Arming Room and Lockers
Posted: Thu Aug 27, 2020 1:22 pm
Armour:
11x Torso Protector TL9 8AV 1000Cr 8kg
11x Improved Cloth TL10 5AV 500Cr 1kg
11x Light Arm Protector TL8 1AV 75Cr 1kg
11x Light Leg Protector TL8 2AV 100Cr 1.5kg
18 sets of Improved Flak Jacket TL8 6AV 300Cr 2kg
5 sets of Reflec TL10 0AV (10 against lasers) 1,500Cr 1kg
21x Light Infantry Helmet TL9 5AV None 75cr 2kg
6x Large Shield TL1 Varies 8av 2heft 75cr 6kg Shield
10x Medium Shield TL1 Varies 6AV 1heft 60cr 5kg Shield
16x Small Shield TL1 Varies 4AV 0heft 20cr 3kg Shield
16x Riot Shield TL6 Varies 7AV 1heft 50cr 4kg Shield
2x Boarding/Entry Shield TL9 12AV 3heft 150cr 7kg Shield
Mechanical Carapace TL9 8AV ( requires Vacc Suit 2 ) 30kg +1 Str/-1 Dex
Powered Plate TL10 12AV ( requires Vacc Suit 1 ) 40kg +2 Str/-2Dex
Hand Weapons:
Shock Whip TL9 Melee (Whip) 1d3 + 1 or 1d6 stun effect 450 1 Stun effect
20x Stunstick TL8 Melee (Bludgeon) 1d6 + 2d6 (Stun) – 300 0.5 Stun effect
6x Shock Baton TL8 Melee (Bludgeon) 2d6 + 1d6 Stun) 0heft 350cr 0.75kg Stun
2x Stunfist TL8 Melee (Unarmed) 2d6 + 1d6 (Stun) 250cr 0.2 Stun effect
Great Mace TL2 Melee (Bludgeon) 3d6+3 heft4 50cr 7kg Mace
2x Heavy Mace (Sledgehammer)TL1 Melee (Bludgeon) 3d6 heft2 30cr 5kg Mace
10x Boarding Axe TL9 Melee (Axe) 3d6+2 heft1 120cr 2kg
2x Great Axe(Wood Axe) TL2 Melee (Axe) 4d6+2 heft2 60cr 6kg
10x Battle Axe(Fire Axe) TL1 Melee (Axe) 3d6 heft2 40cr 3kg
10x Hatchet TL1 Melee (Axe) 2d6+1 0heft 25cr 1.5kg
4x War Pick TL2 Melee (Axe) 2d6+2 1heft 100cr 3kg halves AV
10x Assault Pike TL5 Melee (Spear) 4d6 1heft 100cr 2.5kg Shaped Charge;armour halved
10x Sword TL2 Melee (Large Blade) 3d6 2heft 150r 2kg
4x Broadsword TL2 Melee (Large Blade) 4d6 2heft 300r 3 kg
10x Cutlass TL2 Melee (Blade) 2d6+4 –1heft 100r 1kg
20x Throwing Axe TL1 Thrown Athletics (Thrown) 1d6+2 1heft 35cr 0.75kg
20x Bola TL0 Thrown Athletics (Thrown) 1d6–1 0heft 5cr 0.6kg Entangle
10x Net TL1 Thrown Athletics (Thrown) – 1heft 10cr 1kg Entangle
Ranged Weapons:
5x Accelerator Rifles 3d6 15rnds No recoil 900cr 2kg with 1,400 rounds of ammunition *
Support Accelerator Weapon TL9 Range:AssaultWeapon 3d3 (Antipersonnel)/4d6 AP (HEAP) 30rnds auto6 recoil–2 3,500cr 6kg with 300 rnds A-P, 240 rnds HEAP *
2x Laser Rifle TL9 5d6 100rnds 3,500cr 8kg 1,500ammo pack
Improved Flamethrower TL8 Range:Shotgun 3d6+6+Flame 25rnds recoil 1 2,500cr 20kg with 5x fuel cylinders
Assault Rocket Launcher TL9 Range:Shotgun 3d6+2 (Antipersonnel)/3d6+8 ST (HE)/4d6+2 (HEAP) 30rnds auto4 recoil–2 2,000cr 4kg 180 rnds A-P, 150 rnds HE, 150 rnds HEAP
10x Advanced Combat Carbine TL10 3d6 SAP(Ball)/3d6 AP(DSAP)/3d6 ST(Low-Pen) 50rnds auto6 recoil 1 900cr 3kg with 2000 rnds ball, 5000 rnds DSAP, 7500 rnds ST, 100 magazines
8x Light Advanced Combat Rifle TL10 3d6 SAP(Ball)/3d6 AP(DSAP) 100rnds auto6 recoil 1 1,000cr 3.5kg with 4000 rnds ball, 8000 rnds DSAP, 80 magazines
2x SMG,Boarding TL8 3d6–1 20 or 50rnds Auto4 Recoil2 1,200Cr 4kg with 2000 rnds and 20 mags
2x Assault Shotgun TL6 4d6 7 or 20rnds Auto4 2recoil 250cr 4.5kg w. 480 rnds
Snub Weapons:
There are 5 Pistols and an SMG in the Bridge, EVA Garage and Engineering Lockers. Each is loaded with Tranq and has available a magazine each of HE and HEAP. The weapons are locked in their rack, which can be released by a Ship's Officer entering a code directly to the locking device, or remotely from the bridge or personal comm. All have FOF Safety (TL 9) fitted.
2x Assault Snub SMG 100rnds Aut 2 or 8(RF) recoil–1 900cr 2.5kg
4x Snub SMG 30rnds Auto2 recoil–2 350cr 2kg
20x Snub Pistol 15rnds recoil0 200cr 0.7kg
3500 Snub ball 2d6–2 (Ball)
6500 Snub HEAP 3d6–2 AP (HEAP)
5000 rnds Snub HE 2d6+2 ST (HE)
7000 rnds Snub Tranq
16x 9mm Autopistol d6–3 15rnd recoil0 200cr 1kg w. 1200 rnds
10x Revolver 3d6–3 6rnds recoil0 150cr 1kg w. 300 rnds *
Very Heavy (14mm) Revolver TL7 4d6–2 4rnds recoil3 1000cr 2.25kg w. 26rnds *
4x Sporting Shotgun 4d6 2rnds recoil2 150cr 3kg w. 240rnds *
4x Rifle, Varmint, Bolt 3d6 SAP 6rnds recoil1 200cr 3.5kg w. 260rnds *
2x Rifle, Heavy, Bolt 4d6+4 SAP 4rnds recoil3 350cr 8kg (one fitted with Telescopic Sight) w. 110 rnds *
Rifle, Big Game, Bolt 3d6+3 5rnds recoil3 1,200cr 9kg w. 56 rnds *
200kg of plastic explosive
10kg of TDX explosive
Grenades:
48x High Explosive 200Cr 6d6/4d6/2d6
48x Fragmentation 150Cr 5d6/3d6/1d6
48x Incendiary 30Cr 3d6 (Flame) in contact/1d6 (flame) within burst radius
60x Smoke 75Cr
24x Smoke (Thermal) 125Cr
12x Smoke (Multispectral) 250Cr
12x Anti-Laser Aerosol
60x Flashbang/Stun 150Cr 3d6 Stun
48x Gas, Tranq 100Cr Special
48x Gas, Tear 75Cr
5x Grenade Launcher
2x Auto-Grenade Launcher
60x Baton Rounds
72x Bean-bag Rounds
72x Tangler-Foam Rounds
60x Tear Gas Rounds
60x Tranq Gas Rounds
RAM Auto Grenade Launcher TL8 range:AssaultWeapon 6rnds 3auto 1recoil 400cr 2kg
RAM Support Grenade Launcher TL8 range:AssaultWeapon 20rnds Auto6 1recoil 2,000Cr 16kg
RAM Grenades:
60xHigh Explosive @200cr 6d6/4d6/2d6
60xFlashbang/Stun @450cr 3d6 Stun
48xFragmentation @450cr 5d6/3d6/1d6
48xIncendiary @90cr 3d6 (Flame) in contact/1d6 (flame) within burst radius
120xSmoke @225cr
60xSmoke (Thermal) @375cr
48xSmoke (Multispectral) @750cr
60xGas, Tranq @300cr Special
120xGas, Tear @225cr
60xHEAP @450cr * Contact 6d6 AP Launcher or RAM only
2x Taser Shotgun TL8 range:Shotgun 1rnd 1recoil 300cr 2kg
200 rnds ( 1d6+4d6 Stun )
* Trophy Outlander weapon, limited ammunition supply
Miscellaneous Items:
32x Combat Drug
32x Titan Drug
32x Slow Drug
Tool Set, Weapon Engineering
10x Laser Sight (TL 8): A laser dot pointer can be fitted to most weapons.
It is not useful beyond Short range but at Close or Short range it
grants a +1 DM on all hit rolls.
2x Electronic Telescopic Sights (TL 7): Electronic sights combining the
capabilities of both electronic and telescopic sights. They are still
rather fragile. Cr. 3,000, 1.8 kg.
6x Electronic Sights (TL 6:) Electronic sights with image enhancement
and light intensifications capabilities are available to provide the
capability to see and hit in the dark. Treat any low-light conditions as
normal lighting for weapons equipped with such sights. These sights
do not increase the weapon’s performance at range, other than by
removing the worst effects of poor lighting. Cr. 2,000, 1.5 kg.
3x Personal Heads-Up Display (HUD) (TL 9): A personal HUD projects
an aim point on an image of the target, automatically correcting
for wind, gravity and so on. Various display devices are available,
ranging from a vacc suit helmet visor to a pair of designer shades.
A HUD grants a +2 DM on all hit rolls at all ranges, for any weapon
it is keyed to.
1x X-Ray Outlining Aid (TL 9): Adding a special outlining element to
an existing sighted scope, the firer can see exactly where a target’s
body lies behind an obscuring object
2x Gyrostabiliser (TL 9): Stabilisers can be added to any weapon with
recoil, reducing the recoil by one point
11x Torso Protector TL9 8AV 1000Cr 8kg
11x Improved Cloth TL10 5AV 500Cr 1kg
11x Light Arm Protector TL8 1AV 75Cr 1kg
11x Light Leg Protector TL8 2AV 100Cr 1.5kg
18 sets of Improved Flak Jacket TL8 6AV 300Cr 2kg
5 sets of Reflec TL10 0AV (10 against lasers) 1,500Cr 1kg
21x Light Infantry Helmet TL9 5AV None 75cr 2kg
6x Large Shield TL1 Varies 8av 2heft 75cr 6kg Shield
10x Medium Shield TL1 Varies 6AV 1heft 60cr 5kg Shield
16x Small Shield TL1 Varies 4AV 0heft 20cr 3kg Shield
16x Riot Shield TL6 Varies 7AV 1heft 50cr 4kg Shield
2x Boarding/Entry Shield TL9 12AV 3heft 150cr 7kg Shield
Mechanical Carapace TL9 8AV ( requires Vacc Suit 2 ) 30kg +1 Str/-1 Dex
Powered Plate TL10 12AV ( requires Vacc Suit 1 ) 40kg +2 Str/-2Dex
Hand Weapons:
Shock Whip TL9 Melee (Whip) 1d3 + 1 or 1d6 stun effect 450 1 Stun effect
20x Stunstick TL8 Melee (Bludgeon) 1d6 + 2d6 (Stun) – 300 0.5 Stun effect
6x Shock Baton TL8 Melee (Bludgeon) 2d6 + 1d6 Stun) 0heft 350cr 0.75kg Stun
2x Stunfist TL8 Melee (Unarmed) 2d6 + 1d6 (Stun) 250cr 0.2 Stun effect
Great Mace TL2 Melee (Bludgeon) 3d6+3 heft4 50cr 7kg Mace
2x Heavy Mace (Sledgehammer)TL1 Melee (Bludgeon) 3d6 heft2 30cr 5kg Mace
10x Boarding Axe TL9 Melee (Axe) 3d6+2 heft1 120cr 2kg
2x Great Axe(Wood Axe) TL2 Melee (Axe) 4d6+2 heft2 60cr 6kg
10x Battle Axe(Fire Axe) TL1 Melee (Axe) 3d6 heft2 40cr 3kg
10x Hatchet TL1 Melee (Axe) 2d6+1 0heft 25cr 1.5kg
4x War Pick TL2 Melee (Axe) 2d6+2 1heft 100cr 3kg halves AV
10x Assault Pike TL5 Melee (Spear) 4d6 1heft 100cr 2.5kg Shaped Charge;armour halved
10x Sword TL2 Melee (Large Blade) 3d6 2heft 150r 2kg
4x Broadsword TL2 Melee (Large Blade) 4d6 2heft 300r 3 kg
10x Cutlass TL2 Melee (Blade) 2d6+4 –1heft 100r 1kg
20x Throwing Axe TL1 Thrown Athletics (Thrown) 1d6+2 1heft 35cr 0.75kg
20x Bola TL0 Thrown Athletics (Thrown) 1d6–1 0heft 5cr 0.6kg Entangle
10x Net TL1 Thrown Athletics (Thrown) – 1heft 10cr 1kg Entangle
Ranged Weapons:
5x Accelerator Rifles 3d6 15rnds No recoil 900cr 2kg with 1,400 rounds of ammunition *
Support Accelerator Weapon TL9 Range:AssaultWeapon 3d3 (Antipersonnel)/4d6 AP (HEAP) 30rnds auto6 recoil–2 3,500cr 6kg with 300 rnds A-P, 240 rnds HEAP *
2x Laser Rifle TL9 5d6 100rnds 3,500cr 8kg 1,500ammo pack
Improved Flamethrower TL8 Range:Shotgun 3d6+6+Flame 25rnds recoil 1 2,500cr 20kg with 5x fuel cylinders
Assault Rocket Launcher TL9 Range:Shotgun 3d6+2 (Antipersonnel)/3d6+8 ST (HE)/4d6+2 (HEAP) 30rnds auto4 recoil–2 2,000cr 4kg 180 rnds A-P, 150 rnds HE, 150 rnds HEAP
10x Advanced Combat Carbine TL10 3d6 SAP(Ball)/3d6 AP(DSAP)/3d6 ST(Low-Pen) 50rnds auto6 recoil 1 900cr 3kg with 2000 rnds ball, 5000 rnds DSAP, 7500 rnds ST, 100 magazines
8x Light Advanced Combat Rifle TL10 3d6 SAP(Ball)/3d6 AP(DSAP) 100rnds auto6 recoil 1 1,000cr 3.5kg with 4000 rnds ball, 8000 rnds DSAP, 80 magazines
2x SMG,Boarding TL8 3d6–1 20 or 50rnds Auto4 Recoil2 1,200Cr 4kg with 2000 rnds and 20 mags
2x Assault Shotgun TL6 4d6 7 or 20rnds Auto4 2recoil 250cr 4.5kg w. 480 rnds
Snub Weapons:
There are 5 Pistols and an SMG in the Bridge, EVA Garage and Engineering Lockers. Each is loaded with Tranq and has available a magazine each of HE and HEAP. The weapons are locked in their rack, which can be released by a Ship's Officer entering a code directly to the locking device, or remotely from the bridge or personal comm. All have FOF Safety (TL 9) fitted.
2x Assault Snub SMG 100rnds Aut 2 or 8(RF) recoil–1 900cr 2.5kg
4x Snub SMG 30rnds Auto2 recoil–2 350cr 2kg
20x Snub Pistol 15rnds recoil0 200cr 0.7kg
3500 Snub ball 2d6–2 (Ball)
6500 Snub HEAP 3d6–2 AP (HEAP)
5000 rnds Snub HE 2d6+2 ST (HE)
7000 rnds Snub Tranq
16x 9mm Autopistol d6–3 15rnd recoil0 200cr 1kg w. 1200 rnds
10x Revolver 3d6–3 6rnds recoil0 150cr 1kg w. 300 rnds *
Very Heavy (14mm) Revolver TL7 4d6–2 4rnds recoil3 1000cr 2.25kg w. 26rnds *
4x Sporting Shotgun 4d6 2rnds recoil2 150cr 3kg w. 240rnds *
4x Rifle, Varmint, Bolt 3d6 SAP 6rnds recoil1 200cr 3.5kg w. 260rnds *
2x Rifle, Heavy, Bolt 4d6+4 SAP 4rnds recoil3 350cr 8kg (one fitted with Telescopic Sight) w. 110 rnds *
Rifle, Big Game, Bolt 3d6+3 5rnds recoil3 1,200cr 9kg w. 56 rnds *
200kg of plastic explosive
10kg of TDX explosive
Grenades:
48x High Explosive 200Cr 6d6/4d6/2d6
48x Fragmentation 150Cr 5d6/3d6/1d6
48x Incendiary 30Cr 3d6 (Flame) in contact/1d6 (flame) within burst radius
60x Smoke 75Cr
24x Smoke (Thermal) 125Cr
12x Smoke (Multispectral) 250Cr
12x Anti-Laser Aerosol
60x Flashbang/Stun 150Cr 3d6 Stun
48x Gas, Tranq 100Cr Special
48x Gas, Tear 75Cr
5x Grenade Launcher
2x Auto-Grenade Launcher
60x Baton Rounds
72x Bean-bag Rounds
72x Tangler-Foam Rounds
60x Tear Gas Rounds
60x Tranq Gas Rounds
RAM Auto Grenade Launcher TL8 range:AssaultWeapon 6rnds 3auto 1recoil 400cr 2kg
RAM Support Grenade Launcher TL8 range:AssaultWeapon 20rnds Auto6 1recoil 2,000Cr 16kg
RAM Grenades:
60xHigh Explosive @200cr 6d6/4d6/2d6
60xFlashbang/Stun @450cr 3d6 Stun
48xFragmentation @450cr 5d6/3d6/1d6
48xIncendiary @90cr 3d6 (Flame) in contact/1d6 (flame) within burst radius
120xSmoke @225cr
60xSmoke (Thermal) @375cr
48xSmoke (Multispectral) @750cr
60xGas, Tranq @300cr Special
120xGas, Tear @225cr
60xHEAP @450cr * Contact 6d6 AP Launcher or RAM only
2x Taser Shotgun TL8 range:Shotgun 1rnd 1recoil 300cr 2kg
200 rnds ( 1d6+4d6 Stun )
* Trophy Outlander weapon, limited ammunition supply
Miscellaneous Items:
32x Combat Drug
32x Titan Drug
32x Slow Drug
Tool Set, Weapon Engineering
10x Laser Sight (TL 8): A laser dot pointer can be fitted to most weapons.
It is not useful beyond Short range but at Close or Short range it
grants a +1 DM on all hit rolls.
2x Electronic Telescopic Sights (TL 7): Electronic sights combining the
capabilities of both electronic and telescopic sights. They are still
rather fragile. Cr. 3,000, 1.8 kg.
6x Electronic Sights (TL 6:) Electronic sights with image enhancement
and light intensifications capabilities are available to provide the
capability to see and hit in the dark. Treat any low-light conditions as
normal lighting for weapons equipped with such sights. These sights
do not increase the weapon’s performance at range, other than by
removing the worst effects of poor lighting. Cr. 2,000, 1.5 kg.
3x Personal Heads-Up Display (HUD) (TL 9): A personal HUD projects
an aim point on an image of the target, automatically correcting
for wind, gravity and so on. Various display devices are available,
ranging from a vacc suit helmet visor to a pair of designer shades.
A HUD grants a +2 DM on all hit rolls at all ranges, for any weapon
it is keyed to.
1x X-Ray Outlining Aid (TL 9): Adding a special outlining element to
an existing sighted scope, the firer can see exactly where a target’s
body lies behind an obscuring object
2x Gyrostabiliser (TL 9): Stabilisers can be added to any weapon with
recoil, reducing the recoil by one point