Person Equipment Descriptions:
Skrill:
A biomechanical weapon controlled by an implant's
CVI, the Skrill projects the equivalent of a force beam at its target and
is controlled directly by the mind of the implant. It possesses some
small intelligence of its own (IQ 6 for game purposes) but this is usually
dormant except in early models.
The Skrill has three damage settings: stun, kill
and blast. On stun setting, the Skrill does its listed damage but
is treated otherwise as a kinetic stunner. On kill setting, the Skrill
does crushing damage normally to its target. On blast setting, after
dealing its crushing damage the Skrill blast deals 6d of explosion damage,
multiplied by 5 if it explodes in flesh. The damage of the Skrill
is also variable, between 4d and 4dx10; the multiplier can vary anywhere
from 1 to 10 at the discretion of the user. Changing settings or
damage requires no game time; it is done by instant mental communication
between Skrill and user. Treat all Skrills as controlled by neural
interface (automatic +4 to skill).
Repeated firing of a Skrill fatigues the user.
The weapon is considered to have an internal reserve of strength equal
to ST5; once five shots have been fired, the Skrill begins to fatigue the
firer at a rate of one fatigue point per shot fired. At the end of
combat, the user also gains 1 fatigue if the Skrill was ever fired on kill
setting or 2 fatigue if it was fired on blast setting.
A fatigued Skrill will recover a point of ST whenever
for each point recovered by the user, for any reason. Skrills can
also detect any nearby Skrill (within 100 yards) and its approximate location.
VR Interface
This is a computer control interface a step
below direct neural control. It consists of a headset which is placed
over the eyes and displays necessary information directly on the user's
retinas, incorporating optical controls that operate the computer's functions
through eye movement. The VR interface may be added to any computer
or (at GM's discretion) to the controls of any vehicle or suitable electronic
equipment. It provides +2 to effective skill, but the wearer may
take no other action and is at -2 to all of his active defenses.
Cost: $5,000 in addition to normal cost of computer; $2,000 for headset
Weight of Headset: 1 lb.
Caseless Assault Rifle
The assault rifle is basically a larger, more vicious
version of the assault carbine. It fires 9mm bullets similar to those
of the machine pistol, but at a greater rate of fire. It is the standard-issue
main weapon of the rank-and-file Companion security, and most government
and military security forces as well.
Universal Silencer
This is a general-purpose silencer capable of reconfiguring
to fit any muzzle of relatively normal caliber. Fitting the silencer
to any particular weapon requires one minute of work.
Any gun equipped with the silencer is -2 damage
and fires at half range, but requires a Hearing-2 roll to notice the sound
of the bullet if the listener is within the same room, with a more difficult
modifier if distance is greater. Use the range-speed tables as guidelines
for such modifiers.
Cost: $200
Weight: 1 lb.
Armorplast Inserts
These may be fitted to the chest pieces of any medium
or heavy Monocrys suit or vest, covering areas 9-10 and 17-18 on the hit
location chart. They add an additional DR 20 to the armor's standard
protection and that location now protects against impaling damage with
its full PD and DR.
Cost: $450
Weight: 15 lbs.
Weapon Type Dmg. SS Acc 1/2D Max Wt RoF Shots ST Rcl $ TL
| Skrill | Cr. | 4dx(1-10) | 5 | 8 | 500 | 2,000 | - | 1 | * | - | -2 | - | 14 |
| Assault Rifle | Cr. | 7d | 9 | 13 | 600 | 5,000 | 8 | 20* | 60 | 8 | -1 | 650 | 8 |
Vehicle Descriptions:
(Sorry, no GURPS Vehicles stats; I don't have that
much time on my hands. Anyone who does should feel free to design
these vehicles with the official rules and submit their ideas to
my email. )
Taelon Shuttle: