From: [d 2 dcblu] at [fre.fsu.umd.edu] (L.L. Cool Ranch Dressing)
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: TECH GUIDE (2)
Date: 29 Mar 1996 15:00:12 -0500

                         HIGH TECHNOLOGY ITEMS


SECTIONS:      Energy Sources
               Weapons
               Phaser
               Medical Supplies and Equipment
               Miscellaneous Items
               Control Transmitters

----------

                             Energy Sources


      Techno-items usually require an energy cell to function as in the
case of hi-tech weapons. Below is a list of the various energy cells.

Atomic Energy Cells (A) - These are bulky, heavily-shield nuclear
batteries weighing 12 kilograms. they will hold a charge for 1000 years
if unused. Once dead, they may be recharged by replacing their Fuel
Cylinder. Replacement cylinders may be found in military supply depots
or a few nuclear power plants and factories.

Chemical Energy Cells (C) - These rechargeable batteries come in many
shapes and sizes. They lose their charge after 1 to 6 years of disuse.

Hydrogen Energy Cells (H) - Similar to Chemical Energy Cells, but are
less common. They don't lose their charge from disuse.

Solar Energy Cells (S) - These are Chemical Energy Cells fixed to a
Solar Panel so they recharge in sunlight.

Energy Cell Charger - When connected to a power source (line or
broadcast), this will recharge and Chemical or Hydrogen Energy Cell.

----------

                                Weapons


Type                Range    Damage    Value    Supply    Power    Code
Laser Pistol       3/ 6/ 9     5d6     30000      10        H       D
Laser Rifle       10/20/30     6d6     36000       6        H       D
Mark I Blaster     5/10/15     1d6      6000       8        H       D
Mark II Blaster    5/10/15     2d6     12000       8        H       D
Mark III Blaster   7/14/21     3d6     18000       8        H       D
Mark IV Blaster    5/10/15     4d6     24000       8        H       D
Mark V Blaster     7/14/21     5d6     30000       6       2H       D
Mark VI Blaster    7/14/21     6d6     36000       6       2H       D
Mark VII Blaster   7/14/21     7d6     42000       6       2H       D
Mark VIII Blaster  7/14/21     8d6     48000       6       2H       D
MKI Disruptor      5/10/15     1d20    20000      20        H       D
MKI Disrup. Rifle 10/20/30     2d20    45000      30        H       D
MKII Disruptor    10/20/30     2d20    40000      30        H       D
MKII Disr. Rifle  20/40/60     4d20    85000      40        H       D
MKIII Disruptor   20/40/60     4d20    80000      40        H       D
MKIII Disr. Rifle 40/80/120    6d20   125000      50        H       D
MKIV Disruptor    40/80/120    6d20   120000      50        H       D
MKIV Disr. Rifle 80/120/240    8d20   165000      60        H       D
Needler            2/ 4/ 6      *       4000      10        C       D
Stun Ray Pistol    1/ 2/ 3      *       5000      10        S       D
Stun Ray Rifle     3/ 6/ 9      *       7500       6        S       D


Electroflail         -         2d6     12000       -        S       D
Energy Mace          -        10d6     60000       -        C       B
Paralysis Rod        -          *       3500       -      CSH       D
Stun Whip            -          *       4000       -        C       D
Light Saber          -         8d6     48000       -        H       C
Vibro Dagger         -         3d6     18000       -        H       C

Chemex Grenade       -        10d6      4000       -        -       F
Energy Grenade       -        12d6      4500       -        -       F
Fragment Grenade     -         5d6      2500       -        -       F
Poison Gas Grenade   -          *       2500       -        -       F
Stun Grenade         -          *       3000       -        -       F
Tear Gas Grenade     -          *       2000       -        -       F

CDP A                -        10d6      6000       -        -       F
CDP B                -        12d6      7000       -        -       F
Concussion Bomb      -          *       7500       -        -       F
Fission Bomb (C)     -        40d10    17000       -        -       F
Fission Bomb (D)     -        60d10    17000       -        -       F
Fusion Bomb          -        15d10    10000       -        -       F
Matter Bomb (Alpha)  -        15d6      8000       -        -       F
Matter Bomb (Beta)   -        30d6     20000       -        -       F
Matter Bomb (Delta)  -        60d6     50000       -        -       F
Micro-Missile     10/30/50     7d6     30000       -        -       F
Mini-Missile      30/60/90    20d10    40000       -        -       F
Neutron Bomb         -        20d10    15000       -        -       F
SDP                  -         6d6      3000       -        -       F
Surface Missile 1000/2000/4000  *      70000       -        -       F


Notes:

     Range is in tens of yards. Each range category (Short, Medium, or
     Long) includes attacks from distances equal to or less than the
     given range. The modifiers for range are -2 for medium range and
     -5 for long range. * means that the item has special effects that
     are outlined in the equipment descriptions. Value is in gold
     pieces. Supply is the number of shots the power cell is good for
     before becoming useless. Power is the number and type of power
     cell the weapon is powered by. Code is the complexity used in the
     Gamma Technique.


Missile Weapons

     These include a variety of weapons. All are designed to project a
beam, missile, or ray of some sort at a target in range. All need power
and ammunition to function. Hi-Tech missile weapons can be fired twice
per round and a normal attack roll is made.

Laser Weapons - Each shot sends a laser beam at the target.

Mark Blaster Weapons - Each shot sends a sonic blast at the target.
Mark I-IV are pistols and Mark V-VIII are rifles. The wielder of sonic
missile weapon doesn't make a normal "to hit" roll. Instead, the target
makes a saving throw vs. paralyzation to avoid being hit. This saving
throw is made at a bonus of +2 if the weapon is used at medium range,
or +5 if the target is at long range.

Disruptors - Each shot sends a disruption beam at its target. A
disruption beam disrupts cells in living matter causing damage to
creatures eternally. All disruptors have two settings: Standard, High
Power. Standard is as in the table. High Power allows a rate of fire of
2 shots per round, a +1d10 damage, and drains double the amount of
power (i.e. two charges).

Needler - A clip for a needler contains 10 small needles coated with a
paralysis drug (save vs. poison or become paralyzed for 5d4 rounds).
The energy cell will be used up after 30 shots. This weapon is
completely soundless.

Stun Ray Weapons - A successful shot does no damage, but knocks the
victim out for 1d20 rounds.


Energy Weapons

     Some weapons combine elements of melee and missile weapons. All
are close combat weapons that can't be thrown and need power.

Electroflail - A flail made of mithril and charged with electricity.
The slightest touch cause a severe shock. The Solar Energy Cell is good
for 40 minutes.

Energy Mace - This energized club is powered by a Chemical Energy Cell
good for 20 minutes.

Paralysis Rod - This 1 yard long rod may be powered by a Chemical
Energy Cell (good for 4 hours), a Solar Energy Cell (good for 8 hours),
or a Hydrogen Energy Cell (good for 12 hours). When brought into
contact with exposed flesh (not protected by clothing, armor, etc.), it
overloads the victim's synapses, causing unconsciousness and paralysis
lasting 4d4 hours. The victim can't be awakened prematurely.

Stun Whip - The Chemical Energy Cell in this item is good for 30
minutes. A target hit by one of these 3 yard wire whips becomes
unconscious for 5d4 minutes.

Light Saber (Vibro Blade) - The handle of this device houses a the
energy cell good for 20 minutes. When in use, a blue-etched force field
forms a 1 foot blade that will cut through almost anything (GMs
discretion).

Vibro Dagger - Similar to the vibro blade, but with a blade of only
6 inches long, the vibro dagger's cell is good for 30 minutes.


Grenades

     These are exploding devices usually delivered by hand. A character
should use the standard grenade-like missile combat rules. Before
throwing the grenade, the character activates it by "pulling the pin"
on it. Once the pin is pulled, the grenade automatically explodes the
next round. All characters within 9 yards of an exploding grenade are
suffer the effects of the grenade. Damage is halved if save vs.
paralyzation is made by victims.

Chemex Grenade - Creates a chemical explosion (complete with lung-
searing flame) within the area.

Energy Grenade - Releases blast of energy within the area.

Fragment Grenade - Covers the area with jagged metal chards.

Poison Gas Grenade - Spews poison gas throughout the area that hangs in
the air for 1d6 rounds (-2 if area is windy). Characters must save vs.
poison or suffer 3d6 points of damage for each round exposed to the
gas.

Stun Grenade - Spews paralysis gas that acts like poison gas, but hangs
in the air for only 1d4 rounds. also, characters are knocked
unconscious by the gas for 5d4 rounds taking no damage if a save vs
poison is failed.

Tear Gas Grenade - Spews tear gas that hangs in the air for 1d6 rounds
(-2 if area is windy). Characters make a save vs poison. Failure
indicates that the character suffers a -2 "to hit" and suffers a -1
penalty to armor class. The effects last for 3 rounds.


Bombs & Missiles

     This category includes demolition charges, small warheads, and
sophisticated missiles. These items have any type of fusing device the
GM wishes (proximity, impact, heat, time delay, etc.). Most lack
delivery and guidance systems and have to be carried to the desired
spot and detonated. All characters within area of effect suffer damage.
Damage is halved if save vs. paralyzation is made by victims.

CDP A (Concentrated Damage Pack Type A) & CDP B (Concentrated Damage
Pack Type B) - A canvas backpack full of plastic explosives designed to
be placed by the bearer against a structure to be destroyed. Blast
radius is 30 yards for type A and 60 yards for type B.

Concussion bomb - A canister 10 inches long and 3 in diameter with
small "hooks" that fit various delivery systems. Has the effect of a
stun grenade, but has a 60-yard blast radius and a cloud duration of
2d6 minutes.

Fission Bomb - A black steel sphere 15 inches in diameter. Has a 1-mile
blast radius. Come in 2 versions: Clean and Dirty. The dirty bomb
causes radiation (GM decides the effects of radiation).

Fusion Bomb - A 50-inch diameter black steel disc. The blast radius is
60 feet.

Matter Bomb - A disc similar in appearance to a fusion bomb. Comes in
alpha, beta, and delta types. The alpha has a blast radius of 9 yards;
the beta has a blast radius of 30 yards; and the delta has a blast
radius of 60 yards.

Micro-Missile - A 3-inch long missile that comes complete with its own
plastic handgrip/launcher. It does a blast radius of 15 yards.

Mini-Missile - A 15-inch long missile in its own disposable, shoulder-
held launcher. It has a blast radius of 30 yards.

Neutron Bomb - A 18-inch in diameter duralloy sphere. This bomb has a
blast radius of 300 yards. The bomb only damages living beings; it
doesn't harm equipment, vehicles, or buildings.

SDP (Small Damage Pack) - A canvas bag of plastic explosives. The blast
radius is 12 yards.

Surface Missile - A slender 3 yards long cylinder, usually fixed to a
military installation, or vehicle, and directed by computers and radar
at the launch site. There are 3 types of surface missiles: neutron,
fission, an concussion. The first two are simple bomb of the
appropriate type attached to a surface missile. The latter type will do
30d10 points of damage to anyone in a 100-yard blast radius.

----------

                                 Phaser


     There are two types of phasers: Phaser I and Phaser II. Phaser I
does not have a handle and can fit easily in the palm of the hand. The
hydrogen energy cell in a Phaser I holds 50 charges. Phaser II is
larger and has a handle. The two hydrogen energy cells in a Phaser II
holds a total of 100 charges.

     Type             Range        Charges
     Phaser I        5/10/15          50          Range is given in
     Phaser II      10/20/30         100          tens of yards.


     A phaser is different than other weapons in that it has a setting
controls that allows various forms of damage.


SPREAD:

Normal - The wielder makes a normal "to hit" roll.

Wide - The wielder doesn't make a normal "to hit" roll. Instead, the
target makes a saving throw vs. paralyzation to avoid being hit. This
saving throw is made at a bonus of +2 if the weapon is used at medium
range, or +5 if the target is at long range.


SETTING:

     The number following the setting is the number of charges that
will be drained from the battery per hit. Wide-spread attacks will
drain twice the number of charges per person affected. The setting are
as followed:

Stun (1) - Target must make a successful saving throw vs. wands or be
rendered rigidly immobile for 5d4 rounds. A save indicates that the
stun didn't affect the character this time. The ray from this setting
is blue.

1 (2) - Target suffer 1d10 points of damage, save vs. wands for half
damage. The ray color from settings 1 through 10 are various shades of
red (1 being light red, and 10 being dark red).

2 (3) - Target suffer 2d10 points of damage, save vs. wands for half
damage.

3 (4) - Target suffer 3d10 points of damage, save vs. wands for half
damage.

4 (5) - Target suffer 4d10 points of damage, save vs. wands for half
damage.

5 (6) - Target suffer 5d10 points of damage, save vs. wands for half
damage.

6 (7) - Target suffer 6d10 points of damage, save vs. wands for half
damage.

7 (8) - Target suffer 7d10 points of damage, save vs. wands for half
damage.

8 (9) - Target suffer 8d10 points of damage, save vs. wands for half
damage.

9 (10) - Target suffer 9d10 points of damage, save vs. wands for half
damage.

10 (12) - Target must save vs. death magic or die.

Maximum (14) - This setting causes matter to vanish. It affects even
matter (or energy) of a magical nature. Disintegration is
instantaneous, and its effects are permanent. Anything within the 10' X
10' X 10' cube is obliterated. A thin, green ray (no wide-spread
attack) causes physical material affected to glow and vanish leaving no
trace.

Overload (all) - This setting causes the phaser to build up energy that
surpasses safety parameters until it explodes destroying the phaser.
Phaser I has a blast radius of 25 yards and does 5d10 points of damage
to living things in the blast radius. Phaser II has a blast radius of
50 yards and does 5d20 points of damage to living things in the blast
radius.


----------

                             Powered Armor


Type                      AC      Value       Power    Code
Energized Armor            2      75000         A       E
Inertia Armor              2     110000        2A       E
Powered Alloyed Plate      2     120000         A       E
Powered Plate Armor        3     100000         A       E
Powered Assault Armor      1     150000        3A       E
Powered Attack Armor       1     150000        2A       E
Powered Battle Armor       2     150000        2A       E
Powered Scout Armor        2     150000        2A       E


     All powered armor consists of a sealed suit with a power source
that makes it function like a "second skin" when worn. Energized Armor
and Inertia Armor may function without a power source (but it will be
impossible to make jet-assisted jumps). Other types won't function
properly without a power source. They will still protect the wearer in
most cases, but their force fields (if any) won't work and the
character won't be able to move while in them. Gas doesn't penetrate
functioning powered armor since there is a 72-hour oxygen supply inside
that works independently of the armor's power system. All suits have a
2-way radio, a Medi-kit, ultraviolet and infrared sensors, and an audio
system that automatically dampens loud noises and amplifies soft noises
(wearer can make out individual sounds at 4 times the normal distance).

Energized Armor - The suit's jet-pack lets the wearer make jumps of 180
yards. It is powered by a single Atomic Energy Cell good for 40 hours.

Inertia Armor - Suit has a partial force field that can absorb up to
half of the damage (25 points of damage per round) inflicted on the
wearer. It also has a jet-pack for use in making jumps of up to 180
yards. It is powered by two Atomic Energy Cells good for 60 hours.

Powered Alloyed Plate - The single Atomic Energy Cell (good for 44
hours) gives this armor the ability to move under its own power while
worn. The wearer moves as if unburdened while carrying an additional 30
pounds and as if burden when carrying 60 pounds over his normal amount.
Powered Plate Armor is an improved version using a single Atomic Energy
Cell good for 52 hours.

Powered Assault Armor - The three Atomic Energy Cells in this suit are
good for 48 hours. While in operation, the suit provides a force field
that absorbs all damage inflicted on the wearer (50 points per round
maximum). In addition, the wearer moves as if unburdened while carrying
an additional 90 pounds and as if burden when carrying 180 pounds over
his normal amount. The wearer moves at quadruple speed and can make 30
yard jumps. Built in the finger of each hand is an independently-
powered laser pistol and built into the helmet is a micro-missile
launcher with a 20-missile clip. Built in the back of the suit is a
grenade launcher (90 meter range) with a 15 grenade clip containing
assorted grenades. The suit's powered fists do 9d6 damage.

Powered Attack Armor - The two Atomic Energy Cells in this suit are
good for 40 hours. This type is the same as the Powered Assault Armor,
but its force field absorbs 40 hit points maximum per round and the
wearer moves at triple normal speed.

Powered Battle Armor - The two Atomic Energy Cells in this suit are
good for 48 hours. This type of armor contains a force field that
absorbs all damage inflicted on the wearer (maximum of 30 hit points).
The wearer moves as if unburdened while carrying an additional 60
pounds and as if burden when carrying 120 pounds over his normal
amount. He may move at double his normal speed and make 15 yard jumps.

Powered Scout Armor - The single Atomic Energy Cell (good for 56 hours)
gives this armor the ability to move under its own power while worn.
The wearer moves as if unburdened while carrying an additional 30
pounds and as if burden when carrying 60 pounds over his normal amount.
This type of armor contains a force field that absorbs all damage
inflicted on the wearer (maximum of 20 hit points). The wearer moves at
quadruple speed and can make 30 yard jumps.

----------

                     Medical Supplies and Equipment


     These items are labelled with a universal symbol and include
instructions for use (that will be indecipherable to most characters).
The labelling system will let characters easily recognize all types of
medical equipment and supplies once they encounter any example of that
of equipment or material.

Accelera Dose - A 6-inch long disposable jet spray tube of a compound
developed to accelerate healing. Characters who spray the compound
under their skin immediately heal 1d10 points of damage.

Cur-In Dose - A 6-inch long disposable jet spray tube of a substance
that breaks down most chemicals not normally found in the human body.
If taken within 30 seconds of exposure to a drug or poison, the user
experiences no effect from the drug or poison.

Interra Shot - A 6-inch long disposable jet spray tube containing a
sort of "truth serum" that opens the subconscious to direct
interrogation. If affected, the character answers all questions
truthfully for 10 minutes and then forgets the interrogation.

Medi-Kit - A 3X6X12-inch metal and plastic box that can be hung on a
belt for transportation. A micro-computer in the unit controls sensors
that analyze medical problems in any subject it scans. The unit is held
next to the skin when a scan is desired. If a character wants the kit
to heal a wound, he holds it over the trauma area. The kit
automatically sutures wounds, injects anti-toxins and antibiotics
(where needed) and even gives simple instructions on how to perform
operations. It will also spray antiseptic dressings on treated wounds.
Kits are powered by a Chemical Energy Cell and keep functioning as long
as their drug banks are full. There are about 4 treatments per drug
bank for each type of problem the kit is designed to handle.
Replacement banks (with built-in power cells) will be found in military
depots and chemical plants. Medi-kits will never inject anyone with a
substance (Accelera Dose, for example) poisonous to the patient. They
heal 1d10+20 points of damage. The average Medi-kit heals 2d20+200
points of damage before exhausting its drugs banks.

Mind Booster - A 6-inch long disposable jet spray tube containing a
compound that enhances metal functioning. The user's intelligence is
increased by 3 for one hour after taking the compound. However, he must
rest for four hours immediately after the drug wears off or he will
permanently lose 3 points from his intelligence.

Poison Antidote - A 6-inch long disposable jet spray tube containing an
antidote for each type of poison. If used on someone within 30 seconds
of exposure to poison, the antidote may save him from damage or death.
Each type of antidote always work for each type of poison. If an
antidote is for another type of poison, it has a 50% chance of working
on the poison the user was exposed to. The chance is modified by +10%
for each level the antidote is above the poison and -10% for each level
below it is below the poison.

Stim Dose - A 6-inch long disposable jet spray tube containing a
special stimulant that doubles the user's speed, increases his
dexterity by 1 and increases strength by 3 for a period of one hour.
The user must rest for eight hours immediately after the dose wears
off.

Suggestion Change Drug - A 6-inch long disposable jet spray tube
containing a hypnotic drug that puts the user in a trance for 10
minutes. While hypnotized, the user may be given instructions that he
will follow literally for the next four hours, including instructions
to take orders from another character. Once out of the drug's trance,
the user will only subconsciously remember his instructions.

----------

                          Miscellaneous Items


Auto-analyzer/Tricorder - This hand computer/scanner/data transfer
mechanism is most often used to analyze life forms and natural
phenomenon. The character using it must make an intelligence check for
each use to obtain the information he desires, although the GM may
determine that the intelligence check is only needed when seeking a
particularly complex piece of information. If the check is successful,
the player may ask the GM 1-6 simple or yes/no questions.
     The analyzer can also be set up to act as an alarm, with 100 yard
range. The analyzer can work via a computer link-up or with a variety
of data chips that can be inserted.
     The analyzer runs on a Hydrogen Energy Cell that will allow it to
function continuously for 18 hours.

Universal Translator - This small computer translates a multitude of
languages. It comes in a variety of forms, sometimes as an item of
jewelry, a small rod, an ear plug, an ear implant transmitting to a
computer elsewhere, etc.. When in use, the device is generally
undetectable (with the exception that the speaker's lips move like he
was in a Japanese martial-arts movie).
     The device works best when languages are preprogramed into it. In
order to use a language not programed into it, the translator must
"derive the language matrix". To derive a basic matrix, the translator
needs to be exposed to the language for several minutes, then as time
progresses the language base will improve.

Communications Sender - This is a short range communications device. It
resembles a 20 by 10 by 5 inch black box with a small tv screen in one
side. The Chemical Energy Cell powering the device is good for 40
hours. Messages can be sent or received at a 100-mile range.

Communicators - These palm-sized plastic boxes fold out to display a
dial used to direct a signal in any direction. They allow users to
communicate over a 4-mile range. In some cases, communicators will only
respond to signals from other units tied into a particular network.
Each has a Chemical Energy Cell good for 200 hours.

----------

                          Control Transmitters


     A control transmitter appears to be a small speaker, with a jack
that connects it to a sonic generator. The device allows commands to be
given to a specific type of creature of animal or less intelligence.
Each time a command is given to a particular type of creature, a 6-
sided die is rolled. If a 6 isn't rolled, the creature obeys its
command. If a 6 is rolled, the creature goes mad and will attack the
users of the device if possible. After the device has backfired, it
cannot be used with the same species again, but functions normally with
other species. Below is a listing of the various transmitters:

     Type                Color
     Mammal              red
     Fish                blue
     Insect              yellow
     Reptile             white
     Plant               green
     Robot/Android       black

----------

GC COMMENT: See the comment in "Weaponry - Past & Present".

-----------------------------------------------------------------------


                     THE CARLSON SYSTEM TO FIREARMS

                            BY MARC CARLSON


                       MISCELLANEOUS HOUSE RULES


1) 10 attacks per round is the maximum allowed, except where Fighter
Level/Attack bonus is used. The character may well be able to perform
200 attacks per round, but for playability purposes only 10 per round
is allowed.

2) Two handed attacks double the number of attacks per round, but still
may not exceed 10 attacks per round (see rule #1).

3) Spells, items, and technological effects that are "Instantaneous"
engage in the segment AFTER they are cast or used.

4) Spells, items, and technological effects that are NOT
"Instantaneous" engage in the first segment of the next round after
they are cast or used.

5) Called shots must be made on a natural +5 or better than the number
needed to hit. Called shots must be announced before they are
attempted. A called shot that strikes as a "20", or a critical hit,
will be counted as a called shot only.

6)  The "Automatic Called Shot" proficiency means that the character
must make a "called shot" type roll if they intend on hitting anywhere
else but the agreed upon Called shot location. For example, a gunman
with "auto-called shot" for the gun hand, will automatically hit his
opponent's gun hand regardless, unless they are actively trying to hit
somewhere else (as a called shot).

7) Reloading a magazine requires 1 round per magazine. The actual
changing out of a full magazine for an empty one only takes a fraction
of a segment and may incur no penalty if the character has prepared to
do so, in advance. Weapons that do not have easily reloaded magazines
include Mausers, Bold Action Rifles, Revolvers, etc.. An additional
round may be required to reload.

8) If a character is struck by a bullet, they must make a save vs.
petrifaction or be stunned for a number of rounds equal to the number
by which they missed the roll.

9) If firing on a target that is quickly acquired while the weapon is
out, and the character is prepared to fire - roll a perception roll
(Wisdom check, whatever) to determine if the target is actually
"acquired" or "locked on to." If target is acquired the attack is made
at a -0, if not the attack is made as per "Unprepared shot" (i.e., -5
to hit).


                               HIT CHART


TABLE: Gun Exact Hit Chart

Roll      Location
01-03     Head -- Mortal Wound.
04        Head -- Save vs Shock at a -10.
05        Neck -- Mortal Wound.
06-10     Right Arm
11        Right Arm -- Mortal Wound.
12-13     Right Hand
14-19     Left Arm
20        Left Arm -- Mortal Wound.
21-22     Left Hand
23-34     Chest
35-44     Chest -- Internal Damage. Double Damage. *
45-54     Chest -- Serious Internal Damage. Triple Damage. *
55-56     Chest -- Mortal Wound.
57-59     Abdomen
60-64     Abdomen -- Internal Damage. Double Damage. *
65-70     Abdomen -- Serious Internal Damage. Triple Damage. *
71-72     Abdomen -- Mortal Wound.
73-84     Right Leg
85        Right Leg -- Mortal Wound.
86        Right Foot
87-98     Left Leg
99        Left Leg -- Mortal Wound.
00        Left Foot

* Chances are good for a gory, lingering death with these wounds.


                              PROFICIENCIES


     Characters may "spend" experience points already earned to "buy"
new proficiencies and maneuvers. This may not be enough to send them
below the amount needed to maintain t heir current level.


TABLE: Proficiencies
                                           Proficiency
Proficiency                       XP Cost     Slots
Martial Arts proficiency           20,000       1
Martial Arts specialization (See Weapons Specialization)
A Martial Arts Style               20,000       1
Each new special maneuver          20,000       1
Each new weapon proficiency        20,000       1
Each New Skill (to 20% minimum)    20,000       1
Tight Weapons Group                40,000       2
Broad weapons Group                60,000       3
Weapons specialization  +1 (40%)  120,000       2
                        +2 (60%)  320,000       3
                        +3 (80%)  500,000       4
Ranged Weapons special. +1 (40%)  120,000       3
                        +2 (60%)  320,000       4
                        +3 (80%)  500,000       5
Fighting Style Specialization
     Single Weapon                 20,000       1
     Two Hand Weapon               20,000       1
     Weapon/Shield                 20,000       1
     Two Weapons                   20,000       1
Take only half damage from wounds 500,000       -
Special Maneuvers                  20,000       1


SPECIAL MANUEVERS

- Attacking a Moving target - 1/2 penalty
- Attacking while Moving - 1/2 penalty
- Automatic, specific "Called Shot" - no penalty
- Claw Weapons
- Double length of Medium Range for proficient weapons
- Draw Second - Role the attack as per Fast Draw, but there is no
  penalty for allowing an opponant to draw first. At worst,
  simultaneous attack occurs. Must have Hipshoot, and Fastdraw.
- Drawing a specific weapon/attacking - no penalty
- Hipshooting
- Sleeve Draw
- Sword Draw
- Fanning - Revolver multiple fire per round. 1/2 penalty.
- "Fast Draw" - Must have "Hipshoot" first. Roll 1d10 to determine
  segment attack occurs in (+dexterity adjustment for missle, etc.).
  Nothing may occur earlier than first segment. If both occur
  simultaneously, roll separate inititatives for each.)
  "Fast Draw" Modifiers - 20,000 or 1 prof. slot for each +1.
- "Off Hand" Weapon use (Single weapon style) - no penalty
- Shoulder Arms at +1 speed factor.
- "Snapshot" - Fire a missle weapon, then move up to 1/10th movement
  rate during the same combat segment. May also be used to move
  (1/20th), fire, then move (1/20th) again in the segment. The only
  penalty for Snapshot is "Unprepared shot".
- Speed loading (a specific missle weapons) - 3 segments, no penalty


                                 COMBAT


     All modifiers are cumulative for hit determination. Armor class of
the target is determined as per normal combat. Silencers half range.

RANGE:  Pont Blank                  +1
        Short                       +0
        Medium                      -2
        Long                        -5
        Extra-Long                  -7

Steadied Shot (1 handed weapon held two handed)        +1
Braced Shot (Weapon is at rest on an object)           +2
Handedness, 1 hand (for a weapon needing 2)            -2
            Wrong Hand                                 -2
Wound in Gun Arm                                       -5
Serious Wound in Gun Arm                              -10
Firing two weapons simultaneously                      -6
Aiming/Prepared Shot (takes full round of inaction)    +1
Unprepared shot (i.e. Snapshot, Hipshooting, etc.)     -5
Shot on an "Acquired Target"                            0
Shooter has lost HP less than 50% of total             -1
Shooter has lost HP greater than 50% of total          -4


TABLE: To Hit

Weapon  Speed  Max    Same   Changing
Speed   Factor ROF/R  Target Target  Initiative
VS      8-13    1/2    -10     -15      +10
 S      6-7      1     -5      -10       +5
BA       5       2     -3       -5       +3
 A       4       3     -2       -3       +0
 F      2-3      3     -1       -2       -5
VF       1       3     -0       -1      -10


"First Shot Determination and Initiative"

Drawing From Holster (Draw and Fire proficiency needed)
    Coat pocket, same side       +3
    Coat pocket, wrong side      +6
    Cross Draw, Hip              +2
    Cross Draw, Shoulder Holster +2
    Hip Holster, Open            +1
    Hip Holster, Open, Worn High +3
    Hip Holster, Closed          +4
    Waistband, Front             +2
    Waistband, Back              +3
    Wrist Flip Holster           +1
    Attached to Belt (Phaser)    +2
    Gun in hand, Prepared        +0
    Gun in hand, Unprepared      +2
Surprise
    Opponent given 1st move      +2
    Character is surprised      +10


                            SELECTED WEAPONS


Based in part on work using the 3D system. Assumed Average HP is 30,
based on a statistical study of 250 characters from a variety of
sources.

                            Range in Yards
Cal Name              Type  PB  S  M  L  VL  WSM ROF AMMO DV
..39 Handcannon        ss-m   2  3  8  33 128  vs  1    1  10
..45 Smoothbore Musket ss-f   2  3  8  33 666   s  1    1  10
..47 Handcannon        ss-m   2  3  8  33 128  vs  1    1  10
..50 "Snaphaunce"      ss-f   2  3  8  33 666   s  1    1  10    c.1550
..54 Arquebus          ss-m   2 16 67 210 833  vs  1    1  10    c.1350
..54 Matchlock         ss-m   2  3  8  33 128   s  1    1  10    c.1450
..54 Wheelock          ss-w   2  3  8  33 128   s  1    1  10    c.1520
..69 Matchlock         ss-m   2  3  8  33 666   s  1    1  16    c.1415
..69 "Tannenburg"      ss-m   2 16 67 210 833  vs  1    1  16    c.1399

19th Century Weapons
..22 "Derringer"       ss-c   1  3  8  10  15   a  1 1,2,4  9
..22 Revolver          rv     3  8 50  115 1500 a  1    6   8
..25 Early Auto        sa/c   3  8 50  115 1500 f  1    5  12
..30 Revolver          rv     3  8 50  115 1500 a  1    6   9
..30 Early Auto        sa/c   3  8 50  115 1500 f  1    5  16*
..32 Revolver                                           6  10
..35 Early Auto                                         8  12
..36 Revolver                                           6  12
..38 Revolver                                           6  15
..38 "Derringer"                                        1  20
..44 Revolver                                           6 20-24
..45 Revolver                                           6 18-20

     * .30 cal Early Automatics include Mausers etc, that used a
        variety of Rifle Round.

Rifles
..303 Bolt Action        ba   3  8 100 200 3000 a  1    5  28
..44  Lever Action        m                        2   10  34
..45  Single Shot                                  1    1  42
..50  Single Shot                                  1    1  50

Early 20th Century
..22 Automatic                                          6   9
..22 Revolver                                           6   7
..30 Automatic                                          6  13
..30 Revolver                                           6  10
..32 Automatic                                          6  13
..32 Revolver                                           6  10
..35 Automatic                                          6 13-18
..38 Automatic                                          6  13
..38 Revolver                                           6  10
..44 Revolver                                          6  12
..45 Automatic                                         6  14
..45 Revolver                                          6  12

Late 20th Century
..15 "Golden Gun"      ss     3  8 50  115 1500 f  1   1  12
..22 Automatic                                         6  13
..22 Revolver                                          6  11
..30 Automatic                                         6  17
..30 Revolver                                          6  15
..32 Automatic                                         6  13
..32 Revolver                                          6  15
..35 Automatic                                         6 13-18
..357 Revolver                                         6  24
..38 Automatic                                         6  17
..38 Revolver                                          6  15
..44 Revolver                                          6  13
..44 Automagnum                                        7  36
..45 Automatic                                         6  18
..45 Revolver                                          6  16

Rifles
..22 Lever Action                                      8  21
..22 M-16            ab/c 10 16 233 666 6666 F  10  20,30 49
..30 AK-47                                      10    30  54
..303 Bolt Action                                1     5  28
..465 H&H Royal Double                           1     2  80
..60  H&H Nitro Double Express                   1     2 100

Shot Guns
These are considered area of effect attacks. They do not need a
proficiency to use, and the only "to hit" needed is to make certain the
gundoes not jam.

A line 100 yards long:

    DV:    0' - 40 DV
           3y   40
           6y   20
          12y   10
          24y    5
          48y    3
          96y    1

(Sawed off) A cone 10 yards long:

    DV:    0' - 40 DV
          1y    40
          2y    10
          4y     5
          8y     3
         10y     1

Heavy Arms

Burst Fire
    Short        x2 damage (of 1 round) +1 to hit
    Extended     x10 damage (of 1 round) +2 to hit.
Spray Fire       x2 damage  -5 (Save versus shot gun).

..303 Maxim   at/c 10 16 233 666 6666 A  600 250Belt 30
..45 Gatling                             600     50  42
..30 M60 LMG                                250Belt  60
..50 M2 Browning                            250Belt 100


Flame Thrower
    AOF/Range: A line 10-60' long
    DV: 64  Save for half.
       Jellied gasoline burns for 1d6 r.
Land Mine
    Range: 0
    DV: 20 at 0', -1/1' away from the blast. No save.
Claymore Mine
    AOF/Range: 2 cones; 1 - 60 degr in front x 6'high
                        2 - 30 degr behind, half range
    DV:    0' - 500 DV
          10'   500
          20'   300
          40'   150
          80'    75
         160'    40
         320'    20
         640'    10
Stick of dynamite
        DV: 40
Vial Nitro
        DV: 60
WWII Handgrenade
        DV: 80 (+ 1d20 Fragmentation)
Modern Handgrenade
        DV: 60
(Civil War) Haynes "Excelsior" Percussion Grenade
        DV: 60 (+ 1d10 Fragmentation)


Futuristic Weaponry
                           Max      Pow/Ammo
                           Range ROF Stor  DV Notes
9mm Advanced Combat Rifle   6666  1   20   36
9mm AdvCombat Rifle SABOT   6666  1   20   24
Barsoomian Radium Pistol    6666  2   12   40 Exploding Bullets
"Electric Rifle"            1667  1   40   28 (Space 1889 Gauss Rifle)
Gause Rifle                16667  1   40   30
"Klingon Plasma Cannon"     6666  1   5   120 with energy pack
"Hand Beamer" - Laser      1667   1   5   20
Laser Pistol (Early Fed.)   833   1  20 40/10 (DV 40, save for 10)
"Blaster pistol"            833   1  10   16
"Blaster" (Apokolips) Std.  833   1  10   25
"Blaster", Hvy              833   1  10   64
"Blaster", XHvy             833   1  10  144
Dalembert Blaster           833   1  25  38 + 1d6 rad.
Athenacorp Gazi Blaster     833   1  20  38 + 1d6 rad.
Svortza Blaster             833   1  20  38 + 1d6 rad.
MKI Klingon Disruptor     1667    1  25  38/12
MKI Disruptor Rifle       1667    1  25  38/12
MKII Disruptor (STTOS)               20
   Standard Setting       6666    1      38/12
   High Power             1667    2       D/25 Disintegrate 250 lbs
MKIII Hand Disruptor (STTNG)         25
   Standard Setting       6666    1      38/12
   High Power             1667    2       D/25 Disintegrate 250 lbs
MKIV Disruptor Rifle (STTNG)         55
   Standard Setting       6666    1      38/12
   High Power             1667    2       D/25 Disintegrate 250 lbs
MKI Phaser/Phaser I (TOS)            20
  1.  Stun, Lt.            833    1     38*/12* Paralysed for d10 rd
  2.  Stun.                833    2     38*/12* Unconscious, 2d10+10 rd
  3.  Stun.                833    3     38*/12* Unconscious, 3d10+20 rd
  4.  Stun, Wide Angle     833    4     38*/12* Unconscious, 2d10+10 rd
  5.  Stun, Heavy          833    2     60*/20* Uncons. 6d6 hours,
                                        Save vs. Death or receive
                                        permanent nerve damage
  6.  Heat                  3     2     40/20 (7000 F)
  7.  Weld/Cut              1     1     50/25
  8.  Disrupt/Kill         833    2     75/20
  9.  Dematerialize        333    4      D/25 Disintegrate 250 lbs
  0.  Overload  50y blast radius  DV 10,000 in blast radius
MKI Phaser/Phaser I/Civilian Model    20
  1.  Stun, Lt.            833    1     38*/12* Paralysed for d10 min.
  2.  Stun.                833    2     38*/12* Unconscious, 2d10+10 rd
  3.  Stun.                833    3     38*/12* Unconscious, 3d10+20 rd
  4.  Stun, Wide Angle     833    4     38*/12* Unconscious, 2d10+10 rd
  5.  Stun, Heavy          833    2     60*/20* Uncons. 6d6 hours, Save
                                        vs. Death or receive permanent
                                        nerve damage
  6.  Heat                  3     2     40/20 (7000 F)
  7.  Weld/Cut              1     1     50/25
MKII Phaser/Phaser II (TOS)          35
  1.  Stun, Lt.            833    1     38*/12* Paralysed for d10 min.
  2.  Stun.                833    2     38*/12* Unconscious, 2d10+10 rd
  3.  Stun.                833    3     38*/12* Unconscious, 3d10+20 rd
  4.  Stun, Wide Angle     833    4     38*/12* Unconscious, 2d10+10 rd
  5.  Stun, Heavy          833    2     60*/20* Uncons. 6d6 hours, Save
                                        vs. Death or receive permanent
                                        nerve damage
  6.  Heat                  3     2     40/20 (7000 F)
  7.  Weld/Cut              1     1     50/25
  8.  Disrupt/Kill         833    2     75/20
  9.  Dematerialize        333    4      D/25 Disintegrate 300 lbs)
  0.  Overload  150y blast radius  DV 1,000,000 in blast radius
MKIII Phaser/Phaser Rifle (TOS)      50
      Stun.                833    2     38*/12* Unconscious, 2d10+10 rd
      Stun, Wide Angle     833    4     38*/12* Unconscious, 2d10+10 rd
      Stun, Heavy          833    2     60*/20* Uncons. 6d6 hours, Save
                                        vs. Death or receive permanent
                                        nerve damage
      Heat                  3     2     40/20 (7000 F)
      Disrupt/Kill         833    2     75/20
      Dematerialize        333    4      D/50 Disintegrate 500 lbs
      Overload  150y blast radius  DV 1,000,000 in blast radius
MKI Phaser/Phaser 1B (Movies)        20
      Stun.                833    2     40*/15* Unconscious, 2d10+10 rd
      Stun, Wide Angle     833    4     40*/15* Unconscious, 2d10+10 rd
      Stun, Heavy          833    2     65*/25* Uncons. 6d6 hours, Save
                                        vs. Death or receive permanent
                                        nerve damage
      Heat                  3     2     60/30 (7000 F)
      Disrupt/Kill         833    2     80/30
      Dematerialize        333    4      D/30 Disintegrate 300 lbs
      Overload  50y blast radius  DV 10,000 in blast radius
MKII Phaser/Phaser 2B (Movies)       40
      Stun.                833    2     40*/15* Unconscious, 2d10+10 rd
      Stun, Wide Angle     833    4     40*/15* Unconscious, 2d10+10 rd
      Stun, Heavy          833    2     65*/25* Uncons. 6d6 hours, Save
                                        vs. Death or receive permanent
                                        nerve damage
      Heat                  3     2     60/30 (7000 F)
      Disrupt/Kill         833    2     80/30
      Dematerialize        333    4      D/50 Disintegrate 500 lbs
      Overload  150y blast radius  DV 1,000,000 in blast radius

-----------------------------------------------------------------------


                     16 ARCANE ANSWERS TO GUNPOWDER


1) Shield (1st Wiz): provides x armor class to all projectiles and/or
+n to ac/save.

2) Affect Normal Fires (1st Wiz): would either make the powder fizzle
and smoke or flash and explode the weapon (as well as give quite an
extra oomph to the projectile.

3) Fire Trap (4th Wiz, 2nd Pr): arcane equivalent to black powder (you
can't say a charge of black powder in any muzzle loading infantry
personal/squad weapon actually causes more of a blast than 1d4+7 with a
5' radius (minimum damage for a mage of level enough to cast the
spell).

4) Web (2nd Wiz): no missile attacks at individuals completely caught
in web and no missile attacks through web.

5) Produce Flame (2nd Pr): throw a palm full of fire, flammable
objects, powder kegs, primers, loaded guns, unmixed sulfur, saltpeter,
charcoal, powder horns, body, clothes, hair of gunners, etc..

6) Fireball (3rd Wiz): PHOOOOOOOOOOOM!

7) Wall Of Fire (4th Wiz): see Fireball.

8) Lightening Bolt (3rd Wiz): see Fireball.

9) Dancing Lights (1st Wiz): cast it at the powder store house and see
them run (it can look like a group with torches).

10) Mirror Image (2nd Wiz): go ahead... hit me (doesn't work to well
against shotgun or especially chain or volley fire for that matter).

11) Grease (1st Wiz): flammable coating all over those peasants (low
save) with firearms.

12) Wall Of Fog (1st Wiz): go ahead-shoot your mud!

13) Flaming Sphere (2nd Wiz): see Fireball.

14) Melf's Acid Arrow (2nd Wiz): for spiking a canon.

15) Gust Of Wind (3rd Wiz): bad for long distance targeting.

16) Protection From Normal Missiles (3rd Wiz): protects from siege
weapons.

-----------------------------------------------------------------------


                        NON-WEAPON PROFICIENCIES


                            # of Slots     Relevant       Check
Proficiency                 Required       Ability        Modifier
Cowboy Cool                     1          Charisma          0
Fan Shooting                    1          Dexterity         0
Fast Draw                       1          Dexterity         0
Hip Shooting                    1          Dexterity         0
Repair Cimarron Six-Shooter     1          Intelligence      0
Speed Loading                   1          Dexterity         0
Sharpshooting                   1          Dexterity         0


Cowboy Cool - This allows the user to stare down an opponent in a duel
and gain a psychological advantage. On a successful Charisma check by
the user, the opponent suffers a -2 penalty to his next to-hit roll
(and to his next Dexterity check if using the Fast Draw proficiency
below). This proficiency requires two rounds of concentration to take
effect. Cowboy Cool can also be used to negate someone else's attempt
to use Cowboy Cool or to spin one or two six-shooters on one's fingers
without dropping them.

Fan Shooting - The user attempts to shoot as many missiles (i.e.
darts, bullets, beams, etc.) as possible within one round. The extent
of success on the user's Dexterity check indicates the number of darts
that can be fired at a given combat round. A successful Dexterity check
allows at least two shots during the same round; if the Dexterity score
was beaten by 3-5 points, at least three shots in a round; 6-8, up to
four shots; 9-11. five shots; and 12 or more, all six shots.  Each
successive shot suffers a cumulative -1 penalty to hit (-1 for the
first shot, -2 for the second,, etc.). Of course, this assumes that the
weapon holds six missiles.
     The first shot occurs when the user should normally be allowed to
fire during the combat round (i.e. initiative). Each successive shot
will then happen in each successive segment. Fast Draw and Fan shooting
proficiencies can be used simultaneously.

Fast Draw - Upon making a successful Dexterity check, a user can shoot
before anyone else during a combat round, regardless of the original
Initiative result. If two opponents fight a duel and both use the Fast
Draw proficiency, the one who beats his Dexterity score by the highest
amount gains the initiative.

Hip Shooting - The user has the ability to shoot from the hip.  The
proficiency allows the user to shoot faster, adding a +2 bonus to
Dexterity checks made for Fast Draw or Fan Shooting attempts.
Unfortunately, it is less accurate and causes a -2 penalty to hit in
both cases.

Repair Cimarron Six-Shooter - On a successful Intelligence check, the
user can repair a jammed Cimarron Six-Shooter. Each attempt takes a
full hour. He may try as many times as needed to repair the weapon. An
unmodified score of 20 causes the weapon to break permanently.

Speed Loading - For a specific missile weapon, character cuts reloading
time of weapon in half with no penalties.

Sharpshooting - On any to-hit roll of 20 or better after modifications,
the user may make an extra Dexterity check. If successful, the user
designates a a particular spot on a target to be hit by the dart. This
can be used to automatically disarm an opponent or inflict maximum
damage. Sharpshooting cannot be used with the Hip Shooting or Fan
Shooting proficiencies.

-----------------------------------------------------------------------