|
BLASTERS |
If there is one thing that all Runners can
agree on, its that guns matter. While the
standard sort of weapon in the MetaCyber
campaign are projectile based, there are
some higher tech weapons floating around
on the fringes. It should be noted that
the blasters can take the Real Weapon Limitation,
and most can take the Beam Limitation as
well.
|
THE PULSON
WEAPON SERIES |
This series of weapons exists as is in the
MetaCyber setting. There are three primary
vendors of this technology as indicated
by the adjoining table.
|
|
Fuchi-karawa |
Fuchi-karawa offers
a line of the standard versions up to Rifle,
and a premium line of hand-tooled versions
(the Strong variant), but these are very
rare (require the 10 point Improved Equipment
Availability Perk). |
|
Norn-Tek |
Norn-Tek is the market
leader for Pulson weapons; they offer the
standard versions, and the Focused and Wide
Beam variants. They also produce a premium
line of unusual form factor versions. |
|
Zabijak |
This scrappy little Czech
company has a licence agreement w/ Norn-Tek.
They provide upgraded versions under their
Zapalit (zah-pah-lit) line;
each of the up-gunned variants is represented
(Boostable Pistol, Faster Fire RF Pistol,
Sniper and Aim By Eye Rifle, Targeting Computer
Assault Rifle, Automatic Fire Cannon and
Mega Cannon). |
|
|
Characters must have at least the 5 point
Military Availability Perk to gain access
to these weapons, and some versions require
the 10 point Availability Perk. |
|
Specific model numbers are given in the
translator provided at the top of this document. |
EXOTIC PULSON BLASTERS |
The Blaster Cane, Blaster Gauntlet, and
Bracer Blaster are all offered by Norn-Tek
as a premium line they call Variant Form
Factor (VFF). They offer the standard and
Better Battery variants, and the Auto-Blaster
variant of the Bracer Blaster. Characters
must have at least the 5 point Improved
Equipment Availability Perk to gain access
to them. |
COMPRESSED
AIR BLASTER |
Gallo offers the Compressed Air Blaster,
which they call the Gallo 6-30 ACG. A semi
common after market kit can be acquired
to upgrade one to the Strong variant. This
weapons system was specifically designed
for the Red Legion, and is not easily attainable.
Characters must have the 10 point Improved
Equipment Availability Perk to gain access
to them, or a very good relationship (contact)
with either the Red Legion or Gallo. |
MICROWAVE GUNS |
Norn-Tek offers the ME-3, a version of the
Heat Ray Pistol that is Microwave based,
but it has some issues (use the Experimental
variant). Fuchi-karawa has a more stable
version called the Meltaray-9, but its output
isnt as good (use the Weak variant).
|
Both are actually larger than "pistols",
being similar in size to a submachine gun.
Overall the technology is not quite there
yet and a lack of demand prevents much R&D
being done on it. In either case characters
must have the 10 point Improved Equipment
Availability Perk to gain access to them
|
LASER WEAPONS |
Laser weapons exist, but they are largely
eclipsed by Pulson and standard Projectile
firearms. A few primarily North American
based companies offer them however.
|
|
Jones & Strat |
This NorAm giant produces
a standard version of both the Pistol and
Rifle |
|
Gallo |
Gallo pioneered this technology
for the New Colonial government a few decades
back and have an edge; they produce the
Strong variant of both the Pistol and Rifle.
They also provide a Sniper version with
an advanced self-recharging battery. |
|
Corelli |
This Italian company makes
both a standard and Strong version of the
Pistol. |
|
|
The primary difference between Lasers and
Pulsons is that Lasers are Killing Damage
based; they have the same acquistion requirements. |
|
|
Gallo Avenging Eagle LRL5 Laser Sniper Rifle |
Rifle: Killing Attack - Ranged 6d6
(vs. ED), Increased Maximum Range (3,375";
+1/4), Reduced Endurance (0 END; +1/2) (157
Active Points); Extra Time (Extra Segment,
-1/2), Required Hands Two-Handed (-1/2),
Concentration (1/2 DCV; -1/4), No Knockback
(-1/4), Beam (-1/4); Real Cost: 57 points |
|
NOTE: Some kind of scope is usually
used in conjunction with this weapon. |
SONIC BLASTER |
Norn-Tek offers the SD-12a "Sonic Devastator"
weapon system (the standard writeup). An
unusual weapon that looks more like a "lantern"
style flashlight but with an integrated
cuffed grip and a ring of speakers around
a larger woofer style speaker in the middle
of a round aperature at the business end.
|
This device emits a series of modulated
low wavelength sound waves that can cause
suprising damage. Due to its odd form factor,
the adapter to allow them to be mounted
on a Hardpoint costs ~2,500 credits. |
A working prototype, only about 1000 of
these have been made; about 750 were recently
distributed to various Sec-Forces, military
forces, and major gun dealers to feel the
waters and see if there is a viable market
for the technology. Some of these fell into
the black market and are available to interested
parties. Characters must have the 10 point
Improved Equipment Availability Perk to
gain access to them. |
GAS WEAPONS |
Some of the more "realistic" examples
in this section work fine for MetaCyber
campaigns. |
CORROSIVE
GAS PELLET PROJECTOR |
Gallo produces the Llama LG-5b, which uses
the standard write up. Characters must have
the 10 point Improved Equipment Availability
Perk to gain access to them. This gun is
usually called a "Loogey" on the
street. |
KNOCKOUT
GAS PELLET PROJECTOR |
Gallo produces the Albatross NLG-3, which
uses the standard write up. Characters must
have at least the 5 point Improved Equipment
Availability Perk to gain access to them. |
MELEE WEAPONS |
Some of the more "realistic" examples
in this section work fine for MetaCyber
campaigns. |
BUZZSAW GUANTLET |
This device is actually produced as a (unusual)
Cybernetic attachment that takes Restrainable
at the -1/2 level rather than Focus, but
otherwise the write up is usable as is. |
ELECTRIFIED SWORD |
Yukio makes a number of high-tech swords,
including a version like this, but use the
Strong variant and add "No Knockback;
-1/4". |
MONOMOLECULAR
SWORD |
Yukio makes a number of high-tech swords,
including a version like this, but it is
not monomolecular; rather it is laser sculpted.
Add "No Knockback; -1/4). There are
even better versions of this weapon made,
but they are rare and expensive. Versions
of up to 3d6 exist. |
QUESTIONITE CLAWS |
A version of this idea is actually a relatively
common form of Cybernetics. Write ups are
provided for these in the
Cybernetics section. |
STEEL WHIP |
Such weapons exist, but they are unusual.
All of the variants except Bullet Deflection
are possible. Such a device could be installed
as a retractable Cybernetic device, in which
case replace OAF with Restrainable and refactor
the cost accordingly. |
MUSCLE POWERED RANGED WEAPONS |
Some of the more "realistic" examples
in this section work fine for MetaCyber
campaigns. |
DROPPED MARBLES |
This low-tech trick is certainly available
in the MetaCyber setting. |
GRENADES, MINI GRENADES, THROWING PELLETS |
All of the listed grenades are available.
Characters must have at least the 5 point
Improved Equipment Availability Perk to
gain access to them, except EMP Grenades
which require the 10 point Perk (and should
be closely monitored by the GM). |
SUPER BOW AND ARROWS I |
The following Arrow types are available
in a MetaCyber campaign: |
- Broadhead
- Chisel Point
- Acid
- Blunt
- Exploding
- Grapnel
|
THROWING BLADES |
This low-tech weapon is certainly available
in the MetaCyber setting. However, the normal
means of taking a Weapon Familiarity and
using Throwing Blade weapons from the Weapon
Chart is perhaps more viable unless a character
wanted their Throwing Blades to have unusual
properties like the Sharp or Multiple Blade
variants. |
RESTRAINING WEAPONS |
Some of the more "realistic" examples
in this section work fine for MetaCyber
campaigns. |
CAPTURE FOAM PROJECTOR |
Gallo produces the C-Foam series of weapons.
Characters must have at least the 5 point
Improved Equipment Availability Perk to
gain access to them. The following lists
the variants and the weapon designation: |
- NLA-7: standard write up
- NLA-7c: Coherent Stream variant
- NLA-7s: Stream Spreader variant
- NLA-8: Grenade Launcher variant
|
GLUE GRENADES |
Gallo produces the C-Foam series of weapons,
which includes these Grenades (use the standard
version). Characters must have at least
the 5 point Improved Equipment Availability
Perk to gain access to them. |
PARALYSIS
DART PROJECTOR |
Corelli and Gallo both make versions of
this weapon. Use the standard write up with
the Dart Pistol and the Realistic Dart Options
for both. |
MISC WEAPONS |
Some of the more "realistic" examples
in this section work fine for MetaCyber
campaigns. |
BLADESHOOTER |
This takes the form of an (uncommon) Cybernetic
device usually installed in an arm. Replace
OAF w/ Restrainable at the -1/2 level. All
of the listed options are available.
|
COMBAT ANALYZER |
The Weak variant is available, however replace
OAF w/ Restrainable at the -1/4 level and
"Sight Based; -1/4". |
Similar devices are available as Cybernetics
in the form of Combat Assist Computers (CAC's).
These are described in depth in the
Cybernetics section.
|
GRENADE LAUNCHER BACKPACK |
Norn-Tek makes the MMP-801; use the standard
write up. Characters must have the 10 point
Improved Equipment Availability Perk to
gain access to them. |
MINI MISSILE LAUNCHER |
Zabiyak makes the Smrticia Ruka SSB; use
the standard write up. Characters must have
the 10 point Improved Equipment Availability
Perk to gain access to them. |
MULTI-BRACER |
A small independent German company called
Varstucker makes the Vielefaust 2000; use
the standard write up. Varstucker is hungry
for market share so they'll sell to anyone
that can afford them. |
WRIST-ROCKETS |
Zabiyak makes the Smrticia Ruka VBSB; use
the standard write up. The Capturefoam,
Flare, and Frag Rocket options are available
as well. Characters must have the 10 point
Improved Equipment Availability Perk to
gain access to them. |
DEFENSIVE
GADGETS -- POWER ARMOR |
Powered Armor using FOCI is allowable in
a MetaCyber campaign, within reason. It
is also allowable to build Powered Armor
as a vehicle (see The Ultimate Vehicle for
an example). |
Either way, Powered Armor is rare and much
less capable than a superheroic equivalent.
There are primarily three companies that
can mass produce Power Armor on any scale,
though there are some smaller players who
can turn out one offs.
|
They are Norn-tek, Yamamoto, and Varstucker.
Of the three, Norn-tek is the most prolific,
Yamamoto turns out more refined systems,
and Varstucker (a much smaller company than
the other two) is new and hungry and willing
to put some extras in to make a sell. |
POWERED ARMOR STANDARD PROTECTION |
The basic Powered Armor system in G&G
is allowable using the Standard and Weak
variants; the Strong variant should be relatively
rare and expensive. Characters can use the
Weak variant, but must have the 5 point
Improved Equipment Availability Perk to
gain access to the standard version, and
the 10 point Perk to gain access to the
Strong version. |
The following "Powered Armor"
add ons are allowed: |
- Resilience Augmentation
- Weakness Proofing
- Communications Suite
- Closed Communications Suite
|
HELMET SYSTEMS |
The following Helmet systems are available: |
- Polarized Lenses
- Sensory Enhancements
|
CHESTPLATE SYSTEMS |
The following Chest Plate systems are available: |
- Spotlight
- Strength Augmentation
|
GAUNTLET SYSTEMS |
The following Gauntlet systems are available: |
- Claws
- Fingertip Toolkit
- Palm Pulson Blaster
|
BOOT SYSTEMS |
The following Boot systems are available: |
- Rocket Skates
- Springboots
|
ARTIFICIAL LIMBS |
This is allowed; each limb is called a "hard
point" and can be used to mount weapons
that would normally require a hand to hold
and operate. Hard Points have an effect
on a character's initiative in Close Quarters
Combat; they suffer a -1 DEX penalty only
for determining when their Phase starts
for each Hard Point when fighting in a cramped
or cluttered area. |
Hardpoints are detailed in the
Cybernetics section. The Powered
Armor version is identical save that it
takes the Focus Limitation. |
GAUNTLET MOUNTED MACHINE GUN |
This is a favored option; however another
option is to take some other weapon and
mount it to a Hardpoint (as described above
under Artificial Limbs), which has the advantage
of allowing the weapon to be used normally,
exchanged, lent out, and so forth. |
SHOULDER MOUNTED WEAPONS |
A version of any weapon normally available
can be modified to this purpose by a skilled
gunsmith. |
DEFENSIVE GADGETS |
Some of the devices described are viable
in a MetaCyber campaign. |
STEALTH SUIT |
Yukio produces the VF509-A suit; use the
Weak variant. Characters must have at least
the 5 point Improved Equipment Availability
Perk to gain access to them. |
FORCE FIELD HARNESS |
Yukio and Yamamoto both produce versions
of this device. The Yukio SOV338 uses the
Realistic variant, while the Yamamoto Executive
Assurance (EA 1000c) system uses the Weak
variant and the Concealed Harness option
(apply IIF to the Weak variant).
|
Force Field tech is bleeding edge, so apply
the Experimental Option to both versions.
Characters must have the 10 point Improved
Equipment Availability Perk to gain access
to them and must have a justification for
it if they want this device; it's simply
not available to the masses yet and is hideously
expensive. |
HELMETS |
Helmets are commonly used, even if not part
of a suit of Power Armor or other defensive
garment. They grant too many benefits to
not be utilized for their own sake. Most
of these Helmets are made by the same three
companies that make Power Armor (listed
above), but some are offered semi-randomly
by other companies. The following Helmets
are available in a MetaCyber campaign: |
- Fishbowl
- Pulson Projector
- Utility
|
QUESTIONITE AUGMENTED SKELETON |
This is actually a form of
Cybernetics and is relatively common.
Most people with extensive Cybernetics work
have this added as a matter of course, since
it provides their body a great deal more
capability to bear up under other Cybernetic
bits. They are not actually made of "Questionite"
since no such material exists in the MetaCyber
campaign; they are just some kind of super
hard steel alloy, titanium, or the like. |
MOVEMENT |
Only a few of these devices are appropriate
for the MetaCyber setting; they are listed
below. |
LINEGUN |
Norn-Tek produces the GG-342 Scaler; use
the standard version.
|
SUPER CHUTE |
Norn-Tek produces the GG-809 Paraglider;
use the standard version.
|
WING HARNESS |
Norn-Tek produces the GG-522 Jumper; use
the standard version but add the "Must
Land At The End Of Each Phase; -1/2"
Limitation. Characters must have at least
the 5 point Improved Equipment Availability
Perk to gain access to them. |
SENSORY GADGETS |
Many of these devices are appropriate for
the MetaCyber setting; they are listed below. |
AUDIO ENHANCING EAR PHONES |
Several companies produces these including
Yukio and Yamamoto; Shiba makes the best
ones though.
|
PORTABLE RADAR ARRAY |
Shiba, Norn-tek, and Yamamoto all make these.
Use the standard and Strong variants for
Yamamoto, the Strong and Omnidirectional
variants for Norn-tek, and the Omnidirectional
and Stealth variants for Shiba. |
SIGHT ENHANCING GOOGLES |
Several companies produce these but Yoshiro
makes the best (and most expensive). Use
the OIF version for Yoshiro, and the OAF
version for other companies. Yoshiro can
even make IIF contact versions; they're
just on a different level when it comes
to ocular enhancements. X-Ray goggles are
not available. |
TACTICAL COMPUTER |
This is an extremely common device in the
MetaCyber campaign; many characters have
some version or other. Additionally there
are Cybernetically installed versions (replace
OAF with Restrainable at the -1/4 level).
All the major electronics and Cybernetics
companies make them, but many feel that
D'Arkoni Computational Devices (DCD) make
the best ones.
|
COMMUNICATIONS GADGETS |
Many of these devices are appropriate for
the MetaCyber setting; they are listed below. |
HOMING TRACER |
This is a common device in the MetaCyber
campaign and all the major electronics companies
make them. Characters must have at least
the 5 point Improved Equipment Availability
Perk to gain access to the standard version
or the 10 point Perk to gain access to the
Strong variant or the Broad Signal variant. |
RADIO COMMUNICATOR, BASIC |
This is a common device in the MetaCyber
campaign and all the major electronics companies
make them.
|
RADIO COMMUNICATOR, ADVANCED |
This is a common device in the MetaCyber
campaign and all the major electronics companies
make them. Characters must have at least
the 5 point Improved Equipment Availability
Perk to gain access to them. |
SIGNAL FLARE GUN |
This is a common device in the MetaCyber
campaign.
|
BOOTS |
Many of these devices are appropriate for
the MetaCyber setting; they are listed below. |
BLADE BOOTS |
This is available either as equipment or
as a form of Cybernetics. Either way they
are fairly easy to acquire. |
CLING BOOTS |
Yukio and Norn-tek both make devices of
this nature. Use the Realistic variant for
both, and the Weak variant for Norn-tek.
The Yukio version is based on molecular
cohesion which is a proprietary technology
for them at this point, while the Norn-tek
version is based on advanced vacuum-assited
suction. |
Other companies used to make versions similar
to the Norn-tek versions but they all discontinued
their lines when Yukio released their molecular
cohesion version due to marked drops in
sales. |
ROCKET SKATES |
Versions using the "Realistic"
variant are available, but are uncommon. |
SPRINGBOOTS |
Versions using the Compressed Air variant
are available from Norn-tek and Varstucker,
but are uncommon. Apparantly the sometimes
embarrasing landings leave cool-conscious
Runners unwilling to risk the ridicule.
|
Varstucker is working on developing a more
easily navigated version (the Accurate variant),
but its not worth Norn-tek's time.
|
GLOVES AND GAUNTLETS |
All of the devices in this section are appropriate
to the MetaCyber campaign. The Shock Glove
requires characters to have at least the
5 point Improved Equipment Availability
Perk. |
MASKS |
All of the devices in this section are appropriate
to the MetaCyber campaign. The Defensive
Mask is only available in the Weak variant
and requires characters to have at least
the 5 point Improved Equipment Availability
Perk. X-Ray lenses are not available for
the Sense Enhancing Mask. |
|