Military Gear (The Reach Campaign)
Infantry Kit
This is the basic infantry kit carried by the troops.
Minimum Gear
All Ready (Encumbrance * if not noted) Max. ½ Str
- Flex Armor AC 15 (Armor 1 vs. explosions) Enc. 1
- Helmet
- Short range radio (10 km range)
- Visor with HUD, Night vision (½ darkness penalty) and Anti-glare
- Active hearing protection
- Near-miss indicator (+1 to detect shooter)
- Radiation counter
- Combination breathing mask
- Spacer watch (courtesy of Turku)
- Personal datalog
- Reach ID card
- Multi-tool (-1 to minor repairs, no major repairs)
- Desert clothing
- Main weapon Enc. 2 (varies)
Total=3
Worn on Armor
All Ready (Encumbrance * if not noted) Max. ½ Str
- Individual Medkit (+2 to first aid, one use)
- Knife Enc. 1 (counts as small primitive weapon)
- Filtration canteen with cup Enc. 1
- Personal mess kit
- Magnetic compass
- Cufftape (5 uses)
- Chemlights (10 uses)
- Bundle of 3 ammo clips (1 round to unbundle) Enc. 1
- Bundle of 3 grenades (1 round to unbundle) Enc. 1
- Offensive grenade (2d6, rad. 2)
- Defensive grenade (3d6, rad. 5)
- Multi-spectrum smoke grenade (rad. 7)
Total=4
Assault Pack
All Stowed (Encumbrance * if not noted) Max Str
- Assault pack
- Small gun cleaning kit (+0 for the main weapon, -1 for others)
- Rope (20 m, 2 t capacity) Enc. 1
- Survival kit (+1 to Survive)
- Saline fluid (+2 to Heal to keep someone stabilized for the next hour)
- Bundle of 3 military rations (1 day) Enc. 1
- Ration tubes (1 week) Enc. 1
- Water pack Enc. 1
- Waterproof bag
- Language translator
- Personal basics
- Personal computer
- Poncho
- Poncho liner
- Emergency blanket
- Personal fire extinguisher
- Electronic binoculars Enc. 1
- Bundle of 3 ammo clips (1 round to unbundle) Enc. 1
Total=6
Backpack
All Stowed (Encumbrance * if not noted) Max 2*Str
- Large backpack
- Bundle of 3 military rations (1 day) Enc. 1
- Ration tube (1 week) 1 Enc.
- Water pack 1 Enc.
- Inflatable sleeping pad
- Envirobag 1 Enc.
- Warm weather clothing
- Cold weather clothing Enc. 1
- Duct tape
- Desert survival suit Enc. 1
- Bundle of 3 ammo clips (1 round to unbundle) Enc. 1
- Bundle of 3 ammo clips (1 round to unbundle) Enc. 1
- Bundle of 3 grenades (1 round to unbundle) Enc. 1
- Bundle of 6 power cells (1 round to unbundle) Enc. 1
Total=10
Fire Team Leader
Ready or Stowed
- Medium range radio (100 km range) Enc. 1
- Map Box, Nav-comp & inertial locator (+2 to navigate) Enc. 1
Total=2
Squad Leader
Ready or Stowed
- Medium range radio (100 km range) Enc. 1
- Map Box, Nav-comp & inertial locator (+2 to navigate) Enc. 1
- Emergency beacon Enc. 1
Total=3
Special Gear
Ready or Stowed
Special gear is either assigned by higher command or can be requisitioned from the quartermaster.
- 1-person pressure tent Enc. 6
- Shelter foam (for 2-person shelter) Enc. 1
- 4-person tent Enc. 1
- Camouflage netting (10 m2) Enc. 1
- Group mess kit Enc. 1
- Light-weight litter Enc. 1
- Medkit Enc. 2
- EW deception gear Enc. 1
- "Spy Eye" reconnaisance drone (1 h duration, 20 km range, LOS control) Enc. 2
- Chemsniffer Enc. 1
- Metal detector Enc. 1
- Breaching charge (3d10/1d10 rad 2/10) Enc. 1
- Entrenching tool Enc. 1 (counts as medium primitive weapon)
- Intrusion tools Enc. 1
- Laser torch Enc. 1
- Claymore mine (4d6/2d6 rad 20/40) Enc. 1
- Smart Anti-Tank grenade (2d8 AP 10, range 10/20, rad 2, can be used as a mine) Enc. 1
- Anti-Tank Missile (3d12 AP 10, range 1k/4k, one-shot) Enc. 2
Firearms
The troopers will have firearms picked from these two lists according to their role and home world. Everyone else uses the RCDC standard weapons except for the Ranuans who prefer their own superios arms to the consternation of the RCDC logistics.
All weapons are TTL9/SWNTL4 for easier maintenance.
RCDC Standard Weapons
- For Riflemen: Defensive Works ABR-9 Advanced Battle Rifle Enc. 2
- For Squad/Team Leaders: Defensive Works ABC-9 Advanced Battle Carbine (very accurate and safe) Enc. 2
- For Machinegunners: Defensive Works AMC-9 Advanced Machine Gun (reliable, very ergonomic and safe) Enc. 2 (carries a double ammo holder)
- For Anti-Tank Gunners: Rhinotech ATL-9 Advanced AT Missile Launcher (good quality, reliable and efficient) Enc. 3
- For Rocket Gunners: March Security AVLRL-9 Advanced Very Light Rocket Launcher (reliable and safe) Enc. 3
- For CQB: Voidustries AAS-9 Advanced Assault Shotgun (safe) Enc. 2
- Sidearm for low-gravity troops: Starlight Industries AVLP-9 Advanced Very Light Pistol (good quality & safe) Enc. 1
- Sidearm for heavy worlders: Thor-Hercules Co. AMP-9 Advanced Magnum Pistol (reliable & burdensome) Enc. 2 (can be fired one-handed if STR>13)
Superior Ranuan Weapons
- For Riflemen: Private Steel Corp. Executioner Modified Combat Rifle (unsafe) Enc. 2
- For Squad/Team Leaders: Intervention Industries Tearer Basic Modified Heavy Assault Carbine (inefficient) Enc. 2
- For CQB: Angel Corp Eliminator Ultimate Submachinegun (reliable, light & safe) Enc. 1
- Sidearm for Squad/Team Leaders: Angel Corp Super-Equalizer Ultimate Pistol (good quality, reliable & efficient) Enc. 1
- Sidearm for Troopers: Angel Corp Equalizer Ultimate Light Pistol (reliable, efficient, light & safe) Enc. *
Firearm Statistics
Manufacturer | Model | Weapon | Type | RoF | To-Hit | Dmg. | Short | Long | Cost | Ammo | A. Enc. | Attr. | Enc. | TL |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Intervention Ind. | Tearer | Basic Modified Heavy Assault Carbine-9 | Projectile Longarm | SBF | -1 | 2d8*# | 500 | 1000 | 450 | 20 | 1# | Dex | 2 | 4 |
Private Steel Corp. | Executioner | Modified Combat Rifle-9 | Projectile Longarm | SB | D12+2* | 200 | 500 | 400 | 24 | 1# | Dex | 2 | 4 | |
Angel Corp. | Equalizer | Ultimate Light Pistol-9 | Projectile Sidearm | S | +1 | d8 | 20 | 50 | 640 | 20 | * | Dex | * | 4 |
Angel Corp. | Super-Equalizer | Ultimate Pistol-9 | Projectile Sidearm | S | +1 | d10 | 50 | 100 | 480 | 32 | 1# | Dex | 1 | 4 |
Angel Corp. | Eliminator | Ultimate Sub Machinegun-9 | Projectile Longarm | SBF | D12+2*# | 100 | 200 | 500 | 70 | 1# | Dex | 1 | 4 | |
Voidustries | AAS-9 | Advanced Assault Shotgun-9 | Projectile Longarm | SBF | 4d4+2*# | 50 | 150 | 1200 | 26 | 1# | Dex | 2 | 4 | |
Rhinotech | ATL-9 | Advanced AT Missile Launcher-9 | Projectile Heavy Weapon | S | +1 | 2d8 AP 10 Radius 5 | 200 | 500 | 4000 | 4 | 1 | Dex | 3 | 4 |
Defensive Works | ABC-9 | Advanced Battle Carbine-9 | Projectile Longarm | S | +2 | d12 | 200 | 500 | 2600 | 50 | 1# | Dex | 2 | 4 |
Defensive Works | ABR-9 | Advanced Battle Rifle-9 | Projectile Longarm | SBF | D12+2 | 500 | 1000 | 800 | 50 | 1# | Dex | 2 | 4 | |
Defensive Works | AMG-9 | Advanced Machinegun-9 | Projectile Heavy Weapon | F | 2d8 AP 5# | 1000 | 2000 | 4200 | 2*100 | 1 each | Dex | 2 | 4 | |
Thor-Hercules Co. | AMP-9 | Advanced Magnum Pistol-9 | Projectile Sidearm | S | d12 | 50 | 150 | 330 | 10 | 1# | Dex | 2 | 4 | |
Starlight Industries | AVLP-9 | Advanced Very Light Pistol-9 | Projectile Sidearm | S | d8 | 20 | 50 | 720 | 20 | 1# | Dex | 1 | 4 | |
March Security | AVLRL-9 | Advanced Very Light Rocket Launcher-9 | Projectile Heavy Weapon | S | 2d8 Radius 5 | 50 | 150 | 4000 | 14 | 1 | Dex | 3 | 4 |
Notes
Rate of Fire (RoF)
- S = Single shot
- B = Burst (3 rounds) To-Hit +2
- F = Full (10 rounds) Suppressive Fire (10 m wide)
- Half damage
- Evasion Save or Hard Cover avoids damage
- Heavy Weapons don't need to roll To-Hit on Suppressive Fire, but use 20 rounds
Damage Specials
- AP = Armor Piercing (subtract from vehicle Armor Value)
- Radius = Area effect radius in m (Evasion Save to halve damage)
Vehicles
These vehicles are used to transport and support the troopers.
All vehicles are TTL9/SWNTL4 for easier maintenance.
AUV1Y Minion Armored Utility Vehicle
The Minion is an up-armored sealed grav truck, used for transporting troops or materiel. It is resistant to small arms fire and equipped with an advanced machine gun turret. It's crew is two people; driver and gunner. It can carry 8 troopers or 1600 kg.
Stats
- Cost: 71 kCr
- Speed: 1 (70 km/h)
- Armor: 13
- HP: 38
- Crew: 2/10
- Size: L
- TL 4
- Weapons: Advanced Machinegun (2d8# AP 5, 500/1000, Ammo 20)
FSVA7 Overlord Fire Support Vehicle
The Overlord is a fast stealth fighter with ground support capabilities. It's gunner can fire all of it's weapons at the same time.
Stats
- Cost: 130 kCr
- Speed: 7 (2250 km/h)
- Armor: 8
- HP: 25
- Crew: 2
- Size: L
- TL 4
- Weapons:
- Heavy AT-Missile Cannon Turret (2d12 AP 5, Blast 2d8+2 rad. 7, 500/1k, Ammo 30)
- Impv Heavy Assault Cannon Turret (2d10+2, Blast d8 rad. 8, 500/1k, Ammo 28)
ISV5W Amazon Infantry Support Vehicle
The Amazon is a grav tank used to support advancing infantry. It's not a tank-buster, but can sustain fire from other tanks.
Stats
- Cost: 253 kCr
- Speed: 2 (120 km/h)
- Armor: 21
- HP: 63
- Crew: 3
- Size: L
- TL 4
- Weapons:
- Point Defense Laser (Destroys incoming munitions with a To-Hit AC 13 roll, 200/300, Ammo 5, once/round)
- Adv Lt AntiTank Cannon Vehicle Mount (3d8+2, AP 10, Blast d10 rad. 3, 200/500, Ammo 16)
- Impv Heavy Assault Cannon Turret (2d10+2, Blast d8 rad. 2, 500/1k, Ammo 28)
SVLGWG Jigger Very Light Autonomous Grav Weapon Carrier
Jigger is a large combat robot built to TL9 standards. It is stupid compared to Hiver or even best Turku made robots.
Stats
- Cost: 49.7 kCr
- Speed: 2 (100 km/h)
- Move: 20
- Armor: 5
- HP: 10
- Crew: 0
- Size: S
- TL 4
- Attack: +1
- Morale: 10
- Skills: +1
- Saves: 14+
- Weapons:
- Assault Gatling Man Portable (2d8#, 200/500, Ammo 26)
Robots
Modern warfare involves robots in addition to organic troopers and vehicles. The ones used by RCDC are built at higher TL than the regular equipment, which makes maintaining them at all Reach worlds difficult. Some are locally made, but Hiver robots are often cheaper and more efficient. Some of the hiver manufactured robots are semi-organic synthetics. All of them look superficially like humans, but have skin markings making it obvious they are not human. Several units have been reinforced by android troopers, which allows for Virtual Intelligence player characters.
MUL Multipurpose Universal Loadbearer
A Hiver-made six-legged all-terrain gear carrier. It's secondary function is evacation of the wounded. It is approximately as smart as a dog, with a personality construct recorded from a tame pack animal. It's Int & Wis are 2.
- Robot Type: Pack carrying (Ammo carrier)
- Carrying capacity: 21
- Secondary Type: Evacuation
- HD: 2
- AC: 15
- Attack: None
- Move: 10 m
- Morale: 10
- Skills: +2
- Saves: 14+
LFSR-9 Xarpion Light Fire Support Robot
Built by the Light Industrial Robot Manufacturers of Turku the Xarpion is a waist-high squat weapons platform that moves on a lifter unit that allows it to float at about 50 cm above ground. It has a single weapon mount, able to hold one man-portable heavy weapon like a machine gun. It's Int & Wis are 4.
- Robot Type: Fire support (Machine gun, AT or rocket gunner)
- Secondary Type: Combat
- HD: 3
- AC: 16
- Attack: +2
- Move: 10 m
- Morale: 10
- Skills: +2
- Saves: 13+
Drones
With the amount of ECM at modern battlefields, drones are mostly restricted to line-of-sight operation. Some of them are smart enough to peek around a corner and come back.
RD-05 "Spy Eye" Reconnaisance Drone
Spy Eye is the basic reconnaisance drone. It can use LOS and radio control. It is able to keep position even without user control.
- AC 14 (or 18 if high and shooter doesn't have an anti-aircraft weapon)
- HP 3
- Range 20 km
- Ceiling 1 km
- Duration 1 h (A power cell)
- Enc. 2
- Full-spectrum visual sensor
- Remote microphone
- Rad/chem sensors
- Stationkeeping
- 2000 Cr.
PK-12 Armed Support Drone
- AC 13 (or 17 if high and shooter doesn't have an anti-aircraft weapon)
- HP 8
- Range 2 km
- Ceiling 100 m
- Duration 1 h (A power cell)
- Enc. 2
- Stationkeeping
- Reinforced Structure
- 1 pistol-sized weapon (Enc. 1)
- Eliminator (Dam D12+2*# Range 100/200 ammo 70)
- 3000 Cr. + Weapon (500 Cr.)