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Black Falcon's Custom PACKS - 003 - Equipment

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BlackFalconKY

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« on: <03-18-11/1643:55> »
AMMO CRATE I [5,000¥ OR 1 BP]

When you select this PACK, choose one firearm type (such as heavy pistol, assault rifle, SMG, and so on but not shotgun) and cased or caseless and receive the munitions listed below.

•   100 APDS Ammunition (-4 AP) (700¥)
•   200 Explosive Ammunition (+1 DV; explodes on critical glitch) (1,000¥)
•   100 EX-Explosive Ammunition (+1 DV; -1 AP; explodes on critical glitch) (1,000¥)
•   100 Gel Ammunition (DV Stun; +2 AP) (300¥)
•   200 Hollow-Point Ammunition (+1 DV; +2 AP) (1,000¥)
•   500 Regular Ammunition (1,000¥)

AMMO CRATE II [5,000¥ OR 1 BP]

When you select this PACK of shotgun ammunition, choose cased or caseless and receive the munitions listed below.

•   100 APDS Ammunition (-4 AP) (700¥)
•   100 EX-Explosive Ammunition (+1 DV; -1 AP; explodes on critical glitch) (1,000¥)
•   200 Flechette Ammunition (+2 DV; +5 AP; resisted by Impact armor) (2,000¥)
•   100 Gel Ammunition (DV Stun; +2 AP) (300¥)
•   500 Regular Ammunition (1,000¥)

EXPLOSIVES KIT I [5,000¥ OR 1 BP]

This is a basic set of explosive gear.  Users are advised to carry only what they need; being exposed to explosions may trigger explosives worn on person!

Explosives
•   10 Detonator Caps (750¥)
•   Foam Explosive Can (1 kilogram; Rating 10) (1,000¥)
•   Plastic Explosives (5 kilograms; Rating 6) (3,000¥)

Grenades
•   2 Fragmentation Grenades (grenade; 12P(f); +5 AP; -1/m Blast) (70¥)
•   4 High Explosive Grenades (grenade; 10P; -2 AP; -2/m Blast) (180¥)

EXPLOSIVES KIT II [20,000¥ OR 4 BP]

This kit is designed for the serious demolitions expert planning on making booby traps and simultaneous explosives.  Users are advised to carry only what they need; being exposed to explosions may trigger explosives worn on person!

•   10 Anti-Removal Devices (Rating 4) (1,000¥)
•   10 Detonator Caps (750¥)
•   Detonating Cord (20 meters; Rating 8 ) (500¥)
•   Binary Explosive (5 kilograms; Rating 8 ) (6,000¥)
•   Foam Explosive Cans (6 kilograms; Rating 4) (2,400¥)
•   Foam Explosive Can (1 kilogram; Rating 10) (1,000¥)
•   Plastic Explosives (3 kilograms; Rating 5) (1,500¥)
•   Plastic Explosives (5 kilograms; Rating 6) (3,000¥)
•   10 Pressure Detonators (1,500¥)
•   10 Pull Detonators (600¥)
•   10 Push Detonators (600¥)
•   20 Radio Detonators (800¥)
•   10 Timer Detonators (350¥)

EXPLOSIVES KIT III [5,000¥ OR 1 BP]

This is an advanced selection of grenades in a variety of types and purposes.  Users are advised to carry only what they need; being exposed to explosions may trigger explosives worn on person!  All of these have the gecko housing (War!, pg. 157) that the thrower may optionally activate when thrown.  Note also that these are all non-aerodynamic thrown grenades, not mini-grenades. 

•   5 Armor Debonder Gecko Grenades (Rating 5; 10m Radius Blast; make a 5 dice Success Test reducing affected Ballistic armor by 1 per hit, ignoring glitches and critical glitches; Body + Strength (2) Test required to kick or toss) (1,350¥)
•   5 Breathtaker Gas Gecko Grenades (10m Radius Blast; inhalation; 1 Combat Turn; 0 Penetration; 8S + breathlessness; reference Arsenal, pg. 84; Body + Strength (2) Test required to kick or toss) (350¥)
•   5 Cluster Gecko Grenades (grenade; 8P; — AP; 10m Blast; treat blast area as suppressive fire zone with Reaction + Edge threshold 3; Body + Strength (2) Test required to kick or toss) (450¥)
•   5 CS/Tear Gas Gecko Grenades (10m Radius Blast; contact, inhalation; 1 Combat Turn; 0 Penetration; 5S + disorientation; Body + Strength (2) Test required to kick or toss) (450¥)
•   5 Fragmentation Gecko Grenades (grenade; 12P(f); +5 AP; -2/m Blast; Body + Strength (2) Test required to kick or toss) (425¥)
•   5 High Explosive Gecko Grenades (grenade; 10P; -2 AP; -3/m Blast; Body + Strength (2) Test required to kick or toss) (475¥)
•   5 Incendiary Gecko Grenades (10m Radius Blast; Body + Strength (2) Test required to kick or toss) (500¥)
•   5 Monofilament Gecko Grenades (grenade; 8P; -4 AP; -4/m Blast; resisted by Impact armor; Body + Strength (2) Test required to kick or toss) (1,000¥)

HEAVY WEAPONS KIT I [20,000¥ OR 4 BP]

This kit provides a team with a portable heavy weapon emplacement. 

•   Stoner-Ares M202 (medium machine gun; 6P; -2 AP; FA; 3(10) RC; 50 (c) or 100 (belt); 1 slots—ammo skip system, gas vent 3, integral smartgun system, safe target system; shock pad, tripod) (10,000¥)
•   500 AV Cased Medium Machine Gun Ammunition (-4 AP vs. people; -6 AP vs. vehicles and barriers) (6,000¥)
•   400 EX-Explosive Cased Medium Machine Gun Ammunition (+1 DV; -1 AP; explodes on critical glitch) (4,000¥)
BlackFalconKY - Charles Plemons

Game Master for the Phoenix Gaming Club, Bowling Green, KY

Raventrickster

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« Reply #1 on: <03-18-11/1918:08> »
Regarding your Ammo Crate kits, APDS rounds are availability 16F, which is above the character creation threshold without the Restricted Gear quality, and even with it, depending on your GM's interpretation of the quality, you might need to take it once for every 10 rounds, if you have a mean GM.

BlackFalconKY

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« Reply #2 on: <03-18-11/1956:03> »
Excellent point, Raventrickster.  I should post the Availability for each as well.  These have been developed for my War!-influenced campaign where the team is "sponsored" (more or less) by Ares and Aztechnology for black ops missions and such ammunition is available.  For other campaigns, Restricted Gear is found in Runner's Companion, pg. 101.  Thanks for pointing this out!
BlackFalconKY - Charles Plemons

Game Master for the Phoenix Gaming Club, Bowling Green, KY

Xzylvador

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« Reply #3 on: <03-20-11/1830:28> »
Some restricted gear kits would be nice though. Excellent guns to find if you can get the rating 20. Just add the 5BP and quality to the PACK...

Neurosis

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« Reply #4 on: <07-18-11/1809:49> »
Dude, you rule.
~"Pirates and bankrobbers, not lawyers and CEOs
Stockbrokers ain't no heroes!"~

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