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WEAPONS BEN BLACK PAGE 151

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Page 1: RE Weapons

WEAPONS

BEN BLACK PAGE 151

Page 2: RE Weapons

HANDGUNS:9MM M92F BERETTA.

The standard sidearm of the S.T.A.R.S., the M92F is a reliable piece of kit, though really is no match for any of the more powerful creations of Umbrella. Firing 9mm rounds, this weapon can use a variety of bullet types, from standard and armour piercing to hollow points and enhanced rounds, and can hold up to fifteen rounds in a clip. Available on the streets for an extremely low price, the renegade S.T.A.R.S. team is still able to acquire numerous pieces from less legal sources.

RANGE 3/10/20/60/120DAMAGE D6 X 4 (12)CAPACITY 15 ROUNDS PER CLIPEV 1/1COST $500AVAILABILITY COMMON

“SAMURAI EDGE” CUSTOM M92F BERETTA.

An enhancement on the standard design of the M92F, the Samurai Edge was the brainchild of Barry Burton, and he had a few models made by Kendo Gunsmiths before the whole Raccoon incident. The front of the barrel has been extended slightly, increasing stability and enabling the gun to be fired in rapid succession. This allows three shots to be fired without any penalty being incurred. Because the design for this was lost in the destruction of Raccoon, the weapon is hard to come by, and Barry may be the only one who actually has one.

RANGE 5/15/52/70/150DAMAGE D6 X 4 (12) +2CAPACITY 15 ROUNDS PER CLIPEV 1/1COST $1000AVAILABILITY RARE

H&K VP80

The VP80 made by German company Heckler and Koch can hold an astounding 18 rounds in it’s clip, though offers no more stopping power than a normal 9MM pistol. Leon’s preferred weapon of choice, this weapon has the ability to be upgraded to an automatic version, able to fire in three-round bursts.

RANGE 3/10/20/60/120DAMAGE D6 X 4 (12)BEN BLACK PAGE 152

Page 3: RE Weapons

CAPACITY 18 ROUNDS PER CLIPEV 1/1COST $1000AVAILABILITY COMMON

H&K VP80 (UPGRADED).

Able to fire in short three-round bursts, this version of the VP80 weighs slightly more and is slightly bulkier due to the additional stock that offers support to the user, which makes it harder to conceal.

RANGE 5/12/16/65/130DAMAGE D6 X 4 (12) + 1CAPACITY 18 ROUNDS PER CLIPEV 2/1COST $1200AVAILABILITY UNCOMMON

BROWNING HP

Often used by Raccoon Police as a back-up weapon, the Browning HP offers reliability, though is often shunned in favour of the Beretta or VP80 because of its small clip capacity. Many superstitious officers who feel a weapon shouldn’t have thirteen as a maximum capacity also reject it.

RANGE 3/10/20/60/120DAMAGE D6 X 4 (12)CAPACITY 13 ROUNDS PER CLIPEV 1/1COST $800AVAILABILITY UNCOMMON COLT S.A.A.

An old modified Colt revolver, the S.A.A., while only holding 6 rounds, can be fired as quickly as it can be slapped. In a similar manner to the guns used in the Wild West, the trigger can be pulled back, and the hammer slapped repeatedly until the chamber is dead. This weapon can be “fanned”.

RANGE 1/5/10/30/60DAMAGE D6 X 3 (9)CAPACITY 6 ROUNDS PER CHAMBEREV 1/1COST $800AVAILABILITY COMMON

ST1 EAGLE 6.0 PISTOL

BEN BLACK PAGE 153

Page 4: RE Weapons

A weapon designed for target and competition shooting, the ST1 Eagle comes equipped with a scope as standard, which greatly enhances the accuracy of this weapon. It can not use the Enhanced Rounds that skilled gunsmiths can create, though hollow points and armour piercing can. When using this weapon, a +2 bonus can be given to a targeting task.

RANGE 6/20/30/120/180DAMAGE D6 X 5 (15) + 1CAPACITY 15 ROUNDS PER CLIPEV 1/1COST $900AVAILABILITY UNCOMMON M93R BERETTA

The M93R is a step up from the M92F, or a step down, depending on how you view machine pistols. Encased in the body of a standard beretta, this weapon can fire in bursts or on full auto, and comes equipped with a moveable grip just beneath the muzzle, allowing for stability in firing and targeting. If this grip is used, then a +1 bonus can be granted for a targeting task.

RANGE 5/15/30/75/130DAMAGE D6 X 4 (12) +1CAPACITY 20 ROUNDS PER CLIPEV 1/1COST $1800AVAILABILITY UNCOMMON GLOCK 17

Constructed primarily of plastic polymers and porcelain, the Glock 17 is a weapon favoured amongst terrorists and law enforcement agencies alike. Also available with a longer barrel (the Glock 17L), this is sturdy and reliable weapon.

RANGE 3/10/20/60/120DAMAGE D6 X 4 (12)CAPACITY 17 ROUNDS PER CLIPEV 1/1COST $600AVAILABILITY COMMON LUGER

A 9mm pistol used by the Germans in the war, the Luger is little more than a magazine and a barrel stuck together, and not much to look at in comparison to other weapons. Its looks should not be deceiving, however, as it is just as deadly, and far easier to conceal than many modern weapons.

RANGE 3/10/20/60/120

BEN BLACK PAGE 154

Page 5: RE Weapons

DAMAGE D6 X 4 (12)CAPACITY 8 ROUNDS PER CLIPEV 1/1COST $500AVAILABILITY COMMON BOW PISTOL

A modification of a crossbow, the bow pistol is a more compact version and takes smaller bolts. Although primarily used amongst Umbrella employees to administer tranquillisers and sedatives to test subjects, a variety of other bolts are available, including standard and explosive bolts.

RANGE 7/4/65/150/250DAMAGE DEPENDANT UPON AMMO TYPECAPACITY 1 BOLTEV 6/3COST $250AVAILABILITY UNCOMMON MP-100

A heavily modified pistol, this weapon doesn’t take in ammo from a underfed magazine as most handguns but from a top-mounted cartridge. This cartridge can hold up to 80 x 9mm bullets, and is easily exchanged with a new one. The process of loading up a cartridge is a very time consuming process, however, and doing so correctly needs a handgun skill of at least 3.

RANGE 1/5/10/30/60DAMAGE D6 X 4 (12)CAPACITY 80 ROUNDS PER CARTRIDGEEV 4/2COST $1,500AVAILABILITY RARE

BEN BLACK PAGE 155

Page 6: RE Weapons

Magnums:.357 COLT PYTHON MAGNUM

A fairly old model of magnum, the Colt Python is a pretty accurate weapon, though not as powerful as most of its modern counterparts. Using a readily available calibre of ammunition, this weapon is available in various different barrel lengths, ranging from 2.5 to 8 inches long. Those used in service are normally 4 or 6 inches long, while hunting and target shooting models using anything between 4 and 8 inches.

RANGE 4/15/30/90/180DAMAGE D8 X 4 (16)CAPACITY 6 ROUNDSEV 1/1COST $800AVAILABILITY COMMON! !.44 MAGNUM

This is Barry Burton’s favoured weapon, and the strength of this rogue S.T.A.R.S. agent is mirrored by stopping power of this weapon. Ammunition is harder to find than the .357 magnum rounds, though the extra kick they have make for a better choice against the more potent creatures.

RANGE 15/25/45//110/200DAMAGE D6 X 6 (18)CAPACITY 6 ROUNDSEV 2/1COST $900AVAILABILITY UNCOMMON!.22 MAGNUM DERRINGER

A small self-defence weapon, this Derringer is easily concealed up sleeves or down trouser legs, though their less-than-powerful rounds greatly outweigh this fact. A small weapon like this is an ideal size for nervous and paranoid employees to conceal on their person in the office, and while it wont stop most creatures created by Umbrella , it might give them the valuable seconds they need to run... or to cripple one of their co-workers and leave to be eaten.

RANGE 3/10/20/60/120DAMAGE D4 X 4 (8)

BEN BLACK PAGE 156

Page 7: RE Weapons

CAPACITY 2 ROUNDSEV 1/1COST $500AVAILABILITY COMMON! !DESERT EAGLE .50

The most lethal handgun currently in production, the Desert Eagle boasts both a large calibre bullet and a semiautomatic action. This gives the weapon a quicker firing rate, though the recoil from one shot is far greater than any other magnum (each successive shot gains a -2 penalty).

RANGE 4/15/30/90/180DAMAGE D10 X 6 (30) [HALVE ARMOUR VALUE, NORMAL BULLET DAMAGE]CAPACITY 7 ROUNDS PER CLIPEV 2/1COST $1,000AVAILABILITY UNCOMMON! !DESERT EAGLE .50 HUNTING ADDITION - SCOPE ADDS +2 TO AIMING

This Desert Eagle comes with an attached hunting scope and elongated barrel, making for a more accurate weapon used primarily for larger game such as deer, though still has just as much kick as it does without the addition. The scope can be added on or removed at will by passing a difficult Gunsmith/Intelligence roll.

RANGE 20/35/60//130/220DAMAGE D10 X 6 (30) [HALVE ARMOUR VALUE, NORMAL BULLET DAMAGE]CAPACITY 7 ROUNDS PER CLIPEV 4/2COST $1,500AVAILABILITY RARE! !S&W M629C MAGNUM

This smaller version of the .357 Colt Python is ideal for smaller people, and as such was the perfect choice for Jill Valentine during her escape from Raccoon City. This weapon is harder to find than the ammunition it takes.

RANGE 15/25/45//110/200DAMAGE D8 X 4 (16)CAPACITY 6 ROUNDSEV 2/1COST $900AVAILABILITY UNCOMMON!

BEN BLACK PAGE 157

Page 8: RE Weapons

Shotguns:REMMINGTON PUMP ACTION

The standard shotgun issued to the S.T.A.R.S., the Remmington Pump Action is a standard 12 gauge shotgun which can be equipped with various different attachments, though more notably a flashlight which can be mounted on the barrel. Not as easy to get hold of on the black market, these weapons are bulky and as such can not be easily concealed. They are, however, the ideal weapon for an assault team and are particularly effective for more powerful creations of Umbrella.

RANGE DEPENDANT ON SHELLS USEDDAMAGE DEPENDANT ON SHELLS USEDCAPACITY 7 SHELLS EV 10/5COST $650AVAILABILITY COMMON ASSAULT SHOTGUN

A larger and heavier version of the standard Remmington, this model of shotgun is used as a supporting assault weapon by a few S.T.A.R.S. members. It has a greater ammo capacity and a more concentrated firing cone, inflicting greater damage to anything caught within its blast radius. Harder to come by, these will probably only be found deep in Umbrella Installations, within their armouries.

RANGE DEPENDANT ON SHELLS USEDDAMAGE DEPENDANT ON SHELLS USED +10 TO DAMAGECAPACITY 10 SHELLSEV 12/6COST $900AVAILABILITY RARE POLICE-MODEL MOSSBERG M500 RIOT GUN

This pump-action shotgun is a typical example of the shotguns used by police forces the world over. If a police pulls a shotgun out his or her car, this will more than likely be the weapon they’re brandishing. This particular model can be cut down for easier concealment.

RANGE VARIES ACCORDING TO SHELLS USEDDAMAGE VARIES ACCORDING TO SHELLS USEDCAPACITY 5 SHELLSEV 8/4

BEN BLACK PAGE 158

Page 9: RE Weapons

COST $700AVAILABILITY COMMON POLICE-MODEL MOSSBERG M500 RIOT GUN ENHANCED

This enhanced version of the above shotgun features a larger stock, and an extended barrel, increasing the capacity of the weapon and also concentrating the blast radius of the weapon in a more central area. With these attachments in place, the weapon can no longer be concealed as the cut-down version can.

RANGE VARIES ACCORDING TO SHELLS USEDDAMAGE VARIES ACCORDING TO SHELLS USED +1 TO

MULTIPLIERCAPACITY 7 SHELLSEV 10/5COST $850AVAILABILITY UNCOMMON BENELLI M3 SUPER 90 PUMP ACTION SHOTGUN

This is a semiautomatic shotgun, favoured mainly by SWAT teams and S.T.A.R.S. operatives when breaking and entering a suspects holdout.

RANGE VARIES ACCORDING TO SHELLS USEDDAMAGE VARIES ACCORDING TO SHELLS USEDCAPACITY 7 SHELLSEV 8/4COST $800AVAILABILITY COMMON M37 WESTERN CUSTOM SHOTGUN

Based on shotguns used in the Wild West, this is variation of the standard double-barrelled shotguns that are readily available. This particular model is a collectors dream. Modified to hold a maximum number of 6 shells, the weapon can fire both barrels simultaneously or one at a time, and the used shells can be replaced with two from the internal clip by cranking the trigger guard.

RANGE VARIES ACCORDING TO SHELLS USEDDAMAGE VARIES ACCORDING TO SHELLS USEDCAPACITY 6 SHELLSEV 6/3COST $2000AVAILABILITY RARE SPAS-12 ‘COMBAT’ SHOTGUN

This futuristic-looking semiautomatic shotgun is used widely by law enforcement agencies across Northern America and Europe. It can be switched to pump action mode

BEN BLACK PAGE 159

Page 10: RE Weapons

in case of a malfunction (often brought on by using custom rounds such as safety bullets or tear gas rounds). The unusual folding stock design also acts as a brace, allowing the weapon to be fired one-handed if still in semiautomatic mode.

RANGE VARIES ACCORDING TO SHELLS USEDDAMAGE VARIES ACCORDING TO SHELLS USEDCAPACITY 7 SHELLSEV 10/5COST $1,500AVAILABILITY UNCOMMON

BEN BLACK PAGE 160

Page 11: RE Weapons

Automatics:INGRAM M-10 (HEAVY SILENCER AND LARGE CAPACITY DRUM MAGAZINE)

Also known as the MAC-10, this weapon was first introduced in the 1970s, and is known for its durability. The major drawback with this particular weapon is the lack of control when firing in bursts, as the trigger allows only full-automatic firing. Practice is required to do a three-shot burst, and single shots are hard for all but the most skilled shooter. Their muzzles are threaded to take suppressors, though these are extremely hard to obtain legally.

RANGE 3/15/30/100/200DAMAGE D6 X 4(12)CAPACITY 60 ROUNDS PER DRUM MAG/ 25 ROUNDS PER STRAIGHT CLIPEV 8/4 WITH DRUM MAG, 6/3 WITHOUTCOST $700AVAILABILITY COMMON! !M4A1 ASSAULT RIFLE

The standard assault rifle of the UBCS, the M4A1 is almost a carbon-copy of the M16, and as such can take the same types of additions and customisation (e.g. bayonet, underslung 40mm, magazine holder). The newer versions of this rifle are fitted out with single shot and three-shot burst selectors, though many of the UBCS have tampered with them to allow for full auto-firing, too.

RANGE 10/50/150/600/1000DAMAGE D8 X 4 (16CAPACITY 30 ROUNDS PER CLIPEV 10/5COST $1,500AVAILABILITY UNCOMMON! !M4 COLT CARBINE

Simple a scaled down version of the M4A1, the M4 has a smaller adjustable buttstock and a shortened muzzle: This does make the effective range of the rifle lower slightly.

RANGE 7/40/100/400/750DAMAGE D8 X 4 (16)CAPACITY 30 ROUNDS PER CLIPEV 5/4COST $1,200BEN BLACK PAGE 161

Page 12: RE Weapons

AVAILABILITY UNCOMMON!AK-47 ASSAULT RIFLE

Possibly one of the most famous and widely available assault rifle, this weapon has a reputation for working reliably in the worst of field conditions, including the subzero temperatures of the tundra. It is available with both fixed and folding stocks.

RANGE 10/50/150/600/1000DAMAGE D8 X 5CAPACITY 30 ROUNDS PER CLIPEV 10/5COST $1,500AVAILABILITY UNCOMMON! !COBRAY MAC 11

A smaller version of the MAC-10, the Mac-11 is lighter and offers a greater rate of power, though uses a different type of ammo, .380 ACP rounds, also known as 9x17 Shorts.

RANGE 5/20/35/120/220DAMAGE D6 X 3 (9)CAPACITY 25 ROUNDS PER CLIPEV 6/3COST $800AVAILABILITY UNCOMMON! !H&K MP5 (+1 TARGETING IF FORE GRIP ATTACHED, +2 TARGETING IF SCOPE ATTACHED)

The MP5 is one of the most well known submachine guns, and comes in a seemingly infinite incarnations and configurations, with a massive catalogue of additions and attachments to add on. These are used by most western military special operation units, and the UBCS are no different, using this weapon as a light assault/ support weapon. The STARSMOD H&K MP5 is a STARS modification of this classic and reliable police weapon. STARS has taken the venerable MP5 9mm submachine gun and have heavily tinkered with the weapon, beyond even what most SWAT teams have been able to do. Every STARS MP5 is the common fixed stock version of the weapon, but has been modified with a flashlight front grip, custom rubberised pistol grip, black matte non-reflective finish, and universal accessory rail that can mount anything from laser illuminators to night vision sights to red dot reflex sights. Most weapons are customised further by individual STARS units (by armorers like Barry Burton) and much like the STARSMOD M-16 (see below) there is no "typical" STARSMOD MP5.

RANGE 3/15/30/100/200DAMAGE D6 X 4 (12)CAPACITY 30 ROUNDS PER CLIPEV 6/3BEN BLACK PAGE 162

Page 13: RE Weapons

COST $600AVAILABILITY UNCOMMON

STARSMOD SF-16/SF-16S RIFLE

The STARS modified version of the M-16 rifle meant to be a compromise between an assault weapon and a tactical marksman weapon and usually issued to both types of operatives. The weapon was designed from the normal M-16 and included a shortened hand guard and barrel for better manoeuvrability, then a vertical front grip, was attached to aid controllability, and a 3x optical scope is attached to the grooved universal sight rail replacing the normal M-16 hand guard. Combined with single shot and full automatic fire capabilities and after market plastic and polymer parts this weapon is light, deadly and popular with STARS field operatives. The SF-16S is an upgraded snipers version that includes a universal bipod mount and slide-on/fold-down bipod attached to the barrel. It’s worth pointing out that no two of these weapons is the same; each is tailored for its individual user. A "typical" STARS SF-16 however includes a double set of magazines (for easy reloading), sling, upgraded or custom grip, mounted hand grip flashlight for entry operatives, and for snipers usually an upgraded scope.

DAMAGE D8X4 (16)RANGE 10/50/350/500/700 CAPACITY 5, 20 OR 30EV 6/3COST $2,000AVAILABILITY STARS ONLY! !XM-214 UBCS-MOD MICROGUN GATLING GUN!The XM-214 Microgun is a rapid-firing heavy machine gun that uses 5.56 ammunition and can go through 10,000 rounds in less than 2 minutes at full firing capability. Despite the images in movies, the Microgun, its power source and ammo is far too heavy to be carried by one man, and much too strong to be fired as such. This problem has been looked into by Umbrella’s Tech-boys, and the UBCS-MOD was invented. Requiring two men to use it, one to carry the gun itself and another to carry the ammo and battery packs, the rate of fire has been decreased to a humble 3000 rounds per minute, and the heavy recoil countered by a large sticker on the gun itself, warning to brace against a solid wall before opening fire. This weapon can only be fired in Suppressive and Rock ‘N’ Roll firing modes.

RANGE 15/200/400/2000/6000DAMAGE D8 X 4 (16)CAPACITY 1000 ROUNDS PER BOXEV 84/42 (AUTOMATICALLY CAUSES MEDIUM ENCUMBRANCE)COST $100,000AVAILABILITY VERY RARE

BEN BLACK PAGE 163

Page 14: RE Weapons

Heavy Ordinance:GRENADE LAUNCHER - AINSLEY MOD.

The Ainsley Modified grenade is a weapon designed by Umbrella and used solely by its own UBCS and covert ops teams. Based loosely on the MM1 design of the rotating chamber, this weapon uses its own scaled down versions of the standard 40mm grenade shell, instead using only 20mm shells (see notes on Ammunition to cover these shells).

RANGE 30/60/120/240/400DAMAGE DEPENDENT UPON GRENADE TYPECAPACITY 6 ROUNDS PER DRUMEV 20/10COST $1,600AVAILABILITY RARE! !M66 ROCKET LAUNCHER MARK I

The Mark I Rocket Launcher is a disposable weapon, consisting of four tubes boxed together with a primitive pin-and-loop targeting system. This isn’t very accurate, but when a small missile is being fired, it doesn’t matter too much about accuracy, due to the blast radius. It goes without saying to make sure that the weapon is fired from a safe distance.

RANGE 50/100/500/1000/2000DAMAGE DEPENDANT UPON MISSILE USEDCAPACITY 4 ROCKETS PER WEAPON (DISPOSABLE)EV 60/30COST $9,000AVAILABILITY RARE!ANTITANK ROCKET LAUNCHER MARK II

The Mark II launcher is designed to fired from a stationary position, and as such comes with its own bipod to stabilise the weapon. The power of this rifle gives an additional kick to each rocket fired, and also increases the maximum range somewhat, meaning this weapon is chosen more often than the Mark I. It also can be reloaded from a large, bulky magazine, making it a more cost-effective weapon to use. the Encumbrance value of a single clip is 6/3.

RANGE 75/150/650/1500/3000DAMAGE (DEPENDANT UPON AMMO USED) + 2D12

BEN BLACK PAGE 164

Page 15: RE Weapons

CAPACITY 2 ROCKETS PER CLIPEV 70/35COST $15,000AVAILABILITY VERY RARE! !HK-P GRENADE LAUNCHER

A 40mm grenade launcher, the HK-P is similar in principle to a double-barrelled shotgun in that it is reloaded by cracking open the breech, which automatically springs out any shell, and a fresh grenade is slipped into the breech. Information on grenade types can be found in the Ammunition section.

RANGE 30/50/100/200/360DAMAGE DEPENDANT UPON AMMO USEDCAPACITY 1 GRENADEEV 4/2COST 600AVAILABILITY UNCOMMON! !UMBRELLA HEAVY ROCKET LAUNCHER (LASER TARGETING +2 TARGETING)

Umbrella's Heavy Rocket Launcher is similar to the Mark II, taking the same type of cartridge with missiles, though doesn’t need a bipod to fire, and can be done so from the shoulder. A laser targeting system is incorporated into the design of this, improving on the pin-and-loop of the Mark I

RANGE 50/100/500/1000/2000DAMAGE DEPENDANT UPON AMMO USEDCAPACITY 2 ROCKETS PER CARTRIDGEEV 70/35COST $2600AVAILABILITY RARE

BEN BLACK PAGE 165

Page 16: RE Weapons

Special Weapons:SPARKSHOT:

A weapon developed primarily for close range specimen control, the Sparkshot is a large-scale cattle prod, able to deliver a massive electrical charge over a limited distance. Use of such a weapon should be avoided in damp or wet environments, and may prove hazardous to aquatic specimens. Electrical damage is treated as normal damage, but if over 20 damage is inflicted at one time, that person is stunned for D4 (2) turns.

RANGE 1/2/3/5/7DAMAGE D12 X 4 {24} (DAMAGE OVER 20 POINTS STUNS TARGET FOR D4

TURNS, DEALING ELECTRICAL DAMAGE)CAPACITY 25 SHOTS PER POWERPACKEV 8/4COST $10,000AVAILABILITY UNCOMMON FLAME-THROWER:

Primarily used by Umbrella against any unruly vegetation, the Flame-thrower has range greater than that of the Sparkshot, but can be dangerous to target, operator and environment. Before use, the environment should always be taken into account. The Flame-thrower should not be used in an area filled with dry kindling or papers.

RANGE 3/10/30/50/65DAMAGE D6 X 2 {6} FLAME DAMAGECAPACITY 50 X 2 SECOND BURSTS PER FUEL TANKEV 50/25COST $2,500AVAILABILITY RARE MINE THROWER:

An experimental weapon currently in the testing stages, the Mine Thrower fires small proximity mines which detonate as someone or something moves within their sensor fields (one foot). Early tests often ended traumatically with the user often getting caught by their own mine charges. To prevent this from happening, operators and their squad can be equipped with identity tags, carrying a microchip which acts as an override to the motion sensors. The mines can adhere to any surface.

RANGE 10/15/20/25/30DAMAGE GZ = 1 FOOT D6 X 8 (24)

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GE = 3 FEET D6 X 4 (12) MR = 5 FEET D6 X 2 (6)LIES DORMANT UNTIL SOMETHING COMES WITHIN 1 YARD OF IT,

THENEXPLODES.

CAPACITY 6 MINES PER CARTRIDGEEV 20/10COST $42,000AVAILABILITY RARE SEEKER (ENHANCED MINE LAUNCHER):

An advanced weapon using the Mine Thrower as the base model, this weapon fires small grenades which are packed with sensors and weights, allowing slight changes in trajectories to effectively “home in” on a target. These devices are unhindered by the override safety features of the Mine Thrower, and as such should be used with extreme caution.

RANGE 20/30/40/55/75 ("HOMING" GRENADE: CAN CURVE AROUND CORNERS OR OVER OBSTACLES.

DAMAGE GZ = 1 FOOT D6 X 12 (36)GE = 2 FEET D6 X 10 (30) MR = 3 FEET D6 X 4 (12)

CAPACITY 6 SEEKER MINES PER CARTRIDGEEV 20/10COST $75,000AVAILABILITY RARE LINEAR LAUNCHER:

One of the more advanced Umbrella weapons currently in development (and the most expensive), the Linear Launcher is a powerful electromagnetic weapon which can propel a burst of electromagnetic energy, which can incapacitate or destroy almost any of Umbrellas’ creations. It is standard practice to have at least one of these installed in every Umbrella facility, despite the fact they are still untested:

RANGE 20/50/100/200/350DAMAGED 12 X 10 (60) + 30 - RULES OF LIMBS DOESN'T EXIST - DAMAGE IS

DEALT ALL OVER.CAPACITY 20 SHOTS PER ELECTROMAGNETIC COIL

(TIME OF RECHARGE BETWEEN SHOTS IS 10 SECONDS) EV 60/30COST $2,000,000AVAILABILITY VERY RARE PSG-1 SNIPING RIFLE:

Favoured by S.T.A.R.S. snipers and Umbrella Covert Operatives, this powerful rifle

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comes equipped with a powerful scope (+2 to targeting tasks), and is more than capable of taking down the lesser creations of Umbrella with one or two well-placed shots.

RANGE 15/75/250/1200/5000DAMAGE D8 X 5 (20)CAPACITY 7 ROUNDS PER CLIPEV 28/14COST $2500AVAILABILITY RARE

PARTICLE BEAM RIFLE

Designed with the TG Virus in mind, the Particle Beam Rifle fires a cluster of three shots for each depression of the firing button: These bolts then attack the virus of their target at a molecular level, weakening and eventually killing off the virus and it’s carrier. Though this weapon has passed it’s testing stage, it is still expensive to produce, hard to come by, and only affects creatures with the TG Virus in their blood.

RANGE 3/50/200/400/600DAMAGE D8 SQUARED.CAPACITY 30 SHOTS PER CHARGEEV 8/4COST $1,500,000AVAILABILITY VERY RARE

ASSAULT TYRANT ATX-950

This weapon is oversized to be used by the Assault Tyrants, and custom designed and built by Umbrella. Fed from a side-mounted box of 7.62mm bullets, it also has the ability to fire the 20 mm grenades used in the Ainsley modified grenade gun. This can be retrieved from a dead Assault Tyrant, though people can’t fire it whilst moving, and they suffer +3 penalty with each successive shot. Any Tyrant using it suffers no such penalties.

RANGE 10/50/350/500/700DAMAGE D8 x 5 (7.62 BULLETS)/ DEP. ON GRENADECAPACITY 500 PER BOX/ 8 PER CLIPEV 96/192COST $950,000AVAILABILITY VERY RARE

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SPECIAL AMMO TYPES:The fight against Umbrella inc. will need the use of various different type of Ammunition, many of which are unique and can be found only on Umbrella premisses. Others can be made by people with enough know-how to modify and customise ammunition. The following list is by no means definitive.

GRENADES:40 mm Grenades are the staple of the Umbrella armoury, and are readily available within most Umbrella institutions. Used for both offensive and defensive work, they also come in a smaller, 20 mm version (halve all area of effect figures and multipliers to nearest whole figure, rounded up).40mm grenades can be used in the MM1-Grenade Launcher, HK-P Grenade Launcher, and most under slung grenade launchers on assault rifles. The 20mm grenades can be used in most 20mm cannons, Umbrella’s Ainsley-mod grenade launcher.

40 MM STANDARD GRENADE

A standard 40mm grenade shell, this is the most common and widely available of grenade shells.

UNCOMMONAvailability

D6 x 10 (30)

D6 x 4 (12)

D6 x 12 (36)

Max. Range

General Effect

Ground Zero

10

6

2

40 MM NAPALM GRENADE

Another shell with a surprise payload, the napalm grenade spreads a thick layer of napalm over a radius of 15 yards from the point of impact. This smothers and adheres to any surface, burning for D8 (4) fire damage for D12 + 10 (16) turns.

UNCOMMONAvailability

D8 x 2 + D6 (14)

D8 x 4 + D6 (19)

D8 x 8 + D6 (35)

Max. Range

General Effect

Ground Zero

15

5

3

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See notes

40 MM BOW GRENADE

A 40 mm shell filled with a strong neurotoxin that has a powerful affect on T/G/T-Veronica virus carriers. The thick green cloud from a cracked shell spreads out for 20 yards in all directions, and any creature caught in the cloud must make a difficult constitution roll for every turn in the gas. A failure will result in the loss of 12 DPs. Once only a quarter or less of the creature's original body points are remaining, the creature will drop to the floor in a coma-like state. In this state, the creature will lose 12 points automatically, without making a role, until the gas either clears, or the carrier dies. The gas lasts for D8 turns.

RAREAvailability

See Notes

D4 x 3(6) (blunt)

Max. Range

General Effect

Ground Zero

20

N/A

0.5

D4 -1 (1)

40 MM ICE GRENADE

A type of 40 mm grenade round filled with liquid nitrogen, the Ice Grenade is a deadly weapon. Upon contact with it's target, it breaks open with a small explosive charge. This isn't what does the damage, however. The liquid nitrogen then covers everything in ground zero with the chemical, which automatically freezes them for D10 (5) turns. 2 successful hits of 20 or more on the afflicted creature(s) shatters them. Frozen creatures have a temporary armour value of D6 +2(5), and all strength attributes such as Genetic Manmade Strength and Damage Resistance still take effect, but all levels of Flame Resistance are ignored, and fire damage is doubled.

RAREAvailability

D4 (2)

D6 x 3 (9)

Max. Range

General Effect

Ground Zero

3

2

1

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40 MM CHEMICAL GRENADE

Filled with Umbrellas DNA-Splicing acid, these were developed purely for carrier-control. When the target is hit, they receive D8 x 2 (8) blunt damage as the shell impacts on them. It has no splash damage, no blast radius, all it does is break open and give anything within the blast radius a liberal dousing of the acid. This inflicts D12 x 3 (18) points of CHEMICAL damage per turn, and lasts for D4+1 (3) turns. This affects ANY organic target.

RAREAvailability

N/A

N/A

D8 x 2 (8)

Max. Range

General Effect

Ground Zero

N/A

N/A

1

MISSILES & ROCKETS:Most of Umbrellas’ more powerful creatures can take a massive amount of damage, and are practically impossible to put down with standard weapons. For this reason, many of Umbrellas’ facilities and armed forces have a cache of heavy ordinance for a spillage or containment breeches. There are different types of rockets, the three main types of which are listed here, though they are by no means the only ones available = different situations call for different warheads. Because of their size and shape, each missile has its own encumbrance value, and are incredibly hard to find, unless you know where to look for one. The missiles can be used with and and all rocket or missile launchers.

STANDARD MISSILE

A simple shaped charge mounted on a projectile, the standard missile, like all other missiles here, halve all armour and barrier values at ground zero, due to the shaped charge of the warhead.

VERY RAREAvailability

D10 x 3 + 5 (20)

D10 x 5 + 10 (35)D10 x 10 + 20 (70)

Max. Range

General Effect

Ground Zero

25

105

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INCENDIARY MISSILE

Upon impact, all surrounding people, or surfaces still in one piece and are within the maximum range are coated in a highly flammable gel, much like napalm, that lasts for D12 x 2 (12) turns. This causes damage to the value of D8 (4) points of fire damage per turn, and D8 x 2 (8) points of fire damage after three turns of exposure.

VERY RAREAvailability

D8 x 3 (12)

D8 x 5 + 5 (25)

D8 x 10 + 10 (50)

Max. Range

General Effect

Ground Zero

20

9

3

CHEMICAL WARHEAD

Upon impact, the missile releases a it's payload as far as the maximum range, spreading a cloud of whatever poison it may carry. Anyone within the range of this cloud is affected by whatever chemicals it carries (be it BOW gas or Gene Splicing Chemicals).

VERY RAREAvailability

N/A

D8 x 3 + 5 (18)

D8 x 5 +10 (30)

Max. Range

General Effect

Ground Zero

60

15

3

BOWGUN BOLTS.Bowgun Bolts are nothing more than a simple bolt, and can be used with most crossbows, but are far more effective with the Crossly Silent hunting bowgun.

D10 x Strength

7/40/65/150/250

UNCOMMONAvailability

Damage

Range

STANDARD BOLT

A simple bolt for any crossbow, these can often be found in and around various laboratories. Their light and hollow bodies allows them to be filled with various fillings, should the user decide to vary their arsenal.

NOTES:

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EXPLOSIVE BOLT

The first example of a bolt with a payload, the Explosive Bolt is filled with a small amount of gunpowder, and the arrowhead glued to a shotgun primer. Upon striking its target, it explodes, localising damage to a small area.

RAREAvailability

D6 x 2 (6)

D6 x 4 (12)

D6 x 6 (18)

Max. Range

General Effect

Ground Zero

2

1

0.5

D10 x [Str/2]

D4(2) + D6 x 2 (6)

D4(2) + D12 x 3 (18)

TRANQUILLISER BOLT

LIQUID NITROGEN-FILLED

ACID-FILLEDDAMAGEMODIFICATION

DEPENDING ON MOD.

7/40/65/150/250

RAREAvailability

Damage

RangeCUSTOM BOLTS

This table shows the versatility of the Bolts. Both the acid-filled and Liquid-nitrogen filled bolts are designed to break open on contact, while the tranquilliser inflects some damage, then begins to drug the target, sapping D8+2(6) points of endurance per turn, until the target reaches 0 endurance points, at which point it collapses unconscious.

NOTES:

ENHANCED 9MM ROUNDS.Created and designed by master weapons expert Barry Burton, the Enhanced 9mm Rounds have characteristics of both armour piercing and hollow point rounds. Made from specialist materials, the round penetrates armour, then fragments after penetration, maximising internal damage.Maintaining the same damage as a standard 9mm round, this round halves all armour values, then trebles the internal damage. Only skilled craftsmen with any Gun skill at level 4 or above, or the Gunsmith craft of level 3 or above can create these rounds with the help of Barry Burton, or with a copy of his journal which details the process.

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[D6 x 4] + 4 (16)

3/10/20/60/120

VERY RAREAvailability

Damage

Range

ENHANCED 9MM AMMO

Each round is designed for maximum penetration, then maximum internal damage, through the use of various alloys and construction methods.

NOTES:

ENHANCED 12 GAUGE SHELLS.Another brainchild of Barry Burton, the Enhanced 12 Gauge Shells are designed to enhance the damage and range of standard shotgun slugs. Again, a high level of Gun-related skills must be possessed in order to create these shells, and the process is noted in Barry Burton’s Journal.

D10 x 6(30)

10/20/40/80/100

RAREAvailability

Damage

Range

ENHANCED SHOTGUN SHELLS

Designed to fit most 12-gauge shotguns, these shells maximise damage, though they have a tendency to jam. Roll a D12 - on the roll of a 1(one), then the player must spend a turn unjamming the casing.

NOTES:

ENHANCED 5.56MM/ 7.62mm ROUNDS.The third and final brainchild of Burton, the enhanced 5.56mm an 7.62mm round requires greater smithing skills (Gunsmith +4), and entails adding a small amount of phosphor to the tip of the bullet. Although this creates a tracer-effect amongst the bullets, it also inflicts extra fire damage after armour penetration, making is possible to deliver small amounts of fire-damage over a distance greater than the range of a normal flame-thrower.

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[D8 x 4] + D6 Fire (19)

Dependant upon weapon

RAREAvailabilityDamage

Range

ENHANCED 5.56MM AMMO

Fire damage only lasts for 1 turn, though it can set fire to combustible materials as normal.

NOTES:

[D8 x 5] + D6 Fire (23)

Dependant upon weapon

RAREAvailability

Damage

Range

ENHANCED 7.76MM AMMO

Fire damage only lasts for 1 turn, though it can set fire to combustible materials as normal.

NOTES:

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Miscellaneous.MEDICAL BACKPACKCarried as standard by all S.T.A.R.S. medics, the medical backpack is a hard case worn on the back, supported by two straps of webbing. Armoured and packaged in such a way that it protects its contents from sharp bumps and knocks, it holds: 2 splints, a 12 ounce tank of oxygen and breathing mask, a penlight, 2 pairs of medical scissors, 4 clamps, 2 scalpels, 6 large bandages, 8 medium bandages and 20 small. The pack in total weighs about 15 pounds.

Research submitted by Evin.

MEDICAL SIDE PACKAlso carried as standard by medics, the medical side pack is a canvas bag that hangs from the hip of the medic, and doesn’t protect the contents much from bumps and knocks, though they themselves are protected by anti-shock casing. It contains: 20 syringes, 2 ampoules of morphine, 3 ampoules of anti-venom, 8 ampoules of light pain killers, 2 ampoules of tranquillisers, five packets of aspirin (2 per pack) and 4 ampoules of hospital-strength antihistamine. It weights about five pounds.

Research submitted by Evin.

FIRST AID SPRAYOne of the more useful products of Umbrella Inc., this wonder spray offers a +4 medical bonus if used by someone with skills in First Aid, or +2 if used by someone without. It offers four health points per success level.As it is also an aerosol, this can also be used as an improvised weapon if used in conjunction with a lighter. Using the Guns (Flame thrower) skill, or the closest skill to that with the appropriate improvised weaponry modifier, it can inflict D8 fire damage with a maximum range of 2 feet. It holds enough chemicals for either one medical use, or thirty seconds worth of flame thrower usage. If used as a weapon, it must be used in bursts, otherwise the can may explode and cause damage as following.GROUND ZERO: 1 YARD = D8X4GENERAL AREA: 2 YARDS = D8 X 2MAXIMUM RANGE:3 YARDS = D8

GREEN HERB This herb, originally native to the Raccoon area, has been used and researched by Umbrella for quite some time. Intrigued by the herbs ability to help the healing process, the extract of this has been detrimental in many of the less illegal projects, and as such became the base ingredient for the first aid spray.This herb adds a +1 to all medical tasks, and +3 if used by someone with skills in Alternative Medicines. For each success level gained during use, it heals 2 life points. It can be used with other herb types to produce different effects.

RED HERB This herb on its own is nothing remarkable and merely leaves a bad taste in the mouth.

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Mixing it with other herbs, however, increases their potency. By mixing it with a green herb (using a hard Intelligence roll or an Intelligence and Alternative Medicine roll) it can add +4 to healing tasks, and increases life points by 5 points per success level.

BLUE HERBThis herb offers no healing powers on its own, though when ingested it does reduce the effects of poison by one level per success level. It can be mixed with either a green herb, or a premixed red and green herb. The same mixing rules as above must be used.

e.g.. Rebecca finds Chris after an encounter with a Sweeper. He suffered a flesh wound of 10 life points, and was unlucky enough to be infected with it's poison. Rebecca has a green and blue herb, which she has previously mixed together, and tries to heal him with it. She makes a roll, and with all relevant modifications she receives a score of 12, which is the equivalent of 2 success levels.She applies the balm, heals four life points, and reduces the poison level from 3 to 1.

KEYCARDSUmbrella Inc. is divided into many different sections and departments, and each area needs its own relevant keycard. These are entrusted to various different members of the Umbrella hierarchy, who then distribute and assess security clearance within their own supervisory field. Electronic card locks can be bypassed, though doing so incurs a –9 modifier due to the high security, and must be attempted with the correct tools. A failure will result in a breach of security, alerting security forces to the location of the group. This will also lock down all electronic locks on that floor, and an alternative method needs to be found around the door.Terminals can only be accessed with cards, too, although these also need passwords, user names and log-in details. It is highly unlikely that keycards will be turned over willingly, and the same goes for passwords. Umbrella Inc. employees know that if they are seen to be handing over such sensitive material then their fate will be worse than death, and so threats of violence rarely come up with the goods.Keycards normally need to be obtained by theft, killing, plucking them from a mutant creatures meal, or a mutant itself, while passwords often need to be decoded.

FLASH NAPALM GRENADESThe Flash Napalm Grenade is a small and complex device, designed solely to maximise damage at ground zero, and minimise any splash damage. Once primed, the timer on the grenade lasts five seconds, though detonation can be instigated with a single gunshot (-4 to target). This makes the Flash Grenade ideal for cramming into rock fissures to open small caves, or pushing into the mouth or other orifice of an attacking creature. Doing this requires a simple resisted strength task, and a clear path to a suitable orifice. Upon succession, the grenade can be set and placed in the opening, giving the character five seconds to back away out the blast zone. A failed attempt results in the creature winning the grapple, and seizing the player, forcing him to drop the grenade. It then tumbles to the ground, where it can cause massive trauma to the lower extremities.

GROUND ZERO: 0.5 FEET = D10 X 5 + 10 (35)GENERAL AREA: 3 FEET = D8 X 3MAXIMUM RANGE:5 FEET = D4

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STUN GUNSWhen engaged in a grapple with an enemy, the player can conduct a hard dexterity test. If won, and if in possession of an active Stun Gun, the player will be able to draw it and press the contacts to the head of the assailant. This causes D10 + 5 damage, and instantly scrambles any brain functions, dropping the attacker for D4(2) turns. This takes small battery packs, and each pack holds enough charge for 3 uses.

SELF DEFENCE DAGGERSNormally found in packs of three, Self Defence Daggers are similar in many ways to an ice pick: long, with a rounded handle and a sharp point instead of a blade. This point enables the weapon to be sunk into the flesh of an adversary with relative ease.To use one of these weapons, the character and his victim must go to engage in a grapple (resisted strength task). Instead of the character using strength, he will actually use dexterity and brawling – this enables the player to draw one of the daggers and sink it into the skull of the attacker, inflicting D6 X STRENGTH to the head – particularly handy for a zombie attack.

BARRY BURTON’S JOURNAL.Barry’s personal diary detailing the whole Raccoon incident, the process of weapon modification and ammunition, this book also contains all the files and information that people have gathered during their missions, from the very first piece of paper found in the Spenser Mansion to the receipts and contact addresses.

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CREATURE ATTRIBUTES:STRENGTHS:GENETIC MANMADE STRENGTH +12This STRENGTH aspect increases a zombie's strength, as well as making their body harder to destroy. Giving the creature a strength of 10 (ten), it also gives the creature a natural armour, effectively halves the value of all physical damage dealt to the creature.

When used in conjunction with the DAMAGE RESISTANCE aspect, this effectively quarters the damage that is dealt to the creature.

e.g. Barry Burton fires his .357 at the Neo-Tyrant. He scores a hit of 40 to it's left arm, but because of it's Manmade Genetic Strength, and it's Damage Resistance aspects, it only takes 10 dead points of damage. Not enough to sever the limb.

SPREADING THE LOVE:PIERCING TENDRIL 0A unique method of spreading infection employed only by the Nemesis, this is a flesh appendage that snaps out from it's wrist and attacks with a purple tendril. This must be attempted to dodge with a hard dexterity task, or a hard dexterity with any dodge/ martial arts technique. If the victim fails in this, then the Zombie Master must roll a D12 to see how much damage is inflicted in this piercing attack - take any armour into consideration with this attack, and if any damage is inflected, then the victim must take a constitution test every three hours to see whether he or she sinks closer to becoming one of the undead (constitution is hard, but will take into consideration the resistance: disease aspect). With each failure to roll, 10 life points are lost and the players maximum endurance is divided by three. After a third constitution test failure, the player sits down and rests, and all systems shut down while this happen, turning the victim into a zombie. This expends 20 essence points.

BABYSITTER: POW +3Another example of Spreading The Love, the Babysitter aspect is given to a creature that, although can not directly infect others itself, can create spawn at the cost of 3 essence points each that can spread the infection themselves.

THIS IS MY BODY -2This example of SPREADING THE LOVE needs the carrier to force a piece of it's flesh into the body of the intended host: This is normally achieved by entrance through the mouth, though keep in mind the body has more than one orifice (!). Once inside, the flesh releases the virus it's infected with, which slowly begins to infect the host in one of two ways:

1: If the host is of the same DNA line as the carrier (e.g. parent, sibling, child, etc), then she begins to undergo transformation to the first stage of the G-Virus carriers.

2: The body expels the virulent piece of transmutated meat, normally through a bloody and traumatic procedure. This expelled piece of meat then goes on to evolve into the G-Imago creature

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INTELLIGENCE:HIVEMIND +20A hivemind culture holds together the forces of the T-Virus leeches, allowing them to work completely in synchronisation with one another. What one Leech can see or hear, each and every other Leech sees or hears. Because of this unspoken communication, the Leeches can perfectly form towering structures such as the Leech Zombies, or even the Leach Queen. This gives both Leeches and creatures alike an Intelligence of 4, and includes tool use and language, as well as problem solving. This all comes from the original source of the Leeches, Doctor Marcus.

WEAKNESS:ELECTRICITY +3When hindered with this weak spot, electrical attacks are the only sure-fire way of inflicting damage on the creature in question, whether from heavy-duty weapons like the Sparkshot or Particle Beam Cannon, to exposed loose wires or overloading generators. Damage taken from electrical sources are doubled, and damage taken over 20 in a single blow then they are stunned for D4(2) turns.

SUNLIGHT 0This weak spot causes the body of the creature to bust into flames when exposed to natural sunlight. This causes D10(5) damage per turn exposed to sunlight, regardless of any armoured hide or other special strengths the creature may posses. When in this vulnerable state, all attacks to the creature do double damage.

SPECIAL: POISON SPRAY: POW +1 PER LEVELThis enables the creature in question to spray a mild poison (level 1) over a distance of Constitution x Power Level yards/ meters.

POISON DUST: POW +2 PER LEVELThis aspect is similar to Poison Touch, though instead of having to come into contact with the intended target, they merely need to pass within 1 meter/yard, coating the target with a fine spray of toxin that is quickly absorbed through the pores in the skin. This type of poison is reduced by one level for every (D10-CONSTITUTION) turn(s) until it has been flushed from the system.

POISON TOUCH +2 PER POISON LEVELThis particular special ability lends a diseased touch to the creature, enabling it to infect its target with a special corrosive poison. If more than 20 points of damage are incurred in a single blow, then the injured character is infected with corrosive poison relevant to the level of the power. This damages the player twice every half hour for a day, or medical aid is sought.Regardless of the level this power is bought at, upon infection it also inflicts a mild Flu-like bacterium into the system. Also lasting for a day, this reduces Endurance by one third and imposes -1 to all Tasks during that 24 hour period. Unlike the poison, this can not be cured, and it must be burned off naturally.

eg. The Sweeper has Poison Touch (power +6 - Poison Level 3), and inflicts 25 points of damage to Chris. For every half hour he is infected, he looses D6(3) life points, unless someone in his team can administer an anti venom or something

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that can reduce the effect of the poison. He breaks out in a sweat, and his performance is hindered by the side effects of the poison respectively.

ARMOURED CARAPACE: POW +10Much like an upgrade to the Armoured Hide aspect. Because of the construction of this armour, it is normally employed on powerful insectile species that are well protected, and also very flexible. This adds an armour bonus D8 +10 (14), and again, doesn’t hinder the creature’s movement.

ARMOURED HIDE +6Nature has blessed this creature with a toughened hide, forming a natural armoured shell which protects it from harm. Armoured Hide adds an armour bonus of D6+5(8) to each defensive roll, because it is natural and part of the evolutionary scale, it doesn’t incur any encumbrance penalties.

CHOMP +3Possessed by creatures with a massive mouth, this special power allows the creature to dislocate its own jaw and envelop its target prey with its salivating maw.By expending 12 essence points, then rolling a difficult dexterity test, a successful role allows the creature to open wide and cause D12xSTR damage. Even if the role is failed, the essence points are still used up, and there must be a gap of at least two turns while this creature unhinges its jaw. It is particularly vulnerable at that point.

CHAMELEON +6This aspect is added to the creature at an early infancy stage by introducing chameleon cells mutated by the T-Virus into the gene pool. Requiring a simple willpower test, the creature can turn invisible at will, and move around unnoticed. This skill grants the creature the Stealth skill at +4, which aids the creature in avoiding detection.This can be detected by a resisted Perception task, taking all relative modifiers into account. The main drawback of this power is, when in use, any sudden lighting changes distract the creature, such as explosions or flickering lights. Should they wander into this kind of situation, a difficult willpower test must be made to stay blended in. A failure results in the creature stunned for D4 turns as it tries to cope with the changes. During this time, it is visible to the naked eye.Chameleon does not protect the creature from infrared vision or motion-sensitive devices.

SUBSTANCE +8By tapping into the latent psychic abilities that the T-Veronica virus has awakened, Alexia is able to communicate with the environment around her, moulding and bending it to do her willing, bringing forth a long tendril of inert material into existence to do her bidding. Because of the power it takes to do this, only two can be summoned at once. Each tendril can absorb 30 points of damage (normal piercing/ bullet damage rules apply), before ceasing to exist, and can attack for D4 x 5. Employing this aspect costs 20 essence points, but the tentacles will last indefinitely, either until they are destroyed, or until Alexia decides they have served their purpose.

Using the Substance skill, Alexia can also break down her own cells and merge with one of her created tentacles, enabling her to cover great distances in a short period of time. Doing this costs 50 essence points, and has a range limit of two miles.

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ELECTROMAGNETISM (MENTALIST POWER)The powers of the combined T/G virus bestows the ability to manipulate or control electrical energy, and in many cases create electrical energy from nothing.

In a similar vein to the Pyrokinesis power, Electromagnetism can create the effects detailed in the below table. A higher level Strength can be used to create lower level effect if desired. All abilities require Willpower and Electromagnetism Art tasks. Unlike Pyrokinesis, all electricity must be spawned at the users location, not in the line of sight.

At this level, a Necrotic Bolt can be created and hurled 20 yards. As this is a heavy and draining task, 30 essence points must be used in order to cast this. It attacks the target for D12(6) Electrical damage. After being hit, the target must roll a difficult Constitution task every hour, and if this is failed then D12(6) damage is subtracted again, simulating Necrosis of the flesh. This continues to happen until appropriate treatment is received. For every 20 damage received, a level of the Attractiveness Attribute is lost.

This creates a Electrical Blast, which can be hurled 15 yards away, and inflicts D10(5) x (Electromagnetism Strength/2). Damage is Electrical (see below).

An Electromagnetic Pulse is generated by the user, which disables all electric devices within the area for D12(6) + 3 turns. The range of this attack is Electromagnetism Strength x 2, and anyone caught in it must attempt an easy dexterity roll to stay on their feet.

Creates a net of lightning over Willpower x 2 yards radius from user, inflicting D8(4) x (Electromagnetism Strength/2). Damage is Electrical (see below) and stuns those affected for D4 turns.

Creates a large Plasma Bolt, which can be hurled seven yards and deals D6(3) x Electromagnetism Strength Damage is Electrical (see below).

Creates a small Plasma Ball which can be hurled five yards away, and inflicts D4(2) x (Electromagnetism Strength/2). Damage is Electrical (see below).

7+

6

5

4

3

2

Creates a spark of electricity which can be hurled up to three yards away. This can ignite highly flammable material, and causes D4-1 (1) damage to unprotected skin.

1

Electrical damage is treated as normal damage, but if over 20 damage is inflicted at one time, that person is stunned for D4 (2) turns. Electricity created using this power will behave like normal electricity once it leaves the hands of the user, heading straight for a metal object to earth itself. In order to aim this correctly, a simple Willpower roll must be taken to keep it on track. If this roll is failed, then the electrical discharge hits the closest metal object and dies.

RESISTING ELECTROMAGNETISM: Characters attacked with Electromagnetic powers can not resist them, though they can attempt to avoid them using the relative Agility rolls.

ELECTROMAGNETISM DEFENCES: Someone with this power can surround themselves with an electromagnetic shield. This deflects all melee attacks, as well as any projectile weaponry such as bullets or arrows. Because of the nature of the shield, it also renders guided missiles useless against them, and nullifies flame-based attacks. The only way to

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penetrate the shield is with an electrical-based weapon, such as a sparkshot or the Particle Beam Rifle. Anyone coming into contact with the shield suffers D4(2) damage, and is stunned for D4-1(1) turns. This shield is up all the time, and other Electromagnetic powers can still be used at the same time.TORSO SKEWER +6To lash out at a target with its prehensile tongue, the Licker must spend a number of essence points in order to gather its strength. Doing so requires a roll of a D10 - this decides how many essence points are used. The result of this roll is then multiplied by the result of a D6, and then added to ten, giving the damage inflicted in the role. Damage received in this form is treated as Armour Piercing/ Slashing-Piercing damage.

e.g. Licker rolls a D10, and gets a 5. Five points are deducted from its essence pool, and then a D6 is rolled, giving a result of 3: Damage inflicted by the Torso Skewer is 25 (5 x 3 + 10), and five essence points are lost.

Should an essence roll be carried out, and the licker doesn’t have enough essence points to pay for it (A 10 is rolled, but it only has 5 essence points), the Licker loses all its essence points, fails to make the attack, and loses the shortfall in essence points from its deadpoints (In this case, it would lose five deadpoints.

CHOMP +3Possessed by creatures with a massive mouth, this special power allows the creature to dislocate its own jaw and envelop its target prey with its salivating maw.By expending 12 essence points, then rolling a difficult dexterity test, a successful role allows the creature to open wide and cause D12xSTR damage. Even if the role is failed, the essence points are still used up, and there must be a gap of at least two turns while this creature unhinges its jaw. It is particularly vulnerable at that point.

QUAKE +8This ability is a must for any massive subterranean creature. As it burrows, its massive and powerful muscles disrupt the very ground above it, and if enough creatures are present then they can create massive structural damage(ZM’s discretion).This ability is automatically employed once for every three turns of movement, and it calls for a simple DEXTERITY test - a failure in this causes the victims directly about the creature to fall and lose D4 endurance points. Their loss is also equal to the number of turns they are stunned for as they try to regain their composure and balance.

A NIGHTMARE TO KILL +20This is a special power that only manifests itself in a massively powerful and creature, a bastardisation of various different aspects of different viral strains. This ability adds an extra one hundred dead points onto the total deadpoints of the creature, making it a formidable foe to contend with and a must for use of a special Umbrella experimental weapon.

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Qualities, Skills and Drawbacks.STARS Training Qualities(3 Points):The STARS are not meant to be regular police officers by any stretch of the word. Although their exact purpose differs by branch most are designed to be a cross between detectives, a crime scene investigation unit, and a SWAT or threat response team. As a result of this highly diverse and specialised job, STARS members are virtually trained from scratch when they are recruited. Most recruits are told to forget most of their former police or military training with the exception of some of the more basic thing they have learned, like firearms handling, and investigative proceedings, and are then taught according to STARS specifications. This quality is meant to display the irregular and specialised training that STARS receive as a recruit. All STARS members must take this quality unless there is a good and justifiable reason for them not to. This quality when taken confers the following skills in addition to the ones the Cast Member picks as part of the normal skill buying process: Brawling: 1 Gun (SMG): 1 Humanities (Law): 2 Research/Investigation: 1 Science (Forensics): 1 Stealth: 1

Area Knowledge (1 point/ level) (type):Specific knowledge of a certain area of city, region or other geographically specific area. This skill includes knowledge of where certain facilities or stores area, where certain people or groups are likely to be found, and a general history of the area. Easy Int+Area Knowledge to recall where a major landmarks are, Very Difficult PER+Area Knowledge to know where to find a little known person in the area.

Espionage/Paramilitary (type):A catchall skill for training in and knowledge of various espionage, paramilitary, and intelligence gathering techniques and fields. The Espionage skill can cover everything from Body guarding/Security to Intelligence Data Analysis. Each field must be taken separately and there are various specialities within those categories. Note this does not cover the various physically oriented and related skills inherent within these fields, merely the training and knowledge of how these skills are used.

This means that someone well versed in body guarding does not automatically have any skill in firearms, driving (although they will have techniques on driving under pressure) or any of the commonly related skills, merely the knowledge of how best to use them in a body guarding situation.

UMBRELLA BIOHAZARD COUNTERMEASURE TRAINING (4 Points) QUALITY:S.T.A.R.S. aren’t the only special operation team to receive special training. While S.T.A.R.S. training concentrates on upholding the law, solving crimes, procedures of investigation and such, Umbrella concentrates on developing their troops into highly effective killing machines. This involves advanced firearms training, additional training in the use of demolition material, hand-to-hand techniques, and tracking their

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prey. This training is only given to the most advanced of Spill Control officers, where those ranking Corporal or above are given the opportunity to train. When this quality is taken, in addition to any skills already taken, the character automatically gains:Brawling +1Demolition +2Gun (Pistol) +1Tracking +2

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