Copyright 1990 Tony Figueroa DARKWORLD MANUAL The planet known as Arcanar contains the continent known as Ark (Arck) which is now the home of mankind in dimension Miranda X. Ark is miniscule in size compared the three other continents. Ark is 400,000,000 Sq miles in size. It is cut horizontally in half by a mountain range that is 3-4 1000 miles wide and 24,000 miles long. It is this Mt. range that is home to the Troglodytes who are the supreme masters of magic and psionics on this planet. The Mts. also contain Arcanite which is a metal with powerful magic properties fully understood only by the Trogs. Most magic and psi knowledge originate from the Trogs, and those who dabble in those arts should learn the language since it could come in useful. The immense continent of Zinx is filled with dragons and P.RPG races and is usually avoided for fear of nasty dragons. The continent known as the Wasteland is split unequally in two by a large fissure filled with ocean. A powerful race met its end in the Wasteland and polluted it with radiation of known and unknown kinds. The Wasteland is usually avoided because of dangerous inhabitants such as mutants, the insideous Cybernauts, killer robots, and the narchank. Arcanar's title of Darkworld originates from the fact that its days are 30 hrs each and 19 hrs of that is darkness. 8 PM to 12 AM is darkness. 15 PM is midnight and 15 AM is noon. Early settlers called it a world of darkness as did those who opposed rebuilding on it after The Shift. Ark holds 7 walled citystates that are 30 miles in diameter. They are named: Relo, Larade, Quirren, Cidaluz, Treeta, Metrol, and Demrev. They have been safe for three centuries and are expected to survive longer. They have been protected by the 1500' tall and wide armored walls and the outer ring which is 5 Mi. wide and the military base of each citystate. The inner 5 mile circle is seat of the Government mostly underground as is the military bases. The Government is a democracy but doesn't include the citizens. All L4 officials on up are required to be installed with the CyberOfficial headjack unit. This unit takes up the upper right side of the head. The eye can see U.V., I.R., Thermal, Auras, alignments, and the invisible. The rest of the unit has empathy and endows the host with a M.R. 16 (mega-rating, like AR but effects megadamage!), HP/DAP become equivalent DDP points, and STx3. This cyber-government is meant to root out any anarchist or evil aligned people who are not allowed L4 or above clearence. The Blackwood group are the ones in power. The citystates are divided into 4 sectors and 1 military sector. Mankind's government here is the U.S.D. (United States of Darkworld). PSD stands for Police Search and Destroy. Hierarchy: Blackwood Military City Sector Police P.S.D. Level 10 Cochise - - - - - L9 B.W. Agents - - - - - L8 - General(1-4) - - - - L7 - Colonel(1-2) Council - - - L6 - Major Governer - - - L5 - Captain - Mayor - - L4 - Lieutenant(1-2) - - Chief - L3 - Sergeant(1-3) - - Enforcer Vice L2 - Corporal - - Detective Seeker L1 - Private(1-2) - - Officer Destroyer Note: Colonel,Lieutenant,Sergeant,and Private sublevels=class so lower is better. General is Stars so higher is better. Note: The hierarchy levels are often close to the experience levels. Note: DDP of Cyberofficial system is 50. (LK attribute -4) Note: There is a constitution. Judges and H.L. 4+ lawmen deal out justice as they see fit. Under some circumstances, any lawman can. Note: Hierarchy L1-L3 may not be miscreant or diabolic. Term Note: Stinger= mecha put together from spare parts of other craft Term Note: Cybernaut=Genetic and bio engineered lifeforms that are cybernetically augmented Term Note: R.P.C.= reinforced pilot's compartment BLACKWOOD The agency in charge of making sure the government is working. They have a network of top officials who do this. The name of that network is Cochise. B.W. Agents are the ones who carry out commands of Cochise and the B.W. project. The B.W. project is to eliminate or send packing those who should not be in the citystates such as evil creatures from Rips or agents of the Empire which is an organized crime ring on Arcanar that existed even before humans arrived. B.W. Agents are often called M.I.B.'s (Men in Black) for their almost darker than total darkness EBA suits. M.I.B.'s are often psi-stalkers. Working for Cochise is a supercomputer, Vaaxe, with a 1st Class Aura transferred intelligence that is hooked into every C.H.U. (Cyberofficial Headjack Unit) and reports all activities it deems wrong to Cochise. BLACKWOOD EQUIPMENT: M.I.B. EBA: 200 DDP, 5 lbs, no prowl minus, o2 supply= 1 week, takes half damage from lasers Blackwood A.M. Rifle Mk1: (antimatter), 100 DD to 100 lbs (after it affects 100 lbs it will stop) can be set down to 10 lbs (100 DDP) B.W.A.M. Rifle Mk2: affects 100 lbs only, 1d10x100 DD (100 DDP) Dimensional Beeper: (30 DDP) Is an important piece of equipment for transdimensional missions. Is usually used to notify one's commanding officer that it's time to open a rift at the designated locale in order to return home. It only works from Earth to Arcanar so far. The use of morse code is possible (Req Radio: Basic skill). USD's TransDimensional Knowledge: See Vital Info section which also has all known USD info. ENERGY AND METAL Metal: Taelon: lightweight and supertough, Arcanite: magic greater than mithril, Mithril: magic, Argor: energy supplying in DW dimension and regenerating (but uses it right back up to constantly supply energy) is also tough as steel, Meson: (merged with Iridium) superheavy and supertough Money: Currency on DW and Lura is Argor chips, argor is incompatible with other currencies (cannot exchange), 1 gold=1 credit on DW WP energy types: vibro (see Rips), proto (enhanced force field manipulation), plasma (see Robodrek), Grav (gravity manipulation), ion, proton, neutron, meson (propel meson molecules to high speed), laser, A.P.A.R. (armor piercing atomic rupturer), particle/beam gun (propel assorted atoms to high speed) MILITARY AND GOVERNMENT EQUIPMENT Note: * means it can fire bursts, ** means it fires MG bursts, argor means it has unlimited payload but only works in Miranda X if not said: range for most wps is 2500' if not said: DDP of item=cost divided by 2,000 Other EBA qualities see Rips p209 Darkworld thermal vision is like normal 20/20 vision but colorshaded to reflect heat otherwise normal thermal vision G-10 revolver: rounds 8, 4d6x10 DAP, cost $2,408 G-11 pistol: rounds 16, 1d10x50 DAP, cost $5,016 G-12 laser pistol: blasts 40, 1d4 DD, C-8000 G-20 autorifle: rds 50, 3d6x10 DAP, C-14,000 * G-21 ion rifle: argor, 2d8 DD, C-21,000 G-22 beam pistol: argor, 1d10 DD, C-15,000 G-101 SMG: rds 30, 4d6 DAP, C-1,230 * M-1 pistol: rds 10, 1d8 DD, C-9,000 M-2 ion pistol: blasts 20, 3d6 DD, c-20,000 M-25 rifle: rds 20, 3d4 DD, c-14,000 M-30 ion rifle: argor, 6d6 DD, c-41,000 I-1 FlameLanse: R-50', 6d6 DD, argor, c-41,000 (heavy) MG-3 chaingun: rds 180, 1d8 DD, c-58,000 ** (heavy) APAR rifle: argor, 5d6 DD, c-35,000 MAC-10 Omega: argor-meson, 6d6x10 DAP, c-23,000 * (smg) Meson Cannon: argor, 1d4x10 DD, c-45,000 (heavy) Meson (pistol or rifle): argor, 1d30 DD, c-35,000 Lanser Cannon: still 2 handed with fourwinds skill, argor, stunbeam= 1d4x10 melees, P-Beam= 4d6 DD, Plasma ray= 1d6 DD hit 4d6 or 1d6x4d6 DD, missiles= rds2 any medium range missile, grenadier= rds12 1d4x10 DD to 50' area, laser machinegun= 4d6DAP **, designed 2395 AD, c-450,000 (heavy) Clips: E-clip c-2500 (recharge 500), LE-clip c-5000 (recharge 1000), CE or ME -clip c-7000 (recharge 1500), projectile wp clips: DAP c-10, DDP c-50 (energy guns use normal E-clip unless said otherwise) Mecha Assault Rifle: 10' long, 200 DDP, blasts 100, 1d4x10 DD aimed, 2d6x10 DD 3 blasts, 1d6x100 DD 20 blasts 2 apm, spray hit 2d6 2d6x10 DD 20 blasts 2 apm, P-beam, req ST 40, Mecha E-clip (ME), c-300,000 Infantry Railgun: R-6000', 2d6x10 DD, +2 hit (laser targeting & etc), req ST 30, payload 20 shells, this weapon is of extremely old design (nearly century old) which explains its tremendous weight (173 lbs), tripods or powersuits were/are commonly used, c-131,200 (WP Heavy) Mechanoid EBA: 150 DDP, 6 hr o2 supply, 10 mi radio, 34 lbs, -25% prowl, in use since Y2310, C-150,000 Sabot Rocket: 1 shot/disposable, 1d6x50 DD, 30' blast, c-3,000 (H) P.S.D. Seeker pistol: rds 10, 4d6 DD, rds have 6 DDP each, rounds are smart, 500 mph, +5 strike (add no other str bonus), have 1 APM and continue to attack target until it hits is destroyed or it uses up its 4 melees of fuel, c-50,000 Scopes: These aren't compatible with other targeting systems, but they can magnify the image of a faraway target. Cost: Simple Telescopic: fair magnification to almost 2000', good to 1000', $100 Electronic Telescopic, Distancer: good magnification, 2 miles, $1000 Targeting Grid: +1 strike to carefully aimed shots (like sniper), $100 Laser Targeting: +1 strike, up to 500', target will GLOW!, $1000 M.A.C.H. (military armored combat hovership): L-35', W-20', Spd= mach 5 (mach 1 without thruster, none without 2 hoverjets), crew 1-4 + 10 passengers, engine: argor, DDP by locale: Hoverjets(4) 200, Thruster 200, R.P.C. 450, missile pod(3) 200, wings(4) 150, body 1000, turret 400; not use thruster without 2 wings Weapon Sys: 1. belly P-Beam turret= 4d4x10 DD 2. missile pods= 2 on each side one on belly, volley 1-4 each, payload 10 short range missiles each MECHA DRONES Automated military mecha. Engines are shielded Arcanite with unlimited life. All have shielded microsoftware and are A/P plug compatible. Destroy their body or head to stop them. M-60: ht-16', spd 20 mph running, can be piloted, DDP by Locale: RPC 145, body 380, legs(2) 190, arms(2) 150, railguns(3)150; Weapon Sys: APM 4, +3 strike 1. Railguns= 1d4x10 DD each, payload effectively unlimited 2. punch 2d8 DD, kick 4d8 DD, ST 40 MA-66 F-6: ht-6', spd 100 mph running, DDP by locale: MR 12 head 250, body 300, arms(2) 200, legs(2) 250, hands(2) 100; Jump 50', weight 500 lbs Weapon Sys: APM 4, +5 strike, +10 dodge and parry 1. Eye laser: 1d6x10 DD 2. punch 5d6 DD, kick 6d6 DD, ST 80 3. finger grapples 1d6 DAP each R-30' MA-66 F-5: see F-6, run 50 mph Weapon Sys: 1. punch/kick 1d4x10 DD, ST 100 MA-77: ht-6' 6 in., run 150 mph, leap 100', wt 600 lbs DDP by Locale: MR 15 head 300, arms(6) 150, body 450, legs(2) 350, hands(6) 50; Weapon Sys: APM 6 (+4 dodges), strike +6, parry and dodge +10 1. Autocannon: 1d4x10 DD, in each arm, can fire all 6 simultaneously, rds 30 in each arm * 2. punch 5d6 DD, kick 6d6 DD, ST 90, sixed weapons M-66 Serbot: (cover Black Magic issue 3), ht 20', spd= run 120 mph/ fly 670 mph or teleport (L20 sorcery), save vs magic +10 DDP by Locale: MR 17 tentacle back guns(12) 50, head 300, body 500, arms(2) 350, legs(2) 450, hands(2) 100; Weapon Sys: APM 6, strike parry and dodge +9 1. Tentacle back guns: 3d6 DDP x number fired, aim any direction 2. punch/kick 1d4x10 DD, ST 100 (This is probably the only inanimate object able to save vs magic.) M-77 Warriord: H-25', wt 25 tons, crew: 1 or mecha drone mode, spd run 120 mph fly 670mph (-100 pr jet lost, all if all), DDP by Locale: head 200, legs(2) 250, body 450, arms(6) 220, hands(6) 50, jets(3) 100, LRMM launcher 300, RPC 300; Weapon Sys: APM 6, +8 strike parry and dodge, sixed weapons 1. Arm Plasma cannon: 1d4x10 DD each 2. LRMM (long range minimissile) launcher: payload any 50 long range missiles only size different from normal long range, volley 10 max, swung behind right shoulder when not in use 3. punch 3d6 DD pr arm, kick 4d6+6 DD, ST 100 Note: When piloted, the 3 arms on each side fold into one. MECHA M-90 Vanguard: (or Eliminator/Roachmill) ht-30', wt 30 tons, spd- run 175 mph, crew:1 and 1 passenger, engine: argor, DDP by Locale: body 500, arms(2) 250, hands(2) 75, legs(2) 300, gun 250, MRM launcher(2) 175, RPC 400, head 200, head T-MG 90; Weapons Sys: +2 strike with #1 1. Plasma rifle= 4d6x10 DDP, 24 hr payload if disconnected from hand APAR bayonet= 1d4x10 DD, source of strike bonus 2. MRM launcher: one on each leg, payload 8 medium range missiles each, volley 8 max (16 if both fired) 3. Tommyknocker MG cannon: rds 200, short burst (10 rds) 3d10 DD, long burst (30) 1d8x10 DD, spray (40) hits 1d12 targets for 1d30 DD each 4. punch 3d6+6 DD, kick 4d6+6 DD, ST 160 PM-100 Dark Knight: engine: argor, crew: 1, ht 20', wt 10 tons, spd: run 200 mph fly mach 1, to pilot this mecha: req cyberplugs in forehead(2) hands(2) neck(2) and Pilot Psi-Mecha and mecha combat: psi-mecha which is only taught to Captain or higher (armor pilot) and provides +4 APM +1 at L7 and L15 +4 strike parry dodge and roll with, DDP by Locale: body 500, arms(2) 250, legs(2) 300, head 230, sensors(5) 30, jets(5) 100, hands(2) 100, swords(2) 250, cannon 250, LRMM(2) 150, RPC 400; Weapons Sys: 1. Plasma swords= 1d6x10 DD each, scabbards on back 2. Tri-Fire Meson Cannon= 3d8x10 DD, 24 hr life if removed from hand 3. LRMM launchers: payload 20 long range mini missiles each, volley 10 max each 4. punch 4d6+6 DD, kick 5d6+6 DD, ST 80 CONSUMER GOODS BY COMPANY Clinic Plus Inc. Ressurection: cost-10,000-100,000+ (astronomical prices not uncommon) Restore: c-1,000 Total heal: c-100-500 Heal: c-10-100 (less than a full total heal spell) Total Heal potions: c-1500-5000 Employees are normally magic clerics, mages, monks, or (rare) necromancers. Note: Normal recovery rate is 4 hp/day and 5 DAP/hour Stingray INC. Knuckle Bomber: fits into palm, concussion blast released upon palm strike (punch), 1d4x5 DD, comes with arm brace if not to be used with armor, c-20,000 Knuckle Bomber Mk2: fits over hand, 1d6x5 DD, can't use hand, c-30,000 (wp blunt) Knuckle Bomber Mk3: this is the deadliest KB on the market in early 2400, it also uses the most energy requiring an E-clip, payload 50, 1d4x10 DD, like the mk2 in appearence: large mace like weapon fitting over where the hand is, c-40,000 (wp blunt) Knuckle Bomber Mk 4: 1d4x10+20 DD, charges 25, covers hand, can mount the KB Tri-Laser, available mid-2400, Cost: $60,000 KB Tri-Laser: attaches to either knuckle bomber mk 2, 3, or 4, payload 30, 6d6 DD, has 4 E-clips slots but can only use one at a time, c-180,000 * (wp system, wp heavy) Hardsuit: these resemble EBA suits but are actually power armor, no power armor skills are required since its very easy to use (may add bonuses from PA training, do not add PA minuses and don't remove a monk's extra APM), its basically a powered EBA suit, ST 40, lasertargeting +3, engine: protoculure, height: a few inches more than the wearers, wt: 200-300 lbs, DDP 200, MAY NOT WEAR EBA UNDERNEATH, they come with a jetpack (120MPH), running speed: 75 Mph, punch 1d4 DD, kick 1d6 DD, its engine will power any jetpack or Stingray INC. accesories, c-400,000 Razor Ribbon Hardsuit Attachment: two 4-5' strands of razor ribbon attached to either side of the helmet, they are controllable for purposes of hand to hand combat, 1d8 DD from a single slash, the two can be controlled as one, they are tough (1 DDP) but flimsy (can't parry), c-16,000 (Y2390) Razor Ribbons Mk2: up to two can be attached to the hardsuit helmet in place of Model 1 Razor Ribbon attachments, 2d8 DD each, WP Chain/System, Cost: $23,000 (early 2400) Razor Ribbons Mk3: These nearly mono-molecular strands of smartmetal are now even deadlier. Damage: 5d8 DD each, C: $80,000 (mid-2400) Needle Railgun: This small railgun fires 15cm armor-piercing "needles". The launcher is a small tube under the armor of the forearm. Up to three can be mounted in a forearm (to fire as one). Rds 40, 1d6 DD, R-4000', c-2,550 each * (wp sys, H) Wrist Laser Sword: 1-h, retracts into wristband-like unit, 3d6+2 DD, This and units like this have become very popular and is the cutting edge in concealed weaponry. c-22,000 HS Wrist Laser Sword: This is built into the hardsuit forearm and consists of a vibroblade that has had its force field superheated to melt the target before actually cutting into it. The blade can retract competetly into the hardsuit's wrist. Damage: 6d6+4 DD, Cost: $60,000 HS Palm Particle Disrupter Cannon: 1d6x15 DD, Cost: $90,000 HS Shoulder Beam Cannon: can buy one for each shoulder and fire the pair as one, 1d6x10 DD each, R-4000', Cost: $60,000 each HS Blade Launcher: a high-tech version of ancient african throwing irons, can mount up to two, one-shot, 1d8x10 DD, Cost: Launcher & Ammo $800 each HS ECM: (Electronic Countermeasures); The hardsuit's small size and design make it eligible for an ECM that effectively works against modern systems geared for larger targets. This unit takes up so much power/space that it dissallows any other hardsuit powered equipment. Benefits: Guided missiles are -10 to strike, the HS is invisible to all but the visible spectrum (invisible to radar, motion detectors), computer link ability (literally a cordless modem, +10% computer skills if physically connected to system with HS cables), laser communications can be used to enhance range; Special Tactic: Using the Radio/Scramblers skill at -20% (-30% if HS not the target), the pilot can attempt to redirect guided missile(s) (uses 1 APM). The first roll is to misdirect them. The second roll is to change the volley's target to one of the pilot's choice. Cost: $350,000 Motoslave: This armored motorcycle works for the hardsuit as the cyclone works for CVR-4 EBA. It conforms around it and becomes a suit of power armor for it. When it's in armor mode and not cycle mode, it's piloted like normal power armor and not like a hardsuit even though you're wearing one, but the laser targeting bonus is increased from +1 to +4. From a hardsuit, it can be controlled remotely if in armor mode. Each of its actions count as one of yours, and it must remain in sight. In armor mode, the axles move to behind the shoulders where the tires act as hoverjets. The armor mode completely engulfs the hardsuit. The head is monocular for it's the single headlight in motorcyle mode. Ht: 9 to 11', Wt: 450-550 lbs, Speed: Cycle 220 MPH / Fly 230 MPH or half with only 1 jet (-6 to dodge if doing so), ST 50 DDP: Body 250, Hoverjets (2) 95, Head 120, Arms (2) 125, Legs (2) 125 Weapons: none; One weapon can be attached to each side for a total of two (must be hand held in armor mode.) They can be fired as vehicle mounted weapons in cycle mode. Punch: 4d6 DD / Kick: 2d6 DD - It wasn't designed for kicking. Cost: $540,000 Motoslave AI: APM 5, only bonuses: s/p +4 (+1 pr 2 levels of linked HS wearer), ddg +12, Cost: $500 Note: The standard MotoSlave weapon is a Lanser II which it uses one-handed because it was designed to do so. BG Jetpack: DDP 75, Spd 120 MPH, argor powered, Cost: $6000 Disrupter Spikes: This pair of launchers fires two spikes with trailing cables. Once embedded in the target, disrupter charges are sent down the cables into the target. Each spike impales for 1d6x10 DD, and each can disrupt for 1d4x10 DD per action thereafter that the HS pilot fires the disrupter generator. The spikes grip the target with a ST 40. $200,000 Eliminator: This bulky 30mm gauss cannon (railgun) takes up most of a forearm, turning it into a bulky club. Three fingers are available around the mouth of the cannon. R-4000', The ammo comes into cannisters that are slid into the forearm after opening up the side of the gun. It can hold ten shells of the following type of ammo: APDS = 2d6x10 DD, HEAP = 2d6x10 DD to 6' radius, and HEJA = 2d8x10 DD. The other type of ammo available is SMAP (Spinning Meson Armor Piercer) = 3d6x10 DD, but a cannister using these must use all SMAP rounds. SMAP shells are bigger so payload is reduced to 5. Reloading the Eliminator requires 3 APM on the reloader's part and 1 on the suit's part (reload, wait one action, ready to rock'n'roll). Normally, three needle railguns complete the armament of a Eliminator-armed limb. Cost: $180,000 YAMATO PRODUCTS Wave Motion Shotgun: This weapon fires exploding argonite particles to create a stream of destructive power. Payload is 3 for each barrel (2), each barrel uses a LE-Clip, 1d12x10 DD or 2d12x10 DD if both barrels fired (using up two shots, one for both barrels), Cost-$480,000 Ammo Generator: payload(CE-CLIP)10 charges, one charge will produce 1 pound of ammo with the matter from energy system, weapons without clips must use 1 charge for every round to be created, will produce mini-missiles, cannot produce regular missiles or nuclear weapons or ammo that weighs over 10 lbs, comes with memory of 50 different ammo types (purchaser picks) which can be changed by Yamato Products only, game masters use your discretion on what this may produce, cost-$1,000,000 THE UNITED STATES OF DARKWORLD, CIVILIZATION, AND VITAL INFORMATION TO MAKE IT ALL MAKE SENSE The City States: Each of the seven is a 30 mile diameter circle and a walled installation with 706.5 square miles on the surface. An inner circle with a 5 mile diameter is the Blackwood Sector. It goes down 3 miles adding 15 subterranean levels for a total of 16 circles with 20 sq. mi. each. The Blackwood Base in Relo is Blackwood Headquarters. On its fifteenth level is a supercomputer with a principled alien transferred intelligence, Vaaxe, that is a vital part of the B.W. organization. It's telepathically hooked into every C.H.U. and is aware of everything that happens to all those who have been implanted with them. Vaaxe can also communicate telepathically with all wearers simultaneously. Only a distance of 200,000 miles can break the connection. Each city state has a Cochise Network. A council of 50 Cochise officials on the B.W.B.'s 15th level are the ultimate governing power. Vaaxe is a member of the Relo Cochise Network. The combined C.N.'s are the rulers of the USD. The Blackwood agents make up the rest of Blackwood. They hunt down unwanted creatures of evil, protect the USD internally, and perform high-level scientific research. The outer ring is a 5 mile wide strip that's the Military Sector. It has an area of 392.5 sq. miles and goes down 1 mile, making 5 subterranean levels of equal area. Research & Development for all weapons corporations are in the Military Sector as are their production facilities. They are quasi-military personnel. The military is divided into squadrons of 30 multi-talented members. There are many different types. For example: the 51st is a Tactical Defense Squadron stationed in Relo. For large campaigns, the military is divided into two groups: Air and Ground Division. Military and Blackwood personnel live on their respective sectors. The rest of each city state is divided into 4 City Sectors of 73.5 sq. miles each. The City Sectors go down 1000' making one subeterranean level. Tunnels connect all sublevels within individual city states. The catacombs are under the City Sectors' sublevel. Business, industry, and the arts are all found in the City Sectors. Farmland is outside the city states' walls but within the USD's boundary. Recycling and matter to energy are in use. Each City Sector is ruled by a mayor who also acts as the judge and police coordinater for that sector along with being an advisor to the governor. There is one police chief to each sector and one governor over all 4 sectors. A thirty person council may override the governor. City Sector administration is voted into power although the candidates must have earned their way to a hierarchy level equal to what they want to be. So, most of them have been in the military. Seven 500' pylons are placed evenly around the city state's perimeter behind the wall. They're 5' wide and have 50,000 DDP each. Combined they can produce an indestructable proto force bubble over the entire city state. The wall surrounding each city state is 1500' tall, 750' thick, and has 10,000 DDP to each 10x10x10' section. The city state police are also used to enforce law in normal cities within the USD's boundary. The USD Military and Blackwood sometimes intervene in special cases. The City States' Populations: (listed in millions) Race: Human Delven Dwarven Brutan Dragam Swamper Other Relo: 11 3 less 1 less less less Larade: 9 2 less 2 less less less Quirren: 12 3 4 less 2 less less Cidaluz: 8 less 5 less less 1 less Treeta: 10 7 less less 1 less less Metrol: 14 1 less 2 less less less Demrev 11 3 less 2 less less less The human population of 2100 was 2.3 million. Now in 2400 it's 80 million. Five million humans don't live in the city states. Rest of USD's Population: The total population is over 135 million. The city of Detroit has 15.5 million and Denver has 17.5 million. 53.5 million other citizens live within the USD's boundaries in the wilderness, small cities, towns, and villages. The USD: The USD's southern boundary is the Arc Mountain range. The mt. range runs west to east through the middle of Arc, an octogon shaped continent that's 22,000 miles wide between any two opposite sides. The USD border was made by a geographer who played connect the dots with the city states. The western strip is 2000 mi. long and about 300 mi. wide (the mt. range doesn't go in exactly a straight line). The eastern strip is 1500 mi. tall and 1000 mi. wide. So, the USD is shaped like an L that fell to the left. Lake Dark is just 50 miles off Cidaluz, the city state that is the western boundary marker. Lake Dark is an oval that slips diagonally down to the left. Its area is 5,250,000 sq. miles. The USD has an area of 2,100,000 sq. miles. The Delven city of Denver is placed in the top half of the eastern wing and Detroit is in the bottom. Each is about the same size as a city state, but is equal to cities of Earth's 20-22nd centuries. The Arc Mts. are 3000 mi. wide and 24,000 long (each end juts out 1,000 mi. into the Sea of Light). Lake Dark is surrounded on all sides (except the half of its perimeter that's the Arc Mts.) by 20 miles of swamp. Lake Dark is about 1750 mi. N-S and 3000 mi. wide. After 500 miles from the USD's boundary, Arc is unpredictable. Within its boundaries is a land of freedom, filled with paved roads and citizens of the USD. Crime is rampant there, but the criminals are often not the citizens. The average citizen is armed. To obtain heavy-duty weapons, there's a screening process as there is to live in a city states which is done to keep out demonic evil monsters and the like. The USD's Dimensional Shifting and Rifting Capabilities: 1. General Cochise: He's a L30 NPC (Non-player character) and knows all Rips and Sorcery magic. Even that found on pages 51-53 of the Rips Conversion Book. Can draw (not store) 10,000 MSP a day when within 7,000 miles of the Arc Mountains. He's a four-star general stationed in Relo. 2. There are 27 other generals that are L16-26 and have powers equal to General Cochise. 3. Each city state has a Portal Arch 150' tall and wide. They can each be activated 3x a day for 1 minute each (4 melees). There's 75% of it opening to the correct locale. Failures means its 1d8x100 miles off course. Roll 1d8 for direction (N, NE, E, etc). 4. There are many Mages who can open portals to nexus points. Note: The USD has a base in Tolkeen which is in North America's Magic Zone. There are plans for more bases. Super Nexuses and Delves: There is a large Delven Kingdom within the Pentad Nexus in NW Arc. It's a 1200 mile wide pentagon super nexus point. Many delves also live on and in the Arc Mts. which are one also. The Star nexus is south of the Pentand Nexus on the other side of the Arc Mts. and is feared and avoided. It's utilized by the Empire. Atmosphere: The atmosphere is pretty much the same as Earth's! However there is a layer called the Erval. So dark it can block the suns, Erval constantly shifts causing the days and nights to be the way they are. The days are always the same length. Erval sees to that. The gravisphere, the outermost layer, absorbs gravity like argor and accounts for the low gravity/planet mass irregularity. The gravisphere's gravity is immense. The Ocean: The Ocean is divided into five seas. The Sea of Light surrounds Arc, and the Sea of Darkness surrounds the Wasteland. There is also the Sea of Zinx and the Sea of Frase and Fraze. They haven't been found to go deeper than ten miles. Technology: Most visual communications are done with commvisions (CV). Purely audio is simply called commwave (CW) which is layman's terms for the new energy wave that most communications are broadcast on. The CW can penetrate most areas normally considered impenetrable by anything else. CW uses commitrons which are are like neutrinos in that they are massless and practically unstoppable. For entertainment purposes, there are currently 79 channels for CV's. They include the Arena Channel, Terran Movie Classics (everything from Gone with the Wind to Phantasm II and UHF), and Nature Channel. Although more expensive, most CV channels are available in holovision (HV) which provides 3-D holographic entertainment. The Arena Channel is particularly bloodier on the HV. DARKWORLD EQUIPMENT ADDITIONS Mini-Missiles: Spinner: Range 1 mile, blast radius 0', is a projectile that spins around drilling into most substances, 3d6x10 DD, speed Mach 5, $12,000ea Jet Fighters: The Morningstar: (Appleseed Book 3 issue 3); Manufactured by Briareos Corporation. It is a low-altitude anti-predator device. It's designed to eliminate enemies on the ground and low-altitude enemies as well such as tank killers. Crew: 1 or 2 (the original design required two), Vehicle Type: low-altitude airborne assault, Engine: argor ion drive (original: jet engine), Speed: Mach 1.5, VTOL capability, Flight Ceiling: 1 mile, Length 50', Wingspan 50', height 15', Wt 20 tons, DDP by Locale: Main Body 350, Wings(2) 500, Tail Fins(2) 100, Nose Fins(2) 80, Canopy/RPC 400, Mast-Mounted Sight 120, Wing Tip Rocket Launchers(2) 200, Nose Gatling Gun 120, Nose Chain Gun 120 (90 deg forward arc), Rear Chain Guns(2) 60 Weapon Systems: 1. 30mm Chain Gun: rounds 500, 4d6 DD, mini-burst (10 rds) 1d12x10 DD, short burst (20) 2d12x10 DD, long burst (60, 2 APM) 1d6x100 DD 2. Three-Barrel Gatling Gun: 3d6x10 DD per burst, ammo for 30 bursts 3. Aft 20mm Chain Guns: rounds 200 each, can fire simultaneously, 2d6 DD, regular MG burst rules excluding sprays 4. Rocket Launchers(2): Each has 19 tubes and can hold MM's, SRMM's, MRMM's, or LRMM's. Volleys of one or all. Can fire launchers simultaneously. 5. Wing Mounted Missiles: Each wing can hold four SRM's, one MRM, and one LRM. 6. If piloted by one pilot reduce APM by one. The defense systems of the Morningstar gives all attackers a -2 penalty to strike. Bonuses when piloting the Morningstar: any DX bonuses, +7 to strike, +8 to dodge, and +1 APM at L5, L10, L15. Skill required to Pilot: Jet Fighter 7. As with all power armor, vehicles, and mecha in Dark World use the abilities listed under Mecha in the USD equipment section. 8. The Mast Sight gives provides the Morningstar a 50 mile radar able to track 120 targets simultaneously. Loss of the Mast Sight reduces the strike bonus by four. This jet can use VTOL system to hover. Loss of nose and tail fins reduces the dodge bonus by two each. Loss of one of the wings will send the craft into a dive. The RPC can ejectand make a soft landing. Panoramic view projected on RPC's inside. The Fanner: This is a dogfighter built for strafing. Engine: argor ion drive, length 30 ft, wingspan 40 ft, Speed: Mach 3, VTOL and hover ability, flight ceiling 3 miles, Wt 2.5 tons, DDP by Locale: Body 150, RPC 200, Wings(2) 100, Tail Fins(3) 40, Laser Cannons(2) 100 Weapon Systems: 1. Undercarriage Laser Cannons: They have a 180 degree arc, can fire ahead, down, or to the rear, 1d4x10 DD each, +4 to strike; burst: hit 2d8 targets in the general area where aimed, does 1d30 DD with every hit, strike +2 (add DX and H to H bonuses to strike and dodge bonuses) 2. The pilot's APM are doubled. +10 to dodge Note: The poor damage with the aimed shots are due to focusing problems. Some Y2400 USD Hardware Positron Pulse Pistol: 5d6 DD, argor, +1 to hit, C-230,000 O.A.S. (Omni Assault Suit) : This EBA is too bulky to fit into power armor. It combines experimental molecular-bonded taelon with the new micro-missiles. DDP 275, weight: 12 lbs, prowl -15%; A micro-missile is 1.5 inches long, 1 ounce, and comes in three models: HE: 1d4 DD, AP: 1d6 DD, and Plasma: 1d8 DD. Each has a blast radius of 2 feet. All MM in an OAS suit must be of the same type. There are 12 in each shoulder, 16 in each forearm, 24 in the chest, and 36 in each leg for a total of 152. They are fired by voice command in any size volley. Reduce character's SPD by 1/3. Cost: $900,000 Cyber-official Headjack Unit Mark 2: It's cosmetically invisible. Extensive surgery is used to implant it without changing the person's outer appearence at all. No trace of the implantation is left. The Mark 1 was fully visible and took up the person's right side of the skull which reduced the LK attribute by 4. Cost: $120,000 Standard Systems: Infantry C.V.: hand held, CW Range 1,000 miles, CV Range 500 miles, CW is purely audio while CV gives visual, this will also provide other CV users with your picture via its small videocamera, Cost: $500 E.B.A. Characteristics: 500 mile radio, 4000 mile CW; wrist mini-computer: lists EBA stats, date, time, compass, atmospheric conditions within in a few feet; radiation shielded (won't stop Nuker radiation), temperature resistant to 500 centigrade and -200 centigrade, 100' passive nightvision and thermo-imaging, 90 decibel loudspeaker, web belts are available for all EBA (to hold equipment), Sound shielded to 140 decibels Mecha/Power Armor/Vehicle Characteristics: Voice activated locking system for RPC as well as keypad; H.U.D. (head-up display) as well as video-screen display; Laser communications: 200,000 miles, only realy usable in space or to relay via USD / Luran satellites, normally installed on nothing less than a 20' mecha and then only on some models; CW/CV System: CW 20,000 miles, CV 10,000 miles; Radio 500 miles; RPC Viewport (transparent metal), Sensors (18,000'): Video recorder (600 hours, 20 30-hour 5-inch discs stack is 10-inches high), Telescopic 100xmag, Macroscope R-15' 200xmag, Thermal, IR, UV, Passive Nightsight; Radar: 30 miles, tracks up to 200 targets; Combat & Targeting Computer; Laser Targeting: +1 (Long Range attacks only) if this is different, the different LR bonus will be listed after WP Sys in (); Loudspeaker and External Audio Pick-Up: up to 180 decibel speaker (100 will deafen unprotected ears for 2d4 melees, 140 deafens for 2d4 minutes), pick- ups can hear a conversation at up to 360'; Ejector Seat: 1000', manuever jets - 60 MPH max, 7 minutes fuel; Self-Destruct: 6d6x10 to 1d6x100 DD internally, up to 6d6x10 DD to 50' BR; Detonates all explodable missiles too Self-Contained Enivornment (SCE): Recycling oxygen supply, insulated, radiation shielded, internal environment control system (temperature, humidity, etc), LEGACY WEAPONRY The Hammer: a grav shotgun, usable in pump or auto, 4d6 DD, 50 blasts, (note: pump shotguns are still 2-handed with fourwinds skill), c-125,000 * The Piledriver: this recoiless rifle fires caseless depleted uranium rounds, rounds 1400, 5d6 DD, note of interest: rate of fire is over 90 rounds a second, 150 lbs (80 lbs unloaded), c-200,000 ** Piledriver Mk2: This is a chain-fed recoiless cannon. 6d6 DD, 750 rds, meson rounds, 250 lbs (90 lbs unloaded), c-240,000 ** WarLocke Battle Armor: Only DDP when worn by psionics, DDP 230, has all properties of EBA, all models are cosmetically custom, gives +3 save vs psionics, allows wearer to create a psiweapon equal to a mind melter's psisword but can be any Hand to Hand weapon from knife to halberd (duration, cost of ESP, etc: is equal to Psisword), weight 10 lbs, no prowl penalty, can be psionically healed: 2 DDP per 1 ESP expended by wearer, c-380,000 Santovasku Sword: 4d6 DD, 2-handed, magic, req a ST of 20 to wield it, created by the last few descendents from the weaponsmiths of the deceased Santovasku Empire (Johji Manabe's Outlanders), c-90,000 Note: The Iczer weapon series has its own unique weapon skill WP Iczer Weapons, just like the Gallant H-90. Other skill bonuses are not applicable but WP katas and DX bonuses are. Iczer-Saber: a double-ended sword (blades out of both ends of the hilt), 1-handed, 3d6+3 DD, WP Sword, +4 strike and +1 parry from WP Iczer, it can be energized by psionics using 10 ESP for each melee which gives +5 to strike and parry from WP Iczer (instead of +4/+1) plus doubles the damage, c-186,000 Iczer-Shield: requires a ST and DX of 20 or are -4 strike and parry, its weight is handled by an A/G system, DDP is 200 and regenerates 50 per melee, 4d6 DD from its bladed sides, WP Shield, +1 strike and +4 parry from WP Iczer, c-290,000 Cybernetics and Bionics: Sells Rips equipment that doesn't interfere with ESP or MSP and doesn't require change to Borg OCC. Cost is double. Only installable for Psionic Occ's / Rcc's. The Graviton/Gravalon: WP SMG, E-clip shots 40, 2d6 DD, designed for battling the supernatural, will damage ANYTHING that can be damaged, things affected by magic/vampires (2d6 HP not DD)/astral travelers/get the picture?, These are constructed using a planar particle of Celestial Matter which is then used to channel graviton volleys. Cost: $230,000 * Thrash Mail: EBA, 120 DDP, takes half damage from physical/matter attacks, Cost: $10,000 (cheap and common) Lanser II / Desolater Mark 1 (WP H, WP Sys): sabot cannon 2d8x10 DD (60 shots), ion blaster 5d6 DD, particle-beam 6d6+6 DD, mini-missile launcher: payload 4, grenade gun 3d6+10 DD & 50' blast radius, video magnification targeting system +2 strike, still 2-H with fourwinds skill, Weight 250 lbs, Cost: 350,000 Legacy also sells Borg Armor in equivalent Darkworld to Rips money. Borg Armor can be worn by Nomads, Wastelanders, T-2400's, and Rips borgs. The Nomad/WL OCC needs a ST 18+ to wear the LI-B2 and a ST 24+ to wear the HI-B3. Robodrek COMBAT TABLE ZENTRAEDI: Battle Pod Fighter Pod L.A. Battle Pod H.A. Battle Pod APM 3 4 3 3 Strike +1 +4 +1 +1 (H to H and weapons excluding missiles) Dodge +1 +3 +1 +1 Roll With +3 +4 +3 +3 Male Power Armor Female Power Armor Officer's Pod APM 4 5 5 Strike +3 +4 +3 (H to H and Wps) Parry/Dodge +5 +6 +5 Roll With +5 +6 +4 Robodrek MASTERS: Blue Bioroid Green Bioroid Red Bioroid Invid Fighter (stage 1) (stage 2) (stage 3) (stage 3) APM 2 2 5 6 Weapon 3 aimed 3 aimed 2 bursts 2 bursts Strike +3/+1 +1 (+3/+1) +4 (+3) +4 (+3/+1) Weapons HtH Wps HtH Wps HtH Wps Parry/Dodge +2 +2 / +3 +5 / +6 +5 / +7 Roll With +2 +2 +5 +6 Unlisted Guns: Head M.G. (2) Head M.G. Stats 2d6 DD, 40 Rds 1d6 DD, 80 Rds Weapon Drum: burst 1d4x10 DD / Laser Drum: burst 1d6x10 DD INVID: +3 strike protoculture Scout Armored Scout Trooper Shock Trooper APM 4 4 4 4 Strike +2 +2 +1 +2 Guns +1 Parry +3 +3 +3 +3 Dodge Ground +2 +2 +1 +2 Flying +4 +4 +1 +4 Max Speed +6 +6 +1 +6 Roll With +1 +1 +1 +1 PCU RCB Enforcer APM 4 5 3 Strike +2 +4 +2 Heat Guns +2 / Plasma Cannon +3 / Weapons: aimed +5 burst +3 Parry +2 +5 +2 or shield +5 Dodge Ground +2 +2 +2 Flying +3 Auto +4 Auto +4 Roll With +2 +4 +4 Initiative +2 Cougar Odeon Scrim Crann APM 5 2 6 3 Strike +4 +2 +4 +3/+5 energy tounge (Hand to Hand only) Parry +4 +2 +6 +3 Dodge +6 no bonus +4 +4 Roll With +2 +2 +2 +3 Initiative +4 +3 Critical 20 20 18-20 20 KUAN YIN Elektromag rifle: payload 120, 2d6 DD, uses LE-clip only, c-72,000 ** Elektromag pistol: 20 blasts, 2d6 DD, C-62,000 * Note: Elektromag weapons erase unshielded software. Cyberjack interface sockets: where available (2 in forehead, 1 on each hand, 2 on neck), allows you to use cyberplug systems, C-10,000 each Cyberneck M.O.T.S.: multi-optic target sight, monocule, has a plug built in so isn't really counted as using up a interface socket, thermo-imager, distancer, laser targeting +1 strike (if buy 2 still +1), telescopic, infrared, c-7,500 Cyberneck A/P plug: if stick in your neck and remove then you remove your mind/personality/soul all essential to character (but body) from body and it's stored on the chip, you can now stick it somewhere where there's an interface socket such as a mecha drone and that becomes your new body (old one in coma and dying), if you insert yourself into someone else's body with cyberplugs you banish them to their subconsciouss (become a vegatable) take over their body, you can only download from chip into original body otherwise you're on chip, c-500,000 msp=microsoft plug (size of a dime) Cyberplug A/G slaver: mentally control A/G slaver devices, can slave infinite items to it (put it under the slaver's control beams so they follow you around), but can not use them simultaneously, c-25,000 msp Cyberplug A/V recorder: audio/visual recorder, 12 hr memory, download to any A/V machine or MOTS that you know the code of within 1 mile or can just send it the picture you're taping at that time, c-3,000 Cyberplug Reflex shield: shield of proto energy, 2' wide, activated and controlled mentally, applicable bonus: +5 and DX, can reflect anything parried, can not be shot through from your side either, c-25,000 msp Cyberplug Laser: 2d8 DD, drains 1 MSP per shot (not usable by magic-users), c-16,000 (wp energy + wp systems) Cyberhand Plasma sword: (not usable by magic occ's), dur- 4 mpl per 1 MSP drained, 4d6 DD, hilt plugs into hand cyberjack, c-24,000 Cyberhand Battle Claw: a giant gauntlet, DDP 60 regenerates 10 DDP per melee, parry with as shield, A/G engine provides ST 40, clawed fingers 4d6 DD (wp knife), c-36,000 Cyberneck Language translator: can translate 12 languages max, c-10,000 msp Interface Armor: holes in it for using forehead, neck, and hand plugs; no AR but isn't EBA, DDP 100, prowl -10%, 20 lbs, c-100,000 EMP Gun: electromagnetic pulse gun, erases software/ electromagnetic memory, erases microsoft plugs (and unlucky A/P plug users), not effective against shielded equipment such as power armor/vehicles/mecha (thick enough to block EMPs), blasts 5, c-35,000 A/G Slaver= mini VRF Gauss Cannon: weight 3.5 tons, 3d6x10 DD, rds 16, E-clip gives 24 hr A/G battery, 3' long, speed 80 mph, control range 50', Range-4000', c-210,000 (wp system + wp heavy) A/G Slaver= A/V Plasma Gun: sends mental picture back to slaver so it can be controlled around corners, spd 90 mph, A/V recorder can be plugged into it, 4d6 DD, blasts 45, control range 200', E-clip 24 hr, c-32,000 (wp sys) A/G Slaver= VRF Gauss Cannon: length 8', 7 tons, E-clip 24 hr, rds 70, Range 6000', 3d6x10 DD, spd 200 mph, control range 50', c-250,000 (wp sys + H) A/G Slaver= Railgun Mk1: E-clip 1 week, length 8', 8 tons, spd 150 mph, 3d6x10 DD, Range 6000', rds 100, has 175 DDP, control range 50', c-280,000 (wp sys + H) A/G Slaver= Shuriken: 3 of these can be controlled simultaneously if as one, control range 500', A/G battery unlimited, 1d30 DD x number used, C-30,000 (wp sys) EMP Gun: Electromagnetic Pulse Gun, erases software/ electromagnetic memory, erases microsoft plugs (and unlucky A/P plug users), not effective against shielded equipment such as power armor/vehicles/mecha (& other things thick enough to block EMPs), 1d4x10 DAP damage, save vs pain or stunned 1-2 melees - only those affectable by DAP weapons, WP Hvy or SMG, Cost: $35,000 Elektromag Blaster: (EMP Cannon), 4d6 DD, 60 shots, CE-Clip, can do standard bursts, WP Heavy, save vs pain or stunned 1-2 melees (40% even in EBA - if metal, 60% if non-EBA armor), erases unshielded software, Cost: $160,000 SORCERIAN INC. Firesword Mk3: normal looking hilt, dur 2 minutes per level, 5 MSP to activate fire blade, 4d6 DD, c-24,000 Telepsikee Helmet: telepathic, pads must touch head (interface armor acceptable), comm range 100 miles (psionics 200 miles), c-5,000 Psi-Helm: pads must touch head, gives psionics an extra 20 ESP to draw off of, regain 1 ESP a minute, c-20,000 Displacer Sword: blade not where it appears, vibro, 3d6 DD, foes -3 parry and dodge it, c-21,000 Boltwand: Every 2 MSP put into this wand is fired out instantly as 1 DD x Level of magicker. R-60' per level of user, WP Energy, WP HandGun, $2500 Talismans: $ depends on mage who made it and what spell it contains Amulets: $ depends on power, Prot from Magic +1 would cost $100,000 The highest they have to offer in Prot Amulets is +4 which would cost on average over $400,000. Magical protection devices don't have accumulative bonuses. Only the highest bonus works and surpresses the other weaker energies. Note: They sell many other items but such a complete catalogue would be too big. Their outlets are stocked uniquely as well. CULLOCH ENTERPISES Chainsaw Mk2: 2-handed, 3d6+2 DD, c-20,000 Bladegun: smg, 4d6 DD, rds 40, c-124,000 * Vibrochain: a vibrorazor at both ends, the chain part is reinforced with a force field, 3d6+2 DD, length of chain 8', c-20,000 Ninja Razors: req hand to hand ninja or ninjitsu of level 3 or higher, gauntlet with 4 knuckle APAR blades 7 in. long each, 3d8 DD, can fire them out 100' also do 1d6 DD for each fired and retrieve them, c-24,000 (wp knife/ wp claw bonus from Tiger Claw wp kata applicable) Note: Blades have 6 DDP each. Warsword / Proto axe / Proto glaive / APAR mace : 2-handed, 3d6+2 DD, c-20,000 each Proto baton: 1-h, 2d8 DD, c-16,000 (wp polearm + thrown) Zapstick: folds, 1-h; stun 2d6 melees, 1d6x10 DAP, or 1d6 DD, c-7,000 (wp blunt) FROM Rips AND SOURCEBOOK 1 Grenades: frag c140, HE c180, Plasma c330, and smoke c40 C-18 L.P.=41,000, N.G. super L.P. and grenade launcer=55,400, TX-16 pump rifle=121,600, NG-E4 plasma=182,000, TX-500 Borg railgun=42,300, TX-30 ion pulse rifle=42,600, C-10 light assault rifle=78,000, C-12 heavy laser rifle=131,000, C-14 fire breather= 105,000, C-27 heavy plasma=186,000, Wilk's 320 LP=32,000, Wilk's 447 LR=97,000, NG-57 heavy duty ion=91,000, NG-33 LP=32,000, NG-L5 LR=92,000, NG-P7 P-beam rifle=200,000, L-20=65,000, JA-11=100,000, JA-9=70,000, Wilk's 457 LPR=110,000, CV-212=132,000, TX-11 sniper LR=40,000, TX-5 Pump pistol=120,000, vibroknife=6,000, vibrosaber=8,000, vibrosword=12,000, vibroclaws=12,000, Arrows= LE=60, ME=60, Heavy E=120, High E=180; FROM Robodrek Sentinels: Gallant H-90= 123,000, Wolf autopistol= 620, Sal-9= 10,500, Weasel Autopistol= 20,500, Badger SMG= 23,000, Wolverine rifle= 14,000, Fal-2= 64,000 Southern Cross: PPL-12 Panther pulse laser= 7,200, Tri Laser= 19,000, LP Nightstalker= 10,000, P-20 pulse laser= 8,000, Lancer LP= 9,200, RFL-100= 40,000, ID-4= 24,000, LR-20= 14,000, PR-30= 15,000, LR-30= 15,000, Bioroid Terminator Laser= 29,000; To buy a SC version that fires bursts buy at price x5 (RFL-100 already does);Cobalt grenade= 60 Invid Invasion: Invid energy pistol= 44,000 WWWA WEAPON SYSTEMS Missile Cannon: wt 16 lbs, payload 6 minimissiles, built in lasertargeter +1 strike, each clip weighs 5 lbs, c-60,000 Bloody Card: 1d8 DD when airborne (ion drive speeds it up), use action after throwing it to catch it or it will land near you, 50% hit each bystander next to target, c-10,000 (wp thrown) Railgun SMG Mark K: rds 100, 2d6 DD, c-70,000 ** Railgun Pistol Mark Y: rds 30, 1d8 DD, c-43,000 * Sabot Cannon: (DP issue 4 book 3), rds 10, 1d8x10 DD, c-81,000 (H) Autocannon .50x2: rds 120 for each barrel, 2d6 or 4d6 DD depending if both barrels fired, c-144,000 ** Serec Grenade: 1d4x10 DD to 10', can set for 1-30 second fuse, c-440 Bioweapon grenades: Anthrax-Leprosy Zeta: 6d6 to HP per melee until cured, infects 10' area for 4 melees, c-400; Hyper-Gangrene: 3d6x10 to HP per melee until cured, infects 10' area for 4 melees, c-1,000 Super Shuriken: 1d30 DD, c-1,000 Serec Frag Grenade: 1d4x10 DD to 20', set 1-30 sec fuse, c-480 Infantry Gatler: 3d10 DD, 1-handed, payload 200 bursts (10,000 rounds), This weapon is still common although antique. c-50,000 (H) Bloody Card Mark 2: Same as the original version but inflicts a whopping 1d4x10 DD when airborne (APAR field), c-50,000 VidMag Sniper Laser Rifle: video magnification targeting system adds a +5 strike when in use, no bursts, 5d6+6 DD, LE-Clip 20 shots, Cost: $62,000 3WA Battle Frame Power Armor: engine: argor, (DP issue 1 book 3), A/G flight system, spd: mach 1 (670 mph), ht 10', req: 2 cyberneck plugs, Not SCE (self-contained enviroment), all other systems found under MECHA, DDP by Locale: Body 300, RPC 100, Arms(2) 200, Legs(2) 200, Hands(2) 100, wings(2) 100 (loss of 1 or 2 means spd 300 mph); Weapon Sys: 1. Dual Barrel Plasma Guns: 1 on each arm, 1d6x10 DD each 2. Punch 4d6 DD, Kick 5d6 DD, ST 40; c-1,887,000 Argor E-Clip: recharge as normal E-Clip, powers any argor powered infantry weapon (handguns, rifles, heavy weapons), useful when leaving the DW dimension, payload 30 charges, each melee action the shot takes up counts as a charge so a 2 apm shot uses 2 charges, cost-12,000 3WA Infiltrater Power Armor: (DP movie: Project Eden), engine: argor, Not SCE nor optically enhanced, No prowl penalty, ht 7', spd run 120 mph fly 600 mph, wt 300 lbs, A/G, DDP by Locale: Body 200, leg MM Launchers(2) 50, arms(2) 100, hands(2) 50, wings(2) 50 (loss of 1 or 2 means fly 200 mph), legs(2) 125, (no RPC, the pilot is totally visible, pilot protected by forcefield DDP 200) Weapon Sys: (usable only by the Infiltrater), autododge as cyclone Note #1 and 2 pick either a or b can't use both 1. (a) 3WA rocket gun:70 shot clip,1d6x10 DD to 5',DDP 100, singleshot (b) 3WA laser uzi: 2d6 DD or burst 4d6 DD or 6d6 DD,spray 1d6 DD to 1d6, 50 DDP 2. (a) Rear defense lasers: 3d6 DD each(2), aim to rear only, 180 arc (b) Shoulder MM launcher: one on each shoulder(2) rds 6 each, plasma mini-misssiles, DDP 50 each 3. Leg MM lauchers: payload 24 armor piercing MM each 4. Punch 2d6 DD, kick 3d6 DD, ST 40 Cost: Unit 1,170,000 +Wp sys 1a=100,000 1b=50,000 2a=36,000 2b=100,000 Briareos WEAPONS CORPORATION Machine Pistol .45 or .50: rds 30, .45 does 4d6 DAP, .50 does 1d10x50 DAP, c- .45 $1,200 .50 $2,500 * The Gong: 10 guage shotgun firing napalm shells, 6 rds, 1d6x10 DD, c-60,000 ($50,000 kit: plasma MM conversion as shells, 1 hour each) 9mm Paris: rds 100, 2d6 DAP, totally silent, c-700 (wp smg) ** 10mm Vulcan Gatler: rds 100, 4d6 DD, c-130,000 (H) ** Napalm Arrow: 1d4x10 DD to 10' diameter, c-400 DWA (Darkworld Armory, owned by military) Poison: Hemlock: 4d8+10, c-40; Nightshade: 5d8+10, c-50; sold in vials, must be ingested or injected to do damage Grenadier: payload= holds any 24 grenades, c-20,000 (H) Ion Gatler Pistol: 6d6 DD, blasts 30, c-39,000 Phase Plasma Rifle: argor, 6d6 DD, c-41,000 Heat Ray Rifle: argor, 3d6 DD / 1d6x10 2 apm burst, c-35,000 Ion Cannon Mk VIII: CE-clip blasts 10, 3d4x10 DD, req ST 30, c-121,000 (Heavy) Grav Blaster: CE-clip blasts 10, 2d6x10 DD, ST 40 req, c-121,000 (H) Trivolver .454: rds 15, 3 cylinder revolver, 1d8x10 DAP, c-815 Mangler: 1 shot rocket, 2d4x10 DD, 20' blast, 6 in. long, c-800 Meson Cannon Mk XX: argor, 1d12x50 DAP, c-6,500 (H) Vibro Shield: 150 DDP 2d6 DAP, switch on= unlimited DDP 2d6 DD, c-75,000 Recoiless Rifle: rds 3, 3d4x10 DD to 15', +3 strike, c-135,000 (H) Fireblade: 1-h sword, 1d8 DD, 16 flame vents in blade, increase slash damage to 2d8DD when flaming, can shoot out stream of fire that does 1d8DD up to 50'(H), c-17,000 Fireblade II: 2-handed sword, 1d8+4 DD, +1d8 DD with flames activated, can shoot out a stream of fire 50' doing 1d8 DD, c-21,000 Quad Beam Cannon: req ST 16, Length-4', charges 16; can fire 1, 2, 3, or 4 barrels, each does 1d4x10 DD and use 1 charge per barrel, LE-clip, c-160,000 Armor Resin Gun: This allows an armorer to repair armor at the rate of 20DDP/15 minutes. The armor resin is a gray substance and doesn't look good, but it will do the job. An armorer roll is needed, even with the gun's complex electronics. (Won't adhere to magic armor) Cost: $15,000 Armor Resin Clips: Each clip for the ARG holds enough for 600 DDP. $750 Happy Fun Ball: 1d8x10 DD to 150', can also bounce it around for fun if you don't arm it, c-900 (grenade) Grisly Sphere of Painful Death: 1d8x10 DD with a 75' BR, It's just like the happy fun ball, but it's not happy and doesn't bounce. $900 DWA Jeep 100: Crew=1 +3 passengers one more if cramped, length 20', ht 8', wt 3 tons, spd 220 mph, engine: argor, DDP by Locale: Body 200, wheels(4) 50, RPC 120 Note: Body fully covers rpc. Outside view projected on rpc walls. Weapon Sys: 1.ERL-50 VRF Laser: 1d6x10 DD, or burst 2d6x10 DD, fixed forward Cost: 320,000 DWA Cougar Power Armor: ht-7', wt- 1 ton, spd run 200 mph leap 50', engine: protoculture (10 year life), DDP by Locale: Body 400, RPC 300, arms(2) 200, hands(2) 200, legs(2) 250, head 200, MM launcher 150, P-Beam 150 Weapon Sys: 1. P-Beam: right shoulder, 2d8x10 DD, R-1 mile, not effective at 50' or less. 2. Mini Missile Launcher: on left forearm, payload any 6 MM, volley 3 max, not be used same time/action left claw engaged 3. Cougar Claws: hands can switch into claws but lose hand function, 1d6x5 DD (1d6x10 DD if paired) 4. Punch 2d6 DD, kick 3d6 DD, ST 50 5. Leap 75', leap attacks with claws do triple damage instead of double Cost: 2,483,000 Mini-Gundam Hammer: normal size from the Gundam show - mecha size, hammer at the end of an 8' chain, requires the F.W. skill and is 2-handed with it, 6d6+4 DD, (as normal if you don't reach the requirements for it you either do DAP or no damage with it for you fumble too much), Cost: $40,000 Phase Plasma Rifle Mark 2: +2 strike, argor, 6d6 DD, Cost: $51,000 Ion Gatler Pistol Mark 4: argor, 8d8 (4d8x2) DD for the eight gatling barrels, under the barrel is a launcher that holds 4 super shurikens - can fire them in volleys (as missiles), can reload one at a time into the clip or just replace it with a new clip, Cost: $69,000 Shredder Pistol: This bulky handgun fires meson shells that explode after penetrating as deeply as possible. Demon Hunter Inc. has produced modified clips to fire mithril shells. Both models only fire six shots. Damage: Meson 1d10x5 DD, Mithril 5d6 DD (1d6x10 to demons/devils/supernatural with vulnerabilities to magic), Blast Diameter: 7', Cost: $50,000 Cleanser: (Handgun) This unwieldly double-barrelled blaster is a new invention using a downgraded particle proto-cannon similar to that found in Blackwood's BWAM rifles. Two streams are fired. When the positron anti- matter stream hits the electron stream, the target is annihilated by pure energy. Damage: 1d4x10+10 DD, The weapon requires two E-Clips to function, providing 10 blasts. Cost: $150,000 (Military Personnel HL 3+ Only) Purifier: (SMG) The Cleanser is merely a larger higher-powered Cleanser. Blast Radius: 5', Damage: 1d6x10+10 DD, CE-Clip: 10 blasts, Cost: $250,000 (MP HL3+ only, L4+ may distribute) DWA Jeep 200: Crew: 1 + 4 passengers max, height 8', width 10', length 20', weight 4 tons, speed 220 MPH, Argor Engine, DDP By Locale: Wheels (4) 50, Body 440, RPC 120 Note: Body completely covers the RPC, so an outside view is projected on the RPC walls. The body plates (hatches) are on boths sides and in the rear. Even though this is an armored transport, it's still referred to as the Jeep 200, so you need Pilot Armored Skill to drive this vehicle. Weapon System: 1. ERL-50 VRF APAR Cannon: 3d6x10 DD, range 2000', 20' blast radius, fixed forward position and shielded by the body's armor Cost: $950,000 DWA Splitter Hovercycle: Crew: 1 + 1 passenger, length 9', Wt 850 lbs, DDP 250, Speed 250 MPH, Argor Engine Weapon System: 1. Pulse Laser: fixed forward position, 4d6 DD, payload 50 shots, fires normal bursts, has three internal E-Clips, requires 1 action for it to reload itself (switch to one of the other E-Clips) Cost: $350,000 DEMON HUNTER EQUIPMENT Note: Holy is considered to be magic and hurts vampires. Also available is any Rips item in Rips credits useful in slaying particular monsters and demons. Techno-Wizard items not included. This is a military run business as well and hence many soldiers arm themselves with this equipment when going into battle with the supernatural. Creation of much of this equipment involves priests casting Bless spells and mages making them permanent with Reality Bonds. Silverblade Cross: This neck-worn cross can be used as a blade to inflict 1d4 DAP. The blade is activated by a thumb switch. Cost: $12 DH Power Armor: engine: shielded arcanite, ht 8', spd run 50 mph fly 100 mph per jet left, DDP by locale: Body 500, D-buster 250, arms(2) 250, legs(2) 300, head 200, jets(3) 100, hands(2) 50, D-targeter 50, RPC 250 Weapon Sys: D-targeter +2 to hit demons, +5 save vs magic 1. D-buster Cannon: attached to back, swing into either hand, is a multi-weapons system A. Holy Water gun: 80 six ounce shots, 3d6 HP to vampires ** B. Sunlight Beam: single shot= equal to being in sun 1 melee, illumintate 100' area, or laser 1d10 DD, all are projected through holy lens C. Silver Flechette: rds 80, 1d4x10 DD, 3d6x10 HP to vampires D. Wooden Bullets: rds 80, 4d6 DAP ** E. Iron Flechette: rds 80, blunt tipped, 1d4x10 DD F. Mithril Boomerang: A/G, returns same action (fast), 3d8 DD 2. Fist Spikes: the wrist of each arm is fitted with a rotating wheel, a spike juts out of it in four different directions, it can rotate in order to jab with spike of choice, The four different types are mithril, iron, silver, taelon, 2d6 DD each is a holy weapon 3. Kick 3d6 DD, ST 50 Cost: 2,500,000 D-Slayer .45: SMG, each bullet contains one ounce of holy water, rds 50, 4d6 DAP, 1d4 HP to vampires, c-45,000 * D-Saber: A holy vibroblade, 3d6 DD, c-20,000 Holy Taelon Chainsaw sword: 1d4x10 DAP, 2-h 1d6x10 DAP, c-20,000/30,000 Holy Taelon Chainsaw knife: 1d20 DAP, c-10,000 Holy Water: 1 dose= one ounce, c-200 (6 oz cost $1200) Blessed Iron Mace: 1d8 DAP, 2-h 2d8 DAP, c-4,000/8,000 Blessed Wood Sword: 2d6 DAP, 2-h 3d6 DAP, c-6,000/9,000 Blessed Silver halberd: 4d6 DAP, c-12,000 Multimetal SMG .40: rds 30, 4d6 DAP, c-2,000 * Multimetal Clips: types available: wood, blunt iron, silver; may be blessed for double the cost (blessing lasts 1 day after 1st shot), cost $50/clip Multimetal Revolver .50: rds 8, 1d6x10 DAP, see for clip types, c-1,000 Holy Lens Laser Rifle: (means laser becomes holy when passes through it), argor, 6d6 DD, c-41,000 Holy Lens Laser Cannon: 1d6x10 DD, argor, c-65,000 (H) Blessed Iron spikes: 12 in. 1d6 DAP, 6 in. 1d4 DAP, suitable for bow or crossbow launching, c-3,000/2,000 Cyberneck D-targeter coil: req 2 sockets, +3 strike demons, the supernatural, and creatures of magic, c-20,000 Chaninsaw sword: 3d6+3 DD, 2-h, c-21,000 2d6+3 DD, 1-h, c-15,000 +$10,000 to make it a holy weapon V-Slayer pistol: a pistol that fires 8 in. wood shards, rds 8, 1d8 DAP or 2d8 HP to vampires, well-made adds +1 strike, c-8,000 V-Saber: holy wood/silver longsword that is blessed with DDP 5, and does 3d6 DAP but triple damage to vampires, c-9,000 (2-h, 5d6 DAP, c-15,000) ; (A 70% silver werebeast version is also available.) Note: The following is available for purchase only to hierarchy Levels of L4 on up. As are all powerful Robots/Mecha/and power armor suits. OTHER GAME EQUIPMENT available only if in USD military Note: All merchandise comes fully loaded and armed unless stated otherwise. Power Armor: Coalition SAMAS $700,000, Triax X-10 Predator $1,433,000, Triax X-1000 Ulti-Max $2,205,000 Robots: Coalition UAR-1 Enforcer $1,040,000, CS Spider-Skull Walker $2,086,000, Glitter Boy $3,165,000, CS IAR-2 Abolisher $3,045,000 Mecha: Shadow Cyclone (protoculture addicts #10) $900,000, Cyclone VR-052 (unarmed but GR-103) $617,200 Cyclone VR-041 (unarmed but GR-103 + CADS-1) $653,200 Cyclone VR-038 (unarmed) $560,000, VF series Veritech (without missiles or GU-11) $1,400,000, Super Veritech (wp system #2 adds 24,000 to cost each) $2,015,000, Armored Veritech Armor $1,254,000, Alpha VF (without GU-XX) $1,526,000, Beta VF $3,422,000, Veritech Hover Tank (without EU-11) $3,140,000, RDF Excaliber $2,225,000, REF MAC III $3,168,000, REF Excaliber $2,244,000, RDF Raidar X $1,600,000, AJACS $2,533,000 Vehicles: CS Mark V APC $920,500, CS Sky Cycle $273,000, ATV Speedster Hovercycle (unarmed, nuclear life) $37,500 Weapons for items above: GU-11 $130,000, GU-XX $115,000, EU-11 $140,000, EU-20 $120,000, GR-97 $1,200 each, EP-40 $120,000, EP-37 $200,000 (req ST 30 as EP-40), RL-6 $2,400, Missile Sidecar $3,600, Missiles see Rips Unlisted Robodrek weapons seen on TV: 1. Alpha: nose lasers (2) 2d6 DD each, $24,000 2. Beta: wrist guns, 1d6x10 DD each (1 pr wrist), R-1 mile, payload effectively unlimited, $120,000 3. Invid RCB: head/sensor laser, 2d6 DD, R-500', payload effectively unlimited, $12,000 4. Bioroid: Green: head MG's, 2d6 DD, R-500', rds 40, $12,000 Red: head MG's, 1d6 DD, rds 80, $6,000 5. Super Veritech: P-Beam may replace one of the missile pods on its back; Dual Barrel P-Beam- 2d4x10 DD, R-2 mile, payload effectively unlimited, 90 degree forward arc on shoulder when in battloid, fixed forward when in jet and guardian, $80,000 Robodrek Accesories developed by USD: 1. Nose Laser Booster: for VF series (Macross) or Alphas, unit has 50 DDP, boosts damage of the laser to 1d6x10 DD, $110,000 2. RPC P-Beam: for VF series or Alphas, one per mecha, fits on left or right side of cockpit, 1d8x10 DD, R-2 mile, payload effectively unlimited, DDP of unit 100 DDP, $180,000 Note: Both of those systems prevent battloid mode. 3. Combat Radar Array: fits over forward landing gear and can't use that landing gear until this system is ejected, adds +1 to strike, has 20 DDP, $5,000 4. Beta: 1 GU-XX in each upperleg, work like the 1st one, c-see GU-XX Mecha Strength Table: Raidar X ST 240 / Gladiator ST 600 / Excaliber ST 320 / Zentraedi Power armor (male) ST 560 (female) ST 400 / Bioroid Worker ST 2400 / Cyclone ST 40 (ST 30 if VR-038) / Invid Enforcer ST 40 / Invid Trooper and Shock Trooper ST 120 / Invid Scout and Armored Scout ST 40 / Inorganic Odeon ST 40 / Inorganic Scrimm ST 30 / Invid RCB ST 240 / Invid PCU ST 120 Note: As stated in Flagedium's games 1 ton can be carried for every 40 ST. Since ST x50 lbs is carrying weight if not human with ST 18+. Darkworld Military Machines M-90 Roachmill $2,649,200, M-66 $1,600,000, M-60 $1,800,000, M-77 $3,400,000, M-66 Serbot $3,600,000, Dark Knight $4,100,000, M-77 Warriord $3,730,000, M.A.C.H. $3,828,000 ENTERTAINMENT ON ARCANAR Cybercades: Arcades where you can put on neurohelmets to make yourself virtually part of the game. Arenas: Large buidling where audiences can watch hunters of fortune and glory battle a variety of lethal wildlife and other gladiators. Average prize is $1,000-5,000. The battle is viewed through transparent molecular armor plating to ensure that the audience is not killed. Food: Use 20th century Earth prices. BIG NOTE To determine cost of unlisted PA, Mecha, or Robot in argor chips follow these instructions: Total up all DDP of the unit: multiply it by $1,000 Total up the max damage of all missiles and one shot weapons: multiply it by $10 Total up the max DD that each weapon system can inflict in one action: multiply it by $1,000 Speed of vehicle adds $100 x max speed of vehicle (in mph) Total up all of that money and that's the price. Use above system for determining cost of vehicles but make it at half price. To determine cost of unlisted armor: DDP: x$1,000 is the cost, if it has an armor rating it's half price DAP: AR x$10, DAP x$10 ($15 without armor rating) Determine cost of unlisted weapons: DD: max DD it can inflict in one action x$1,000, payload of weapon x$10, any bonuses to strike x$5,000, if argor add $5,000 DAP: max DAP inflicted in one action x$10, payload x$1, if argor add $500, area effect $10 per 10' ($100 if DD) Engines: Protoculture engines are now all standard protoculture cells as in RII: sentinels game for cyclones. One cell can power for 10 years. Unless equip are listed otherwise they can only use one. Destroids/Macross/Southern Cross equipment aren't listed otherwise except for here (they're big so they can hold more) where they may use 10 cells. Arcanite engines are shielded to prevent magic detection. A CE-clip will power any argor engine for 24 hrs (not H to H wps!). CUSTOM MADE ITEMS Available from DWA. DAP Melee Weapons: All weapons from the Compendium of Weapons, Armor, and Castles are available. Cost: DAP damage x $10, may be quality Kobold or Dwarven craftsmanship (modify cost accordingly) Flagedium RPG page 47, may add Compendium quality bonuses if double base cost Body Armor: max 1,000 DAP / max 100 DDP (per 6' of height), EBA -15% prowl, not EBA -5%, 1 lb per 10 DDP or 100 DAP, see previous page for armor cost, max AR 19 with -5 to hit ($1,000 per minus to hit, $100 if DAP) Vehicles: max armor 600 DDP if fall in 10' x 10' x 10' (add up that it equals size 30) size range, for every size point (minimum 10, that could be a motorcycle) you may distribute 20 DDP onto the vehicles parts, speed of the vehicle costs $50 per 1 mph, DDP of the vehicle is $500 per 1 DDP, max speed of a ground vehicle is 200 mph, aircraft aren't available for custom design, required part of a motorcycle are the main body, the wheels, and any weapons, a pilot compartment could obviously not be built onto a size 10 motorcycle, built in weapons are available (see determining cost of unlisted mecha and cut price in half), infantry weapon stats may be used for vehicle weapons but they should definitely be armored as other vehicle parts are (yes, that means you may pay to have them armored at $500 per 1 DDP), reloading system requires 1 melee, energy weapons may be linked to the vehicles power source, but if too many are fired at once, the vehicle could be sapped of power, good chance multiple weapon firing means only a few (or 1) will hit, and if fired at a large target, damage could be spread out doing the damage of only a few (because on large targets, the DDP is measure is a measure of penetration to something important and not the counter to atomize it) DDP Hand to Hand Weapons: DDP equivalents of all wps in the Compendium of W.A.C.'s are available. Cost: DD x $1,000, may not be quality Kobold or Dwarven craftsmanship, add Compendium quality bonuses then double cost, all these weapons are vibroweapons, Note: The Culloch Chainsaw and Warsword are NOT vibroweapons. They actually slice through DDP armor and come with vibroscabbards. Listed in the P.RPG: Giant sized weapons (for 8'+ fighters do +1 die of damage) Darkworld Missiles: (Robodrek + Rips are perfectly acceptable too.) (Self-Guided +5 strike) The following are type A missiles. Missiles are only Type B when specifically said. Weight: approx 50 lbs x 1' length Type A: Length: SRM 1'-2', MRM 2-4', LRM 4-6' Short Range: (DDP 10) Shredder: 1d4x10 DD, Range 2 miles, blast radius 20', Spd sub-mach Spinner: 1d6x10 DD, Range 5 miles, BR none, Spd Mach 4 Plasma: 1d6x10 DD, Range 3 miles, BR 15', Spd sub-mach Smoke: Range .5 mile, BR 50', -10 S/P/D within (thermo-imaging/thermal vision unaffected) Knock-Out Gas: Range .5 miles, BR 15', save vs poison - 1d4 minutes Medium Range: (DDP 20) Meson-Tip Armor Piercer: 2d6x10 DD, R-60 miles, Spd Mach 2.5, BR10' Plasma: 2d6x10 DD, R-40 miles, Spd Mach 2, BR 40' Shredder: 2d4x10 DD, R-20 miles, BR 50', Spd Mach 1 APAR Multi-Warhead: 2d8x10 DD, R-90 miles, BR 25', Spd Mach 2 Long Range: (DDP 30) Shredder: 4d4x10 DD, R-400 miles, BR 100', Spd Mach 2 Plasma: 3d6x10 DD, R-500 miles, BR 50', Spd Mach 2 Positron Pulsar: 4d6x10 DD, R-1200 miles, BR 60' Negatron Pulsar: 5d6x10 DD, R-1300 miles, BR 30' Unfortunately, every negatron pulsar has a 10% chance of opening a 30' wide dimensional portal or vortex (90/10). The portal is two-way and could be to any plane, but the vortex is one-way and sucks in everything in a 60-90' radius. Both remain until forcefully closed. Mini-Missiles: (not self-guided, R-1 mile, sub-mach, L-1', Wt approx 1 lb) Shredder: 5d6 DD, BR 20'/ APAR: 1d6x10 DD, BR 15'/ K.O.: BR 10' Magna-Metal Armor Piercer: 1d4x10 DD, BR 4' / Smoke: BR 20' Wasteland Merchandising Incorporated New metals forged by WMI (going from lightest to heaviest in weight): bio-metal, ultra steel, and magna metal. Ultra Steel Interface Armor: Since an enviromental ultra steel suit would be hazardous due to undisclosed reasons (sucks up the air?, lead-type poisoning?), this is the only style available. Magna metal is too heavy, and bio-metal would be too flexible. Wearing meson armor would probably crush a person! So the heavy alloys are usually used in mecha, borg armor, and the like. Prowl -5% DDP by approximate size: 5' - 150 DDP, 6' - 200 DDP, and 7' - 250 DDP. 50 DDP more could probably be added for each additional 7'. Cost: $150,000 / $200,000 / $250,000. Armorkill Javelin: Range-thrown, 1d4x10 DD, a critical hit (varies per character) will in addition penetrate the pilot's compartment if aimed at it doing: 1d4 DD to an DDP pilot or armor or 3d6x10 DAP to an DAP one (don't increase above 1d4DD/3d6x10DAP because of critical), 40% chance of electrical shock inflicting appropiate above damage to pilot anyway if wearing conducting (metal) armor, save vs pain or lose 1 action if take damage personally, 45% screws up machine's electrical systems causing -5 S/P/D/Initiative (multiple hits accumalitive), 50% of starting fire in RPC causing -7 S/P/D/I 'til fire is put out. Hand to Hand Damage: 4d6 DAP (One-shot weapon), Cost: $8,000 One-Handed Bladefan: WP Blunt or Saw, 6d6 RDP (Relative Damage Capacity, listed damage to whatever system it hits), deciphered wasteland technology from things such as death orbs, Cost: $18,000 Magna Metal 4-Handed Sword: for use by 4-armed giants such as rahu-men, requires 4 hands plus the fourwinds skill (without FW skill or four hands you'd just fumble around hopelessly with it), 12d6+8 DD, range in size from 6.5' to 15', the sword should be near the height of the user, prototype mecha-sized blades tended to snap, Cost: $80,000 Knifer Triser: 3 laser blades - they can be deactivated separately, 3d6 DD, +3 parry, Cost: $33,000 Adder Axe: 2d4x10 DAP, save vs poison or +1d4x10 poison damage, 1-h, constructed of an undisclosed metal alloy, Cost: $1200 Beta Bullet: load it into any non-fully-automatic handgun, can't be loaded with other ammo types, turns into a slug of destructive beta energy, inflicts 1d6x10 DD, Cost: $1600 (yes, for each) Explosives: Timers: cost $100 per 5 minutes of range, or else explosive has a 4 second fuse. DetCap: a cube with one of the sides missing, place over explosive to direct its blast in one direction, commonly used for blowing things open instead of destroying all in radius, Cost: $290 Plastic Explosive: 4d6 DD to 25' Blast Radius, $240 D-3: 1d6x10 DD to 50' BR, $600 D-4: 2d4x10 DD to 50' BR, $800 Detonater: remote control to detonate bombs instead of timer, R-1 mile, activates only your frequency of explosives, $500 to modify the bomb itself, operates on commwave, Cost: $7000 Hyper Pistol: fires a concentrated air blast, 4d6 DAP (air), ammo - unlimited as long as there's an atmosphere or gas nearby, Cost: $7000 Acid Gun: (SMG), 25 bursts, 6d6 DD + 1d6 DD for 1d8 melees, Cost: $60,000 Burn Gun: (SMG), 25 fire bursts, 1d30x10 DAP + 1d4x10 DAP for 1d4+2 melees, Cost: $15,500 Sapphire SMG: (laser), 3d8 DD or 3d8x10 DAP (adjustable), Dazzle: hits 2d8 - save vs pain or be blinded (-10 S/P/D) for 1d8 melees, Dazzle Kill: hits 3d8 - does 2d8 DD, argor powered and can fire any of the above in standard bursts too (Example: Dazzle Kill fired as 2 APM burst hits 3d8 but does 2d8x10 DD to each), Cost: $995,000 Electrical Launcher: (SMG), 3d10 DD or 3d10x10 DAP, save vs pain or shocked/stunned for 1-2 rounds (roll 1d4) even in metal EBA 40%/non-EBA 60%, argor powered, can fire bursts, Cost: $150,000 Tavare Plate: EBA, 20 lbs, 180 DDP, prowl -15%, Cost: $180,000 Repulsar Vest: AR 19, 190 DDP, can't wear over armor (see Misc Knowledge 4), unaffected by fire (lasers/plasma do half damage), only hurt by attacks with impact, Regenerates 1 DDP/2 minutes (30/hour), Wt 2 lbs, Cost: $95,000 * Y2400 * Anti-Grav Belt: activates upon near impact, prevents falling damage, Wt 1 lb, Cost: $1950 Crystal Weapons: They can parry lasers, even bursts. Knife: 1d6 DD, $12,000 Longsword/Battle-Axe: 1-h, 2d6 DD, $24,000 Blunt Weapon: 1-h, 1d8+2 DD, $20,000 Crystal Pistol: 1d8x5 DD, stores parried laser blasts/bursts, can only store one at a time and must be able to store it to parry it, can fire back stored shots (roll for new damage and strike roll though), payload - unlimited?, Cost: $55,000 Power Armor: All possess standard DW features. Their size is generally under 15'. They use argor engines. Blitzkrieg: DDP 60, ST x 5, Spd x5, Wt 200 lbs, $90,000 Phantom 4: DDP 100, ST x 7, Spd x10, Wt 250 lbs, $150,000 BoneCrusher: DDP 200, ST x9, Spd x15, Wt 450 lbs, $300,000 Ferrari Excelion: DDP 300, ST x11, Spd x20, Wt 500 lbs, $450,000 Note: The bio-amplification mymomer cannot increase STs of over 40, so if the pilot has a ST 41, the myomer multiplies the strength as if it were 40. WMI Power Armor Weapons (Built-in): Stinger Laser: 1d8x10 DD, R-1 mile, $80,000 Cyber-Sword: 1d30+10 DD, 1-h, $40,000 SRM Shoulder Pods: 1 per shoulder max, 4 SRMs each, $160,000 Iczer-Whip: laser whip that retracts into the handle, 2d8+4 DD, can make called shots to entangle a certain opponent's limb or weapon, to pull an entangled weapon from a foe's grasp make a get-out-of-hold roll, +2 strike from WP Iczer, WP Chain, Cost: $33,000 Iczer-Note: This wp skill bonus can be increased if that character has extra bonuses to a particular weapon, so a ronin adds sword bonuses to an Iczer-Saber. Iczer-Rang: laser boomerang, thin strip that opens into a V-Shape with the laser connecting the wide ends, 3d6+6 DD, WP Thr, +3 strike from WP Iczer, 50% hit each bystander (all weapons of this sort include bystanders next to bystanders), returns next action so catch it or there's 50% chance of it hitting you, (The WWWA claims this is their design but theirs doesn't have the possible +3 bonus or the chance of it hitting the user.), Cost: $43,000 Rocket Spear: rocket boosted range - thrown x2, 3d12 DD, a one-shot weapon, Cost: $400 RDP Blades: 1d12 RDP for any kind of 1-h size RDP edged weapon, since some have had manufactured maces with slicing edges, any type of hand to hand weapon (not ranged) can be ordered through this WMI branch, Cost: $6,000 Gamma Infuser: (Pistol), This fires a highly concentrated blast of gamma rays that cause instant deterioration of organic targets. E-Clip provides five DD blasts or ten lower powered blasts., Range: 20', Damage: 1d6x10 DD / 1d6x10 DAP direct to HP per melee ('til cured) although only 1d30 DD to DDP creatures, Cost: $90,000 (Most EBA is radiation shielded.) Repulsar Vest II: AR 24, DDP 285, only damaged by attacks with impact, restores 1 DDP/2 minutes, Wt 4 lbs, Cost: $190,000 Repulsar Vest III: Wt 1 lb, DDP 95, unaffected by attacks without impact, fully protects wearer until DDP depleted, restores 1 DDP/2 minutes, Cost: $190,000 PF Belt: Wt 2 lbs, DDP 120, MR 9, unaffected by non-impact attacks and those rolled lower than MR, fully protects user until DDP depleted, restores 1 DDP/minute, Cost: $240,000 * Y2401 * PF Vest: Wt 4 lbs, DDP 95, MR 19, unaffected by non-impact attacks and those rolled lower than MR, fully protects user until DDP depleted, restores 1 DDP/mintue, Cost: $300,000 * Y2401 * PF Vest II: Wt 4 lbs, DDP 60, MR 24, other info same as PF Vest, Cost: $300,000 * Y2401 * PF Pack: Wt 25 lbs, This backpack generates a proto-field that provides 155 DDP of protection, Cost: $300,000 * Y2399 * Note: Maximum Custom Job is Wt 75 lbs, DDP 200 for $400,000 This is basically the PF Generator used in the 3WA Infiltrater PA. Note: The Repulsar and PF systems aren't environmental and don't block gasses. Works against liquids. DWA's Tribute to Zentraedi Female Power Armor Z-1 Skyhunter: Appearence same as ZFPA, Ht-55', length-27', width-26', Wt-30 tons, Spd-Fly Mach 8 or run 120 mph, Engine-Protoculture, contains upgraded versions of Inertia-Vector Control System and the high speed focusing sight, DDP by Locale: Comm Antenna (adds 500 mi to normal comm range) 50, Face Plate/Sight System (head) 200, Autocannons(2) 100, Forearm Lasers(2) 100, Missile Launchers(4) 200, Jets(2) 150, Arms(2) 250, Legs(2) 300, Main Body 450, RPC 350, laser pistol 100 WP sys: Skills needed: DW PA and DW PA combat (add +3 strike,+4 dodge) 1. Dual Chest Autocannons: 1d30 DD each, 1d6x10 DD together, both use same payload 160 rounds 2. HighSpeed, Triple Barrel Forearm Pulse Lasers: 1d4x10 DD each 3. Short Range Missile Launchers: payload= hip launchers(2) 21, top launchers(2) 42, total 126; volley 2, 4, 8, or 12 per launcher 4. Laser Pistol (stored in forearm): 3d6 DD, burst 1d8x10 DD, payload 120 shots (burst uses 20) is unlimited while hooked into ZFPA's engine 5. Punch 1d6x5 DD, kick 1d8x5 DD, ST see Mecha strength table Cost: $5,000,000 Cyclone Upgrades: +100 DDP to Main Body, c-100,000 / +50 DDP to legs, c-100,000 +58 DDP to both Tires, c-106,000 / +53 DDP to storage box, c-53,000 +18 DDP to headlight, c-18,000 +50 DDP to the dual rocket thruster, c-50,000 +100 DDP to the forearm shields, c-200,000 Note: The head unit referred to is the CVR-3. CVR-4: 130 DDP, lasers and plasma do half damage, 24 hr o2 supply, c-130,000 GR-98 Forearm missile launcher: This upgrade fires long range mini-missiles (LRMM's are identical to long range missiles but are the size and weight of the plasma mini-missile), c-48,000 (for one) CADS-2: slash 3d6, punch 4d6, powerpunch (2 apm) 1d4x10 DDP, has 100 DDP when restracted otherwise same as CADS-1, c-24,000 (for one) +95 DDP to EP-37, c-95,000 / +90 DDP to EP-40, c-90,000 Missile Sidecar: 12 MRMM (medium range mini-missiles), DDP 120, c-144,000 RL-7: DDP 100, payload 6 MRMM (medium range missiles with size and weight of MM's), Feed: six shot clip, max volley: one, 120,000 Note: may use three storage boxes instead of 2 and 1 survival kit (a third storage box will cost: $2,000) Cyclones come with 2 storage boxes + 1 survival kit EP-210 Pulse Beam Gun: singleshot, 1d6x10 DD, can hold 3 LE-Clips, 40 blasts for each clip, +1 strike, c-50,000 GR-99 Forearm MM launcher: hold 4 plasma mini missiles, c-12,000 each Forearm Double Barrel Plasma Cannon: 1d4x10+10 DD, a 2 apm burst does 1d8x10+20 DD, +3 strike, range 4000', payload unlimited: shielded arcanite, DDP 120, c-50,000 MECHA Glitter Boys: This can be piloted as a power armor or a robot depending on the player's opinion. Since the pylon stabilizers dig in and out instantly, you can't dodge on an action that you fire, but you can dodge on the next action. USD Upgrades: 1) Selective Boom Gun Silencer 2) Anti-Gravity Pod: mounted on back just under head, speed 120 MPH, DDP 200 (dodge in flight +2) 3) Mark IV P-Beam: unlimited payload 4) Mark V: no E-Clip for the PBM-15, but it will recharge by itself 1 APM after being depleted VRRDS Robots: Use the Pilot Rips Robot Skill if piloting it as a normal robot. No skills need to be used to learn to pilot the VRRDS system. Steel Dragon: since it's not listed, use the Mikado bonuses & H to H damage. USD Upgrades: 1) +300 DDP to the RPCs 2) VRMP (Virtual Reality Mecha Project): a helmet mounted inside the RPC allows the pilot to pilot it in virtual reality while inside the RPC, 1 APM to disengage 3) Steel Dragon: 4 LRMM launchers are mounted in the front section, each holds one LRMM and has 100 DDP 4) Mikado: Left shoulder launcher has 200 DDP, holds any three MMs or S, M, or L range MMs, max volley: three 5) Samurai: chest launcher has DDP 200, payload: 12 MMs or S or M range MMs, max volley: one (single shot) Stingers: Roll randomly to construct a Stinger. This eliminates the problem of players picking out all the most powerful equipment and parts to contruct an overly powerfully Stinger. Gather the names of all the mecha and robots you can find (excluding the Dark Knight Psi-Mecha) from Flagedium's games, Rips and Robodrek specifically, and their supplements. Upgrade them with Darkworld upgrades, and include DW alien mecha replicas of bioroids (red/invid fighter) and Invid mecha (odeon/scrim/PCU/shock trooper). Add the Bioroid Blaster to the bioroid locale list. Do not include any power armor including the Glitter Boy. Once you randomly roll a mecha/robot, roll for the locale you get by using the lowest possible die that can include all the locales. Once you've rolled one locale, roll for another mecha/robot and continue until you have enough parts to make a functional Stinger. Stop when you have an RPC, Main Body, 2 arms, 2 legs, and some sort of sensor unit. Hands aren't nescerray because weapons can replace them. If you've rolled for an amount of locales that won't possibly fit on your Stinger, don't use them. You could obtain many uneeded parts before you're Stinger becomes functional. Optional Upgrades: Invid: Shock Trooper) each plasma cannon can do 1d6x10 DD per 1 APM shot, p/k/stomp do 3d10 DD normal or 1d6x10 DD for a power (2 APM) attack PCU) p/k/s 3d6 DD, twin heat rays do 2d8x10 DD, concentrated 2 APM: 3d10x10 DD, Sparkler Attack 2 APM: 1d4x10 DD to 3d6 targets RCB) plasma cannon 2d6x10 DD, p/k/s 4d10 DD or 1d6x10 for a power (2 APM) attack Bioroid Blaster: Blue) 1d4x10 DD Green) 1d6x10 DD Red) 1d8x10 DD or 1d10x10 DD Invid Fighter) 2d6x10 DD or 3d4x10 DD Upgrades: (GMs use your discretion) 3WA Battleframe Power Armor) each arm does 2d6x10 DD now 3WA Sabot Cannon) does 2d8x10 DD VHT Ion Cannon) 4d6x10 DD Excaliber) P-Beam Arms: 1d10x15+25, REF: same but burst is +100 DD VF) wing-mounted box launchers, 2 per wing each has 50 DDP, 4 SRM/MRM's each or 2 LRMM's each, or 8 mini-missiles VF) tail-fin SRM's, 8 per tail-fin, limits to jet mode until fired Alpha) Beta-type shoulder MRM launcher, fits between arms in jet mode Vindicator) nose lasers (2) 3d6 DD each Mechas/Power Armors with free hands) give them something dangerous New DWA Mecha: USD OBP-Z / Z-2 Tyrant Geddon-Z This looks exactly like the Zentraedi Officer's Battle Pod (Glaug). Ht 54', Weight 41.2 tons, Engine: Protoculture, Length 27.2', Width 26.2', Speed: run 300 MPH, fly 670 MPH (MACH 1) DDP by Locale: P-Beam 200, Weapon Arms (2) 300, Autocannons (2) 75, Sensor Eye 120, RPC 400, Body 600, Legs (2) 400, Thrusters (2) 150 Weapon Systems: 1) P-Beam: R-9 miles, 2d8x10+10 DD 2) Weapon Arm: each has a P-Beam (1d6x10 DD) & an Impact Gun (1d6x10 DD) with an unlimited payload, both arms can fire both weapons simultaneously at the same time 3) Missile Ports: three on the right and left of the RPC (6 total), each triple set of ports is a launcher, each holds nine medium range missiles, max volley is three from each 4) Autocannons(2): 1d4x10+10 DD each 5) Punch/Bash 1d4x10, Kick 4d6+6, ST 320 Mechlar: Their psionic mecha's speed limit rule is optional. They can learn to pilot battlemechs but can't get a battlemech combat skill (even basic). They can, however, dodge & kick when piloting battlemechs even without basic (even that would say dodge & kick are impossible without elite training). I think that as long as a pilot/combat skill in mecha/robots is learned, dodge and kick shouldn't be denied. Bio-Tech Laboratories: (Cybernetics) Bio-metal skin & bones, but living bio-systems between the bio-metal, perfectly (no-noticeable errors) sensory replication, pain can be turned off, looks like the real thing, doesn't affect ESP/MSP, can be combined with other cybernetics, bionics, and certain weapons/equipment with GM's discretion. Torso 240 DDP, head 90, arm 90, hand 30, leg 120 (x2 ST of rest of body, SPD x2), foot 40 DDP Candidate characters for cybernetics, bionics, and/or bio-borg parts: GM's discretion Characters that can't or would sooner die than recieve them: Mercenaries, SAW, Wastelander, Nomad, Monk, T-2400, Bio-Manipulator, Ninja Mage, Metamancer, Astral Saints, Dragon Why: Monks wouldn't be able to apply their speed or heal through cyber parts. In fact, just one cyber limb would disrupt the aura of speed around them somewhat. A cyborg nomad is pointless as is a cyborg wastelander. All cybernetics and bionics have set attributes except bio-metal limbs, but they can only be increased by physical skills or hand to hand combat forms. Spells, psionics, and Chi that affect damage output or attributes have no affect on anything artificial. Metamorphisis isn't possible with artificial parts as are most bio-manipulator powers. Saints can't take cyber-parts to the Astral Plane or channel saint attacks through them. CHU units will have no affect on those parts. Bio-Metal Cyber-Note: They have Robotic Strength (Rips CB), but legs use same damage level as arms. Mecha, Mecha, Mecha Shields: These shields are a minimum of half the height of user and half that wide. They must be hand held or dropped. DDP by Height of User: 20 Footers: 1200 DDP, 30 Footers: 1800 DDP, 40 Footers: 2400 DDP Notes: Negatron LRMs cannot be made as long range mini-missiles. It's possible for a hardsuit operator to override its strength with their own but then they're exerting themselves rather than let the suit do the work. Normally, only weapons meant to be fired paired can be due to the engine/reactor's limits. The fourwinds skill is void when piloting mecha/p.a., but usually no mecha gun is two-handed. T-2400 Options for NPC's or Powerful Characters: Chest Nova Pulse Lenses: 2d8x10 DD, A lens is hidden behind each taelon pectoral, and there may be one in the abdomen. Energy Limitation: Can't be fired over 36 times per 10 minutes. Mouth Beam Cannon: +2 hit, 6d6+6 DD at 120' or less, 5d6 DD if farther away Robotic Strength: (Rips Conversion Book p25) Eye Lasers: +4 strike, 3d6 DD each, can fire simultaneously at one or two targets as one action, may make one or separate to-hit rolls Laser Fingernails: see vibro-blades, WP Knife (Vibro-Blades should be WP Sword) Mecha Upgrades Note: DW Robodrek Upgrades can't be used with the Rips C.B. DDP bonus. PM-100 Dark Knight Energy Sword(s): They can be used to parry any single shots and to make swiping attacks at oncoming missile volleys. They only work linked through a DK hand to the PM-100's reactor. Ion Fire Saber: 2d8x10 DD, 400 DDP, can't be used in conjunction with another PM-100 sword, bluish flame, created with a short range reactor stream fed into the hilt, $200,000 Improved Plasma Swords: 1d6x10+10 DD each, $20,000 total to upgrade both VF/Super VF Nose Lasers: 5d6 DD single, 1d6x10 DD together, with this upgrade, if the nose laser booster is used the nose lasers will do 1d8x10+10 DD, $60,000 VF/Super VF: a weapon can be utilized by each arm, and kept during fighter mode, two extra clips can be carried (one in each leg), $350,000 Gladiator Knuckle Bomber: RDF 2d6x10 DD, REF 2d4x10 DD, hands augmented with large metal discs on knuckles, $120,000/80,000 Notes: VF battloid can fly in an atmosphere. Called shots are normally 12 or better, but the roll needed to hit a pilot compartment may be 22 or better depending on its placement and the game master. It can also be ruled that a RPC can't be hit because on the random hit locale table for the UAR-1 Enforcer in the Rips Conversion book, the RPC isn't on it. Note: SRMM's, MRMM's, and LRMM's are in short supply. They're expensive. Mecha Ancient Weapons: 1-H do half damage if used by next size level up and may be used as 2-H by next level down. 2-H used as 1-H for next size level up. DDP of weapons: 150 Twenty Footers (16-25'): 1-H Mace: 7', double punch damage, C-10,000 2-H Staff: 15', +2 die to punch damage, C-20,000 1-H Axe: 10', 1d10x4 DD, C-40,000 2-H Axe: 15', 1d10x5 DD, C-50,000 1-H Sword: 12', 1d4x10 DD, -2 strike if not used 2-H, C-40,000 2-H Sword: 15', 1d10x5 DD, C-50,000 2-H Flail: 10', triples punch damage, C-50,000 Thirty Footers (26-35'): 1-H Knife: 10', +2 die punch damage, C-20,000 2-H Sword: 25', 1d20x3 DD, C-60,000 1-H Blade Mace: 12', 1d10x5 DD, C-50,000 Forty Footers (36'-45'): 2-H Edged Polearm: 36', 1d6x10 DD, C-60,000 2-H Sword: 35', 1d6x10+10 DD, C-60,000 2-H Staff: 36', +2 die punch damage, C-20,000 1-H Mace: 17', +3 die to punch damage, C-30,000