon is mounted on the user’s wrist to allow for flexibility in the field. An internal ammo belt feeds the gun from a stored ammo pack right next to the suit’s O2 tanks.
The ammo pack is the suit gun’s weakness. Take it out (–2 to hit) and you’ll not only ignite the ammo but feed the explosion with the suit’s stored oxygen, triggering a Blast Power 9 explosion and destroying both the gun and the suit.
RMC F903WE AUTOMATIC ASSAULT RIFLE: Another reliable gun that has been around for a century, the RMC F903WE was issued to Weyland-Yutani’s first major colonization efforts at the start of the century. Today it is often found in the hands of colonial militias or mercenaries. It was most recently made famous as the weapon of choice for the Australian rebels. The F903WE is not a pulse weapon, but don’t let that fool you. While its armor piercing abilities are limited, it can still fuck up your perfect composure.
WEYLAND-YUTANI NSG23 ASSAULT RIFLE: A successor to the old Weyland Storm Rifle of a century ago, the NSG23 or “New Storm Rifle” has a high capacity ammo drum and an underbarrel ID23 incinerator unit attachment. The primary assault rifle of the 3WE Royal Space Marines, the NSG23 is also sometimes used by W-Y troops. While the USCMC tested the weapon in the late 2170s, the corps decided to stay with the armor piercing M41Pulse Rifle—prompting W-Y to sell the design to the 3WE.
WEYLAND-YUTANI ID23 UNDERBARREL INCINERATOR UNIT: While it has a shorter range and reduced fuel supply compared to the M240, the ID23 flamethrower easily connects to the undercarriage of an assault rifle, making it convenient in the field. Any target hit by an incinerator unit also catches fire, Intensity 7.
DIRTY BULLETS |
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Here’s where things start getting particularly nasty. The target of these radioactive bullets not only suffers piercing damage, but their wounds are irradiated in the process. Any ammunition type can be treated with radionuclides, but it’s going to cost you four times the cost of normal ammo. Make sure you take the proper precautionary steps when using them—dirty bullets not only leave your gun glowing in the dark, but also your shooting hand and holster hip riddled with cancer.
U-238 tipped bullets reduce the Armor Rating of any target by two, after the Armor Piercing or Armor Doubled effects have been applied. Anyone hit by a U-238 bullet suffers 1 Rad in addition to normal damage. Carrying a weapon loaded with U-238 tipped bullets gives you 1 Rad per Shift. |
WEAPON | BONUS | DAMAGE | RANGE | WEIGHT | COST | COMMENT |
---|---|---|---|---|---|---|
Armat M41A Pulse Rifle | +1 | 2 | Long | 1 | $1,200 | Armor piercing, full auto, grenade launcher. |
M42A Scope Rifle | +2 | 2 | Extreme | 1 | $1,000 | Armor piercing. |
Armat Model 37A2 12 Gauge Pump Action Shotgun | +2 | 3 | Short | 1 | $500 | Armor doubled. |
SpaceSub ASSO-400 Harpoon Grappling Gun | – | 1 | Medium | 1 | $300 | Armor doubled, single-shot. |
Armat XM99A Phased Plasma Pulse Rifle | – | 4 | Extreme | 2 | $20,000 | Armor piercing, Power Supply 5 |
Armat P9 S.H.A.R.P. Rifle | – | Blast Power 9 | Long | 2 | $15,000 | Detonates after one Round, or when an enemy within the zone moves. |
Norcomm AK-4047 Pulse Assault Rifle | – | 2 | Long | 1 | $500 | Full auto. |
Norcomm AK-104s Pulse Action Suit Gun | – | 2 | Long | – | – | Armor piercing, full auto, included in the CCC5 Combat Compression Suit. |
RMC F903WE Automatic Assault Rifle | – | 2 | Long | 2 | $500 | Full auto. |
Weyland-Yutani NSG23 Automatic Assault Rifle | +2 | 2 | Long | 1 | $1,500 | Full auto, I23 Incinerator
Unit included. |
ID23 Underbarrel Incinerator Unit | – | 2 | Medium | – | $700 | Fire Intensity 7, included in the N23 Assault Rifle. |
“We got tactical smart missiles, phased plasma pulse riflfles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks…”
—PRIVATE FIRST CLASS WILLIAM HUDSON
HEAVY WEAPONS
ARMAT U1 GRENADE LAUNCHER: This 30mm pump-action is typically found as part of the M41A Pulse Rifle, but individual units do exist. Standard payload for the U1 is M40 High Explosive fragmentation grenades, but the launcher accommodates a variety of other grenade types from smoke and flash grenades to electronic G2 Electroshock Grenades. When facing superior numbers, the U1 is your friend—don’t enter an alien hive without one. Well, don’t enter a hive with one, either. Just stay away from the hive. Okay?
A target hit by a frag grenade suffers explosion damage (Blast Power 9) plus one extra point of damage. All other targets in the same zone suffer explosion damage. A smoke grenade causes no damage but blocks line of sight inside, into, and out of the target zone. A flash grenade forces all targets in the zone to make an immediate STAMINA roll (no action) or lose their next slow action. If a grenade misses, it lands in a random adjacent zone.
ARMAT M41AE2 HEAVY PULSE RIFLE: A USCMC Squad Automatic Weapon modification of the M41A, this electric pulse support rifle has a longer barrel in place of the U1 grenade launcher. This is the machinegun you want laying down suppressing fire to cover your ass during an evac.
M56A2 SMART GUN: The heavy firepower of every USCMC squad, the M56 Smartgun is mounted on an articulating arm and gimbal attached to an armored harness worn by the weapon’s operator. What makes the M56A2 a smart gun is its ability to choose targets for you. It is equipped with an infrared tracking system and data transmitter/receiver that homes in on potential threats and sends that information to a Head Mounted Sight. Fire control is still at your discretion, so if you are running low on ammo, pick your targets. The M56A2 fires in either bursts or full automatic. A glancing shot can sever a limb and a full burst can cut a person in half, so watch that friendly fire, Private.
THE M240 INCINERATOR UNIT: This carbine-style flamethrower uses naphtha fuel canisters to fire a thick, steady stream of flame at a target. It is in common use by the USCMC, who deploy the weapon at the squad and fireteam level. Civilian models exist too. The troops in the field have given the M240 the unceremonious nickname of “Bakea-Flake.” It’s a good standby weapon to have in a pinch, especially when facing off against hostile organisms. Most animals retreat from fire, yes? Any target hit by an incinerator unit also catches fire, Intensity 9.
UA 571-C AUTOMATED SENTRY GUN: These tripod-mounted robot sentries form an automated perimeter defense system that tracks and automatically fires upon any target that moves within range. The UA 571 series is equipped with automatic thermal and movement actuated AI targeting capabilities. The UA 571-C utilizes an M30 Autocannon. Just be mindful of your friend or foe settings before walking in front of one. Those set up with ARS—Advanced Recognition Software—can be programmed to identify friendly targets with a variable success rate. If set for motion and heat only, anything hot that moves might as well be dead. When activated, the Sentry Gun is always in overwatch position and fires with skill level 8 in RANGED COMBAT (no AGILITY). The Sentry Gun can also be operated remotely by using a Head Mounted Sight.
ARMAT U4A2 REPEATING GRENADE LAUNCHER: Designed for CBRN sterilization teams, this rapid-fire dedicated grenade launcher is most often equipped with the U4 QTC Firebomb ammunition but it can also fire other varieties.
M5A3 RPG ROCKET PROPELLED GRENADE LAUNCHER: This shoulder-fired rocket launcher is equipped with a telescopic targeting sight.
NORCOMM RPG122 ROCKET PROPELLED GRENADE LAUNCHER: The 122 is a bare-bones rocket launcher without a sophisticated sight, that requires a reload after each shot. Armor piercing.
WEYLAND 72A LEW LIGHT ENERGY WEAPON: This portable directed energy cannon consists of a sighted shoulder-mounted weapon and a 15mW power pack. The LEW fires vaporized pellets of cadmium telluride. The LEW packs a serious punch at close range and slices through armor very well, but the damage done is reduced by one step for each range band beyond SHORT. It has several other disadvantages, including being cumbersome and having to recharge for two Rounds after each shot, effectively meaning it can only be fired every other Round.
M78 PIG PHASED-PLASMA INFANTRY GUN: The USCMC favors rocket launchers over light energy weapons, but do have their own model, the M78 PIG Phased-Plasma Infantry Gun.
UA-102-20 INDEPENDENTLY TARGETING PARTICLE BEAM PHALANX: The UA-102-20 is a close-in weapon system (CIWS) composed of twenty independently targeting particle beams working in close formation. Similar to starship-to starship combat laser arrays, the particle beam phalanx is a vehicle combat scale offensive/defensive solution to multiple incoming aggressors. The UA102-20’s computer module can instantly calculate the probability of the phalanx taking a target out, as well as what fire rate and pattern is needed.
Like a shipboard laser array, the Particle Beam Phalanx can also be focused to fire on a single target with devastating results—base damage is increased by 3 (to 7) and range to Extreme, but without the full auto option. The twenty independent particle beams are limited by their power source—on its own battery power or that of a vehicle, the PBP must recharge for two Rounds between firing cycles and cannot safely draw the power needed for a concentrated blast.
If the user attempts to do this anyway, the UA-102-20 starts to emit a high-pitched whine. Roll a Stress Die. On a facehugger symbol, the weapon explodes, triggering a Blast Power 12 explosion. If not, it fires as planned (STRESS LEVEL +1 for the user). Tapped into a city’s power grid, the 102-20 is nigh unstoppable.
You can’t buy one of these. They are illegal for civilians to own in all territories. As the firing signature of each 102-20 is unique and traceable, even the black market doesn't want to deal in them. Either your unit is assigned one or you steal it.
WEAPON | BONUS | DAMAGE | RANGE | WEIGHT | COST | COMMENT |
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Armat U1 Grenade Launcher | +1 | Blast 9 | Long | 1/2 | $600 | Can fire other grenade types. |
Armat M41AE2 Heavy Pulse Rifle | +1 | 3 | Extreme | 2 | $1,500 | Armor piercing, full auto. |
M56A2 Smart Gun | +3 | 3 | Long | 3 | $6,000 | Armor piercing, full auto. |
M240 Incinerator Unit | – | 2 | Medium | 1 | $500 | Fire intensity 9. |
UA 571-C Sentry Gun | +2 | 4 | Extreme | – | $12,000 | Armor piercing, full auto, RANGED COMBAT 8. |
Armat U4A2 Repeating Grenade Launcher | +2 | Varies | Long | 2 | $1,100 | Can fire different grenade types. |
M5A3 RPG Launcher | +1 | 5 | Extreme | 2 | $1,800 | Single shot, armor piercing. |
Norcomm RPG122 | – | 5 | Extreme | 2 | $1,700 | Single shot, armor piercing. |
Weyland 72A Light Energy Weapon | +1 | 6 | Extreme | 3 | $10,500 | Armor piercing, damage reduced by 1 for each range beyond SHORT. |
M78 PIG Phased-Plasma Infantry Gun | +1 | 6 | Extreme | 3 | $9,000 | Armor piercing, damage reduced by for each range beyond SHORT. |
UA-102-20 Independently Targeting Particle Beam Phalanx | +2 | 4/7 | Long/Extreme | – | $25,000 | Armor piercing, full auto or focused attack with increased damage and range. |
AMMUNITION |
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One full reload for a firearm typically costs about 5% of the cost of the weapon itself. |
CLOSE COMBAT WEAPONS
STUN BATON: Basically a cattle prod, these electroshock devices are designed to keep pests and livestock in order on the Frontier. While the charge isn’t strong enough to kill a human, a touch can incapacitate the target. If you see something lurking underfoot, hit it with it. Shouldn’t damage the little bastard, unless its skin is thinner than ours…
Anyone hit by a stun baton who takes one or more points of damage must make an immediate STAMINA roll (doesn’t count as an action) or be stunned for one Round. After each attack, you need to make a Power Supply roll. The battery has a Power Supply level of 5 when fully charged.
MECHANICAL CUTTING TORCH: A utilitarian blowtorch used for both welding and cutting through metal. In a pinch, a cutting torch can be used as a weapon. The Rexim EVA pistol started life as a laser cutting torch. You want to stay alive? You need to improvise. You need to make a Power Supply roll after every use. Its battery has a Power Supply level of 5 when fully charged.
NO WEAPONS OF ANY KIND |
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You want to be careful where you point that thing in space. Firefights onboard spacecraft, space stations, and within pressure domes can be disastrous—a stray bullet can rupture the hull and vent an entire living sector into space. People have been blown out into space through the tiniest of tears in the hull—a gruesome way to go, for sure. Because of this, weapons are limited on spacecraft. Most military smart guns won’t fire when turned on a target along the outer hull of a safe-sensor equipped ship. Civilian weapons aren't quite so clever. Your best bet is to keep ‘em holstered until you’ve exhausted all other options. Then hold on to something tight and make for an airlock. |
WEAPON | BONUS | DAMAGE | RANGE | WEIGHT | COST | COMMENT |
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Unarmed Attack | – | 1 | Engaged | – | – | Armor doubled. |
Blunt Instrument | +1 | 1 | Engaged | 1 | – | |
Knife | – | 2 | Engaged | 1/2 | $50 | |
Stun Baton | +1 | 1 | Engaged | 1/2 | $80 | Stun effect, Power Supply 5. |
Cutting Torch | – | 3 | Engaged | 1 | $300 | Armor piercing, Power Supply 5. |
EXPLOSIVES AND AMMUNITION
G2 ELECTROSHOCK GRENADE: These grenades are called “electronic ballbreakers” with good reason. When deployed, they propel themselves about 3 feet off the ground before releasing a mega-voltage electric pulse. The usually non-lethal shock is still strong enough to freeze a person’s central nervous system. These weapons are good for crowd control. When there is only one seat left on the last shuttle to leave a space station stuck in a decaying orbit around a gas giant, pop a few of these puppies into the mob, cycle that airlock closed, and strap yourself in for the ride home. All humans in the target zone must make a hard STAMINA roll (–2, doesn’t count as an action) or be stunned for one Round.
ARMAT M40 HEDP GRENADES: Designed for the U1 and U4 grenade launchers, the High Explosive Dual Purpose M40 can also be used as a hand grenade. To use these U1 rounds as a thrown explosive, the red plastic cap must be removed and the trigger under it depressed. Three seconds later, the grenade will explode. The UPP has an equivalent made by Norcomm.
M72A1 STARSHELL FLARES: For the U1 and U4 grenade launchers. Fired straight up into the air, this intensely bright flare will illuminate one combat zone for D6 Rounds. If fired directly at a human target, any crit inflicted will be #15.
M230 BATON ROUNDS: For the U1 and U4 grenade launchers. These non-lethal rubber projectiles are for use in urban crowd control. Baton rounds can incapacitate without killing. Armor is doubled and any critical injuries from these rounds will be #16, #24, or #33 (equal chance of each).
M108 BUCKSHOT CANISTERS: For the U1 and U4 grenade launchers. These oversized shotgun shells can deliver a wallop at close range. They are favored by Colonial Marshals on remote backwater colonies.
U4 QTC FIREBOMB AMMUNITION: For the U1 and U4 grenade launchers. Designed for decontamination protocols, this quinitricetyline filled cartridge incinerates everything in the target zone with Intensity 12 fire.
ARMAT TYPE 4 ASSAULT BREACHING CHARGE: A focused, adhesive charge designed to breach a door or wall, the Type 4 can be detonated by timer or remote. The UPP has an equivalent made by Norcomm. The breaching charge has Blast Power 9. Against the immediate target, the damage is increased two steps and counts as armor piercing.
ARMAT M20 CLAYMORE MINE: This proximity (SHORT range) triggered anti-personnel mine has a laser tripwire that requires an OBSERVATION roll to notice, even when actively looking. These are readily available on the black market.
ARMAT M111 ANTI-VEHICLE MINE: These mines are pressure sensitive and can be triggered by personnel as well as vehicles. When something of a predetermined weight enters the mine’s proximity (ENGAGED range), the mine is activated. The mine has Blast Power 12. Against the immediate target, the damage is increased two steps and counts as armor piercing.
“Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy.”
—PRIVATE FIRST CLASS WILLIAM HUDSON
WEAPON | DAMAGE | WEIGHT | COST | COMMENT |
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G2 Electroshock Grenade | Stun | 1/2 | $400 | Range MEDIUM when used as a hand grenade, stun effect (-2). |
M40 HEDP Grenade | Blast 9 | 1/4 | $60 | For U1/U4. MEDIUM range when used as a hand grenade. |
M72A1 Starshell Flares | 2 | 1/4 | $50 | For U1/U4. Illuminates one zone. Any critical injury inflicted will be #15. |
M230 Baton Rounds | 3 | 1/4 | $30 | For U1/U4. Armor doubled. Any critical injury inflicted will be #16, #24, or #33. |
M108 Buckshot Canisters | 3 | 1/4 | $30 | For U1/U4. Armor doubled, SHORT range. |
U4 QTC Firebomb Ammunition | Fire 12 | 1/4 | $600 | |
Armat Type 4 Assault Breaching Charge | Blast 9 | 1 | $200 | Against the immediate target, damage is increased by 2 and is armor piercing. |
M20 Claymore Mine | Blast 9 | 1/2 | $150 | Triggered at SHORT range, OBSERVATION required to spot. |
M111 Anti-Vehicle Mine | Blast 12 | 2 | $1,000 | Triggered at ENGAGED range. Against the immediate target, damage is increased by 2 and is armor piercing. |
CHEMICAL WEAPONS
Chemical weapons have been banned on Earth by the Geneva Convention for over 250 years. However, legal precedent was set in the 2050s that clarified that those rules only applied to Earth. As such, chem-weapons are fair game on the extrasolar colonies.
CN-20 NERVE AGENT: This deadly nerve gas has lasting results on an enemy and anyone else unlucky enough to be within its range. When there are no other options, it’s time to roll out a canister or two. A single canister will affect everything within one zone. Roll a Stress Die at the start of each Round—on a [+], the gas dissipates.
In a contaminated zone, all humans without a hazmat suit must make a STAMINA roll with a –3 modifier each Round (before performing any actions). Failure means suffering one point of damage and STRESS LEVEL +1 now, and again in each following Round, even if the victim leaves the contaminated zone. If the victim is Broken while suffering the effects of a nerve agent, they must make a Death Roll every Round. The only way to save the victim’s life at this point is a hard (–2) MEDICAL AID roll.
A NOTE FROM MU/TH/UR: This is mean stuff. Your lieutenant will only authorize the use of CN-20 as a weapon of last resort—unless he's a total dick. Nerve gas fucks with your neurotransmitters, telling them to coil up your muscles and not let go. Also, to shake a lot. You’ll start with a snotty nose and some heavy breathing, but by the time it’s all over you’ll convulse, piss, and vomit yourself into a coma or asphyxia. Keep it up and you’ll have chronic neurological damage to boot. Do yourself a favor and don’t do anything that will make someone want to use this on you. |
QUINITRICETYLINE EXPLOSIVE ACCELERANT (QTC): Often called QTC for short, quinitricetyline is a volatile toxic chemical usually found in liquid form. Similar to twentieth century napalm, QTC is often mixed with a gelling agent and used to firebomb an area containing enemy forces, dangerous indigenous life forms, or infectious disease. In 2163, a single drum of QTC was dropped into a beachhead bunker during the Tientsin Campaign. The blast not only incinerated the bunker itself but put a nearby tug in drydock for four months with significant damage.
A NOTE FROM MU/TH/UR: This shit’s incendiary potential is bad enough in liquid form—when gelled it sticks to everything and burns like a supernova. Only total immersion in water will put out the flame even temporarily—within one Turn of emerging from the water, the QTC will self-ignite. Only self-consumption, careful removal of the gel, or completely cutting off its oxygen supply will quench this flame. |
WEAPON | DAMAGE | WEIGHT | COST | COMMENT |
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CN-20 Nerve Agent Canister | Special | 1 | $1,000 | See description for effects. |
QTC Quinitricetyline Explosive Accelerant | Fire 15 | 1 | $200/liter | Comes in 200-liter drums. See description for effects. |
SUITS AND ARMOR
UNIFORMS
ACRYLIC “DOG TAGS” MILITARY ID KEY: Identifier tags issued to all branches of the UAAC (and therefore USCMC), these laser engraved clear memory-plastic tags can be encoded to allow a specific wearer access to a ship or installation’s command areas, armories, lockers, or more. They are read by swiping them through a sensor reader located at every USCMC door lock. Key tags are usually coded as per rank, so a private won’t be able to get into the officer’s mess on his own.
BATTLEDRESS UTILITIES (BDUS): These field uniforms come in colors and patterns appropriate for the mission’s operating theater. Camouflage themes include Woodland, Rain Forest, Desert Sand, Martian Plain, Arctic Glacier, Lava Flow, Deep Sea, Pitch Space, and more.
GHILLIE SUIT: A camouflage suit that is customized to a specific environment, a Ghillie suit can allow a sniper to effortlessly blend into the terrain. The suit is equipped with a portable heatsink that masks the wearer’s heat signature and protects them from infrared scanning. The suit gives a +2 bonus to MOBILITY rolls against being detected when in the proper environment.
M3B STANDARD BOOTS, M7 JUNGLE BOOTS, M8A2 THERMAL BOOTS, AND M11 PERFORMANCE ENHANCED PLATYPUS FINS: A Marine’s got to wear the right footwear for the right job. While M3Bs will do on the flight deck and in your everyday barracks, you’ll want a pair of M7s for a prolonged stay in a hot and moist environment (the alternative could be foot rot). Best strap up your M8A2s in cold weather scenarios, unless you like frostbite and aren’t too fond of keeping your toes (STAMINA +1 to resist cold). The M11s are the best if you’re going for a dip—they add +2 to underwater MOBILITY rolls.
FATIGUES | WEIGHT | COST | COMMENT |
---|---|---|---|
“Dog Tags” Military ID Key | – | $50 | Contains owner's medical and personal data |
BDUs | – | $55 | |
Ghillie Suit | 1 | $1,000 | Grants a +2 bonus to MOBILITY rolls against being detected when in the proper environment. |
MB3 Standard Boots | – | $40 | |
M7 Jungle Boots | – | $60 | |
M8A2 Thermal Boots | – | $75 | STAMINA +1 to resist cold. |
Platypus Fins | 1/2 | $100 | Grants a +2 bonus to MOBILITY rolls when underwater. |
PROTECTIVE GEAR
LIFE VEST: An inflatable flotation vest included in many vehicular survival kits, a life vest will keep its occupant buoyant in most liquids. It includes a built-in flashlight and solar powered beacon transmitter that will broadcast PDT information over a two-kilometer radius.
COLD WEATHER PARKA: Sometimes it’s damn cold on whatever frigid ball you've been dropped on. Other times, your lieutenant is too cheap to warm up your frigate’s life support past bare minimums. In either case, wearing one of these heated hoodies gives a +2 bonus to STAMINA rolls made to resist the effects of severe cold.
MILITARY GRADE HAZMAT SUIT: This impermeable bodysuit acts as protection against hazardous materials. The suit protects fully against chemical and biological contaminants as long as no damage has pierced it. It also acts as armor against radiation. Each time you suffer a Radiation Point, roll six Base Dice—if you roll one or more [+], the Rad is absorbed by the suit. HAZMAT suits have a built-in comm unit and a limited air supply. They do not protect against the vacuum of space.
UDEP ULTRA DIFFUSIVE ENVIRONMENTAL PONCHO: These camouflaged rain-coverings are worn to protect from the elements, chemical spills, and more. Treated with an infrared absorbing coating, these ponchos can also make a Marine nearly invisible in the rain (STEALTH +2 in wet environments). Often worn by CBRN specialists in the field, the poncho offers a +2 STAMINA bonus to resist chemical and biological contaminants as long as no damage has pierced it.
G-SUIT: This light pilot’s jumpsuit is standard issue to starfighter pilots. Pressure plates within the legs regulate blood flow. The helmet normally connects to the craft’s life support, but has a small compressed oxygen bottle that offers an Air Supply of 1 for limited independent use.
FATIGUES | WEIGHT | COST | COMMENT |
---|---|---|---|
Life Vest | 1 | $65 | Prevents drowning, when at the water surface. |
Cold Weather Parka | 1/4 | $100 | STAMINA +2 to resist cold. |
Military Grade HAZMAT Suit | 2 | $1,000 | Armor Rating 1, Air Supply 2. Built-in comm unit. Protects against chemical and biological contaminants and radiation. |
UDEP Ultra Diffusive Environmental Poncho | 1 | $500 | STAMINA +2 against chemical and biological contaminants, STEALTH +2 in wet environments. |
G-Suit | 1 | $120 | Air Supply 1. |
BODY ARMOR
M3 PERSONNEL ARMOR: Standard issue for the USCMC, the M3 consists of a rigid armor padded vest, a flexible ballistic pad that covers the abdomen, and clamshell greaves on the lower legs. The armor protects against edged weapons and glancing blows from high powered ammunition. It has a built-in comm unit and Personal Data Transmitter, combat webbing straps to connect a variety of equipment, and contact points which monitor the wearer’s vitals and transmit them to a tactical monitoring station. Armor Rating 6.
M10 BALLISTIC HELMET: Worn as part of the M3 Personnel Armor, the helmet is equipped with a full motion tactical camera system that transmits to the squad’s APC, dropship, or ground tactical monitoring station. The helmet mounts a passive infrared sight and an Identify Friend/Foe (IFF) transmitter that will prevent automated systems like sentry guns from killing you.
KEVLAR RIOT VEST: A relatively lightweight vest made of woven metal fibers, the kevlar riot vest is the personal armor of choice for law enforcement and security details throughout the colonies. It offers limited protection from bullets, knives, shrapnel and any kind of penetrating weapon.
ARMAT CM4 PLASTISTEEL RIOT SHIELD: This lightweight plastisteel shield is often used in urban warfare by Assault Marines as well as by Colonial Marshals. With a slow action, the shield will provide cover with Armor Rating 5, which is added to any body armor. If the user moves, the cover from the shield is lost.
6B90 COMBAT ARMOR: Bulky and heavier than its Colonial Marine equivalent, the 6B90 is the standard personal armor of UPP troops and protects the neck, shoulders, torso, and crotch of the wearer. The 6B90 is equipped with a full motion tactical camera system that transmits video and vitals to local command.
CCC5 COMBAT COMPRESSION SUIT: An armored compression suit similar to the Mk.50 Compression Suit, the CCC5 is less cumbersome than its USCMC equivalent but the helmet viewport is comparatively small and gives –1 to OBSERVATION rolls. Each CCC5 comes standard with an AK-104 attached.
SUIT | ARMOR RATING | AIR SUPPLY | WEIGHT | COST | COMMENT |
---|---|---|---|---|---|
M3 Personnel Armor | 6 | – | 1 | $1,200 | Built-in comm unit. |
M10 Ballistic Helmet | – | – | 0 | – | Built-in tactical camera. Included in the M3 Personnel Armor. |
Kevlar Riot Vest | 4 | – | 1 | $600 | Built-in comm unit. |
Armat CM4 Plastisteel Riot Shield | 5 | – | 1 | $300 | Gives cover after a slow action. |
6B90 Combat Armor | 6 | – | 2 | $1,000 | Built-in comm unit and tactical camera. |
CCC5 Combat Compression Suit | 2 | 5 | 2 | $15,500 | OBSERVATION –1, AK-104 attached. |
SPACE SUITS AND OTHERS
IRC MK.50 COMPRESSION SUIT: State of the art when it was introduced six decades ago, the reliable Mk.50 compression suit is still a common sight on the Frontier. The sturdy helmet has a comm unit and heads-up display, a lateral head light, and a wireless helmet cam that syncs to any mobile or stationary monitoring system. The suit carries a healthy supply of oxygen and maintains internal pressure for its wearer while in a vacuum. If you are going to get blown out into space, you want to be in a Mk.50. Armor Rating 2, Maximum Air Supply 5.
IRC MK.35 PRESSURE SUIT: Standard issue for the USCMC, the Mk.35 is an unfortunately bulky combat pressure suit with a cumbersome recycler unit. You want to be careful wearing one of these in a fight, as the hard joints tend to seize up with extreme motion. While the inexpensive suit offers full protection from the vacuum of space, you have to spend time in a decompression chamber after spacewalking in one. Basically, this suit sucks, but if the choice is a Mk.35 or the cold of space, shut up and suit up. Armor Rating 5, Maximum Air Supply 4. Heavy item.
ECO ALL-WORLD SYSTEMS SURVIVAL SUIT: This EVA hardsuit has fully-articulated rotary joints and self-actuating fingers, offering a limited range of mobility, but the maximum amount of protection from the hazards of space. The helmet has a sophisticated heads-up display built in, and the suit has its own thrusters for tether-free zero-G maneuvers. The comm array on a standard Eco EVA Suit is unshielded, and thus sensitive to rogue transmissions. Armor Rating 4, Maximum Air Supply 6. Heavy item.
WEYLAND-YUTANI APESUIT: The All Purpose Environment Suit is specialized, armored compression garb designed for combat and animal control under adverse environmental conditions. While an APEsuit cannot protect you from the vacuum of space, it does offer a filtered air supply, limited armor, resistance to temperature extremes, and is impervious to caustic substances. The helmet includes protective eyewear and a mask to protect the wearer’s face. The suit is commonly worn by Weyland-Yutani’s security commandos and “Dog Catcher” units to contain hostile organisms, so if you see a bunch of guys show up wearing these, get the hell out of there—because what they are looking for just might find you. Armor Rating 3, bonus +3 to SURVIVAL rolls. Air Supply 4.
CATERPILLAR P-5000 POWERED WORK LOADER: Commonly called a power loader, this mechanized exoskeleton power frame is used to transfer cargo as well as perform welding and other repairs. The exosuit amplifies your strength tenfold and is equipped with hydraulic claws for lifting and grasping. A roll cage protects your face while you operate one, and a webbed harness keeps you strapped in in case you take a tumble. The P-5000 is difficult to master, but a pro can make operating it seem as simple as walking. Many variants exist, including a weaponized version and a wheeled work loader for larger loads. HEAVY MACHINERY and CLOSE COMBAT +3, base Damage rating 3 in close combat attacks. Requires skill level 2 or more in HEAVY MACHINERY to be used.
SUIT | ARMOR RATING | AIR SUPPLY | WEIGHT | COST | COMMENT |
---|---|---|---|---|---|
IRC Mk.50 Compression Suit | 2 | 5 | 1 | $15,000 | AGILITY –1, Air Supply 5. |
IRC Mk.35 Pressure Suit | 5 | 4 | 2 | $2,000 | Air Supply 4. |
Eco All-World Survival Suit | 4 | 6 | 2 | $30,000 | |
Weyland-Yutani APEsuit | 3 | 4 | 1 | $5,000 | SURVIVAL +3. |
P-5000 Power Loader | 3 | – | – | $50,000 | HEAVY MACHINERY and CLOSE COMBAT +3. |
OTHER EQUIPMENT
DATA STORAGE
Along with a gum wrapper and a few dirty tissues, people always need to carry information in their pocket. In the 22nd century, that is usually accomplished in the following ways:
LONG-DATA DISCS: After several data losses from electromagnetic pulses in the first half of the 21st century, the move was made to reintroduce and reinforce physical data storage. Weyland Corp scientists took optical disc media and enhanced it to the next level. The result is a nano-optical long-data memory disc. Called LDs, each disc can hold up to 10 zettabytes (ZB) of data. All colony and corporate records are backed up on these discs in case of an electromagnetic discharge.
MAGNETIC TAPES: A two-hundred-year-old technology, magnetic tape cassettes have become popular on the Frontier simply because they are both disposable and cheap. Utilizing sputter deposition technology, these cassettes can hold between 60, 90, or 120 terabytes (TB) of information each. While easily disrupted by a strong magnetic pulse, the benefit of magnetic tapes is that the archaic technology that runs them produces no easily detected wave signals. Most security sensor grids are set to detect more sophisticated electronic hardware. All these factors combined have managed to keep magnetic tapes in vogue for the past fifty years.
DEVICE | WEIGHT | COST | COMMENT |
---|---|---|---|
Long-Data Disc | 0 | $30 | Holds up to 10 zettabytes (ZB) of data. |
Magnetic Tape | 0 | $5 | Holds up to 120 terabytes (TB) of data. |
DIAGNOSTICS AND DISPLAY
COMPUTER TERMINAL: A computer terminal is any colony, starship, or station based electronic hardware that can access and process data via keyboard or voice commands and monitor, or hologram. Using the right codes and COMTECH rolls at a terminal can potentially give you access to whatever MU/TH/UR or A.P.O.L.L.O. knows.
PR-PUT PORTABLE REMOTE PILOT UPLINK TERMINAL: A military-grade armored and water-resistant laptop, this portable terminal has a built-in piloting joystick. With the right skills (COMTECH roll) and access codes, you can use a PR-PUT to patch into a colony uplink tower and remote pilot an orbiting ship.
SEEGSON C-SERIES MAGNETIC TAPE RECORDER: An “old tech” portable audio recorder used to record or play music and audio logs. Popular models include the classic C-24 ka-boombox and the just released portable C-60 “spacewalk-man.” Now when you go EVA you can bring your country blues with you (MANIPULATION +1).
SAMANI E-SERIES WATCH: A dual-faced precision wristwatch, each Samani E-series device is capable of telling the time and date for two synchronized colonial locations, allowing space travelers to keep track of time back home while they are in deep space. The latest addition, the E-550, includes oxygen and pressure sensors to warn its user of a hull breach (SURVIVAL +1).
PERSONAL DATA TRANSMITTER: These “PDTs” transmit the recipient’s location. Some models also monitor vital signs. Most corporate sponsored Frontier worlds equip their colonists with PDTs in order to keep track of them in hostile environments. PDTs can be surgically implanted, built into a pressure suit, or worn as an accessory.
IFF TRANSPONDER: A personal beacon that prevents automated sentry systems from accidentally blowing friendly targets to pieces. Usually surgically implanted before a campaign, the only flaws in the system are when their signal is disrupted and when an enemy gets their hands on a transceiver for infiltration purposes. How is this accomplished if IFFs are surgically implanted? You’d be amazed what a good sharp knife can do.
DATA TRANSMITTER CARDS: DTCs are small clear plastic data transmitter cards that plug into a variety of recording equipment, such as the built-in visual and audio recorders on a space suit helmet. They wirelessly transmit data to the terminal they are synced to. Information captured by the device can be analyzed by a MU/TH/UR or A.P.O.L.L.O. system or displayed on a HoloTab.
SEEGSON P-DAT: A personal data tablet, a P-DAT can be synced with Spectrograph Mapping Devices, PDTs, and helmet cams to coordinate a team on the go.
SEEGSON SYSTEM DIAGNOSTIC DEVICE: The SSDD is used to troubleshoot computer and mechanical systems aboard a space station or starship. A good engineer knows how to use one of these to hack doors and computer terminals—but you didn’t read that here (COMTECH +2).
HOLOTAB: A high end strategic and analysis platform, a HoloTab—or Holographic Display Table—takes scanned live or recorded information fed to it and generates a three dimensional hologram of the subject. A HoloTab is usually used in conjunction with pre-existing maps or in coordination with PDTs and Parameter Uplink Spectagraph hardware (COMMAND and OBSERVATION +2).
MODULAR COMPUTING DEVICE: Perfected and manufactured by Weyland Corp in the 21st Century, a MCD is a high-end full audio/visual holographic projector. The holograms generated can fill a 6x6m area and are completely immersive.
PDT/L PERSONAL DATA TRANSMITTER BRACELET/LOCATOR TUBE SET: One piece is a PDT wrist-worn accessory, the other is its dedicated locator. Limited to a range of under 100 meters (four zones), the locator tube digitally displays its proximity to the bracelet and beeps louder as it approaches the transmitter. If the tube is synced to an APC TAC center, full biometric data of the wearer can be accessed.
DEVICE | WEIGHT | COST | COMMENT |
---|---|---|---|
Computer Terminal | – | Varies | Access and process data (COMTECH roll). |
PR-PUT Uplink Terminal | 1 | $9,000 | Remote control spacecraft (COMTECH roll). |
Seegson C-Series Magnetic Tape Recorder | 1/2 | $50-$100 | Record and play music (MANIPULATION +1). |
Samani E-Series Watch | 0 | $50 | Tracks time, oxygen, and pressure levels (SURVIVAL +1). |
Personal Data Transmitter | 0 | $100 | Monitors location and vitals. |
IFF Transponder | 0 | $250 | Prevents Sentry Gun friendly fire. |
Data Transmitter Cards | 0 | $50 | Transfer of audiovisual data. |
Seegson P-DAT | 1/2 | $500 | Coordinate info for field teams. |
Seegson System Diagnostic Device | 1 | $300 | Troubleshoot computer systems (COMTECH +2). |
HoloTab | – | $100,000 | Strategic analysis platform (COMMAND +2). |
Modular Computing Device | – | $8,000 | Full audiovisual holographic projector. |
PDT/L Bracelet/Locator Tube Set | 1/4 | $100 | See description. |
VISION DEVICES
OPTICAL SCOPE: These come in a variety of flavors, including laser-guided green. Increases the range of a pistol or rifle by one category (such as from MEDIUM to LONG or from LONG to EXTREME), but can only be used for aimed shots. Tiny item.
BINOCULARS: Gives a +2 modification to OBSERVATION at LONG range or more when scouting actively (not passive awareness).
M314 MOTION TRACKER: A motion-scanning device, the M314 uses high-powered ultrasonic waves to detect movement within its sensor range (EXTREME range in open terrain, LONG range in close quarters). Originally designed for rescue teams searching for civilians trapped in cave-ins and collapsed buildings, the tracker soon found use by the military fighting guerilla forces in extrasolar environments that made infrared impractical. You need to make a Power Supply roll after every use. Its battery has a Power Supply level of 5 when fully charged.
M316 MOTION TRACKER: The drawback to the M314 is its size and weight—you can't fire your weapon and operate the tracker at the same time. An experimental pulse rifle mounted upgrade—the M316—is currently being field tested. The good news? It is compact, lightweight and easy to glance at in a firefight. Of course, with good news always comes bad. While the M316 operates about the same as the M314, it has a much more limited range—LONG outdoors and MEDIUM indoors. Your results may vary, but that’s what you grunts are for—cannon fodder to help the big corporations figure out how to perfect their new toys. Power Supply level 3 when fully charged.
HEAD-MOUNTED SIGHT: Syncs with smart gun or robot sentry technology to help an operator focus on and choose targets.
NEURO VISOR: A neuro visor is a helmet with a HUD visor that allows an operator to monitor and interface with the subconscious and dreams of a subject in stasis. A skilled user (requires a COMTECH roll) can also use a neurovisor to communicate with the hyper sleeping subject, and an advanced user can use one to manipulate one’s dreams—so the next time you go into hypersleep, keep those dreams clean—your supervisor could be watching.
W-Y PARAMETER UPLINK SPECTROGRAPH MAPPING DEVICE: Sometimes called “Pups,” these cost-prohibitive mapping devices have been in use for a good hundred years. Pups employ limited anti-gravity propulsion to float through, across, and over otherwise difficult to navigate terrain. As these orbs scout about, they constantly scan a 360-degree area around the device with mapping lasers. The Pups then send the spectrograph information back to a synced device, usually a starship or groundbased HoloTab or a monitoring station in a mobile command vehicle. They can also detect lifeforms, atmospheric conditions, toxins, and more. Pups were given their nickname because they emit a haunting, hound-like howling sound as they seek and scan. They can scan one zone per Round, and detect any enemies in zones they pass. Range EXTREME.
SEEGSON MICROVIEW-2000SE: A navigational map system used on space stations, the Microview 2000SE uses the device’s coordinates aboard the station to determine that “You are Here” at all times—wherever here is at the time.
BIMEX PERSONAL SHADES: Save the colonies and look cool doing it. Targeting lasers, atomic flash blasts, and solar radiation can cause instant blindness on the battlefield—but not while wearing a pair of BiMex sunglasses or goggles. The patented mirror refractory technology of BiMex lenses is even rumored to have reflected directed energy weapons back on their target. When wearing these, roll a Base Die if you’re hit by a laser weapon, such as the Rexim RXF-M5 EVA Pistol. On a [+], the beam is deflected and inflicts no damage. The shades, alas, are ruined in the process. Protect your eyes when you protect your country.
TNR HIGH BEAM SHOULDER LAMP: A high-powered flashlight, the TNR can be carried by hand or mounted to the shoulder bracket on APE Suits, M3, Kevlar, or 6B90 armors, allowing for hands free use. The TNR removes the effect of darkness in a zone.
F3S FULL SPECTRUM SPOTTER SCOPE: Able to see in a variety of spectrums and sync with data provided by Pups, the Spotter Scope allows a Recon Rifleman to roll OBSERVATION to assist his Sniper’s aim. Each success gives a +1 bonus to the shot, as long as neither Marine moves nor is attacked. Multiple rolls are not allowed.
DEVICE | WEIGHT | COST | COMMENT |
---|---|---|---|
Optical Scope | 0 | $60 | Range increased one category. |
Hi-beam Flashlight | 1/2 | $45 | Removes the effect of darkness in a zone |
Binoculars | 1/2 | $100 | Bonus +2 to OBSERVATION. |
M314 Motion Tracker | 1 | $1,200 | See description. LONG range indoors. |
M316 Motion Tracker | 0 | $3,000 | See description. MEDIUM range indoors. |
Head-Mounted Sight | 1/2 | $200 | Remote control of Sentry Gun. |
Neuro Visor | 1 | $10,000 | Monitor hypersleep patient. |
“Pups” Mapping Device | 1 | $50,000 each | Scans one zone per Round. |
Seegson Microview-2000SE | – | $25,000 per deck | Location tracking |
BiMex Personal Shades | 0 | $150 | Can deflect lasers. |
TNR High Beam Shoulder Lamp | 1/2 | $60 | Removes the effect of darkness in a zone. |
F3S Full Spectrum Spotter Scope | 1/2 | $200 | Adds a bonus to coordinated sniper attacks. |
TOOLS
WATATSUMI DV-303 BOLT GUN: Read more under Weapons above. When used as a tool, the bolt gun gives a +2 modification to HEAVY MACHINERY in relevant situations.
MECHANICAL CUTTING TORCH: Read more under Weapons above. When used as a tool, the cutting torch gives a +2 modification to HEAVY MACHINERY in relevant situations. The cutting torch consumes a lot of electricity, and you need to make a Power Supply roll after every use. Its battery has a Power Supply level of 5 when fully charged.
MAINTENANCE JACK: A common tool used to open unpowered airlocks and divert power to or from electrical junction boxes. Gives a +1 modification to HEAVY MACHINERY in relevant situations.
FOLDING ENTRENCHING SPADE: A ground pounder’s best friend, this collapsible shovel can also be used as a close combat weapon. A smart Marine will heat up their spade with an incinerator unit, turning the shovel into a makeshift cooking pan for field grub. So, you can dig a critter out of its hole, kill it, and then fry it up—all with your damn trusty spade.
FOLDING WINCH: This tripod winch-andcable device was developed so that prospectors could inspect newly dug mining shafts with their hands free—but it works just as well for rappel and rescue ops. No MOBILITY climbing roll is required of you while hooked in and ascending or descending a chasm on a folding winch’s polymer climbing rope. Also, when whatever lives down there wraps itself around your face, your buddies can winch your ass back up, blow quarantine procedures, and put everyone at risk—just for fun.
POLYMER CLIMBING ROPE: This highpolymer abrasion-resistant coated cable comes in 45-meter coils. Just remember “abrasion resistant” only means it won’t fray easily and you won’t cut up your bare hands climbing it. Acid will still eat through it and you’ll still get a nasty rope burn sliding down it. Ain’t friction a bitch?
DEVICE | WEIGHT | COST | COMMENT |
---|---|---|---|
Watatsumi DV-303 Bolt Gun | 1 | $400 | HEAVY MACHINERY +2. |
Cutting Torch | 1 | $300 | HEAVY MACHINERY +2, Power Supply 5. |
Maintenance Jack | 1 | $150 | HEAVY MACHINERY +1. |
Electronic Tools | 1/2 | $250 | COMTECH +1. |
Folding Entrenching Spade | 1/2 | $30 | Can be used as a close combat weapon (bonus +1, base damage 2) |
Folding Winch | 1 | $40 | To be used with rope, removes the need for MOBILITY rolls when
climbing. |
Polymer Climbing Rope | 1/2 | $40 | 45-meter length line with abrasion resistant coating. |
MEDICAL SUPPLIES
PERSONAL MEDKIT: A Personal Medkit contains what you need to stop bleeding, disinfect a wound and cauterize it, some Pharmax bandages to wrap it up and a stim boost to keep you on your feet. A Medkit is not a permanent solution, it’s more of a band aid to keep your guts from spilling out until you reach an Auto–Doc. Gives a +2 modification to MEDICAL AID rolls, but can only be used once.
SURGICAL KIT: These nasty-looking instruments can mean life or death—in either the hands of a surgeon or a killer. While they are intended to save lives, in a pinch they can make for great cutting weapons. Gives a +1 modification to MEDICAL AID rolls to prevent death from a fatal critical injury. Base Damage 2 when used as a weapon.
PAULING MEDPOD: If you are going to get nearly dead, do it near a Pauling. The answer to space medicine, the Pauling MedPod is an autonomous medical scanner and surgical unit capable of performing bypass surgery. The Pauling MedPod can diagnose and treat infections through concentrated antibiotic injections. It can perform basic wound repair and pre-programmed surgical procedures such as an appendectomy, laparoscopic ablation and cesarean section.
The Pauling MedPod has gone through several iterations. The newest model is the Pauling MedPod 1080i. Although still cost prohibitive, the 1080i is much more prolific than its 720i predecessor. All models of the Pauling MedPod feature an airtight operating shield, comfortable limb restraints, a laser scalpel, computer controlled robotic surgical arms, liquid spray anesthetic and vital signs sensors, all mounted on an adjustable titanium base. The MedPod can be programmed with a simple (+2) COMTECH roll and has a MEDICAL AID skill level of 10 (roll for the skill level only), but can’t push its rolls.
AUTODOC: Not everyone can afford a Pauling MedPod, but almost every ship, station, and colony has at least one AutoDoc. Essentially a poor man’s version of a Pauling, the AutoDoc is an automated medical treatment device that diagnoses and treats lesser wounds and infections. It is not capable of complicated surgery, but it can reset broken bones. The AutoDoc can be programmed with an unmodified COMTECH roll and has a MEDICAL AID skill level of 6 (but can’t push its rolls).
DEVICE | WEIGHT | COST | COMMENT |
---|---|---|---|
Personal Medkit | 1/4 | $50 | MEDICAL AID +2. |
Surgical Kit | 1/2 | $25-$200 | MEDICAL AID +1 to prevent death. |
Pauling MedPod | – | $2,000,000 | MEDICAL AID 10. |
AutoDoc | – | $500,000 | MEDICAL AID 6. |
PHARMACEUTICALS
There are a number of prescribed and under the table drugs that are common on the Frontier.
NEVERSLEEP PILLS: Fast acting supplement that keeps you going well past your bedtime. Excessive use can cause stroke or heart attack. Each dose increases your STRESS LEVEL one step but removes the need for sleep for one day. During that day, you cannot relieve stress.
HYDR8TION: An electrolyte solution that counteracts the dehydrating effects of hypersleep, Hydr8tion is one of the few pharmaceuticals of the space age with no side effects.
NAPROLEVE: An injectable instant pain reliever for all strains, stresses, and irritations. Recommended for use during any self-inflicted cesarean performed to extract an unconventional fetus from your womb. Immediately reduces the patient’s STRESS LEVEL to zero. Warning: an overdose of Naproleve can have an intoxicating effect. Each dose beyond the first in the same Shift gives a –1 modification to all AGILITY-based skill rolls until the end of the Shift.
RECREATIONAL DRUGS: Get ‘recked. Cannabis, tobacco, and certain doses of steroids, benzodiazepines and methylenedioxymethamphetamine are all legal drugs prescribed for recreational use by corporate physicians. Price varies from $5 for a pack of cigarettes to $60,000 for a kilo of benzoylecgonine.
X-DRUGS: These are the more extreme drugs out there that most ethical corporations work to keep off their colonies. These X-drugs increase strength, endurance, and the senses, but prolonged use can result in severe side effects such as hallucinations, seizures, psychosis, and stroke. The Colonial Marine Corps is rumored to be experimenting with new powerful X-Stims for its soldiers, and some unscrupulous companies quietly supply their workers with similar illegal stimulants in an effort to increase productivity. Effects and prices vary.
SUBSTANCE | WEIGHT | COST | EFFECT |
---|---|---|---|
Neversleep Pills | 0 | $2 | STRESS LEVEL +1 per dose. |
Hydr8tion | 0 | $5 | Removes Dehydration from hypersleep. |
Naproleve | 0 | $20 | Reduces STRESS LEVEL to zero. |
Recreational Drugs | 0 | Varies | Varies. |
X-drugs | 0 | Varies | Varies |
FOOD AND DRINK
PREFAB MEALS: The average meal in space is pre-prepped flash-frozen rations. Typical meals aboard a starship include pastas, cereals, freeze-dried vegetables, stews, meatloaf and something resembling cornbread. Corporations make their employees pay for these prefab meals, despite the fact that there are few, if any, other choices and the workers are in space on company time. Increases your Food Supply one step.
WATER: Shipboard company supplied water ($2) is rationed, cloudy, recycled, and tastes metallic, but gets you through the day. Bottles of purified water ($10) are luxury items on some worlds, and can fetch as much as $100/bottle on a barren rock. Increases your Water Supply one step.
“BUG JUICE” PROTEIN DRINK: Commonly referred to as “bug juice,” this high protein caloric drink is made from mealworms, roaches, beetles, and other insects all raised on bug farms. Made by a large variety of manufacturers, it is a cheap and cost-effective way of keeping alive on the Frontier. Increases both your Food and Water Supply one step.
SODA AND CANDY BARS: Luxury items on the Frontier, these guilty pleasures can give you a sugar rush if you need it. Increases your Food Supply one step.
COFFEE: Coffee is supplied on most company ships and stations free of charge for the crew. Grown in Guatemala on Earth, Weyland-Yutani coffee is the highest rated in the territories, and free coffee is considered one of the perks of W-Y employment. If you are on the verge of dozing off, coffee can give you a caffeine boost to get you through the morning. Increases your STRESS LEVEL one step, but temporarily postpones the drawbacks from lack of sleep for one Shift.
COLONY SPECIALTY MEALS: Planetside colony grub can be a better thing, as colonists get creative with their rations to create new “culinary delights.” Some colonies grow their own livestock while others have access to edible indigenous wildlife, creating a wide variety of cuisine ranging from Terraform 3’s bovine burgers and steaks to boiled Tanakan scorpion thorax to kelp salad and sushi from Bracken’s World. Increases your Food Supply and reduces STRESS LEVEL one step.
BEER AND BOOZE: These items are covered under entertainment in Chapter 7. Each drink decreases your STRESS LEVEL one step, but also gives you a –1 modification to all WITS-based skills for the next Shift.
SUSTENANCE | WEIGHT | COST | EFFECT |
---|---|---|---|
Prefab Meal | 1/4 | $10 | Food Supply +1. |
Water Bottle | 1/4 | $2–$100 | Water Supply +1. |
“Bug Juice” Protein Drink | 1/4 | $5 | Food and Water Supply +1.
Reduces STRESS LEVEL to zero. |
Carbonated Beverage | 1/4 | $2 | Water Supply +1. |
Candy Bar | 1/4 | $2–$5 | Food Supply +1. |
Coffee | 0 | Free–$1.50/cup | STRESS LEVEL +1. |
Beer | 1/4 | $4 | STRESS LEVEL -1 and -1 to all WITS-based skills. |
Hard Liquor | 1 | $10–$500/bottle | STRESS LEVEL -1 and -1 to all WITS-based skills for each glass. |
Colony Spcialty Meals | 1/4 | $20–$300 | Food Supply +1, STRESS LEVEL -1. |
OTHER EQUIPMENT
CBRN DETECTION KIT: This Chemical Biological Radiological and Nuclear Detection Kit includes a Geiger counter, a biological and chemical agent diagnostic device, four doses of neurotoxin inhibitors, four emergency respirators (good for one Turn each before recharging), a pair of acid proof gloves and goggles, syringes, sampling tools, chemical detection paper, and four heat resistant specimen jars. Using this kit automatically detects the current Radiation Level and any chemical or biological pathogen at the user’s location. It also gives the user a +2 modification to Sickness Rolls.
IMP INDIVIDUAL MARINE PACK: This waterproof medium backpack comes standard equipped with a medkit and Supply rating 4 worth of food and water. In addition, the IMP allows you to carry two more regular-sized items than normal without being over-encumbered.
MUZZLE SUPPRESSOR: If you gotta shoot someone in public, pop one of these cylinders on the end of your firearm and do it real quiet like. Just remember that anyone calling it a silencer is full of shit—nothing is going to completely silence a bullet. What it does do is force your enemies to make an OBSERVATION roll to detect the shot. Muzzle Suppressors are available for a variety of firearms, ranging from pistols to sniper rifles.
M73PX PARAFOIL: This non-rigid delta-shaped airfoil collapses down small enough to fold up and tuck in a rucksack. They are usually used in stealth drops to silently glide into enemy territory. If for some reason you are in an exploding dropship or aerospace fighter and manage to eject without decapitating yourself, you’ll want one of these to help you make a softer landing. Donning a parafoil is a slow action, deploying it is a fast action. The PILOTING skill is used to maneuver. In flight, the parafoil has a Speed rating of 3.
DEVICE | WEIGHT | COST | COMMENT |
---|---|---|---|
CBRN Detection Kit | 1 | $800 | Detects radiation and gives a +2 bonus to Sickness Rolls. |
Individual Marine Pack | 0 | $100 | Increases carrying capacity by 2. |
Muzzle Suppressor | 1/4 | $50–$200 | Enemies must roll OBSERVATION to detect the shot. |
M73PX Parafoil | 3 | $1,250 | Speed 3, PILOTING used to maneuver. |
VEHICLES
Sometimes beating the bad guy with a big stick just isn’t enough—sometimes you want to run them over—twice. Sometimes, you even want to drop a starship on their ass. Or, maybe it isn’t about the bad guy at all. Sometimes you just need to get somewhere faster than on foot. Whatever you want to call it, this section is for you.
MOTORIZED INFANTRY
M570 SERIES ARMORED PERSONNEL CARRIER
The standard ground transport of the USCMC, the M570 series APC carries a full marine squad into battle. Its interior is equipped with a tactical command center with links to each soldier’s helmet cams and biosigns. The exterior is armored with a laser absorbent paint job. In addition to chaff launchers and a small front mounted turret, the M570 mounts a rotating main weapons package on a rail system that allows it to slide back and store in the rear of the vehicle when not in use, thus lowering the APC’s profile and heat signature. The air pressure in its large, armored wheels is controlled by the driver in order to facilitate better traction over soft terrain and allow the vehicle's chassis some additional clearance over rough ground—its low profile is perhaps the APC’s biggest weakness. Put a reckless driver behind the wheel in a rocky environment and you are likely to blow the transaxle. The amphibious and vacuum tight APC is designed to be carried in the vehicle bay of a Cheyenne dropship, allowing it to be deployed nearly anywhere. While the M577 is the standard APC seen on the Rim, there are variants with different weapons configurations.
LOCKHEED MARTIN M577 ARMORED PERSONNEL CARRIER
The standard ground transport of the USCMC, the M577 APC carries a full Marine section into battle. Its interior is equipped with a tactical command center with links to each soldier’s helmet cams and biosigns. The exterior is armored with a laser absorbing paint job.
In addition to a small front mounted turret, the M577 mounts a rotating main weapons package on a rail system that allows it to slide back and store in the rear of the vehicle when not in use, thus lowering the APC’s profile and heat signature. The air pressure in its large, armored wheels is controlled by the driver in order to facilitate better traction over soft terrain and allow the vehicle's chassis some additional clearance over rough ground—its low profile is perhaps the APC’s biggest weakness. Put a reckless driver behind the wheel in a rocky environment and you are likely to blow the transaxle.
The amphibious and vacuum tight APC is designed to be carried in the vehicle bay of a Cheyenne dropship, allowing it to be deployed nearly anywhere. While the M577 is the standard APC seen on the Rim, there are variants with different weapons configurations.
USCMC M577 APC |
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ENCOUNTERED: USCMC battlefields and military bases across the Frontier and Outer Rim |
TOP SPEED: 150 km/h |
LENGTH: 9.2m |
STANDARD ARMAMENT: |
* Phased Plasma |
* Pulse Cannon Turret |
* 20mm Gatling Gun Turret |
LOCKHEED MARTIN M579 AIR DEFENSE APC
A variant of the iconic M577 APC, the M579 forgoes the pulse cannon turret and the front 20mm turret for a quad mount housing four 20mm rotary gatling guns and a vertical Hellcat missile launcher in the front designed to take out incoming enemy craft.
USCMC M579 AIR DEFENSE APC |
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ENCOUNTERED: USCMC battlefields, Frontier and Outer Rim |
TOP SPEED: 150 km/h |
LENGTH: 8.58m |
STANDARD ARMAMENT: |
* 20mm Gatling Gun Turret |
* 4 x Hellcat Light Missiles |
ALPHATECH XT-37 STINGER 4x4 FAST ATTACK VEHICLE
A fast attack vehicle in use by the USCMC for less than a decade, the XT-37 Stinger is a lightly armored off road vehicle. Designed to carry a driver and a gunner, the XT-37 features a double-barrelled 50mm injection-cooled cannon as well as a deployable weapons package with four surface-to-surface missiles.
They can take a beating and keep on driving—while a dropship must land briefly to discharge an M577, the XT-37 can be pushed out if the Cheyenne does a low pass at low speeds. After the plummeting XT tumbles across the terrain, it can be righted by ground personnel and speed away (just don't climb in one before you pull off that little stunt—the XT-37 is invulnerable to great falls—you—not so much). A variant XT-37C (Civilian Type) is popular on homesteader worlds. The 37C forgoes the weaponry and adds a 3-meter-long targeted snare-arm for wrangling wildlife.
XT-37 STINGER FAST ATTACK VEHICLE |
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ENCOUNTERED: USCMC, CCAF, ICSC, civilian Frontier worlds. |
TOP SPEED: 220 km/h |
LENGTH: 4.1m |
STANDARD ARMAMENT: |
* 50mm Double-Barreled Cannon |
* 4 x Hellcat Light Missiles |
VEHICLE | PASSENGERS | MANEUVERABILITY | SPEED | HULL | ARMOR | COST |
---|---|---|---|---|---|---|
Lockheed Martin M577 APC | 13 | +1 | 3 | 8 | 8 | $500,000 |
Lockheed Martin M579 Air Defense APC | 9 | +1 | 3 | 8 | 8 | $600,000 |
XT-37 Stinger Fast Attack Vehicle | 3 | -1 | 2 | 6 | 8 | $50,000 |
ARMOR
M22A3 JACKSON MEDIUM TANK
The M22 is a century old battle tank that is finally being phased out of the USCMC. Often called “dinosaurs” by the marine crews that have been unlucky enough to use them in combat, the Jackson has been replaced in most units by the new M40-E Ridgeway. Local militia and mercenaries still use them.
M22A3 JACKSON MEDIUM TANK |
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ENCOUNTERED: USCMC, CCAF, Frontier militia and rebel groups. |
TOP SPEED: 60 km/h |
LENGTH: 8.83m |
STANDARD ARMAMENT: |
* 85mm Rifled Cannon |
* 20mm Gatling Gun |
M40-E RIDGEWAY HEAVY TANK
The newest and most advanced USCMC mobile armor, the new M40-E is a radical chassis upgrade from the original Ridgeway tank. Designed to complement the classic M577 APC, the M40-E has cutting edge stealth, mobility and point defenses and can be run by a tank crew of two or three. The Ridgeway is amphibious and can be deployed in an aquatic environment, but its surface speed is reduced to 15 km/h.
M40-E RIDGEWAY HEAVY TANK |
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ENCOUNTERED: USCMC |
TOP SPEED: 72 km/h (ground), 15 km/h (water) |
LENGTH: 9.77m |
STANDARD ARMAMENT: |
* 115mm Rifled Cannon |
* 60mm Mortar |
* 20 kW Phased Plasma Point Defense Gun |
VEHICLE | PASSENGERS | MANEUVERABILITY | SPEED | HULL | ARMOR | COST |
---|---|---|---|---|---|---|
M22A3 Jackson Medium Tank | 5 | -2 | 2 | 7 | 8 | $3,700,000 |
M40-E Ridgeway Heavy Tank | 3 | +0 | 2 | 9 | 12 | $8,920,000 |
ARTILLERY
M292A2 SELF PROPELLED ARTILLERY
Essentially a giant gun on treads, the M293 is the standard artillery of the USCMC. Using ramjet powered shells gives the M292’s 41-calibre 158 mm cannon the ability to hit a target over 60 km away. A small laser defense turret protects the M292 from incoming fire.
M292A2 SELF PROPELLED ARTILLERY |
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ENCOUNTERED: USCMC and CCAF. |
LENGTH: 11.1m |
STANDARD ARMAMENT: |
* 41-Caliber 158mm Cannon |
* Small Laser Defense Turret |
M201 MULTIPLE LAUNCH ROCKET SYSTEM
The M201 is a heavy-tracked and turreted missile launcher with eight massive rocket tubes. In use by both the UA Colonial Marines and the 3WE Royal Marines, the M201 is designed to fire traditional 250mm Thunderbolt rockets, with variant models such as the Rainmaker and Stormbringer that scatter mines and firebombs, respectively. These rockets are aimed at entire zones, not individual targets. On a miss, a random adjacent zone is hit instead.
All eight rockets on the M201 can be fired with a single (slow) action. The launch crew can designate individual target zones for each rocket, but they must all be adjacent to each other. Roll one attack roll for the entire barrage—on a miss, determine deviation separately for each rocket. While capable of delivering a devastating barrage, the M201 is encumbered by its reload time—after all rockets are fired, it takes support personnel a full Turn to reload.
M201 MULTIPLE LAUNCH ROCKET SYSTEM |
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ENCOUNTERED: USCMC and RMC. |
LENGTH: 7.2m |
STANDARD ARMAMENT: |
* 8 x 250mm Thunderbolt, Rainmaker, or Stormbringer rockets |
VEHICLE | PASSENGERS | MANEUVERABILITY | SPEED | HULL | ARMOR | COST |
---|---|---|---|---|---|---|
M292A2 Self-Propelled Artillery | 6 | -2 | 1 | 10 | 6 | $9,400,000 |
M201 Multiple Launch Rocket System | 8 | -1 | 1 | 8 | 5 | $11,700,000 |
ASSAULT CRAFT
UA NORTHRIDGE AD-19C/D BEARCAT VTOL STRIKESHIP
A subsidiary of Weyland-Yutani following the ‘67 Buy Out, UA Northridge designed the Bearcat strikeship to take the role of a light assault helicopter in combat. These VTOL attack craft often escort Cheyenne dropships over a battlefield. Strikeships are designed to scout an area and offer air-to-ground fire support to troops. They can be fitted with armored underslung MEDIVAC panniers that carry up to six wounded. While they can operate equally well in space or in an atmosphere, they do not have the engine power to reach escape velocity unassisted. They are usually deployed planetside only. The C model’s cockpit accommodates a crew of two, but the D has a larger cabin that holds four.
UA NORTHRIDGE AD-19C/D BEARCAT VTOL STRIKESHIP |
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ENCOUNTERED: USCMC and CCAF, Frontier marshals and CCG. |
LENGTH: 8.8m |
STANDARD ARMAMENT: |
* 25mm Gatling Cannon |
* 2 x Sightline Beam Turrets |
UA NORTHRIDGE CHEYENNE UD-4L VTOL DROPSHIP
The pinnacle of USCMC battlefield supremacy, the Cheyenne dropship has an unparalleled success rate performing double duty as both a transport and gunship. While a strikeship like the Bearcat is more maneuverable, it lacks the versatility of the Cheyenne.
A Cheyenne is dropped from orbit into the fray from the ventral bay of any USCMC frigate or carrier, swiftly descending through the atmosphere like a meteor. The current model has been specifically augmented to carry the M577 into a combat zone, deploy the APC and its marine squad, and immediately assume an air support role for the squad.
The ship is mostly a transport bay with cockpit, weapons systems, and engines attached—there is little in the way of other accommodations aboard. While in supersonic descent, the Cheyenne’s weapons pods are retracted flush with its hull. These pods deploy for subsonic combat. With a proper satellite uplink, the Cheyenne is capable of being flown by remote from a portable terminal. Few pilots have the skill necessary for this maneuver, and the task is usually left to the squad’s android XO.
USCMC UD-4L CHEYENNE DROPSHIP |
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ENCOUNTERED: USCMC battlefields and military bases across the Frontier and Outer Rim. |
TOP SPEED: Mach 9 |
LENGTH: 25.2m |
STANDARD ARMAMENT: |
* 25mm Gatling Gun |
* Mk.16 150mm Banshee 70 Unguided Rocket Launcher |
* 7 x AGM-220C Hellhound II Tactical Missiles |
* 3 x AIM-90E Headlock Air-to-Air Missiles |
CHEYENNE UD-4 DROPSHIP VARIANTS
The Cheyenne Dropship has been the staple of the Colonial Marines for nearly two decades, largely due to its versatile adaptability. Below are some of the most often seen variants on the Frontier.
UD-4B PRODUCTION MODEL: Discontinued by the USCMC as of 2172, UD-4B is the original production model and is now only in use in the private sector. The 4B has no provisions for nose guns and no deployable weapon bays. Those in paramilitary use are equipped with the main missile array, but civilian models are stripped of all weapons. Additionally, the dropship has a smaller cargo capacity and as such has no provisions for an APC. The UD-4B can carry eight passengers.
UD-4B PRODUCTION MODEL |
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ENCOUNTERED: Frontier civilian, corporate, CCG and Marshal use. |
TOP SPEED: Mach 8 |
LENGTH: 24.8m |
STANDARD ARMAMENT: None |
UD-4S SKYCRANE: Based on the same space frame as the well-known UD-4, this model has a hook and cable system connected to the large empty space behind the cockpit area, allowing the 4S to lift and carry substantial cargo to and from orbit. The UD-4S can carry an M292 self-propelled artillery gun into battle, and several Skycranes working in tandem can be tasked with carrying vehicles as large as a Bison freighter.
UD-4S SKYCRANE |
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ENCOUNTERED: USCMC and Corporate. |
TOP SPEED: Mach 8 |
LENGTH: 31.6m |
STANDARD ARMAMENT: |
* 25mm Gatling Gun |
* 6 x Mk.16 150mm Banshee 70 Unguided Rocket Launcher |
* 6 x AGM-220C Hellhound II Tactical Missiles |
UD-4C GUNSHIP: This model sacrifices the APC bay to carry extra weapon and missile modules—the cargo area having been refitted with deployable gunner stations and a single file personnel ramp instead of one for cargo. She operates with two additional crew and can carry eight additional passengers or troops.
UD-4C GUNSHIP |
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ENCOUNTERED: USCMC and Corporate. |
TOP SPEED: Mach 9 |
LENGTH: 25.8m |
STANDARD ARMAMENT: |
* 3 x 25mm Gatling Gun |
* 2 x Mk.16 150mm Banshee 70 Unguided Rocket Launcher |
* 14 x AGM-220C Hellhound II Tactical Missiles |
* 3 x AIM-90E Headlock Air-to-Air Missiles |
VEHICLE | PASSENGERS | MANEUVERABILITY | SPEED | HULL | ARMOR | COST |
---|---|---|---|---|---|---|
AD-19 C/D Bearcat VTOL Strikeship | 2 (C), 4 (D) | +3 | 3 | 6 | 5 | $1,340,000 |
UD-4L Cheyenne VTOL Dropship | 15 | +2 | 4 | 10 | 7 | $3,100,000 |
UD-4B Production Model | 15 | +1 | 3 | 9 | 4 | $2,000,000 |
UD-4S Skycrane | 3 | +0 | 2 | 8 | 6 | $3,200,000 |
UD-4C Gunsip | 12 | +1 | 3 | 10 | 8 | $3,500,000 |
AEROSPACE FIGHTERS
ALPHATECH EVAC-3 SERIES AEROSPACE SUPERIORITY TRANS ATMOSPHERIC FIGHTER
The primary fightercraft of the United States Aerospace Force, the EVAC fighter is the most maneuverable military aerospace plane to roll off the Alphatech assembly lines. It is just as deadly within an atmosphere as it is in the void. EVAC squadrons are transported in docking racks that are attached to Colonial Navy or Marine frigates. The EVAC has a modular storage compartment directly aft of the pilot seat, allowing the cockpit to be configured to a mission specific one- or two-seater. In single user configuration, an EVAC cockpit can act as stasis chambers for a pilot sent on long range missions. While swift and powerful, the EVAC is only lightly armored.
EVAC-3 AEROSPACE FIGHTER |
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ENCOUNTERED: USCMC and USASF. |
TOP SPEED: Mach 15 |
LENGTH: 19.1m |
STANDARD ARMAMENT: |
* 4 x Wing Mounted AGM-660 Warhawk Tactical Missiles |
* 2 x 25mm Gatling Cannons |
* Phased Plasma Pulse Cannon Turret |
VEHICLE | PASSENGERS | MANEUVERABILITY | SPEED | HULL | ARMOR | COST |
---|---|---|---|---|---|---|
EVAC-3 Aerospace Fighter | 1 or 2 | +3 | 5 | 7 | 5 | $3,996,000 |
WEAPON | BONUS | DAMAGE | RANGE | COST | COMMENT |
---|---|---|---|---|---|
20mm Gatling Gun | +3 | 3 | Long | $7,500 | Armor piercing, full auto. |
25mm Gatling Gun | +3 | 3 | Extreme | $9,000 | Armor piercing, full auto. |
Phased Plasma Pulse Cannon Turret | +1 | 6 | Extreme | $54,000 | Armor piercing. |
Mk.16 150mm Banshee 70 Unguided Rocket Launcher | – | 3 | Long | $48,000 | Triggers Blast Power 12 explosion in addition to direct damage. Full auto. |
AGM-220C Hellhound II Tactical Missile Launcher | +2 | 7 | Extreme | $76,000 | Can only target ground vehicles and buildings. Armor piercing. Missile cost: $12,000. |
AIM-90E Headlock Air-to-Air Missile Launcher | +3 | 5 | Extreme | $64,000 | Can only target air vehicles. Armor piercing. Missile cost: $9,000. |
Hellcat Light Missiles | +2 | 5 | Long | $40,000 | Armor piercing. |
50mm Double-Barreled Cannon | +3 | 4 | Long | $30,000 | Armor piercing, full auto. |
20 kW Phased Plasma Point Defense Gun | +2 | 5 | Extreme | $55,000 | Armor piercing. |
85mm Rifled Cannon | +1 | 6 | Extreme | $100,000 | Armor piercing. |
115mm Rifled Cannon | +2 | 8 | Extreme | $160,000 | Armor piercing. |
Sightline Beam Turrets | – | – | Extreme | $5,000 | Pilot rolls OBSERVATION to assist attack from another vehicle against a target. Each success gives a +1 bonus to the shot. |
Small Laser Defense Turret | – | – | – | $10,000 | Can be fired once per Round as a reactive action against an incoming missile or rocket. On a success, the missile is destroyed. |
60mm Mortar | – | 4 | Long | $16,000 | Triggers Blast Power 12 explosion in addition to direct damage. |
41-Caliber 158mm Cannon | +2 | 10 | Extreme | $250,000 | Armor piercing. |
250mm Thunderbolt Rocket | – | – | Extreme | $23,000 per rocket | Triggers Blast Power 15 explosion in the target zone. Does not inflict direct damage. |
250mm Rainmaker APM Rocket | – | – | Extreme | $41,000 per rocket | Spreads D6 M20 Anti-Personnel Mines in the target zone and all adjacent zones. |
250mm Stormbringer QTC Rocket | – | – | Extreme | $37,000 per rocket | Spreads intensity 15 fire in the trget zone and all adjacent zones. |
AGM-660 Warhawk Tactical Missile | +3 | 10 | Extreme | $24,000 per missile | Single shot “Fire and Forget” guided missile. Armor piercing. |