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    AA TTOOMM IIKK WWAARR!!

    Written By:Mark Chase ([email protected])

    Additional Plug-Ins By:Jim Hunsinger ([email protected])

    Playtested By:Mark Arsenault ([email protected])

    James Cook ([email protected])

    All material within, Copyright 1999, all rights reserved

    Home Base

    Meta-Earthhttp://www.meta-earth.com

    Mekton Zeta, Cyperpunk 2030, Champions, and Fuzionare all trademarks ofR.Talsorian and Hero Games. All rights reserved.

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    hat is Fuzion?Fuzion is a unified set of role-playing rulescombining the best of the Hero System

    (Champions) and Interlock (Cyberpunk, MektonZ). Not only can Fuzion be adapted to cover nearlyevery time, place, or setting, but it also has the abilityto utilize existing Hero and Interlock rules and

    materials; if it is marketed as Fuzion Capable, it canbe used as part of the Fuzion system.

    Hero Games and R.Talsorian Games, Inc.,jointly developed Fuzion. Many existing gamessystems use Fuzion, including Champion s: The NewMil lennium, Sengo ku, Usagi Yojimbo , Bub blegum

    Crisis the RPG, VOTOMS, Mekton, and many more.Fuzion uses a unique Plug-In system that allows foreasy addition and removal of rules. For instance, toadd Martial Arts to your campaign, you need only turnto a Martial Arts plug-in. To add Magic, Psionics, orSuperpowers, these too may be easily plugged-in tothe core rules (Total Fuzion).

    here Can I Get Fuzion?The basic Fuzion rules (for charactergeneration, combat, game mechanics, and

    basic plug-ins) can be found in most Fuzion productproduced by R.Talsorian, Hero Games, or Gold RushGamesHowever, as it is, these companies were kindenough to provide an on-line version of their core rulessystem. To obtain this file, please visit the followingURL on the Internet (provided the site does not move,of course): http://www.herogames.com/Fuzion/

    hat is Atomik Fuzion?Atomik Fuzion is collection of Fuzionablematerials developed by Mark Chase,

    primarily plug-ins for Mekton and other Fuzion RPGgameworlds. These plug-ins include the mechagameworlds of Metal Storm: 2380 and Lodoss WarRPG, as well as generic plug-ins for psionics, magic,sci-fi, and alien characters.

    laying FuzionYou have this Atomik Fuzion plug-in game, sohow do you play Fuzion? First, you must get a

    set of Total Fuzion rules. As mentioned, the rules tocreate characters and play the game can be found inany Fuzion Capable RPG book or at the web site listedearlier. If you are having trouble finding a Fuzion gamebook, visit your local gaming store and ask about theR.Talsorian Games or Heroes Games product line. Irecommend Champions: The New Mil lennium orBubblegum Cris is for a good source. In late 1998 or1999, R.Talsorian will be coming out with a Fuzionversion of Cyberpunk and Mekton, which I wouldhighly recommend.

    reating a Fuzion CharacterTo create a character for any Fuzion game, youmust have a Fuzion rulebook (see above)

    Most any Fuzion rulebook should do.The first step is to develop your character's

    lifepath. This text, Atomik Lifepath, details the usageof this system. Offical Lifepath information can be

    found in other Fuzion books such as Bubb legumCrisis and Champions. There may also be othealternate systems available on the web.

    The Origins Path for Champions is relevanonly for superhero characters. If you are playing asuperhero, Origins is a good way to flesh out his or hepast. If not, you may ignore Origins all together.

    Primary Characteristics as listed in AtomikFuzion Plug-Ins are INT, WILL, PRE, TECH, REFDEX, CON, STR, BOD, and MOVE. This is the sameas it is for Bubblegum Cris is and Champions. PSand MAGE may be added for Psionic or Magic plugins. Derived characteristics are calculated as normal.

    tomik WAR!The Fuzion system presents afast and straightforward combat

    system adequate for most typical RPGcampaigns where combat may not playa large role. However, for those seeking a morerealistic or detailed combat system, many may turn toan alternative system or spend weeks developing theirown house rules.

    Atomik WAR address this issue, offering adetailed catalog of modern weapons and a combasystem designed to plug-in and replace the existing

    Fuzion combat system. The Atomik WAR system ismodular, with Dials and Switches, which can be set tobest fit your campaign needs. Best of all, Atomik WARdoes not set itself to the unrealistic RPG attitude of"Well, I took 8 hits, but I still have 4, so I'm okay". Iyou get shot you will go down.

    Atomik War is divided into four sections: GEAR'EM UP! -- a catalog of useful equipment, LOCK 'NLOAD -- guns galore, TAKE 'EM DOWN! -- the actuacombat system, and HELL TO PAY! -- the aftermath ofcombat, included how to recover and deal with traumaFinally, included at the end are a series of modernwarfare plug-ins by Jim Hunsinger.

    DISCLAIMER NOTICEAtomik WAR's combat system utilizes some

    existing rules based on existing Fuzion books byR.Talsorian Games and Hero Games. Foconsistency, some text has been copied for reference

    purposes only.Fuzion is a trademark of Hero Gamesand R. Talsorian Games, Inc. Fuzion is a copyright1998 by Hero Games and R. Talsorian Games, Inc. Altrademarks and copyrights used without expressedpermission.

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    GEAR 'EM UP!

    etting StartedEvery character needs equipment. Using the

    money you got from character development,or money you get while adventuring, you can buyequipment. Some equipment can be bought instores, while some can only be issued by agovernment or found in the black market. There aremillions of little gadgets, items and other such thingsnot listed to conserve space.

    Recommended MaterialsFor reference, you should have a weapons

    and warfare book. And watch a few John Woomovies. During actual combat, you made need thefollowing music CD's: anything by White Zombies,Metallica, KMFDM, (and so on), or even from yourfavorite action movie! And, of course, you'll need allyour role-playing stuff.

    Pricing and PointsWithin this text the actual dollar amounts for

    items will be substituted with OP cost. In no wayshould this imply that you must purchase weaponsand equipment with OP! What this does allow for iseasy porting to various game worlds. For instance, ina campaign set around 2000CE, a gun might cost 5OP, which, at 1 OP to $100 ratio, translates toUS$500. That same 5 OP gun would cost 50,000

    Yen in Japan in the year 2033CE (as per BubblegumCrisis RPG rules).Therefore, all prices are in OP points.

    Remember, 1 OP = US$100. Conversions to othermonetary values (such as Yen, Marks, Franks, etc.)can, of course, be found on the web. Therefore, if anitem is listed as costing "4.6 OP", that would mean itcosts US$460 in around 2000CE.

    Campaign Setting and LevelsAtomik WAR is designed for modern day to

    near future campaigns. It can be adapted to suit farfuture or historical campaigns (such as the WildWest) as well. Atomik WAR is an attempt to increase

    the realism of combat while balancing out the needfor cinematics, which are normally mutually exclusiveconcepts. To this end, Atomik WAR is suitable formost Semi-Realistic to Heroic level campaigns.Super-Heroic campaigns may find Atomik WAR tooharsh or not cinematic enough, while Realisticcampaigns may find too much in the way ofcinematics. In any event, Atomik WAR can beadjusted using Dials and Switches to suit most anycampaign.

    Personal Equipment

    Batteries

    Watch battery 0.02OPAAA battery 0.01OPAA battery 0.005OPA battery 0.01OPB battery 0.015OPC battery 0.018OPD battery 0.02OP9 volt 0.02OPJ battery 6v 0.03OPCar battery 0.40OP 5 kgsDouble price for rechargeable, except for carbatteries which are always rechargeable.

    Backpack

    A good backpack can carry around 30-40 kilograms.Cost 0.5 OP, weighs 1 kg (empty).

    Concentrated RationsSurvival food is only to be used when you are reallydesperate for food. It has no taste and is neverfilling. Someone who eats rations always feelshungry. A day's supply has vitamin supplement pills,high protein beef jerky, trail mix, and crackers. Youcan survive off of rations, but not very well. A week'ssupply cost 0.2 OP, and weighs 0.2 kgs.

    Meals Ready to EatHighly preserved food in vacuum-sealed packets.

    This also contains items such as matches, plasticutensils, and napkins. Each packs roughly 3000calories and can last several years if unopened. Abox of 10 Ready-to-Eat meals costs .5 OP andweighs 3 kgs (but 0.07 OP and .3 kgs, individually).

    FlashlightA small flashlight (or electric torch as it is sometimescalled) is usefully for finding one's way in the dark.Halves all penalties for darkness, but others can spotyou real easily (no penalty to spot you). Cost 0.3 OP,1 kgs, and requires 2 C batteries.

    LighterAlways useful. Costs 0.005 OP and its weight isnegligible.

    6 meter RopeAlways useful. Costs 0.05OP and 3 kgs per 6 meters.

    CanteenThis is a small water holding device. It holds two litersof water and weighs 1 kilogram. Cost 0.15 OP,weighs 1 kg (empty).

    G

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    Sleeping BagA bag you sleep in. It costs 0.40 OP, weights 2kg.

    BinocularsA good quality pair of x5 magnification binocs, with acarrying case. Gives a +3 Perception on distantobservations. Cost 0.75 OP, 1kg.

    Personal TentThis is a two or three person tent. Cost 2 OP andweighs 5 kilograms.

    Magnetic CompassThis is small hand held compass. It can show yourdirection based on magnetic north. Costs 0.1 OPand weighs 0.1 kgs. This gives a +1 to Navigation.

    Inertial CompassAn inertial direction finder. It always tells you whichway you are facing in respective to a programmed

    destination. Cost 1 OP, weighs 0.2 kgs. This gives a+2 to Navigation.

    Survival kitA small 3 kg pack that holds a compass, pocketflashlight, a lighter, a canteen, and five days ofconcentrated rations. It cost 5 OP and weighs 3kgs.

    Rebreather MaskThis is a face mask with an oxygen rebreather. It iscapable of protecting a user from gasses, chemicals,and micro-organisms that are harmful to breathe. Itwill also prevent smoke inhalation. It will not work

    under water or in a vacuum or in pressures below 0.2ATM or above 4.1 ATM. It will last for 30 minutes. Itmay be connected to air tanks to extend this time.Weighs 0.4 kg, cost 1.5 OP.

    Air TanksThese are small tanks of compressed 75% nitrogen,25% oxygen mix. They can be worn as a back or hippack. One hour's worth weighs 1 kgs and costsabout 0.5 OP. It may be hooked to a rebreather toextend use up to four hours per tank.

    Personal Hygienics KitThis is a small kit of personal hygienics stuff. Itincludes a comb and brush, tooth paste, tooth brush,soap, a mirror, and so on. Cost 0.5 OP, and 1 kg.

    Watch (analog)It ticks! And may even tell time. Cost 0.3+ OP.

    Watch (digital)Doesn't tick, but still tells time. May come with extrafeatures. Base watch cost 0.10OP. Stop watch/alarm,+0.05. WorldTime, +0.05. Scheduler, +0.05. Phone

    number holder, +0.10. Basic calculator, +0.05. Waterresistant, +0.05. Water proof, +0.10. Shock proof,+0.10. Calendar, +0.10. Thermometer, +0.10.

    Altimeter, +0.10. Compass, +0.10. Digital remote,+0.10. 64k data memory, +0.10. Computer link,+0.10. FM radio, +0.12. AM radio, +0.12. Phoneautodailer, +0.10. 10km "Dick Tracy" radio, +0.5.

    (Mekton Zeta may be used to expand the

    functionality of the Almighty Digital Watch).

    Clothes and StuffClothes are normal civilian garments that

    vary, sometimes greatly, in style, design, and quality.A good set of cloths might cost around 1.5 OP whilea truly fancy set of cloths might cost between 5 to 10OP. A full set weighs about 2 kgs.

    For high style, cost x2.For flashy style, cost x3.For a wealth style, cost x5.

    WesternJeans, 0.20OPKhakis, 0.30 OPShorts, 0.15 OPDress, 0.40 OP or moreSkirt, 0.35 OPT-shirt, 0.15 OPPull-over shirt, 0.20 OPDenim shirt, 0.25 OPDress shirt, 0.30 OPBusiness suit (w/ coat), 1.50 OPJacket, 0.40 OPLeather Jacket, 1.0 OP

    Flight Jacket, 1.20 OPHeavy Coat, 0.80 OPTrench Coat, 1.0 OPGloves, 0.10 OPLeather Gloves, 0.20 OPShoes, 0.50 OP (or 1.2 for brand name)Boots, 0.80 OPDress shoes (or high heals), 0.60 OPSocks, 0.02 OPUndergarments, 0.02 OPBelt, 0.03 OPNeck Tie, 0.05 OPOther

    Tunic, 0.25 OPKimono, 0.30 OPCloak, 0.25 OPRobes, 0.40 OPShoulder Pads, 0.10 OPShoulder Guards, 0.25 OP (not armor)Huge Shoulder Guards, 0.35 OP (not armor)Turban, 0.25 OPCool shades, 0.50 OP

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    Tools and Tool-like Things

    Utility BeltThe utility belt is a large belt with tools for fixingmachinery. It has wrenches, bolt drivers, fine tools, awelder, wire cutters, about twenty spare bolts, andsome wiring. Cost 1.20OP, and 0.5 kg. Gives a +1

    to fix mechanical problems.

    Tool KitThe tool kit is a medium sized tool box with everything in the utility belt, and a lot more. Cost 2 OP, 2kgs. Gives a +2 to fix mechanical problems.

    Electronics KitA tool kit for electronic problems. Includes dozens ofspare electronic parts, wires, soldering tools, andelectronic repair tools. Cost 2 OP, 2 kgs. Gives a +1to fix electronics or computers.

    LockpicksThe lockpick kit is a small kit of multiple devices usedfor picking mechanical locks. It adds a +2 to pickingany mechanical lock. It cost 1 OP, weighs about 0.2kgs.

    Electronics LockpicksLike the mechanical lockpicks, but used in defeatingID card, retina and fingerprint scans, and voice locks.It adds a +2 to picking any electronic lock. It costs 10OP, and weighs 1 kg.

    CrowbarA big iron bar useful for B&E, assault, rioting, busting

    open locked door... It can sometimes be used as atool. Cost 0.06 OP, and 1 kg.

    Welding TorchUsed for welding and hurting people. Cost 0.6 OP,and weighs 2kg.

    HammerGood for driving nails, breaking glass, and hittingpeople. Cost 0.10, and 1 kg.

    Communications Gear

    Headset Radio8km range, 0.5 kg, Cost 3 OP each.

    Walkie-TalkieThis is basically a portable two-way radio. Has a10km range, weighs 1 kg and costs 0.6 OP each.

    GPS unitGives latitude, longitude, and altitude up to a 10meters accuracy. 1kg, costs 3 OP plus 0.10 OP amonth for service. Gives a +3 to Navigation.

    GPS unitw/ map transparenciesProjects your location on a small map. 1kg,

    4 OP plus 0.10 OP a month for service. Eachregional map cost 0.02 OP. The smaller the regionthe greater the accuracy. Gives +5 to Navigation.

    Portable Short-wave RadioA portable radio about as big as a shoebox. Cost 1OP, 5kgs, uses a half-sized car battery for power.

    Portable CLCD TVAn active matrix LCD television with antenna (can getabout 4 channels), and plugs for a co-axial or RCA.Cost 2 OP, 2kgs, and uses three D batteries.

    Scrambler/Decoder add-onA chipset that can be installed in most

    communications devices (radios, cellphones, etc.),allowing it to scramble and decode both digital andanalogue signals. Cost +4 OP.

    Cellular PhoneThe personal communications device for the 21stcentury (may cause brain cancer if used near anuclear detonation site). Cost 0.6 OP, and 0.5 kgs.

    Additionally, there is a 0.4 OP monthly servicecharge, and variable per-use rates. Check with yourlocal cell phone service and ask "how much OP theycharage"...

    Medical Equipment

    Field Dressing KitA very basic medial kit, consisting only of bandages,gauze, and antiseptic cream. Cost 0.2 OP, 0.1 kgs.

    Crash KitThe crash kit is a simple first aid kit that holdsbandages, some gauze, a siring and a set of needles,pain killers, and miscellaneous medical drugs. Cost1.6 OP, 1 kg. Adds a +1 to medical skills.

    Med KitThe med kit is a larger, expanded version of thecrash kit. It is used by most field operatives and isstandard issue to almost all soldiers. It holds 30bandages, some gauze, a scalpel, 20 skin clamps, asiring and a set of needles, pain killers, andmiscellaneous medical drugs. Cost 3 OP, and 2 kgs.

    Adds +2 medical skills.

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    Sensory Equipment

    Motion SensorThis is a small hand held device that can detect themotion of objects by sensing disturbances in aircurrent, and displays its direction, speed, and baring.It is ineffective in a vaccum or through sealed areas.Cost 2.5 OP, and 0.5 kg. It lasts for a week on two

    AA batteries.

    Thermal Imaging GogglesThis pair of thermal goggles allows the wearer to seeheat colors in darkness. They half the penalties fordarkness, but you can only see in a false spectrum ofheat. This has the advantage of seeing through thinwalls, to a limited extent. Cost 9.5 OP, and 1.0 kg. Itlasts for up to four hours on a C battery.

    StarLight GoggleStarLight goggles collect what little light is availableand use it to enhance images. When used, thesehalve the penalty for darkness. The image is usuallyin a false color, normally shades of light green, butfull color is now available. There is no penalty fordetecting something brightly lit (such as a cigarette)Cost 7.5 OP, and 1.2 kg. Cost 30 OP, and 1.4 kg forcomputer enhanced color. It lasts for four hours on aC battery.

    UV Goggles and LightThis set of goggles is used to collect UV light andproject it as a set of false colors (usually blue, indigo,and purple) so that the wearer can see them. Thelight (mounted on the top of the goggles) is used toproject an active UV light source, so that all objects

    may be seen. This eliminates all penalties fordarkness, but there is a -1 to all visual perceptionrolls, night or day, due to the odd coloration. Cost 15OP, and 1.8 kg. It lasts for a month on a C battery.The light lasts for two hours on a C battery.

    NBC Equipment

    Chemical protective maskA mask that covers the whole head. When worn, ituses a filtration system to protect the wearer frominhaled chemical agents. It also comes with a rubber-like hood that covers the head and neck, protecting

    the entire head from contact chemical agents. It mayalso be attached to air tanks to insure total protection.Weighs 0.4 kg, cost 4 OP.

    Chemical protective suitAlso called a Bio-Hazard suite. This is the big yellow"space-suit" most bio-hazard emergency responseteams (and the like) use in the field. It is made ofeither cloth with a layer of chemical neutralizingmaterial or of rubber impregnated cloth. Air tanksallow for 4 hours of use. The suit comes with rubber

    gloves, boots, and helmet/hood, protecting the wholebody from contact chemical agents. It has 3 KD ofprotection (5 KD on helmet and boots), but if anydamage penetrates, the suit is compromised!Weighs 5 kgs, cost 100 OP.

    Geiger CounterA small electronic device about the size of a paper

    back book. It detects and displays dosage ofradiation in rads per second. It can also give areadout of the total dosage of radiation received overa period of time. It normally displays on a gauge, andmakes a clicking sound that speeds up as the radcount grows. Cost 0.8 OP, and 0.5 kg

    Radiac MeterA small pen sized device with radiation reactivechemicals inside. When held up to a light source andlooked through, total rad dosage can be determinedby the color of the internal chemicals. Radiac metersare worn as a bracelet, badge, or other small item,

    and based on the color shown, can give the wearer arough estimate of the level of radiation (such as low,medium, high, critical, and fatal). Cost 0.2 OP, andnegligible weight. The radiac meter does not detectrads per turn, just total dosage.

    BiodetectorA biodetector is an electronic device the size of anaverage toaster. It can detect the presence ofairborne biological agents. When it does detect anairborne biological agents it emits a high pitchedalarm. The biodetector can also identify thebioweapon type. Weighs 1.2 kgs, cost 60 OP.

    Chemical detectorMuch like the biodetector, this electronic piece ofequipment can detect chemical agents in the air andgives off an audible alarm when it does. It can alsoidentify the type of chemical agent. Weighs 1 kg, cost20 OP.

    Chemical Decontamination KitA kit filled with individually packaged towlettessaturated with a chemical neutralizer. It cannot beused until after the attack is completed and theimmediate effects are passed. One kit can go though20 uses. Weighs 0.4 kgs, cost 2 OP.

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    ArmorThe armor listed below is available to most

    police, military, and militia groups. Some of it may beavailable to citizens, to a limited extent (heavierarmor may require a special license).

    Armor is cumbersome, and thus, penalizesactions. However, PEN does not subtract directly

    from REF or DEX. Instead, it only causes arestriction on certain actions (mostly, physical andcombat actions). Some of these are Acrobatics,

    Athletics, Climbing, and Defensive Values (to evade,dive for cover, etc.). It does notsubtract from the useof weapons (shooting a gun, punching, etc.).

    The armor below is "Piecemeal", that is, eachbody location can conceivable have a different typeof armor protection. This added realism alsocomplicates combat. If you feel the trade off is notworth the added complexity, please feel free to usethe default armor presented in other Fuzion books.

    There are fifteen body locations that can beprotected, not including the Vitals. The Vitals are

    covered by Chest or Stomach armor.

    The ArmoryArmors are listed along with what areas they

    protect. Areas in question are: Head(3-5), Hands(6),Arms(7-8), Shoulders(9), Chest(10-11), Stomach(12),Thighs(14), Legs(15-16), and Feet(17-18), asnumbered on the Hit Location chart. Remember,Vitals are protecting by Chest or Stomach armor.Paired items, such as gloves, boots, etc., have statslisted as if bothwere taken.

    Armor KD Type Pen Locat.Coverd

    OP val Weight

    (kg)Leather Jacket 3 S -0.2 7 -12 1 2.2Leather Pants 3 S -0.1 14 - 16 1.2 1.8Bulletproof Vest 10 S -0.3 9-12 2 2.8Kevlar Vest 12 S -0.3 9-12 5 3.5Kevlar Jacket 14 S -0.5 7-12 9 5.2Kevlar Pants 12 S -0.5 15-16 8 4.8Ballistic Vest 16 M -0.7 9-12 10 6.5Ballistic Jacket 18 M -1 7-12 15 7Ballistic Pants 18 M -1 15-16 13 6.5Chestplate 22 H -0.3 10-11 8 4Steel belt 18 H -0.3 12 4 2Shoulder Guards 16 H -0.2 9 2 1.5Vanbraces 15 H -0.2 7-8 1 2

    Shin Greaves 15 H -0.2 15-16 1 2Full-Metal Jacket 30 H -2 7-12 30 14Leather Boots 5 S -0.1 17-18 1 0.5Combat Boots 15 M -0.2 17-18 2 1

    Armored Boots 20 H -0.3 17-18 3 1.5Leather Gloves 3 S -0 6 0.2 0.2Kevlar Gloves 8 S -0.1 6 1.5 0.2Riot Helmet 15 M -0.1 3-5 1 1.2Combat Helmet 20 H -0.2 3-5 2 1.5

    Type:S = Soft, M = Medium, H = Hard

    By this chart, a soldier going into battle might fithimself out with a Ballistic Jacket, Ballistic Pants,Kevlar Gloves, and Combat Boots. In total, thiswould add up to 14.7 kgs, a cost of 31.5 (orUS$3,150), and an action Penalty of -2.3 (rounded to-2, meaning he has a -2 to physical activities).

    On the other hand, a mercenary might gointo battle with a Kevlar Vest, Chestplate, Shoulder

    Guards, Vanbraces, Shin Greaves, Leather Pants,Armored Boots, and Leather Gloves. This would addup to 16.5 kgs, a cost of 21.4 (or US$2,140), and anaction Penalty of -1.6 (which also rounds to -2).

    The Bullet Proof VestIt may have been "bullet proof" in the '20s, but here inthe 21st century it's more or less "bullet resistant".The bullet "resistant" vest is still useful, being able tostop most standard firearms bullets, however, cop-killers, flchettes, and rhino rounds can make shortwork of it. This vest, made of Kevlar and steel plates.

    Kevlar VestThis is a light-weight vest consisting of a durableKevlar weave and several hard metal plate insertslocated over vital areas. This vest can be worn undera normal jacket (but not an armored jacket) or aheavy sweater or shirt and will not be easily noticed.

    Kevlar PantsMade similar to the vest (above), these pants aresimply Kevlar fabrics with padding. It can be made tolook like plain fatigues or heavy denim, or can be leftas obvious Kevlar armor.

    Ballistic JacketMore advanced than the Kevlar vest, this jacket hasarticulated metal bands, a thicker Kevlar mesh, andkinetic absorbing padding. Normally used by militaryforces. It comes in jungle/forest camo, black, arcticwhite, and desert camo colors. It also has magazinepockets along the front and sides, enabling it to holdup to four, easy to reach ammo magazines.

    Ballistic PantsLike the ballistic jacket, only this is for the abdomenand legs. Normally used by military forces. It comesin jungle/forest camo, black, arctic white, and desertcamo colors. It also has a utilities belt, which canhold up to six ammo magazines, and a side arm.

    Riot HelmetPolice forces and SWATs use this but it's just notdesigned for military use. It is good against small firearms and bludgeon attacks that many police willencounter in an urban combat environment.Because it only covers part of the head (it leaves theface and neck exposed) there is a 50% chance thehelmet will not provide protection on a head hit when

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    attacked from the front or sides (roll odd-even orsuch). However, there is an optional Plexiglasfaceplate that will cover the face. If this is installed(+2OP cost) it will provide 4 KD of protection.

    Combat HelmetThis is the helmet of the modern GI, used mostrecently in the Gulf War. It is tough, lightweight, and

    provides good protection against light firearms.Doesn't do help much against a 20mm anti-tankround, but then again, nothing really does.

    Because it only covers part of the head (itleaves the face and neck exposed) there is a 50%chance the helmet will not provide protection on ahead hit when attacked from the front or sides (rollodd-even or such).

    Shin GreavesThese are metal plates and Kevlar mesh armorpieces that are strapped on the legs. It can be placedover other armor.

    Arm VanbracesThese are metal plate and Kevlar mesh armor piecesthat are strapped on the arms. It can be placed overother armor.

    ChestplateThis is a thick metal plate, with several flexiblesegments so as not to impair movement, which canbe fitted over one's upper torso, thus protecting hisvital organs better. It can be form fitted to suitfemales, and can be placed over other armor.

    Leather BootsThese are, of course, leather boots. They cover thefeet, as you might expect.

    Combat BootsThese are armored boots of used by most soldiers onthe battlefield.

    Armored BootsThese are heavy, steel plated boots normally used bypeople in mine-hazard areas (or those who areparticular paranoid of mines). Also gives +1 tokicking damage.

    Leather GlovesThese are leather gloves, and, of course, cover thehands. They also look really cool.

    Kevlar GlovesThese are gloves of Kevlar fabric. They provide moreprotection than leather gloves, but don't look as cool.

    Bombs And ExplosivesBombs are common for booby-traps and

    sabotage. They use normal rules for blast radius andshrapnel. All bombs can be either timer or remotedetonated. Land mines are set off as described.

    High Explosive

    This is a bomb that uses standard high yield,lightweight explosives. It can be placed anywhereand has an effective blast radius with a fair amount ofdamage. Explosives do 10DC damage and has ablast radius of 10 metersper kg. Cost 3 OP per kg.

    PlastiqueThis is a malleable explosive, similar to clay intexture. It can be formed to whatever shape isneeded. However, the blast radius is not as high asthat of High Explosives. Plastique does a total of 12DC damage per kg, but its blast raidus is only 6meters per kg (or 1 meter per 2 DC). Plastique cost6 OP per kg.

    Shaped-Charge BombUsing plastique, or other similar type of explosive,this can produce a focused blast to devastatingeffect. It can be placed on walls, hulls, or heavy doorsto blast though. There is no blast 'radius', as theexplosion is focused in one direction. Instead, usethe Focused Area Effect rules. Shaped-Chargebombs do 10DC damage per kg, and have aFocused blased of 10 meters. This type of bombalso works as a Claymore mine. It cost 8 OP per kg.

    Land MinesLand mines may use any of the above types ofbombs (except plastique. Plastique is impractical formines) plus the special mine equipment, listed below.

    Add the price and extra weight of the mine equipmentto the price and weight of the bomb.

    Pressure MineThis type of mine is set to detect any pressure on itfrom any object over 50 kgs (or lower or higher ifdesired, but it must be preset). If an object of thisweight come to be on top of the mine, it will set theintegrated bomb off. Pressure mine equipment adds3 OP to the cost and 2 kgs to the weight.

    Trip Wire MineThis is a set up where a trip wire is strung low to theground across a small area (such as a forest path ora door way). When someone triggers it, the mine willgo off, normally catching the victim(s) in the blastradius. A trip wire can be spotted on a Competentperception roll (or Heroic if the mine was very welllain). Trip wire mine equipment adds 1.5 OP to thecost and 2 kgs to the weight.

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    Laser Trip MineJust like the trip wire mine, only a laser beam is used.When someone breaks the beam the mine will go off,normally catching the victim(s) in the blast radius.The laser beam cannot be detected in daylight.However, at night (or with IR goggles) it can be seenon a Heroic perception roll. A laser trip mine adds 7OP to the cost and 2 kgs to the weight.

    VehiclesBelow is a list of some basic vehicles that can be usein the game. These are fairly generic, as should onlybe used as a general guideline (OP cost is for Pricingonly, and does not reflect the Construction Point (CP)cost of the vehicle).

    Standard Sedan4-door family car. Top speed, 200 kph. 50 SDP (1Kill), 5 KD. Cost 120 OP.

    Luxury SedanA really nice 4-door family car. Top speed, 220 kph.50 SDP (1 Kill), 8 KD. Cost 220 OP.

    JeepYep. It's a jeep. Top speed, 180 kph. 30 KDP, 3KD. Cost 80 OP. Military version has 150 KDP (3Kills), 20 KD, and cost 120 OP.

    MotorcycleVroom, vroom. Top speed, 180 kph. 20 SDP, 3 KD.Cost 50 OP.

    HummerI just had to put this one here. Top speed 200 kph.200 SDP (4 Kills), 50 KD (1 Kills of armor). Cost 500OP. Full military version has 300 SDP (6 Kills), 150KD (3 Kills of armor) and has a gun turret for aweapon of your choice and costs 1200 OP (about 25CP for actual Mekton value).

    ChopperA small commercial helicopter. Top speed 250 kph.100 SDP (2 Kills), 20 KD. Cost 3500 OP.

    Military ChopperCobra, Apache, etc. Top speed 450 kph. 250 SDP(5 Kills), 150 KD (3 Kills of armor). Generally has acouple big machine guns (min-guns) and loads ofmissiles. Cost a whole bunch.

    Light TankA small sized tank. Top speed 150 kph. 250 SDP (5

    Kills), 200 KD (4 Kills of armor). Has a 20mm gunthat can do 2-K damage, with AP, and a blast radiusof 5 meters. May also have a machine gun.

    Main Battle TankLike above but bigger. Top speed 150 kph. 400 SDP(8 Kills), 300 KD (6 Kills of armor). Has a big gunthat can do 4-K damage, with AP, and a blast radiusof 5 meters. Some MBTs also have missile racks. Ittypically will have a machine gun mounted as well.

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    Lock 'N Load!

    Guns...Guns... GUNS!!!

    This is a listing of the most commonweapons available to police, military, and mercenaryforces. Some small arms can be licensed to civiliansfor personal protection. Almost all can be found onthe black market. Listed in this chapter is descriptionof various weapons, followed by a summary tablelisting all characteristics.

    Typically there are four ways to fire a gun -single (S), burst (B), full auto (F), and extended (E).Semi-automatic weapons can only fire single shot,however, many guns can fire 2 or even 3 single shotsin one Action (just by clicking the trigger severaltimes). Some automatic weapons can fire a burst,usually of 3. All automatic weapons can fire Full Auto(usually 8-12 RoF), or Extended, meaning all or mostof the magazine. All these is detailed in the followingchapter. Essentially, an H&K G41, which has an RoFlisted as 3/3/14/30, means it can fire up to threesingle shots, three burst of 3, or 14 rounds at full autoor can completely empty all 30 rounds within 3seconds.

    HandgunsBeretta 92-FSThe Beretta 92 series is oneof the best personal handgunweapons. It is safe, reliable,lightweight, and best off all, itcarries 15 rounds per magazine. Most have a blackfinish, but some may be steel or camo. The Beretta92 is commonly used in law enforcement,government agencies, and the military.

    Colt M1911A1 PistolThe Colt M1911A1 pistol has

    served the US army, policeforces, and numerous othergroups around the world fordecades. This .45 caliber isonly single-action weapon, asopposed to the safer, double-action that must pistolnow use. Thus, keeping it "ready to fire" with a roundin the camber is considered unsafe, and it is highlyrecommended you do not do this with the M1911A1.If you fall down, or take some sort of sudden impact,the weapon has a 10% chance of discharging. TheM1911A1 is somewhat obsolete compared to modernfirearms, but is still extremely common.

    Colt Python .357 and .38 SpecialColt Pythons are the most commonrevolver weapons available. The.357 and .38s are practicallyuniversal cop guns.

    Glock 17 / 19The Glock 17 one of the best allaround handguns. It'slightweight is due to the factthat incorporates rigid plasticcomponents, though this in no

    way hampers its effectiveness.Weighing only one kilogram, and able to hold 179mm rounds, makes this weapon an excellent smallarms choice. There is also a longer 19 roundmagazine available. Despite what Hollywood says,the Glock 17 is not invisible to X-ray scanners andmetal detectors. Even with the magazine, internalbarrel, and firing pin removed it can be detected bymost modern metal detectors.

    The Glock 19 is similar, but smaller.

    H&K Mk 23 SOCom .45 ACPThe SOCom specialoperations commandpistol is one of thefinest handgunsavailable. It comeswith an attachablesuppressor and aclip-on under-mounted laser-sight, and is used by theUS Special Forces. This handgun is very reliableand accurate, and has a price tag to boot (priceincludes a silencer and a laser-sight).

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    IMI Desert EagleThe Desert Eagle is abrand of semi-autohandguns ranging fromthe .357 Magnum to the.50 caliber ActionExpress that Hollywoodso loves. They are very powerful and highly reliable,

    as are all Israeli manufactured weapons. And ofcourse, the most powerful semi-automatic handgunavailable is the Desert Eagle .50 AE. The DesertEagle Action Express is a BIG gun. It masses nearly2 kilos and has an even bigger price tag.

    Manhurin .357 / .38 SpecialThe Manhurin is very similar to the Colt Python,coming in both .357 and .38 versions. It is quitecommon with law enforcement and private home use,especially in France and other European countries.

    S&W Model 10 .38 Special

    Not a powerful revolver by any means, the Model 10is, however, the most common revolver in the world.It is the easiest handgun to obtain, and is most oftenfound in homes and used for personal defense. Itcan fit easily in a glove compartment or ankle holster.

    S&W .357 / .44 MagnumThese two guns arepowerful, reliable, andversatile revolvers,favored by police,security guards, andmovie stars like Clint

    Eastwood (the Magnum .44 is the Dirty Harry gun).The Magnum .44 is the most powerful revolverweapon made, comparable in punch to the DesertEagle Action Express.

    Walther PPKNo British secret agent is complete without a WaltherPPK. This gun was, of course, made famous byJames Bond, and is worthy of the distinction.

    Sub-Machine Guns

    Beretta 93R 9mmThe Beretta 93R is a machine pistol, basically aBeretta 92 with burst fire capability. It comes with afolding stock to add support (+1 WA), however, this isusually discarded as the 93R is mostly used bycriminals or gangsters (or even police) wanting tokeep it hidden. In reality, the 93R is ratherimpractical, being terrible inaccurate when firing athree-shot burst. It works just as a 92 on semi-auto.

    Bushman IDW 9mmThe Bushman is a small, 9mm Parabellum weapon,manufactured by Bushman Ltd, England. It is acompact, but heavy machine pistol, designed to laydown lots of lead over a small area. Perfect forbreaking up Mafia Inc. committee meetings. It is veryaccurate, surprising for a weapon with so sort of abarrel. This makes the IDW a prized firearm.

    Glock 18 9mmJust as the Beretta 93R is an automatic version of the92, so the Glock 18 is an automatic version of theGlock 17. This machine pistol can fire semi-auto, justlike a Glock 17, or a three-round burst. It is muchlighter than the Beretta 93R, and has an optional 33round magazine, however it is extremely hard tocontrol and inaccurate on its burst fire, worse so thanthe Beretta.

    H&K MP5 series Submachine GunAh, yes, the H&K MP-5. This is the

    all time, highly reliable, submachinegun of choice for the British SAS,US Special Forces, FBI HostageRescue, SWAT teams, the MarineCorps, and many counter-terroristorganization. It is the best weaponfor close quarter fire fights.

    There are many version ofthe MP5, primarily the MP5A5, MP5KA5, andMP5PDW (favored by the US Navy SEALS). Theseweapons can fire a single burst of twelve deadlychunks of hot spinning lead per second, or may beswitched to a semi-auto mode. All models outlined

    here can fire in bursts of three, as well as semi-autoand full auto. It is not uncommon to have themmodified with silencer, flash suppressor, scopes, or aflashlight. In fact, the MP5SD6 comes with a built-insuppressor.

    H&K MP45 UMP .45The latest addition to theMP series is the MP45UMP (Universal MachinePistol). The MP45 is a.45 caliber version of theMP5 series, but is lighter,as most of it is plastic. The MP45 is the culminationof 50 years of unparalleled SMG development. Theweapon has only a few moving parts and firesstandard .45 ACP rounds. The MP45 can easily

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    snap-on and snap-off accessories, such as sights,suppressors, and flash suppressor. The MP45,scheduled for released in mid to late 1999, will be theSMG of choice for the early 21st century.

    Uzi series 9mmThis is just your friendlyneighborhood Mafia toy.

    The Uzi 9 is so commonand popular, in fact, thatyou can probablyrummage though thedumpsters of most major cities and find one (inconjunction with a dead body, of course).

    The Mini-Uzi is the Uzi's littlebrother. It's the same as theUzi, only smaller, lighter, andmore compact, almost ascancelable as a pistol (it'sabout as close as you can getto being a true machine

    pistol). However, it's lacking on accuracy andpowers. Nevertheless, this little puppy is hot.

    The newer model Micro-Uziis even smaller than the Mini-Uzi,though not by much. The Micro-Uziis so small, however, the bolt has asolid tungsten core to help addweight so as to keep the weapon atleast reasonably stable. Both theMini and Micro-Uzis are commonly used by criminalsfor their easily concealability.

    Intertec TEC-9 9mm

    The TEC-9 is a small, simple, cheap, and commonsub-machinegun. The TEC-9 was never intended formilitary use, it's just not powerful or reliable enough.The most common production model is the "pistol"version that only has semi-automatic mode and nomode select. In criminal hands the TEC-9 can beeasily converted to full auto, however, it still lacks theselector. A modified TEC-9 can onlyfire full auto, buta military TEC-9 can fire both semi-auto and full auto.

    Ingram MAC 10The only rival to the Uzi is the

    American made Ingram M10.Despite its compact size andease of concealability, themilitary never gave the weaponmuch though. For criminals,however, it is an all time favorite. It is noticeablymore difficult to control than an Uzi (though about thesame as a Mini-Uzi), but has a higher rate of fire. Itcan fire in semi-automatic or full auto modes.Mounted with a suppressor, this can be a sweet littleweapon, and with two a gunman can make shortwork of any foe.

    Combat Rifles

    Berrett M82A1/2 .50 BrowningThe M82A1 is a semi-automatic sniping rifle, and oneof the best. It should be, because it fires .50Browning rounds, powerful enough to blow a man'shead into a fine red mist. The M82A1 is a rugged

    and reliable weapon used by the US Army andspecial forces for sniping and long range attacks.The M82A1 comes with a bipod, standard sight, andlarge stock. The M82A2 is similar, but designed tobe carried and fired from the shoulder, lacks thebipod, and has a shorter stock.

    Berrett M90 .50 BrowningThe M90 is a smaller bolt action version of the M82.It is smaller, lighter, and can take almost any kind ofscooping device. As it is bolt-action, the M90 isfavored by hard-core old-school snipers, but it ismuch slower than the M82.

    Singapore Ultimax 100Though technically a light machinegun, the Ultimax100, 5.56mm automatic rifle is small and light enoughto be handled just like an assault rifle. It wouldnormal be an unremarkable, rather generic weapon,if it wasn't for its one out standing feature: a 100round ammo drum. It can be switched between fullautomatic and semi-automatic fire in one action, butwith a 100 round drum, who need's semi-auto mode?

    Colt M16A1/A2The M16 is one of the most war-proven automatic rifles in

    existence. The latest model is theM16A2. This is a lightweight rifle,firing 5.56mm rounds, fired at avelocity of 853 meters per second.The M16A1 can fire semi-auto or full auto. TheM16A2 can fire semi-auto or a three round bursts.This new M16A2 also supports better accuracy andstability than the M16A1, and conforms to the NATOammunition standards (so any NATO standard 5.56ammo will work in the A2, thus it is interchangeablewith the SAW) and will also shoot the older M16A1ammo as well. The A2 made of tougher materialsthan the A1, and has a better cartridge ejector.

    As options, any M16 can be mounted with anundercarriage shotgun, the Cierner Ultimate12gauge, or an M203 40mm grenade launcher.

    Colt M4 CarbineThe Colt M4 is very similar to the M16A1, however, itis shorter and lighter. It also has a telescoping stockallowing for it to be shortened even more for addedmobility (making almost as small as some largeSMGs). Like the M16A1, the M4 can only fire insemi-auto or full auto modes.

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    H&K G11K2 / ACRThe H&K G11K2looks like a weaponright out of aHollywood sci-fi film,and rightfully so.The G11/ACR is a

    unique weapon, butmost unique of all is its caseless ammunition.Because it's special 4.92mm caseless ammo theG11K2 has a much higher rate of fire than ordinaryweapons, as there is no need for the extra stage toeject the spent shell. In fact, because it fires so fastin burst mode (firing all three in under half a second)with no recoil until just after all are fired, all threebullets will strike the exact same location on thetarget!

    The G11K2 has a unique loading system.The 45 round magazine is nearly as long as thebarrel, and is mounted above the barrel feeding

    backwards into the loading mechanism. Twoadditional 45 round magazines are located to eitherside of the center one allowing for easy access andquick change over.

    The G11K2 can theoretically fire at well over2000 rpm, and it does so on a 3-round burst.However, firing 40 rounds in one second at full autowould literally throw the gun out of the gunman'shands! So the rate of fire is purposefully lowered to15 rounds per second at full auto. It can stillcompletely empty one magazine in three seconds.

    The G11K2 differs from the prototype G11which used 4.7mm caseless ammo in a 50 round

    magazine, and the two are not compatible. The USversion is called the H&K ACR. Currently, theG11K2/ACR is not in active production, though thereare over a thousand units worldwide. Until a largeorder is placed, G11K2/ACRs are only available forspecial operations. In a futuristic setting in early tomid 21st century, they may be standard militaryissue. It should be noted that H&K is also developinga caseless support machining gun (the LSW) andcaseless pistol (the PDW) for use with the G11K2sammo.

    H&K G41 (and G41-TGS)The G41 type assault rifles isH&K attempt at surpassingthe M16. It fires 5.56mmrounds, and can mount nearlyany type of sight, and has anoptional suppressor. TheG41 can mount an Ultimate 12guage shotgun, andthe G41-TGS comes with an undercarriage M79grenade launcher. It is capable of semi-auto, burst,and full auto modes.

    H&K MSG90The MSG90 is a long range sniper rifle based on thesame technology as other H&K weapons. Thus, asexpected, the MSG90 is highly reliable and veryaccurate, but has a typically high H&K price tag toboot. It is a semi-automatic weapon with only a fiveround 7.62mm magazine, and comes with a bipodand its own

    custom-made12x scope(which can bereplaced withnearly any other sort of scope).

    AK-47 seriesAK-47s are one of the most common types of assaultrifles manufactured today. They are cheap, reliable,and extremely common; literally hundreds of weaponmanufactures in third-world and former-Soviet statenations churn out clones of this weapon every day.However, the AK-47 is antiquated, and certainly not

    compliant with NATO standard munitions, sights,silencers, or other accessories.

    Swiss SG 550 5.56mmThe SG 550 is a fairlynew assault rifle usedby the Swiss Army. Itsthirty-round magazineis translucent, allowingfor easy assessment of remained rounds available.This weapon was produced only for use by the Swiss

    Army and has not been made available to foreignnations. It is capable of semi-auto, burst, and full auto

    modes.

    Steyr AUG 5.56mm CarbineThe Austrianmanufactured AUGcarbine is an uniquelydesigned assault rifle,often depicted inmovies and on TV for its strange appearance. But itis very ergonomic and easy to use. The AUG is easyto assemble and disassemble, allowing for a varietyof configurations. It can be quickly rebuilt to suit bothright and left-handed users, incorporate nearly anytype of sight or silencer, and has a transparentmagazine. The barrel can be switched from a long,more accurate barrel (+1 WA), or a short compactbarrel (+0 WA). The weapon can fired semi-auto ona light trigger pull, but full auto (or burst) on a hardpull. Internally, the weapon can be set to fire a three-round burst orfully automatic, but notboth.

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    Shotguns

    Beretta 1201 12gaThe Beretta 12ga shotgunis one of the morecommon semi-automaticshotguns used for police

    work. Like all semi-auto shotguns, the 1201's rate offire is much higher than pump-action shotgun due tothe autoloading mechanism. It can hold up to sixshells.

    Beretta M3P 12gaThe M3P is a more powerfulcombat shotgun that can be fireas a pump-action or a semi-automatic. This weapon holdsfive 12ga shells in a magazine,and can be quickly reloaded. It has a fold-downstock to help absorb recoil when firing.

    Ciener Ultimate 12gaThe Ultimate 12 is designed to used with an M16,mounted on the undercarriage, for use in closecombat situation. It is, essentially, a modifiedRemington 870 pump-action shotgun, with 5 shells.

    Franchi SPAS-15The SPAS-15 is a military version of the older SPAS-12. It looks almost like a large assault rife, and canmount a variety of scopes and has a removable sixround magazine. The SPAS-15 also fires a specialtype of 12ga ammo that is more powerful thanstandard 12ga shells. These cost 3 times more, but

    gives the weapon its x2 range modifier. It can alsofire standard shotgun rounds as well, but the rangemodifier will only be x1.3.

    H&K CAWS 12gaThe H&K Close Assault Weapon System is one ofthe deadliest combat shotguns ever made. It is afully-automatic shotgun, but the selector switch onlyallows for semi-auto or burst of three. Thus, theCAWS can blast a literal cloud of death into a room,killing or maiming anyone within. The weapon isdesigned to compensate for as much recoil aspossible, and the well-padded stock helps quite a bit

    as well. Like the SPAS, the CAWS uses speciallybuilt 12ga ammunition. This ammo, available onlyfrom H&K, cost 3x as much as standard 12ga shells.

    Ithaca Model AThe Ithaca Model A is a powerful "break-open"double-barrel shotgun. This shotgun was often calledthe Burglar gun as it was designed in the early 1920sfor home defense, however it was more often that notused by criminals instead of against them. Due to itssmall size and short barrel, this gun is technically a

    pistol. Like most double-barreled shotguns, theIthaca Model A has two triggers, and both may bepulled at once.

    Pancor JackhammerWith an intimidating name, the Pancor Jackhammeris even more intimidating at close range. TheJackhammer is a rapid fire assault shotgun, capable

    of semi-auto or fully automatic fire! The Jackhammerdoes not have burst fire capability, but it can unloadnine rounds in less than three seconds. The gun islight weight for its size, made of durable plastic, fiberglass, and only a few metal components. Theweapon absorbs almost all of its recoil when firing,lessening what would be a catastrophic kickback toabout than that of an M16. The Jackhammer has arevolver-like ammo barrel in the back, which can bequickly ejected and replaced with a filled one.

    Remington 870The Remington 870 has been

    the most popular shotgunsince the 1950s. This pump-action shotgun is used bypolice, military, criminals, and sportsmen alike.Second only to handguns, the 870 is the mostcommon police weapon in America. Countlessversions exist, but all a basically functionally thesame. These guns can be purchased almostanywhere and are extremely reliable and accurate.

    Remington Double-BarrelThe Remingtondouble-barrel was

    one of the morenotorious shotguns. There were many differentmodels of this weapons produced during the 19thcentury, and used by extensively by Wild Westoutlaws such as Billy the Kid and Doc Holiday. Eventoday the double-barrel shotgun is an impressiveweapon, and though now used mostly for gamehunting and sporting, it can still be a very lethalweapon. The infamous "sawed-off" shotgun isusually a Remington double-barrel shotgun with thewooden stock and front six inches of barrel removed.The sawed off shotgun has a shorter range, but amuch great spread.

    Winchester 1300The Winchester 1300Defender is a sleek,ergonomic pump-actionshotgun. It has no stock, and is made of a blackstainless steel finish. The 1300 is a popular shotgunin movies, due to its modern design, whilemaintaining the romantic air of the "slow-motion"pump-action cinematography.

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    Machine Guns(Heavy Weapons)

    CIS .50 BrowningThe CIS .50 was designed to replaces the M2 seriesheavy machine guns. However, it is not as reliable orpowerful a weapon, though it is simpler tomanufacture, and is cheaper and lighter. The

    weapon must be feed from an ammunition belt.

    FNH M249 SAWThe Squad AutomaticWeapon is a 5.56mmlight machine gun,using NATO standard5.56mm ammo, so itis interchangeable with M16 ammo.

    Most often, the SAW is used as a light gunimplement, either of bunkers or on vehicles, but itmay be carried and fired like any machine gun rifle. Ituses 30 round M16 magazines, or can be fed from anammunition belt.

    FNH M240GThe M240G medium machine gun is a 7.62mm gundesigned to be mounted on tanks and light armoredvehicles. It may be used in emplacements, and couldalso be used with a tripod, but this in uncommon dueto the limitation of ammo portability.

    However, the weapon has three different firecontrol regulator mechanisms to alter its rate of fire.It takes one action to change this (it is not selectivefire by burst, like M16 and such) and the gunner maychose from 1, 3, 5, 9, 10, or 15 shots per one secondburst. It takes only 1 action to change to any setting.

    This weapon can be modified to be a man-portable machine gun (very good for backup firesupport). This includes a flash suppressor, laserscope, a stock, a pistol grip, and bipod. This adds 4kgs to the weight. Used in this way, the M240 has aWA of -2. This is due to the increased recoil whenfired by hand, unassisted by a tripod.

    FNH M2HB 0.50For taking out big things(such as APCs,helicopters, legions ofaliens) the M2HB is the

    right weapon for the job.This fully automatic air-cooled chain gun is justthe sort of thing for anti-vehicle, anti-aircraftoperations (and is quite effective at anti-personnel).It may be mounted on emplacements or vehicles, oron its heavy, custom tripod. The custom tripod(20kgs) is specially designed to support this weapon,and its is included with the package as shipped fromFN Herstal. It cannotbe fired hand held, unless youare a superhero (Min STR is 12).

    SACO M60E3The M60E3 7.62mm machine gun (which is beingphased out by the heavier, M240G medium machinegun) is a link-belt fed, tripod mounted machine gun.It can be fired hand held, however there is anadditional -2 penalty to hit (in addition to penaltiesfrom burst or auto fire).

    This particular model comes packaged with atripod (5kgs), so one does not need to be purchasedseparately. Though this weapon can fire up to 9rounds per second, it cannot maintain this for morethan 10 seconds straight. This is because theweapon will overheat, and have an automatic criticalfailure after this point. Therefore, it must be allowedto cool down after 4 Phases of sustained fire. Thiswill take two rounds (8 Phases). Do not fast cool theweapon (in cold water, etc.) as this will causecracking, and damage the weapon. Alternative, youmay fire one phase, wait one phase, and fire again(alternate firing every other phase) to help keep the

    temperature down.Other than that, it's a really good gun.

    Really. It is...

    GEC M134, 7.62mm MinigunLead. Lots of lead. That's the best way to describethis infamous weapon of awesome destruction. TheGeneral Electric 7.62mm, electric motor, six barreled,air-cool, spinning fury of death is one of the mostfeared and ridiculously overkilling weapons on thebattle field today.

    The minigun is only practical when mountedon and installations, tanks, gunships, aircraft, or

    ships. It is, unfortunately, a rather silly weapon tohaul into a firefight (despite what Hollywood thinks).Miniguns are big, heavy, cumbersome monsters, andwhen they fire, you do notwant to be holding on to it.You must have an STR of 10+ to handle the M134unaided, and you still suffer a -2 penalty (otherwise,the penalty is equal to your STR - 10). Even then,the recoil will thrown the gunner so much off balancethat he may suffer knockback and possible damage.When fired by hand, treat the effect as a 6DC+1D6knockback, vs. the gunmans' BOD. If 6DC+1D6exceeds his BOD, use normal knockback rules, andhe suffer STUN damage equal to the differencebetween the two. For example, Munchkinman (STR5, BOD 7) heaves over an M134 and lets loose. Heis at a -5 penalty to hit (STR 5 minus 10 = -5). Forknockback, he must also roll 1D6 and add it to 6(6DC+1D6). If his total is 10 he will be knocked back1.5 meters and take 3DC of STUN damage. Ouch!

    This gun should ONLY be fired from avehicle mount or tripod (it comes with a 20 kg heavytripod). Because the minigun is also electricallypowered, it must either have a gas-poweredgenerator, battery, or some other source of

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    continuous energy to keep it firing. It may bepowered off a vehicle's electrical system, or a man-portable gasoline generator. The generator runs on astandard gas/oil mix, and can run for 1 hour ofconstant use (and sounds like a lawnmower). Itmasses 30kgs and costs $350 (actual output is 110volts at 4 amps, or 440 watts per second). Numerousbatteries are also available, but the must supply 110

    volts (or 440 watts per second). A heavy electricbattery can also be used weights about 10 kgs, butonly lasts 10 minutes and costs about $200. It canbe recharged in six hours. The more advancedsuper-conductive hydrogen fuel cell (seeexperimental weapons) can also be used (at a rate of0.5 kws per burst).

    Lots of ammo must also be lugged around.Normally, this is in a big metal box (50kgs, 5000rounds) and is chain feed into the gun. Often, twopeople are required to handle this weapon when it isused as a man-portable gun (that is, with a heavytripod). This gun is so big and mechanical that

    regular mechanic maintenance must be performed orelse the weapon will break down on the next mission.

    GEC M214, 5.56mm MinigunThe GEC M214 is a smaller, more manageableminigun, and has been adapted for man-portableuse. However, its most common roll is still that of atripod or vehicle mounted heavy machinegun.Nevertheless, gun-fans everywhere will recognizethis gun as being the one used in the moviesPredatorand Terminator 2.

    Like the M134, the M214 comes with a heavytripod or vehicle mounting assembly, and functionvery similar to its larger cousin, requiring loads ofammo and a constant supply of energy (though

    somewhat less). However, of notable interest is theman-portable "Arnold" retrofit of this gun, if you reallywant to lug it around like the Terminator.

    The "Arnold" version is considerably rare, itactually has to be special ordered or reworked in agunsmith shop. This version has a grip and handle inthe back, set upside-down like a joystick, with thefiring trigger and RoF select position under the indexfinger and thumb, respectively. About midway down,

    just above the electric motor, is a padded steel bar,which you must grip to hold and control the weapon.

    Often a sling or harness is used to support theweapon over the shoulders. This setup comes with abackpack that holds a nickel-cadmium battery and600 rounds of belt ammo (good for about 20 secondsof continuous fire). The battery will last throughabout six thousand firings (or 10 belt reloads). Theentire backpack itself weights 40kgs, and the gunweights 28kgs, so this is not for the faint of heart (or

    faint of bones).Even with all that the gunman suffers a -2

    penalty due to the massive recoil (otherwise, thepenalty is equal to your STR - 8). Furthermore, hemay suffer from knockback and possible damage.When fired as such, treat the effect as a 2DC+1D6knockback, vs. the gunmans' BOD. If 2DC+1D6exceeds his BOD, use normal knockback rules, andhe suffer STUN damage equal to the differencebetween the two. For example, Munchkinman (STR5, BOD 7) is packing an M214 "Arnold" and letsloose. He is has a -3 penalty to hit (STR 5 minus 8 =-3). For knockback, he must he must roll 1D6 and

    add it to 2 (2DC+1D6). If his totals is 8, he will beknocked down and take 1DC of STUN damage.

    Really Big Guns

    ACL-APX 80mmThe ACL-APX is a shoulder launched two stagerecoilless cannon. Like the Miniman and RCL, the

    ACL projectile is launched by an explosive chargewhich vents through the back port while sending its80mm warhead toward the target. Once launched,the projectile's second stage kicks in, firing a solid-fuel rocket blasting the warhead to nearly 500 meters

    per second (or 700mph). The warhead is armorpiercing and primarily design for use against tanksand APCs. It is a single shot dumb-fire missile, but itcan be reloaded in 10 Phases (30 seconds). Anyonestanding directly behind the launcher takes 8DCdamage from the blast (-2 DC per meter back). Each80mm round cost 20 OP ($2000). It weighs 4.2 kgs.

    Miniman DisposableThe Miniman is a cheap, disposable recoilless anti-armor weapon. Designed by the Swiss, this weaponis used for short-range general purpose destructionagainst anything from tanks, to APCs, to bunkers.

    The 80mm HEAT round (High Explosive Anti-Tank)can penetrate up to 10 inches of steel (less againstmore advanced armor, such as that of an M1A1tank), and explode with massively destructive force.The launcher, projectile, and propellant comeprepackaged as one unit. After firing, the launcher isdiscarded and cannot be reused. It comes with itsown sighting device, and cannot be easily modified.

    Anyone standing directly behind the launcher takes8DC damage from the blast (-2 DC per meter back).It weighs only 2.9 kgs.

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    RCL 84mm ReusableThe Carl-Gusaf 84mm RCL is another Swissrecoilless gun which fires HEAT rounds very similarto that of the Miniman. However, it is far moreadvanced. The RCL is reusable, and can bereloaded in 8 Phases (24 seconds). Furthermore, thebarrel is rifled (adding to accuracy), and has a

    telescopic scope. Anyone standing directly behindthe launcher takes 8DC damage from the blast (-2DC per meter back). ). Each 84mm round cost 12OP ($1200). The weapon weights 4kgs.

    M136/AT-4 Light Anti-Armor WeaponThe M136 is a disposable rocket very similar to theM72. It can fire a single high-explosive, shapedcharged HEAT warhead rocket at 300 meters persecond, and can penetrate up to 400 mm of steel. Itis disposable and must be discarded after firing.

    M72A2 66mm LAW

    The M72A2 Light Anti-tank weapon is a disposablemissile launcher used by the United States. It is keptcollapsed for easy storage (such as in a backpack orvehicle), and is telescoped out and locked intoposition before being fired. Like other such weapons,the M72 is launched from the shoulder. It fires ashaped charged HEAT rocket and the launcher mustbe discarded after use. It weights only 2.4 kgs.

    M47 DragonThe M47 disposable rocket launcher is an advancedman-portable armor-buster. It consist of three majorparts: the M47 Dragon missile, the disposable

    launching tube, and the optical guidance andtargeting unit. The M47 is fired from the shoulder,and the gunman must aim through the large opticaltracking scope. When the missile is launched, thegunman can continue to guild the rocket using asmall control lever on the optics scope, when remainsin contact with the rocket via an infrared single. Asthe range is 700 meters, the time in flight under threeseconds, during which time the gunman can steer themissile on toward its target. In effect, this eliminatesall range penalties. Even though the launch tube isdisposable, the optical tracking unit is not, and shouldbe retained to attach on subsequent M47s. Totalcost is 30 CP without the optical tracking scope. AnM47 tracking scope cost an additional 10CP.

    M79 40mmThe M79 is thegrenade launcherused on M16s of theVietnam era. Theyare still common throughout the world, and manyolder M16s still have this attachment. M79s come asa "shotgun-like" weapon with a wooden stock and

    ironsight, and is reloaded by breaking it open muchlike a shotgun (it holds only one 40mm round). It canbe used as a single weapon, or disassembled andreassembled as an attachment on an M16, orsimilarly compatible assault rifle, such as the H&KM41. It can fire most any standard 40mm grenade.In the US Army, the M79 is being replaced by thenewer M203.

    M203 40mm Grenade LauncherThe M203 is designed tobe used with an M16(mounted on theundercarriage), but it canbe modified to fit other rifles (such as the M41). Itwas designed to replace the older M79 of theVietnam War. Unlike the M79, however, the M203cannot be used as an independent grenade launcher.It must be attached to an M16. It is very much likethe M79 in function, and holds one 40mm round.

    This pump action launcher fires 40mmgrenades -- HEDP, HEAA, smoke, flare, or gas. Thegrenades are normally set for "flight-range arming" ora simple timer (see grenade description).

    MK-19 40mm Machine GunA fully automatic 40mmgrenade launcher. Thekey here is, it doesn't firebullets, it fires grenades.Oh, what fun! A fullyautomatic disintegrating

    chain feed grenadelauncher with a cyclicrate of nearly 360 rounds per minute! So what doesthe MK stand for? In this case, it must be MaximumKill, for this weapon can unleash an ungodly amountof destruction. It can fire 40mm grenade, but theymust be of a specially type specific for the MK-19.They grenades come in HEDP or HEAA form, bustcost x1.2 more. There could be special orderedbuckshot or flchette grenades as well.

    The MK-19 is belt feed and barely man-portable. You cannot fire it hand held, at all, I don'tcare how big or crazy your are. It would just ripyou're arms clean off (okay, at STR 15+ you can doit). It is normally mounted on a vehicle, such as atank or APC, but comes with a heavy tripod for useon the field of battle. Typically, one person will carrythe disassemble MK-19 to a bunker or installation,while another person will carry the ammo. It can beassembled and setup in under two minutes. A typicalammo chain consists of 20 to 60 rounds. A chain willweigh about 6kgs per 20 rounds (so a 60 round chainwill weigh 18kgs).

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    SSG-36 20mmThe SSG36 is anolder gun, but stillvery powerful. Itfires 20mm steel-core armor-piecingrounds at over 750 m/s (nearly a 1000mph). The gunwas designed to be fired with the gunman lying down,

    his shoulder against the padded stock, and lookingdown the scoping site. Because 20mm anti-tankweapons are no longer effective against moderntanks there have been no such guns built since the1930s. However, there are occasions when such agun might be useful. This weapon can be improvedwith the addition of modern scopes, fine tuning, and"overhauling" the internal machinery. Each 20mmbullet must be special ordered from surpluswarehouses in Switzerland (the company whichmade it, Oerlikon, no longer exists).

    40mm Grenades

    40mm GrenadesThese are the type of grenade you launch from anM79 or M203 (or other 40mm launcher). Most can beset for "flight-range arming" or put on a timer. Onflight-range arming, the grenade will arm itself afterflying a certain distance (normally, 10 metersminimum, but this can be lowered or increased) thenarm itself to detonate on impact. Should the firerblast the grenade into a nearby object by accident, itwill (hopefully) not go off. However, the range couldbe reset to zero, thus eliminating this safety (its amanual dial on the grenade). For a timer setting the

    gunner must set each grenade to detonate a certainnumber of seconds after being fired, normally five toten seconds. Most flares are set a timer, detonatingafter 5 seconds (at their peak altitude).

    There are many different types of 40mmgrenades available.

    HEDP 40mmHigh Explosive Dual Purpose grenade is simply astandard anti-personal explosive grenade. It createsa big bang and lots of shrapnel. It is not ArmorPiercing, but does do a lot of damage. On explosion,the HEPD 40mm grenade does 8DC of damage, and

    as an area of effect of 8m (using Area Effect rules). Itcosts 1 CP and weighs 0.3 kgs.

    HEAA 40mmLike the HEDP, but designed for maximum armorpenetration. The High Explosive Anti-Armor 40mmgrenade inflicts 8DC damage, and is Armor Piercingagainst all armor. It has a forward focused areaeffect of 8 meters, using Focused Area Effect rules.It costs 1.5 CP and weighs 0.3 kgs.

    SmokeThis is a grenade which sprays a field of quicklyexpanding, line-of-sight obscuring could of coloredsmoke (many colors are available). In the firstsecond after activation, it covers a one meter radius.It will expand at one meter per Phase (3 seconds)after that, up to a radius of six meters . All objects inthis area, or attempting to look through it, have fully

    visual penalties for smoke. It can cause 4DC damageif it directly impacts something. A smoke grenadecosts 0.50 CP and weighs 0.2kgs.

    FlareThe flare grenades are used as a signaling device, orto illuminate darkened areas. It will explode shortlyafter being launched, creating enough light toilluminate the field of battle with "moon-bright" light.The more flares active the more light will beavailable. Each flare will last just 20 seconds (5Phases). The phosphorous/magnesium compoundcan cause damage if it directly impacts something(4DC impact damage, plus 1DC burning damage for5 Phase, unless removed). Flares come in a varietyof colors. A flare costs 0.3 CP and weighs 0.2 kgs.

    Buckshot GrenadesTurn your M79 into one honking-hugeshotgun! When the buckshot grenadeis fired, it blasts for 26 quarter-inch ballbarings capable of massive destruction.With the buckshot grenade, treat theweapon as a 12DC shotgun with ax0.75 range modifier an a +1 to-hit bonus. Eachround cost 0.20 CP and weights 0.2kgs.

    Flchette GrenadesAnother shotgun adaptation, theflchette grenade, turns you grenadelauncher into a meat-grinder. Whenfired, 50 armor-piercing needle-like dartswill tear out from the barrel, turning anynear-by targets into hamburger. Whenused, treat the grenade launcher as a8DC shotgun with a range modifier ofx1.5 and a +1 to-hit bonus. This attackis considered to be Armor Piercing against Soft andMedium armor. It is, however, expensive, due to therarity of the ammunition. Each round cost 1.5 CP andweighs 0.2 kgs.

    .22 Adapter GrenadeSimilar in many respects to thebuckshot and flchette grenades, the.22 Adapter Grenade is anexperimental device that can be usedto fit a charge holding eighteen .22caliber bullets into a grenade launcher.Needless to say, this is incrediblydestructive. Unlike the flechettes used

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    in the flchette grenade, the .22 ammo is very easyto come by. Even so, the weapon should be treatedas a 10DC shotgun with a range modifier of x2.0 anda +1 to-hit modifier. Each round cost 0.5 CP andweighs 0.2 kgs.

    Hand Grenades

    US M68 Fragmentation GrenadeThe M68 is an advanced hand grenade now used bythe US Armed Forces. It is smaller and lighter thanthe MK2, but arguably as just powerful. It is shapedsomewhat like a lightbulb, with the pin and clip at thetop. When the pin is pulled and clip removed (bythrowing it), the grenade will arm itself after twoseconds. On impact it will detonate, exploding andshowering the area of red-hot shrapnel. Alternatively,the grenade can be set to a timed delay betweenthree and seven seconds (one or two Phases), withor without the impact detonator active.

    US MK2 Fragmentation GrenadeThis is the hand grenade popularized by WWII andthe Vietnam War. Also know as the "pineapple"grenade for its distinctive iron shell which consists offorty fragmentation blocks. This grenade acts on athree to seven second fuse and an create a deadlyamount of shrapnel. Most people are not killed bythe explosion of the MK2, but the fragmentationcreated by its pineapple shell.

    Smoke GrenadeFunctionally the same as the 40mm smoke grenade.

    Flare GrenadeFunctionally the same as the 40mm flare grenade.

    Pipe BombA pipe bomb is an extremely simple, but deadlyhome-made bomb. It consists of a lead or iron pipe(about six to ten inches long), threaded at both ends.The pipe is filled with an explosive compound andend caps are screwed on to seal it (one cap musthave a hole for the fuse). The bomb is then simply litand thrown. Do not try this at home.

    Nail Bomb

    A nail bomb is essentially the same as a pipe bomb,but with nails taped around the pipe, or attached bycoils of wound wire. Obviously, the nail bombcreates far more deadly shrapnel than a plain vanillapipe bomb. It is armor piercing against Soft armor.

    Molotov CocktailA Molotov Cocktail is simple homemade firebomb inwhich a volatile or flammable liquid (such asgasoline, kerosene, methyl alcohol, etc.) is pouredinto a glass container (such as a bear or wire bottle).

    A cloth fuse, usually soaked in gasoline, is then fittedtightly into the top of the bottle. Just light, throw, andrun. On impact the firebomb explodes and splattersburning gasoline all over the area. In essence, aMolotov Cocktail explodes for 3DC damage with anarea effect of 3 meters. Everything in that area alsocatches fire. It will burn as a 3DC fire until its isextinguished, but could also spread if on a flammable

    surface.

    Experimental Weapon SystemsEver since there was war, there were people

    who were seeking an edge in war. That is still truetoday. But now that the Cold War is over, many thinkthat super-high-tech, ultra-sophisticated weaponry isunnecessary, and such programs as StrategicDefense Initiative are not nothing more than afootnote in history. Others believe that suchweapons are necessary, especially in a limited warworld.

    All of these technologies are experimental.They can onlybe found in labs (not MIT, mind you, Imean secret research bases, like Area 51 or heavilyguarded military compounds). A character can onlyget one under the following conditions: 1) He steals itby breaking into the compound or "mugging" thesoldier who has it on the battlefield, 2) he convincesthe President or some general that he needs one,and that he's fighting to save the Earth (good luck...),or 3) the GM finds some other way to get it into hishands.

    It must also be noted that none of thesetechnologies are actually real. They are listed here tohelp transition Atomik WAR to a near-future (or far

    future) campaign setting, and give GMs of suchcampaigns an idea of what might be available.

    Power (fictional)Many of these weapons are actually energy

    based. So, several forms of power are necessary.Most are heavy, bulky, and provide only a few shotsbefore they are drained.

    The high capacitor hip pack has 100kilowatts of stored power, cost 5 OP, and weights 10kgs.

    The high capacitor backpack has 1000kilowatts of stored power, costs 30 OP, and weights

    35 kgs.The super-conductive hydrogen fuel cell hip

    pack has 1800 kilowatts of stored power, butrecharges itself at 1 kilowatt per second, so long asyou provide it with a bit of water. Costs 500 OP, andweights 12 kgs.

    The super-conductive hydrogen fuel cellbackpack has 8600 kilowatts of stored power, butrecharges itself at 1 kilowatt per second, so long asyou provide it with a bit of water. Costs 2500 OP, andweights 40 kgs.

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    Blinding Laser (fictional)This weapon is under heavy fire from the UN ethicscommittees on the fact that such a debilitatingweapon could have a terribly traumatic impact on anysoldier inflicted by its effects. This weapon does notkill, which is a 'pro' by the standard of "the best warshave no casualties" but the big 'con' is that it causes

    permanent blindness.Yes, permanent.The blinding laser is a small, rifle-like device

    that is plugged into one of the man-portable powersources listed above (or a small 5 shot battery pack).When fired, the red beam is swept across the face ofthe attacker in an attempt to hit his eyes (-8 to hit). Ifit's a hit, he is permanently blinded. If it's a miss,nothing happens at all. The beam drains 10 kws pershot (that is, per second).

    X-Laser (aka the Akira Laser) (fictional)Now here's one idea: shoot small holes in people that

    seal and cauterize themselves instantly, thuspreventing grievous injury. That is the idea behindsurgical lasers.

    Here's another idea: shoot a high energybeam of x-ray energy that slices through flesh,muscles, bones, and organs, causing devastatinglyfatal injury. That is the idea behind an effectivecombat laser weapon.

    The X-laser gun (or Akira Laser) fires acoherent beam of light that spans the spectrum fromblue to x-ray (thus appearing as a bright blue beam),and the beam is powerful enough to melt a holethough steel in seconds. Upon striking flesh, it burns

    a hole about one mm in diameter. However, the blastis so hot it can cause massive third or fourth degreeburns to occur in a patch approximately three inchesin diameters, straight through the body. This isnormally fatal.

    The X-laser uses a great deal of power, halfa megawatt per DC of damage, but it has an AP of 2against Soft and Medium modern day armor (but notHard armor). Nevertheless, when linked to a super-conductive fuel cell, the X-laser can turn out somemassive damage.

    Each DC of damage uses nearly 200kws.Linked to a super-conductive hip pack, 10 DC isavailable. This may be fired all at once, or in pieces(one shot of 3DC, then one shot of 5DC, and so on).Hooked to a backpack, it has 43 DC, or 3 Kills, at itsdisposal!

    The X-laser also acts as its own laser sight.With a light squeeze on the trigger, the gun projectinga very low powered laser for aiming purposes. Thisgives an additional +1 bonus when aiming.Squeezing the trigger tighter will fire the weapon atwhatever power level the gunman selected.

    28mm Mini-Launcher (fictional)The mini-launcher is a terribly destructive weapon,and really has no place in a limited war environment.But for some reason, the US government isdeveloping it. Basically, this weapon is a 36mmmicro-rocket launcher. It looks like a combatshotgun, only a bit larger, and has a fairly big ammodrum just in front of the grip. The drum holds 20

    armor-piercing explosive (APX) rockets. The gun canfire these semi-automatically, or in bursts of three.The ignition blast is vented out the back of the gun(the weapon is designed such that the stock rests notagainst the shoulder, but under the armpit, so theblast is vented safely out of harms way). A drum of20 APX rockets costs 50 CP.

    XMP-52 PDW Machine Pistol (fictional)The XMP-52 Personal Defense Weapon is simply apistol-sized, fully automatic weapon. It is similar to aBarrette 93 or Glock 18, but can fire like an M16. Ithas three settings, semi-auto, to fire like any ordinary

    pistol, burst of three, or full auto. On fully auto it hasa cyclic rate of 600 rpm!

    This weapon is also fully electronic. Theswitches and trigger are not mechanical, but digital.There is a digital display on the top of the gun thathas a counter for ammo expenditure. On the back ofthe gun is a computer interface plug. Through this,diagnostic equipment can be connected to easilycheck for problems (an it may have a Smart-Linkinterface). It fires 4.92mm caseless bullets (likethose of the G11K2), and its comes with either a 20round or 30 round magazine (no larger than a Glockmagazine).

    TCR-12 4.92mm Tactical Combat Rifle (fictional)The TCR-12 (pronounced Tak'er 12) is an advancedmilitary assault rifle, the 21st century equivalent ofthe M16. It is fully automatic, and can fire semi-automatically or in short bursts. Like other advancedslug-throwers, the TCR-12 fires 4.92mm caselessrounds, like those of the G11K2. It has a maximumcyclic rate of 1600rpm, but this can be set to anylower value as the gunman desires.

    Like the XMP-52, the TCR-12 is fullyelectronic. The trigger and switches are all digital asis the ammo counter display. On the back of the gunis a computer interface plug. Through this, diagnosticequipment can be connected to easily check forproblems, and for interfacing with computerizedoptical scoping devices and image enhancers (and itmay have a Smart-Link interface). The TCR-12comes with a digital image enhancer scope (DIES)which gives a +2 bonus when aiming.

    The gun can be set between semi-auto,burst, and full auto using a selector switch. Asmentioned, the TCR-12s burst and full auto rates offire can be set to anything under 1600rpm using a

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    small dial on the side. Burst can be set to fire 3, 4, 6,or 8 rounds with one trigger pull. Full auto (RoFmode F) can be set to fire 10, 12, 16, or 20 rounds

    per second. Thus, firing for a fully 3-second Phase(RoF mode E) multiplies these values by 3. So, onsetting 1 the gun will fire a 3 round burst or 10 roundsat Full auto, or 30 rounds Extreme (3/3/10/30). Onsetting 3 the gun will fire 3/6/16/48. At max this

    weapon can fire 3/8/20/60.

    HELAR XRC-1 3.2mm Railgun (fictional)The 3.2mm XRC-1 Railgun, as known as the HELAR(High Energy Liner Accelerated Railgun) is a cuttingedge man-portable armor-buster. Nothing short ofthe backpack super-conductive hydrogen fuel cell(8600 KW) can hope to power this gun (you cangetoff one shot with the hip pack). The gun is fairly largeand heavy, and contains within two super-cooledsuper-conductive electromagnetic rails whichgenerate a powerful field to accelerate a single3.2x90mm tungsten-ferrite needle to nearly 6000m/s

    (over six times the speed of sound). Unfortunately,each shot requires a tremendous mount of energy(nearly 1.8 megawatts), and it takes about 3 seconds(1 Phase) for it to charage up for each shot (soundslike a high pitched electric whine). Even with thebackpack super-conductive hydrogen fuel cell it canonly get five shots. The gun can carry a magazine ofup to 100 rounds, but due to limited energy a 5 roundmagazine is more practical. The Railgun is armorpiercing.

    AmmunitionThere are several different types of

    ammunitions available. Below is a listing anddescription of these types of ammunition.

    JacketedJacketed bullets are the standard ammunition usedfor most small arms and rifles today. They are simplelead bullets jacketed in a thin layer of machinepressed copper or steel, inside a cartridge. Theseare mass produced, extremely common, and verycheep. With standard bullets there are no modifiersfor damage, WA, or range.

    Hollow Point

    Hollow points are the second most common type ofammunition. Hollow points are semi-jacketed, that isto say, metal jacketed with the front half exposed.The tip of the bullet is concave, giving it a "hollowpoint". When a hollow point enters the body at a highspeed, its hollow tip has the effect of being a "scoop"so to speak, and tends to shovel out one's innards.Furthermore, this bullet is an "expander" meaning itwill squash out and mushroom, causing devastatingtrauma. In effect, any damage thatpenetrates armorand hits flesh does x1.5 damage. No bonus to

    damage against armor or no-living material. Cost isalso x1.5.

    Armor-PiercingThis is your typical armor piercing bullet, or alsocalled cop-killers. This type of bullet contains within adense tungsten core, usually encased in a steel

    jacketed lead bullet. This gives the bullet much

    greater mass, and penetrative power (as the tungstencore is usually pointed like a dart). On impact witharmor, the steel jacketed bullet will deform and breakapart, but the tungsten core will punch through,entering the body and inflicting damage. Damage tothe body is less than that of standard bullets, as thetungsten round does not deform and often punchesright through, transferring only a fraction of its energyto the target. This type of bullet is Armor Piercingagainst all armor, but any damage which penetratesand hits flesh does only half damage. Damage toarmor and hard targets is not modified. Cost is x2.

    Rhino (AET rounds)The Accelerated Energy Transfer bullet, knick-namedthe Rhino, is a deadly compromise between hollowpoint and steal jacketed bullets. How so, you mightask. The two appear to be mutually exclusive. True,but there is one nasty little trick that can be done.Lead is soft, steel is hard. Rhinos are, for the mostpart, steel (or copper) jacketed lead bullets, but havea tungsten tipped penetrator. Upon striking hardarmor, this penetrator will assist in puncturing thearmor, but at the same time, it will be forcedbackwards into the softer, lead body of the bullet.This will cause the bullet to deform as it passes

    through the armor, and turn into a massive leadpancake, which tends to ravage flesh just as a hollowpoint would. In effect, this weapon is Armor Piercingagainst Soft and Medium armor, and any penetrateddamage is normal (instead of halved). Cost is x3.

    Breaker (Glaser rounds)An interesting idea, but not really worth the cost,breakers are bullets that break apart on impact, andscatter deadly fragments through the body. Thisdelivers almost all of the round's kinetic force to thetarget, and makes it nearly impossible to remove allthe fragments. However, breakers may not alwayswork correctly. Sometimes they may go offprematurely, or might not break apart at all. For allpractical purposes, breakers will act as normalbullets. If more then 50% of the rolled damagepenetrates, the bullet will fragment. If "lodged inbody" is successfully rolled (see chapter 7) the bulletwill explode inside the body (if not, it failed to do so).If the subject survives to seek medial attention, hehas a 50% chance of dying due to complications.Breakers cost x5.

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    Rubber BulletsRubber bullets were developed as a crowd controland anti-riot weapon. They are essentially under-powered munitions (pistol or rifle) with a rubber bulletinstead of a lead or metal round. They do a lot lessdamage (Stun damage instead of Killing damage),but even so, a rubber bullet can still kill. Remember,if a person takes 20 Stun damage, he also takes 4 Hit

    as well (1 Hit per 5 Stun).

    Subsonic BulletsSubsonic bullets that have less propellant thatstandard bullets. Usually, the propellant is measuredto give the bullet just enough kick to fly slightly underthe sound barrier, thus they do not create thesupersonic "lighting-crack" common to most bullets.They do less damage (-1 DC), but adds a +5 penaltyto any attempt to detect gunfire. Subsonic bullets areoften used in conjunction with a silenced weapon.

    12guage Buckshot12guage buckshot shells can be had at any hunting

    store, and even some department stores (So shopsmart... Shop S-Mart!). A buckshot shell containsbetween 8 to 16 lead pellets and can deliver adevastating blast a close range. Over a distance,buckshot quickly loses its energy, but spreads outover a wide area (as per standard Shotgun rules).

    12guage BirdshotMore common and easy to come by than buckshotare birdshot rounds. A birdshot shell consists ofmany tiny BB-sized lead balls. At close range, thiscan be just as deadly as buckshot, but at longerranges birshot quickly loses its punch, more so eventhan buckshot.

    12guage Slug (Ball)A slug is a sold lead projectile inside a shotgun shell.This projectile acts as a normal bullet, delivering thefull listed damage at any rage (up to the max range ofthe weapon). However, slugs are somewhatunstable, and can miss the target altogether. Slugsare not terribly effective against hard-target (seebelow), but can turn a man inside literally inside out.

    12guage Slug (Steel Penetrator)This is a machined steel slug, shaped like a verylarge Browning round, which is capable ofpenetrating a quarter inch of solid steel. It is

    extremely effective against armor and soft-targetsalike. It has a stable trajectory and is vastimprovement over the ball slug (above). The SteelPenetrator round is Armor Piercing against allarmor,and does a substantial amount of damage. However,its cost is x3 that of standard shotgun ammo!

    12guage IncendiaryThe incendiary slug is a steel jacketed slug (tubularshaped) which contains phosphorous, magnesium,and other burning compounds. Upon firing, these

    compounds are ignited, and the round quicklybecomes extremely hot. On impact, it bursts into asearing chemical fire, inflicting not only impactdamage, but fire damage as well. The incendiary firewill continue to do 3DC damage to the target untilremoved, or when it burns out after 15 seconds (3Phases). Incendiary rounds cost x5 normal.

    12guage Slap JackThe Slap Jack shotgun round is a nylon bag filledwith sand or other fine powder, which on impact doesminimal damage to the target. It is basicallydesigned to stun, frighten, or temporarily impair thetarget. It can kill if used improperly, and is extremelypainful, capable of leaving a severe bruise or evenbreak a bone if it hits just right. Slap Jacks do thelisted damage, but it is only Stunning.

    12guage FlchetteFlchette shells are similar to buckshot shells, butinstead of containing lead balls, they contain about

    30 to 40 tungsten-steel darts! Flchettes typically doless damage than sold bullets (-2 DC), however, theyare armor piercing against Soft armor. Flechettesalso have double the range of buckshot (x2 on top ofthe shotgun's range modifier). Otherwise, they act asper the Shotgun rules.

    12guage GrenadeThis is a grenade for a shotgun. It is much smallerthan a 40mm grenade, and looks just like a full metalshotgun shell. The round is in fact a miniaturegrenade with an impact detonator, and can deliver adeadly explosion, of a magnitude comparable to that

    of a typical 40mm grenade. On impact, a 12guageGrenade will deliver an 8DC explosion with an areaeffect out to 8 meters.

    Weapons Accessories

    Barrel ExtensionMany guns can have an attachable barrel extension,even a pistol. However, heavy weapons, such asmachineguns, rocket launchers, and so