DeathKnight Industries
 
OFFENSIVE

Medium Autocannon: To-hit 6, $11,500, 600 lbs, 4 spaces, 5 DP, 10 shots, 4D6 damage, burst effect. CPS $150, WPS 15, loaded cost $13,000, loaded weight 750 lbs. May use HEAT, HESH, APFSDS and DPU ammo.
    This weapon is an autocannon of intermediate caliber (25mm to 30mm). Typical examples are the 25mm chain gun on the Bradley IFV and the 30mm gun on the AH-64 Apache helicopter. Non-oversized vehicles that fire this weapon take a D1 hazard from the recoil.

Super-Heavy Autocannon: To-hit 6, $50,000, 2,000 lbs, 12 spaces, 20 DP, 20 shots, 15D6 damage, burst effect. CPS $300, WPS 40, loaded cost $56,000, loaded weight 2,800 lbs. May use HEAT, HESH, APFSDS and DPU ammo.\
    This weapon is a modern version of the GAU-8 "Avenger" 30 mm cannon which armed the old A-10 Thunderbolt II.

Heavy Anti-Tank Gun: To-hit 8, $3,500, 700 lbs, 4 spaces, 6 DP, 10 shots, 4D6 damage, burst effect. CPS $100, WPS 15, loaded cost $4,500, loaded weight 850 lbs. May use HEAT, HESH, APFSDS and DPU ammo.
    This weapon is a larger, more powerful version of the standard ATG. Non-oversized vehicles that fire this weapon take a D1 hazard from the recoil.

Mortar Gun: To-hit 8, Damage: as mortar. Normal weapon cost, 75% weapon weight, ½ weapon spaces. Automatically includes autoloader.
    A mortar gun is a breech loading, magazine-fed mortar that is capable of direct-fire operations without penalty. An improved fire-control system makes it more accurate than an artillery piece, though not as accurate as a tank gun. As with normal mortars, mortar guns double the number of shots per space for half the weight per shot. Mortar guns gain all gunner & computer bonuses and may use stabilizers.

175mm & 200mm Tank Guns: To-hit 7, 2x weapon cost, 1.5x weapon weight. CPS as artillery shell +25%, WPS normal.
    These weapons are re-manufactured artillery pieces that are more accurate, and are able to engage in direct-fire without penalty. They have built-in autoloaders and a ROF of 1/2.

Military Lasers: 5x base cost, normal weight. A military laser has no range penalties.

Heavy Laser Cannon: To-hit 6, $60,000, 3,000 lbs, 8 spaces, 3DP, 15D6 damage, area effect, 15 power units per shot.

Heavy X-Ray Laser Cannon: To-hit 6, $120,000, 4,500 lbs, 10 spaces, 3 DP, 20D6 damage, area effect, 20 power units per shot.

Gun-Launched Genius Missile (GLGM): To-hit: 5, CPS: $5,000 +5x cost of TG shell, WPS: normal, Damage: See below.
    The GLGM is a missile designed to be fired from any type of tank gun (75 mm or larger). It is equipped with a two-stage warhead that is specifically designed to defeat reactive armor. The first stage is a discharger-like mechanism which acts as a VMG using explosive ammo. This part of the warhead will automatically destroy 1-3 charges of reactive armor on the side it is aimed at. The second stage of the warhead is the normal explosive charge. It does damage according to the TG shell on which it is based (a 105 m TGSM would do 10D6 damage, etc). The main warhead may be HEAT or HESH at +10% to the cost of the missile.

A GLGM uses optical homing to fly to the general vicinity of the target. It then uses either active laser homing or a pulsed, variable-frequency radar on its attack run. This type of radar is subject to the effects of a radar jammer, bollix or HARM on a roll of 1 on 1D6.

GLGMs have a flight speed of 800 mph (80" per turn) and a maximum range of 2,000". They have a penalty of -10 to be shot at by the target and a -12 for everyone else. A GLGM has the high-speed and long-range modifications already built in. It is the same size as normal TG shells, and may be mixed in the same magazine.

Aside from its long range and high speed, the chief virtue of a GLGM is that the tank gun can continue firing while the missile is in flight (unlike normal CMLs).

Bullpup Multi-Purpose Missile: To-hit 6, $40,000, 750 lbs, 5 spaces, 8 DP, 30D6 damage, burst effect.
    This weapon is a single-stage, solid-fuel missile with a flight speed of 3,500 mph, a maximum flight time of 120 seconds and a minimum range of two miles. It may be used in the roles of air-to-air, air-to-surface or surface-to-air. It has a multimedia guidance system that makes it immune to spoofing or the effects of a Bollix. Shooting at this missile has a penalty of -10 for the target and a -12 for everyone else. This missile ignores all speed penalties.

Heavy Anti-Tank Missile: To-hit 5, $50,000, 400 lbs, 2 spaces, 5 DP, 40D6 damage, burst effect.
    This weapon is a large, wire-guided missile designed to overcome the obscenely heavy amounts of armor found on modern AFVs. It has a flight speed of 800 mph and a maximum range of four miles. The warhead may be HEAT or HESH at +10% to the cost of the missile. If its optic-fiber guidance wires are cut, the missile will go into homing mode. While in this mode, it uses its IFF function to seek out the nearest enemy vehicle. In homing mode, the missile has a to-hit score of 6.

Multi-Purpose Lightweight Missile: To-hit 6, $10,000, 100 lbs, 1 space, 2 DP, 8D6 damage, burst effect.
    This weapon is the vehicle-launched version of the Manpack SAM.

Artillery Rockets
Size Abbv Burst To-hit Damage DP Cost Weight Spaces
12" R12 5", 10D 9 30D 6 $3,000 1,500 lbs 5
16" R16 7", 20D 9 40D 10 $6,000 3,000 lbs 10
The 12" rocket is the type fired from the MLRS of the late 20th century. The 16" rocket is a newer version of the 1950's vintage "Honest John" rocket. The warheads of these rockets are equivalent to bombs, and may be of any type (cluster, etc) at no extra weight. Artillery rockets of larger than 7" diameter have a range of 2 miles per inch of rocket caliber.

Bombs
Type Abbv Burst To-hit Damage DP Cost Weight Spaces
2,000 lb B200 9" 9 80D 8 $3,000 2,000 lbs 7
3,000 lb B300 11" 9 120D 10 $4,000 3,000 lbs 9
4,000 lb B400 13" 9 160D 12 $5,000 4,000 lbs 11
 

Anti-Armor Cluster Bombs: 3x cost, 1.5x weight. The submunitions in this type of bomb are HEAT or HESH (user's choice).

Rocket-Assisted Penetration Bombs: 2.5x cost, 1.4x weight. This weapon is a hardened penetration bomb with a small rocket motor attached to it. It will penetrate 150 DP before exploding.

Torpedoes All torpedo accessories are available for these weapons
Type Abbv Damage Cost Weight Space DP
Light LT 6D $2,500 150 lbs 1 4
Medium MT 9D $7,500 200 lbs 2 6
Heavy HT 15D $15,000 450 lbs 3 8
Super ST 40D $50,000 1,000 lbs 6 10

Torpedo Launchers: 2x base cost, normal weight, 2x base CPS, 1.5x WPS. For RLs, MMLs, and VFRPs only.
    These weapons are converted rocket launchers that fire torpedoes. These torpedoes are assumed to be high-velocity. Any other torpedo accessories must be purchased separately.

Depth Charges
Type Damage Cost Weight Shots/Space
Light 6D $600 20 lbs 10
Medium 10D $1,000 45 lbs 5
Heavy 18D $2,500 150 lbs 4

Depth Charge Thrower (K-Gun): To-hit of 8, $5,000, 450 lbs, 4 spaces, shots - variable, damage - variable.
    Depth charges may be dropped like bombs or launched like grenades. The to-hit score is used to determine where the charges land. After impact, a depth charge takes one turn to sink 1" in depth. These charges are fitted with proximity fuzes, and will explode if they hit the sea floor (assuming they miss their target).

Sea Mines
Type Damage Cost Weight Spaces DP
Light 10D $1,000 250 lbs 2 3
Medium 20D $2,500 500 lbs 3 4
Heavy 30D $3,500 750 lbs 4 5
X-Heavy 40D $5,000 1,000 lbs 5 7
Sea mines may be free-floating, or they may be anchored. They are fitted with proximity fuses and 2 DP of sonarproof armor. If they are anchored, they are fitted with an 8 DP plastic cable. Sea mines have a penalty of -3 to be shot at. The cable has a -8 penalty. If the cable is hit by a boat or submarine, the mine has a 1-3 chance of exploding and a 4-6 chance of becoming a free-floating obstacle.

Automatic Sentry Gun: $30,000 plus cost of weapon & 2 extra magazines. ½ weapon weight plus 225 lbs and weight of two extra magazines.
    This device is composed of a servo-motored tripod controlled by a computer gunner equipped with two software packages. It is armed with one direct-fire weapon and two extra magazines. An ASG will track anything that comes within its visual range (100") and interrogate it by IFF once the target comes within 30". The target will be attacked if it takes any hostile action, advances within 20" without the proper password or IFF badge, or remotely shutdown.
 

DEFENSIVE

HD Gas Streamer: $1,000, 100 lbs, 2 spaces, 2 shots, 2 DP.

Smoke: CPS $200, WPS 100 lbs
Hot Smoke: CPS $300, WPS 100 lbs
Paint: CPS $200, WPS 40 lbs
Tear Gas: CPS $400, WPS 100 lbs
Toxin Gas: CPS $40,000 WPS 100 lbs

HD Flame Cloud Gas Streamer: $2,000, 200 lbs, 3 spaces, 2 shots, 3DP, CPS $1,200, WPS 100 lbs. Loaded cost: $2,900, loaded weight 400 lbs.

The above two weapons produce a 10" x 2" counter of gas.

Gun Mine: $1,000, 150 lbs, 2 spaces (+ cost & weight of 1 round of tank or artillery ammunition).
    A Gun Mine is a one-shot gun mechanism loaded with one round of tank or artillery ammunition. It has a proximity fuse that will fire the shell into the bottom armor of any vehicle that comes within 1/4" of the counter. This mine must be emplaced by hand, as it is too large to be placed by a machine and takes 10 minutes to put in place. This weapon is carried either as ammo or cargo until used .

Anti-Tank Minedropper: $2,500, 600 lbs, 4 spaces, 5 shots, 6 DP, CPS $750, WPS 40, loaded cost $6,250, loaded weight: 800 lbs.
    Anti-tank mines do 8 dice of damage to the underbody and 4 dice to the tread/tires. They can only be set off by vehicles that weight more than 10,000 lbs. All types of fuzes and accessories are available.

Torpedo Mines: $50,000, 1,500 lbs, 10 spaces, 15 DP, 3 shots, 15D6 damage.
    This weapon is an armored housing that contains 3 high-velocity/homing heavy torpedoes. An automatic fire-control circuit will fire one torpedo at any target that comes within a range of 20" (the mine can distinguish between a boat and a fish/marine creatures). If the target remains within the 20" radius, it gets attacked again. The mine is neutrally buoyant, and weighted so that it will sink to a predetermined depth and stay there. Setting the target depth takes 20 turns (usually done before combat).

MUNITIONS

Armor-Piercing Explosive Ammunition (APX): 2.5x CPS, normal WPS.
    Small-bore weapons (HMG, AC, GC, etc) using this ammunition get +1 per die of damage and a ½ die burst effect in a 1/4" radius. For weapons of ATG to 105-mm TG size, the burst radius is 1/2" and the burst-effect damage is normal. For TGs of 120-mm to 140-mm size, the radius is 1". For TGs of 150-mm+ bore, the radius is 2". APX ammo removes metal armor on die rolls of 5-6.

Armor-Piercing Incendiary Tracer Ammunition (APIT): 5x CPS, normal WPS. For LMGs, MGs, HMGs, VMGs, HVMGs, ACs & VCs only.
    This ammunition gets a +1 per die of damage, along with full tracer benefits. It has a fire modifier of 2 and a burn duration of 1 against non-fireproof targets.

Concussion Charge: 3x CPS, normal weight. For mortars only.
    A concussion charge is a specialized mortar shell designed for use in mine-clearing operations. It will detonate any mine on a roll of 1-4 in an area around the impact point equal to 2x the burst radius.

Base-Bleed Artillery Shell: 1.5x CPS, 1.25x WPS.
    This type of shell extends the range of an artillery piece by 30%. The range boost is achieved by a gas generator in the base of the shell. The generator lessens the drag on the shell while in flight. The benefits are cumulative with rocket-assisted projectiles and long barrels.

Extended-Range Rocket-Assisted Projectile: 3x CPS, 2x WPS. For artillery pieces only.
    This version of the rocket-assisted projectile increases the range of an artillery piece by 100%.

Rocket-Assisted Mortar Shell: 2x CPS, 1.5x WPS. For mortars & mortar guns only.
    This type of shell boosts the range of any mortar by 50%. An extended-range version is available for 3x CPS and 2x WPS. This version boosts the range of a mortar by 100%.

Airburst Fuse: +$300 CPS, no extra weight. For artillery & mortar shells only.
    An airburst fuse causes an artillery or mortar shell to explode in the air above the target. This has the effect of raising the shell's burst radius by 30% (round up). An HE shell fitted with this fuse cannot strike a target directly.

Dual-Purpose Improved Conventional Munitions: 2x CPS, normal weight. For rockets only.
    This type of rocket warhead functions as if it were a cluster bomb. For 3x CPS, the submunitions may be HEAT or HESH (user's choice).

Improved Chemical Munitions: 10% base CPS (plus cost of chemical load), 1% base WPS (plus ½ weight of chemical load). For bombs and artillery shells only.
    ICHEMM munitions are designed to efficiently deploy large amounts of chemicals on the battlefield. An ICHEMM bomb produces a square of gas or smoke whose size is equal to twice the burst radius. For a 1,000 lbs ICHEMM bomb, this would be 14" x 14" square (using the equivalent of 392 dropped gas counters). An ICHEMM artillery shell produces a square of gas or smoke equal to 3/4 (round up) of the burst radius. A 200mm ICHEMM artillery shell would produce a 8" x 8" square. ICHEMM shells may not be mixed with other types of shells in the same magazine.

Beacon Rockets: +$500 each, for MMLs, RLs, VFRPs & all types of single-shot rockets.
    These rockets have been modified to serve as limpet beacons. Once a BR has hit a vehicle, it will continue to function until removed. The type of guidance that the BR will attract must be specified beforehand. BRs may be laser-guided and mixed with other RL or VFRP rounds.

Anti-Power Plant Rockets
Type Damage CPS WPS
RL 2D6 + 2 $750 7.5 lbs
VFRP 1D6+1 $600 11.25 lbs
These rockets work in the same manner as the standard APPR. They may be mixed with other types of rockets in the same magazine.

ASROC: 3x CPS, 1.5x WPS, 2x normal size (in spaces).
    This modification is made to artillery rockets. It converts the warhead into a high-velocity torpedo. The maximum range of this weapon is ½ mile per inch of rocket caliber, and the minimum range is 100". To determine which square the ASROC hits, use the grenade-scatter table and convert the 1/4" square to 1" squares. After impact, the torpedo will go into search mode. The detection range is 30".

Stealth Weaponry: 3x base CPS, normal WPS. For missiles, rockets, & bombs only.
    This type of weaponry uses nonmetallic casings, along with radar proof armor and Stealthkote to eliminate any radar images that would give it away.

Heavy Grenades: 2x CPS, 1.5x WPS, 2 GEs or 10 lbs.
    These grenades do 2d6 to all targets in a 1/2" burst radius, and 1d6 to pedestrians and tires in a 2" burst radius. They are available in all types. The cloud produced by a heavy smoke grenade would be 1.5" by 1.5".

Toxin Grenade: CPS $500, WPS 4 lbs.
    This grenade produces a 1" x 1" counter of toxin gas.

Persistent Toxin Gas: CPS special, WPS normal.
    A counter of this type of gas remains on the board for 60 seconds.
 
 

ACCESSORIES

Super-Heavy Chassis: +750% body cost, +40% to weight capacity.

Carbon-Titanium Frame: 5x body cost, ½ body weight.
    This frame takes only normal damage from rams, rolls, falls, and collisions.

Pre-sloped/streamlined vehicle bodies: A pre-sloped or pre-streamlined vehicle cost 2x base. Combining the two costs 3x base.
    The chief benefit of these body styles is that they give the benefits of sloping and/or streamlining without loss of internal spaces or increase in armor cost.

Superior Streamlining: +150% to body cost, -10% to vehicle space.
    This type of streamlining gives a 15% bonus to top speed.

Stealth Vehicle Body: 4x base body cost, standard weight.
    This type of vehicle body reduces its radar signature to such an extent that it can operate at full speed and acceleration while using a stealth system. Additionally, all such vehicles are automatically IR shielded. The range at which enemy radar can detect such a vehicle is reduced by 75%. If the vehicle in question has RP armor, the range at which it can be detected is reduced by 90% (before the check for the RP armor is made). The construction of the body is such that it has a -1 penalty to be hit from all arcs of fire. Stealth vehicle bodies can be combined with sloping/streamlining for additional benefits.

Twin-Tail Aircraft Body: 1.5x body cost, normal weight.
    A twin-tail aircraft gets a +1 to HC due to its greater stability. The wing spaces and body spaces are added together.

Improved Flying Wing: 3x body cost, normal weight.
    This modification can be made to any type of aircraft body. It consists of converting the entire airframe into a single hull wing. It has certain benefits and penalties which are listed below.

1) Stall speed is unaffected and top speed is increased by 10%.
2) Only 50% of the aircraft's actual weight is used to figure acceleration and the ability to take off.
3) HC is +1 due to the vastly-enlarged area of the control surfaces.
4) No side-mounted weapons may be placed in the fuselage. This includes side-mounted EWPs.
5) Wing spaces are increased by 1/3 (round up).
6) Wing spaces are added to body spaces.

This type of airframe may be combined with delta wings.

Regenerative Brakes: $750 per wheel, no extra weight.
    This device is usable only with fuel-cell power plants. It increases the total range of the power plant by converting the energy released in braking into electricity and channeling that power back into the power plant at 1 power unit per 20 mph deceleration; keep all fractions. A side effect of this device is that it gives a -D1 to the hazard caused by high speed braking. These effects are cumulative with those of HD brakes and anti-lock brakes.

Tire Shield: $20/4 lbs per point; maximum of 80 lbs.
    This item covers the whole tire, and protects it from weapons fire on a roll of 1-5 on a D6. The shield is attached to the axle, thus allowing the tire to turn freely within it (no loss of HC for using it). No wheelguards or wheel hubs may be used with this item.

Improved Tread guards: +50% to armor cost (applied after all other modifiers), normal weight.
    These Tread guards are extensions of the AFV's side armor that protect the treads on a roll of 1-4 on a D6. The armor value of these Tread guards is equal to the AFV's side armor.

Multi-Track Suspension: 2x AFV body cost, normal weight.
    This type of suspension splits each tread into two separate, smaller units. Each of the smaller treads has the same DP as the larger tread. It works in the same way as active suspension in cars.

Magnetic Suspension: $10,000, 20 lbs, no space.
    This system uses electromagnets to take the place of hydraulic shock absorbers. It gives +1 HC and -2D to road hazards (weapons fire, debris, etc).

Fire Wall: $40/10 lbs per point, maximum of 100 lbs; 1 space.
    This item is a barrier of fireproof armor between the engine and the crew compartment of a vehicle. It will protect the crew from engine explosions and fires, as well as from weapons fire from the front arc. It may be used with other types of component armor.

Titanium Armor: 25x plastic armor cost, 2x plastic armor weight.
    This material is the lightweight version of metal armor. It is more resistant to the DP removal effects of weapons fire. In game terms, reduce the chance of DP removal by 1 on a D6.

Sonarproof Armor: 2x armor cost, normal weight.
    This armor protects a target from detection by sonar on a roll of 1-5 on a D6.

Heavy-Duty Plastic Armor: 2x armor cost, normal weight.
    This type of plastic armor is tougher than normal plastic. It takes a -1 per die of damage.

Hardened Metal Armor: 1.5x metal armor cost, normal weight.
    This type of metal armor is much less vulnerable to the DP removal effects of weapons fire or rams. For example, rams, rolls and collisions will only remove 1 DP per die of damage on rolls of 6. Area effect weapons (lasers, MGs, etc) can't remove DP. Burst effect weapons will only remove 1 DP on die rolls of 6. HESH ammunition will remove 1 DP per die of damage on die rolls of 5-6.

Military Component Armor: $20/4 lbs per point, maximum of 200 lbs per space of component being protected, 1 space.
    This version of component armor was designed to protect the crews of military vehicles from the blow-through effects of modern weaponry. It may be of any type, including metal.

Laminate Vehicular Armor: 10% armor cost, 0.75x armor weight.
    This material is laminate armor for use on cars & trucks.

Sloped AFV Armor: For each 10% of sloping on an AFV armor facing that armor facing has a -1 to be hit (before any modifiers for size). For example, if an AFV had 20% sloping on the front of the hull, it would have a -2 to be hit. This simulates the deflection effect that sharply-sloped AFV armor has.

Barrel Armor: $50/20 lbs per point, available in all types except metal.
    This material is plastic armor for long barrels. Long barrels may be armored to a maximum of double their regular DP.

Barrel Ejection System: $1,000, 10 lbs, 0 space, purchased separately for each long-barreled weapon.
    If a long-barreled weapon equipped with this system has its barrel shot off the gunner can jettison its damaged remains. This allows the weapon to keep firing.

Extra-Long Barrel: 100% weapon cost, 100% weapon weight, for artillery pieces only.
    An extra-long barrel adds 100% to the range of an artillery piece. It has the same DP as the weapon it is attached to. The benefits are cumulative with all types of rocket-assisted projectiles.

Short Barrel: 25% weapon cost, 25% weapon weight, for tank guns & artillery pieces only.
    This type of barrel is smaller than the standard long barrel. It divides the range penalties by 3 instead of 5. If mounted on an artillery piece, it extends the range by 25%. A short barrel is targeted at a -12 with a +1 per two spaces of weapon size (round up).

Streamlined EWPs: 2x EWP cost, 1.1x EWP weight.
    This type of EWP cuts the speed loss of vehicles equipped with them to 5% of maximum speed.

Aerodynamic Fairings: $20/5 lbs per point, maximum of 50 lbs.
    A vehicle with aerodynamic fairings on its EWPs has its speed loss cut to 5% of maximum. They may not be used in combination with streamlined EWPs.

Hardpoints: $1,000 each, 100 lbs each, 0 spaces. For military aircraft only.
    These items are specialized versions of the standard EWP. The amount of weaponry hardpoints can carry is limited only by the weight capacity of the aircraft they are mounted on. Helicopters may mount hardpoints underneath weapon wings, one hardpoint per two spaces of wing size (round up). Fighter aircraft may mount up to four hardpoints per wing, and up to three underneath the fuselage. Hardpoints may carry one drop tank each. They may not be armored.

Military Gunshields
Type Cost/Weight Maximum Weight
Tripod $10/4 lbs 200 lbs
Artillery Variable 1,200 lbs
Military gunshields may be made of metal. The artillery gunshield may be made of either regular AFV armor or laminate AFV armor.

24-Space AA mount: $15,000, 3,000 lbs, 36 spaces.
    This item is a beefed-up version of the old WW II Bofors quad-mount. It uses a gunshield made of AFV armor. The shield can have up to 1,200 lbs of armor on it, and it can be sloped or double sloped with no loss of space from the gun mount.

6-Space Cupola: $8,500, 700 lbs, 3 spaces.

8-Space Cupola: $13,500, 900 lbs, 4 spaces.

These cupolas are designed for use on very large vehicles, such as the heavy transport aircraft. Pop-up versions are available at 2x the cost, weight, and spaces.

Pedestal Mount: $100 and 50 lbs per space of weapon size.
    This item acts as a pintle mount, except that it is designed for weapons of greater than 2 spaces in size (tank guns, etc). a pedestal mount is universal, and is considered to have a 360-degree arc of fire. It has a built-in seat for one gunner, and may use an artillery gunshield.

Neural Induction Field: $100,000, 100 lbs, 1 space, 2 DP.
    This device may be substituted for the car's normal controls, making it a 0-space, 0-weight installation. It gives a +4 bonus to driver & gunner skill. If a person with no driver or gunner skill attempts to use a vehicle with an NIF control system, the NIF will allow the vehicle to be operated as if that person had Driver-0 and Gunner-0 (no bonuses to driver or gunner skill), along with a -1 penalty to the reflex roll.

Battle Computer: $10,000, 50 lbs, 1 space, 2 DP.
    This device is needed in order to use an AIRTL with a stabilized tank gun. It gives a +1 to-hit bonus. Additional software packages cost $5,000 each and give an additional +1 to hit. The maximum bonus is +3.

Voice-Activated Trigger: +$1,000 to weapon cost, no extra weight. For dropped weapons only.
    This system allows an extra firing action, usable for a dropped weapon or set of linked dropped weapons.

Multiplex Firing Mechanism: +25% to weapon base cost, no extra weight. For LMGs, MGs, HMGs, VMGs, HVMGs, LACs, MACs, HACs, VCs & SHACs only.
    This modification increases the rate-of-fire for certain direct fire projectile weapons. It allows two shots to be fired in one turn. Both shots must be directed at the same target. The second shot receives no sustained fire bonus. The increased recoil gives an additional D1 hazard to a vehicle unless it is very solidly built (such as an AFV or military aircraft).

Double-Capacity Magazine: This item is a specially-constructed compartment built into the turret or hull of an AFV. It costs $500 per space, weighs 10 lbs per space, and hold ALL of the ammunition for one tank gun. The magazine has FP insulation and CASM built in. A gun magazine holds 2x the number of shots per space for TGs of 105mm size and below. It will hold 5 shots per space for 120mm TGs, and 3 shots per space for 140mm & 150mm TGs. The magazine will hold 2 shots per space for any tank gun larger than 150mm.

Mine-Hunting Sonar: $25,000, 200 lbs, 2 spaces, 3 DP.
    This item is a sonar set designed to locate sea mines of all types. It has double the range of standard sonar, and can detect sea mines out to a distance of 100". If MH sonar is used to detect ships and submarines it only has normal range. MH sonar reduces the effectiveness of sonar proof armor on the target to 1-3 on a D6. It uses 50% more power than normal.

Towed-Array Sonar: $10,000, 450 lbs, 3 spaces, 6 DP.
    This device is a modified sonar system whose detection head is towed behind a ship or submarine by a 1,000" fiber optic cable. Since the detection head is separated from the carrying vessel the system doesn't have to compensate for the ship's presence. This has the effect of doubling detection ranges. For an additional $5,000, this device can be modified so that it can be used by a helicopter. The modified array is called "Dipping Sonar".

Sonobuoy: To-hit: 9, $2,000, ½ space, 50 lbs, 2 DP.
    This item is dropped by an aircraft in an attempt to detect hostile submarines. It works like a long-range sonar set, and has enough power to function for 10 minutes. The information gained from it is relayed back to the launching aircraft via directional radio.
Magnetic Anomaly Detector: $100,000, 200 lbs, 2 spaces, 3 DP.
    A magnetic anomaly detector is used to find boats and submarines which usually aren't detectable by normal means (because of sonar proof armor, StealthKote, etc). It works by sensing the minute variations in the Earth's magnetic field caused by the presence of a boat or submarine. It will find the target vessel on a roll of 11-12 on 2D6. If done manually, the search process takes 30 turns. The time may be cut to 20 tuns by the use of a computer gunner with dedicated software.

High-Resolution Wide-Angle Surveillance Camera: $25,000, 50 lbs, 1 space, 1 DP.
    This device is intended for high-altitude use, although it will work well at any height. Basically, it is a computer-stabilized camera with a huge telephoto lens. It has slots for 10 holocubs (2 hours of video per cube). The stored images are of such quality that they are capable of infinite enlargement. A single camera of this type can scan a strip of land up to 8 miles wide. They are usually mounted in groups of 2-3 so that stereo images can be taken.

Ballistic Synchronization Computer: $50,000, 100 lbs, 1 space, 1 DP.
    Use of this device enables different projectile weapons (tank guns, autocannons, etc) to be linked and fired together as if they were the same weapon. For example, if a jet fighter equipped with this system had a HAC in the nose and 4 ACs in the wings, the pilot could fire all the weapons together and gain all gunner and computer bonuses. A BSC also enables multiple weapons mounted in the same turret to attack different targets in the same arc of fire. Note that each weapon attached to this system must have a smart link.

Automated Flight Recovery System: $50,000, 50 lbs, 0 space.
    This item has all the functions of a standard autopilot. In addition it can automatically cause an out-of-control aircraft to recover its flying trim. The process takes three turns to complete. The AFRS is most often seen in aircraft with forward-swept wings. It has an emergency battery that will run such an aircraft's flight systems for up to five minutes. Software upgrades are available at a cost of $5,000 each.

Reinforced Wings: 1.5x body cost, normal weight.
    These wings take damage as if they were regular metal armor.

Fuel Tanks
Type DP Weight/Gallon Cost/Gallon Gallons/Space
Aircraft 10 6 lbs 50 25
Military 10 12 lbs 100 15
The aircraft fuel tank has the same protective qualities as a duelling gas tank. The military fuel tank has built-in FP insulation, and takes damage as if it were metal armor. If it is breached, roll 1D6 and multiply the result by 2%. This is how much fuel is lost each time the tank is pierced. The tank will hold fuel until it is completely destroyed.

Street Slicks: $2,000, 120 lbs, 12 DP per tire. For cars only.
    These tires are specially-reinforced versions of racing slicks. They are designed for on-the-street use, and take no extra damage from spikes, debris, obstacles or driving on regular road surfaces. Street slicks eliminate the hazard for hitting a patch of water, as well as the hazards for light and heavy rain. Street slicks are larger than normal. This reduces the penalty for shooting at them to -2.

Advanced Gas Engines
Size Cost Weight Spaces DP Power Base MPG
10 CI $800 40 lbs 1 1 300 120
30 CI $1,500 75 lbs 1 2 500 105
50 CI $2,500 100 lbs 1 3 700 90
100 CI $5,000 175 lbs 2 6 1,300 75
150 CI $8,000 250 lbs 3 9 1,900 68
200 CI $11,000 320 lbs 4 12 2,500 52
250 CI $13,000 475 lbs 5 14 3,200 42
300 CI $15,000 550 lbs 6 16 4,000 33
350 CI $19,000 650 lbs 7 19 5,000 27
400 CI $21,000 700 lbs 8 22 6,300 22
450 CI $23,000 750 lbs 9 24 7,800 20
500 CI $26,000 800 lbs 10 26 9,500 18
700 CI $38,000 850 lbs 12 30 13,000 15
Recent advances in design skill, metallurgy, and production techniques have allowed the manufacture of gas engines that are lighter, more durable and 50% more fuel-efficient than standard IC engines. These engines have a -6 to any roll they have to make on the engine damage table (no minimum). Additionally, no roll is required when nitrous oxide is used with these engines. Also the amount of fuel consumed by these engines when using nitrous oxide is halved.

Hyperfan Jet Engines
Type Cost/Space Weight/Space DP/Space Power Factors MPG
Hyperfan $100,000 150 lbs 1 8,000 5
The Hyperfan engine is an advanced turbofan which burns liquid hydrogen. Liquid hydrogen costs $10 per gallon.

Modular Microfusion Power Plant: $250,000, 150 lbs, 6 DP, 8,750 power factors per space.
    This power plant was developed to give the advantages of fusion power to vehicles that didn't have the capacity to carry a standard-size plant. The wheels of a vehicle equipped with this plant must be modified to take the extra strain. This modification costs $2,500 per wheel.

Modular AFV Power Plants: $5,000, 300 lbs, 2 DP, 5,625 weight capacity per space.
    This power plant was designed for use in AFVs greater than 200 spaces in size. It may use extra power cells, platinum catalysts and superconductors.

Microfusion Truck Power Plant: $2,000,000, 8 spaces, 1,200 lbs, 40 DP. Maximum rig weight 200,000 lbs.
    This power plant gives any truck equipped with it an acceleration of 5.

Modular Microfusion AFV Power Plant: $300,000, 250 lbs, 6 DP, 12,500 lbs weight capacity per space.

Intercooler: $1,000, no weight, no space. Add 5% to power factors of a gas engine.

Variable-Pitch Truck Turbocharger: $4,000, 50 lbs, 1 space. Gives +25% to maximum load.
    A truck or wheeled AFV equipped with this device has an acceleration of 5 mph/turn until 40 mph is reached. After that, acceleration is 10 mph/turn. Tracked AFVs may use this device, but get no acceleration bonus.

Atomic Battery: $10,000, 100 lbs, 1 space, 4 DP.
    This battery uses thermocouples to convert the heat released by radioactive decay into electricity. It has 100 power units (usable for firing weapons or running electronics) and will maintain this capacity for one year. Each year after the first causes the battery to loose 25 % of its capacity. Each damage point lost causes the battery to loose 25% of its capacity. If the battery is destroyed, no harmful radiation will be released, as the radioactive materials are contained within ceramic pellets that are designed to protect against that possibility.

Military Fire Extinguisher: $2,000, 250 lbs, 2 spaces, 2 DP.
    A military fire extinguisher puts out vehicular fires on a 1-5 on a D6 (1-4 for those vehicles with internal-combustion or jet engines).
 
New Vehicle Bodies
Type: Stretch-Camper 50' van trailer
Cost $1,900 $9,000
Weight 2,500 lbs 3,750 lbs
Max Load 7,000 lbs as with other trailers
Spaces 20 (10) 100
Armor Cost/Weight 24/12 50/20
The 50' trailer is large enough to support 2 5-space turrets or cupolas.

New Aircraft Bodies
Type Cost Weight Max. Load Body Spaces Wing Spaces Wing DP HC Armor Cost /Weight
Heavy Transport $100,000 4,000 lbs 120,000 lbs 160 15 45 0 50/20 (ten locations)
Heavy Fighter $1,500,000 10,000 lbs 70,000 lbs 70 12 45 1 30/14 (ten locations)
Fighter Microplane $25,000 1,500 lbs 15,000 lbs 36 5 20 3 25/12 (ten locations)
 
 
 

PERSONAL WEAPONS & EQUIPMENT
 

Heavy Combat Armor: $25,000, 6 GE if carried, 0 GE if worn.
    This suit of armor has 10 points of titanium layered over 15 points of spaced LRFP plastic. The suit is impact-resistant, watertight and has the following functions built-in: ISH, NBC suit, IR-shielded suit, Stealthkote, 60 minute sealed air supply, directional radio, man-portable thermograph & man-portable radar. The suit has a power-assist system so that it doesn't encumber the wearer.

Light Combat Armor: $8,000, 4 GE is carried, 0 GE if worn.
    This suit of armor has 3 points of hardened metal layered over 6 points of HD plastic. It is impact-resistant and has a built-in NBC suit. Light Combat Armor takes ½ damage from lasers, flechettes, burst-effect weaponry and most types of hand weapons. Other functions (IR shielding, etc) may be purchased at the normal costs.

Pulse Rifle: To-hit 6, $4,500, damage: special , 20 shots, CPS $30, 3 GE. Loaded Cost: $5,100 (+ special).
    A pulse rifle fires two types of ammunition (both "10 mm caseless") that cost the same. The first type does 1D6 damage (full to vehicles) and has a burst radius of 1/4". It has the effects of a HESH round. The second type does 1D6+1 damage (full to vehicles) with no burst effect. This weapon also mounts a modified under-barrel shotgun that serves as a grenade launcher. It holds 10 shotgun-launchable grenades.
    A pulse rifle has the ability to fire a 3-round burst. Using this function gives the rifle a -1 to hit, but if the roll is made, all three rounds will hit the target. Any type of scope can be mounted.

Heavy Gauss Rifle: To-hit 6, $3,000, damage 1D6+2 (full to vehicles), 10 shots, CPS $30, 3 GE. Loaded Cost: $3,300.
    Power packs for this weapon cost $500, and may be recharged in 5 minutes for $10. They hold enough power for 30 HGR shots. Chemical darts are available for this weapon. They enable it to work like a large needle gun. Sleep darts are normal cost. Anyone hit by them takes a -3 to the effects roll instead of a -2. Hallucinatory darts are 1.5x CPS, and affect the target as a hallucinatory grenade. Poison darts are 2x CPS, and will kill the target in 2 turns.

Automatic Assault Shotgun: To-hit 6, $1,500, damage 1D6+2 (full to vehicles), CPS $30, 2 GE. Shoots up to 5 shots per turn.
    The AAS uses a 100-shot belt-feed ammunition pack worn by the user. The pack costs $500 and is 1 GE unloaded and 4 GE loaded. The standard ammunition for this gun is APFSDS shotgun shells. It can also fire any type of shotgun-launchable grenade.

Improved Sawed-Off Shotgun: To-hit 6, $350, damage: variable, CPS: variable, 5 shots, 1 GE.
    This weapon comprises a semiautomatic shotgun with a 12" (one foot) barrel and a pistol grip. The magazine tube now holds only 5 shots. The tube can hold any type of shotgun shell (mixing permitted) or shotgun-launchable grenade.

Shotgun Pistol: To-hit 7, $100, damage: variable, CPS: variable, 1 shot, 1 GE.
    This weapon is a single-shot pistol designed to fire any type of shotgun shell or shotgun-launchable grenade. The pistol holds one shell in the chamber and an extra one in the grip. It is manually reloaded.

Concealed Pistol: To-hit 8, $100, 2 hits damage, CPS: $1, 2 shots. Loaded Cost: $102, 0 GE.
    This weapon is a miniature pistol mechanism hidden inside a common object such as a pen, broom handle, or radio.

Combined Weapons System: To-hit 7, $1,250, damage 1D6+1 (+ special), CPS: $15 (+ special), 30 shots (+ 10 shotgun shells), 3 GE.
    This weapon comprises an assault rifle with a folding stock, a spring-out bayonet and a UR-mounted shotgun. The shotgun can fire any type of shotgun shell or shotgun-launchable grenade. The system is specially designed to fit together with no extra weight or encumbrance (thus the low GE figure).

Sniper Rifle: To-hit 5, $10,000, damage 1D6+1 (half to vehicles), 5 shots, CPS $50, 3 GE. Loaded Cost: $10,250.
    A sniper rifle may not use any type of under-barrel weapon or folding stock. It has a long barrel and built-in silencer/flash suppressor. The long barrel gives the weapon a range modifier of -1 per 20". If a hi-res telescopic sight is mounted, the modifier becomes -1 per 50". The rifle may use any kind of ammunition.

Sniper Cannon: To-hit 6, $20,000, damage 3D6+3 (full to vehicles), 5 shots, CPS $200, 5 GE. Loaded Cost: $21,000.
    This gun is a highly-accurized version of the Cobra Assault Cannon. Its standard features are a long barrel, a flash suppressor, and a hi-res telescopic sight.

Manpack SAM Launcher: To-hit 6, $2,500, damage 8D6 (full to vehicles), 1 shot, CPS $7,500, 2 GE (empty), 6 GE (loaded). Loaded Cost: $10,000.
    This weapon is a modern version of the Stinger missile of the late 20th century. The missile's flight speed is 1,200 mph and the maximum range is 3 miles. The missile ignores speed penalties for any target slower than it is. Speed penalties for faster targets are divided by 3.

Man-Portable Heavy Rocket Launcher: To-hit 8, $1,200, damage 3D6 (full to vehicles), 4 shots, burst effect, CPS $100. Loaded Cost $1,600, 5 GE.
    This weapon can use laser guidance and can fire any type of rocket.

Torpedo LAW: To-hit: as torpedo, $1,900, damage 3D6 (full to vehicles).
    This weapon is a one-shot torpedo launcher. Reloads cost $400. All types of accessories are available for it.

Anti-Power Plant LAW: To-hit 8, $1,000, 1D6+1 (full to vehicles), 2 GE, burst effect.
    This weapon is a LAW that acts as an APPR. It may use laser guidance.

Beacon LAW: To-hit 8, $1,500, no damage, 2 GE.
    This weapon is a LAW rocket whose explosive charge has been replaced with either a radar beacon or a laser beacon (user's choice). It may use laser guidance.

Force Pike: $4,000, 2 GE. This weapon has 10 charges which are expended as follows:
1) Stun: being hit with the tip of the pike has the effect of a concussion grenade on the person hit (with a +2 on the effects roll). This function has a to-hit of 7 and uses one charge per hit.
2) Electropulse: This function fires a bolt of electricity that does 2D6 damage (1/2 to vehicles). It has a to-hit score of 6 and uses two charges per shot. The range is 4".

Night Stick: To-hit 7, $1,500, damage as club (+ HTH bonus), 2 GE.
    A night stick duplicates the function of a force pike, except that it has the ability to fire three shots of any type of gas (smoke, tear gas, etc) to a distance of 2". The counter produced by these shots is 1/2" x 1/2".

Vibroblade Chainsword: To-hit 7, $2,000, damage 2D6 (full to vehicles). 1 GE.
    This weapon is a chainsword with diamond-edged cutting teeth. The blade vibrates at a very high frequency, thus giving it increased cutting power. The hum produced by the blade can't be heard more than 2" away.

Multi-Function Shuriken
Type To-Hit Cost Damage
Flash/Bang 7 $450 Special
High Explosive 7 $500 1 blast point
Gas 7 $300 Special
Microphone 7 $400 1D6-2 (pedestrian & tires only)
Sound Effects 7 $400 1D6-2 (pedestrian & tires only)
The Flash/Bang shuriken works like a concussion grenade, except that anyone within a 2" radius of the blast will be blinded as if by a searchlight. This function works even in broad daylight.

The High Explosive shuriken has a built-in impact fuse. a timer may be fitted for $50 extra.

The Gas shuriken produces one standard dropped gas counter of any type.

The Microphone shuriken will transmit all sound heard in a 2" radius of the impact point. The microphone has 30 minutes of power, and will transmit it's signal by directional radio.

The Sound Effects shruiken produces sound effects of the user's choice that can be heard within a 10" radius of the impact point. It will operate for up to 5 minutes.

Toxin Grenade: To-hit 9, $500, 1 GE.
    This grenade produces a 1" x 1" counter of toxin gas.
 
 

CYBORG WEAPONS & EQUIPMENT

Artificial Skeleton: $250,000. Adds 10 DP to the character and 150 lbs to body weight.
    This unit is made of high-strength, low-weight metal alloys. A cyborg built with this skeleton will take ½ damage from rams, rolls, falls, and collisions.

Myomer Fiber Muscles: $400,000, +50 lbs to body weight, +10 to strength, +2 DP.
    This system completely replaces the cyborg's muscles with artificial fibers. These muscles have the effect of increasing the character's endurance by 2 (they're artificial and don't require oxygen). They also give +2 DP because they are much denser than real muscle tissue.

Optical Rangefinder: $20,000, no extra weight.
    This upgrade to a cyborg's visual systems gives him or her a +2 to negate range penalties only. It must be used in connection with telescopic vision. The advantage of this system is that it is much less bulky than a shoulder-mounted rangefinder.

Electric Blaster System: $60,000, +30 lbs to body weight.
    This weapon requires 2 GE of space in each arm and 4 GE of space in the torso. It has the combined abilities of an elecro-suit and force pike. The batteries have enough power for 20 shots. It has a to-hit score of 6 and a maximum range of 8". If used under water the range is halved.

Cyborg-Portable Laser Cannon: To-hit 6, $30,000, 100 lbs, 4D6 damage (full to vehicles), area effect. Uses 3 power units per shot.
    This weapon is a smaller version of the vehicle-mounted x-ray laser. It replaces the lower half of one the cyborg's arms. The laser is powered by a laser battery worn in a backpack by the cyborg.

Cyborg-Portable Rocket Launcher: To-hit 5, $5,000, 60 lbs, 6D6 damage, 4 shots, burst effect, CPS $1,500, WPS 50. Loaded cost $11,000, loaded weight 175 lbs.
    This weapon is a larger version of the MPRL. It can use laser guidance and fire any type of rocket.

Cyborg-Portable Missile Launcher: To-hit: 5, $50,000, 100 lbs, 12d6 damage, 1 shot, burst effect, CPS $10,000, WPS: 75, Loaded Cost: $60,000, Loaded Weight: 175 lbs.
    This weapon is treated as an HML for purposes of range and flight speed. The missile and launcher may have any type of modification at the standard costs.

Cyborg Machine-Pistol: To-hit 6, $2,000, 1D6+2 damage (full to vehicles), 20 shots, area effect, CPS $25, 2 GE. Loaded cost $2,500.
    This weapon is a large machine pistol designed for use by cyborgs. It may not be used by normal characters with a strength less than 12.

Cyborg Battle-Pack: $20,000, +30 lbs, +50% of weapon base cost.
    This device is an improved version of the standard battle-pack. It can mount one hand weapon of up to 6 GE along with two extra magazines. When activated, the pack lowers the weapon over the shoulder and points it forward. Firing is by voice command.

Limb Extensions: $30,000 each, 50 lbs each, requires 3 GE of space in each limb.
    This modification allows cyborg limbs to extend up to 30' in length. Leg extenders must be bought in pairs.

Cable Fist: $10,000, +10 lbs to body weight, requires 1 GE of internal arm space.
    This device operates like a rocket hand, except that the hand is attached to the arm by a 2" (30') cable. The cable allows the fist to be reeled in and used over again. a cable fist may use a shock charger.

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