As it is very hard to predict upcoming political changes and wars, it is even harder
to predict technology, especially high-tech electronics. Thus, if
something seems to be too old-fashioned, too high-priced or too
advanced, completely feel free to modify things. To avoid many
problems, electronics are quite abstract and vague, and most are
based on things that are in drawing boards or in prototype phase
in year 2002. Just make them common, cheaper and a bit advanced.
- All prices are given as an average euro price for a basic,
cheap product. Modify price according to place, legality,
quality and local availability. Finally, transfer to local
- Availability is subject to GM's judgment. Most hi-tech
equipment is not always publicly available, nor is drugs. Some
contacts or street information is required for a trade. And
many things might be illegal in some regions, even only to
'protect the rights' of corporations and cartels.
- For most technical equipment, better and more efficient
versions are available for money. Such better equipment should
be noted on character sheet. Simply mark 'a 1000e GTS with
neon-green covers'. Note that it might be very hard to find
an item which is exactly what it is desired.
- The equipment herein is only to give ideas and to
represent some common things. If you find something missing,
just add it. We cannot list all the stuff in the world, or can
- Note for professionals: if you find something utterly wrong,
please email any corrections to marjola ät iki.fi, so I can keep Syndicate
the most accurate/predictable near future RPG.
Good equipment is essential: even a hacker wizard is useless without a
In RIP and especially in Syndicate there is no
exact rules for carrying things around. Be sensible. It is different
to carry lots of stuff because you have strength than to carry
lots of things and still be ready to act normally. As a general
guideline, characters should be limited to all kind of small equipment
and then some small arms and one big weapon.
This is not exactly a computer game in which you can carry 4 different
kind of rifles (with 300 rounds for each), a rocket launcher, 30
grenades, flame thrower and 5 sets of armor. Use your common sense. As
with daily lodging and food and life costs, you should not spend your
time calculating the exact weight of the things carried by the
character. This is exaclty why the weight of various things is not
listed in these pages, except that if it has some importance as
flavour text. Just be sensible and think what is realistic.
General note: Any electronic equipment can be as small as
required and have thousands of features, but the price goes up
accordingly. Similarly, almost anything is possible to get in realtime
from data networks via wireless connections, as far as the user has
accounts and is ready to pay for service. Also note that as
corporations and cartels aim to protect their rights many devices are
tied to certain regions of the world - the true global world never
become the reality.
- These electronic tools are handy for all kinds of
electronic tasks, like for opening electric locks,
tapping power cables (metal and optical fiber) etc. 500e
- Retinal Scanner
- This compact scanner can be set as part of any device. It scans the
retina of the target eye within 20cm and compares it to given database.
This scanner can be so compact that it can be set into goggle/HUD system.
Scanning takes some seconds. 100e, very compact 300e
- Rifle Microphone
- Directed microphone for long-range hearing amplification.
Standard conversation can be heard and distinguished
up to 200 meters away. Classified and very expensive systems
allow hearing up to 2km away, depending on obstacles and weather and
other noise. 200e
- Security Sensors
- These sensors can be activated via temperature changes,
changes in (air) pressure, in lightning, humidity, radio waves...
Anything is possible. A signal is then sent (or, better yet,
a continuos signal is stopped), a voidespeaker can be used or
built-in camera activated and the picture transmitted.
50e and up.
- Various scanners. Can output results via display, wireless link,
computer plug-in, camera system, loudspeaker or whatever is appropriate
or possible with that model. Prices can be anything depending on
functions, quality and fashion model. Typical scanners check
different wave frequences, air pressure changes (sounds and movement),
tremors (movement up to 2 km away, but much less in soft ground),
humidity or radiation. 100e to 10000e and up.
- Smart Box
- Small box, which can be used to tap a data line. It first
records the standard data flow on it, and then severs the
line and starts sending this recorded information
onward. A useful little device to fool simple cameras
and other electronic devices. 100e
- Tracking Equipment
- Includes ``bugs'' and a receiver. Can be used to track down
people with bugs. 100e
- Wireless Camera
- Or microphone or heat sensors or whatever needed. Can be
fitted to something like one cubic centimeter and sends the
signal up to 100 meter away. Can include filters for IR, UV or
General note: Practically all digital operations ever thought
are possible. It is quite trivial to put a camera somewhere, then
receive its signal, streamline it to your PDA, edit-on-air and send
the result to your friend's PC on the other side of the city.
However, please note that all these systems need infrastructure to
work on, satellite systems are rare and expensive. So they do only
work in places with higher general income, and even then the system
must be compatible.
- A cellular telephone system, from Global Telephone
System. Uses some operator-spesific chip card, which usually
roams at every corner of the world - in cities. For wilderness,
older or satellite phone systems are needed.
The phone itself is as small as a credit card, if
needed to. 100e and up
- Not a self-standing system (although various EBulletin-only
systems exist), EBulletin is a future version of late 20th
Century Short Message system (SMS). It can almost any data,
but its main use is for instant short text messages. Input is
done via keyboard, voice activation or more advanced system
like visual pointing or trode system, while playback is done
with display system (from simple displays to optical display
and retinal projectors) or audio output, with personalized
voices for registered users. EBulletin packets can be sent via
G-Net but also in radio-channels, working as effective small
squad silent communication system when encrypted. EBulletin
capablities are usually in most PDA and GTS systems, but
standard vary from year to year.
- Pocket-sized personal aid. A personal computer is classified
as PDA when it fits (and is meant to fit) into pocket.
Usually uses stylus, touch screen, voice control or similar
methods for data input, with possible trode interface. Usually has
integrated GTS and so on. 100e and up.
- Personal Computer, tabletop
- Higher power workstations (or just cheaper ones) come with
main cpu tower, tabletop keyboard, plug-in system and flat
screen display. Power is sufficient to do anything instantly
except cryptation functions and other complex calculations.
2000e standard modern.
- Personal Computer, portable
- The size of portable computer is mainly dependant on input and
output devices. Input devices usually include keyboard
(standard portable, fold-up, roll-up or projected) and plugs for
trode/cyberlink. Output device is usually a flatscreen,
roll-on screen or a data projector, and plug for display
goggles/cyberware. 3000e standard modern
For notes about data surfing, information seek, virtual reality,
defense programs etc. see campaign section
- A simple short-wave radio transmitter/receiver. Normally a
hand-held system, but also available as a headset. Data
encryptation, digital broadcast, multiple channels, possible
smartlink, EBulletin, anything is possible. 50e and up
- A recorder for video and audio data. Normally uses optical
discs or holochips for data storage. Normal size is a typical
handset, but very small ones are available. 200e and up
- Wetware Playback System
- For ultimate experience, all feeling and sensory data are
directly transmitted into brain - you feel like you were itself
experiencing the recording, wetware. This requires a wetware
virtual reality playback system, which includes high-power trode-net,
goggles, earphones and the playback unit. These things are
like a narcotics for many people, and are illegal in most places,
because it is easy to create wetware that locks up the brain. Or the
wetware unit can be modified to fry the brain. See notes on VR.
- A headset radio with built-in EBulletin system. Message input
via microphone or external input device, output with earplug
or external display device like retinal projector or HUD
system. Can be plugged to any normal PDA, laptop
computer or display system. Uses encrypted low-length waves
to transmit short messages and has room for several hundred
caller groups with distinct settings and voice. 200e
- Available with thermographic or LI vision in addition to
normal magnificating. HUD systems, vector mapping, motion
detectors etc. are also available, for much higher price. 100e
- Contact Lenses
- In addition to fancy look, these lenses can include limited
light intensification, HUD systems etc. In these days, contact
lenses are very rarely used to
improve sight, see notes on glasses. 200e and up, less if no sight
augmentation is needed.
- Electro-Optical Vision Systems
- Goggles, visor system or glasses. These advanced visionary
systems can include various systems, like display (HUD),
balance/bearing system (for mapping systems, including smartgun),
light filter, low-light enhancer, image enhancing (visual
awareness +2), electronic magnification, thermographic
filter, electro (as augmentation) and UV filter. All work by
projecting a replacement image for the user, or in a case of
display, adding as HUD system. Any external input is
received via communication ports. Goggles
are most effective and usually do not have the problem of
lightning, but obstruct the normal sight completely and are
very obvious. Visors and glasses have some limitations
(mainly lightning from around the edges) and usually cost at
least double the price. 300e and up, at least 500e per more
advanced system, usually limited to 1-3 visual systems.
If you are operating in dark places, night vision equipment might be a
good idea. And never forget to bring your headset radios with you.
- Retinal Projector
- This tiny projector is fit into frame of sunglasses or other
goggles, and it projects input picture directly onto eye
retina. Unless the picture is very sharp and simple, the normal
vision should be obstructed. More expensive computer and VR
systems usually include retinal projectors, as goggles are seen
as old-fashioned and cumbersome. Can be used to project IR or
UV mapping, too, if properly equipped. 500e
- Auto Lockpicks
- A motorized lockpick for most mechanical locks. Better
models are very quiet and efficient. 200e
- This small device glued to arm or other place monitors heartbeat,
blood pressure and other things of the subject. Basic version is used
mainly during exercise, but security version sends the information via
radio to main unit, so that status of the each guard can be monitored
in the main office. 10e for basic, 100e for security version.
A transparent filter mask covering your mouth and nose, available with
your colours. City people often wear these to cope with the smog, but
works equally well against dust. Does not protect eyes, but neither
does it arouse suspicion like a real gas mask would. 50e
- Flashlights come in many forms, sizes and functions. Basic
models are meant to illuminate the target place with normal
white/yellow light, but more sophicated ones use infrared or
ultraviolet rays to lighten up the target, which can then be checked
out by filters. 10e, 50e special wavelengths.
- Glass Cutter
- Suction system, expandable axis and a small motor to cut a
round hole into up to 5cm of glass. Includes vacuum-suction
grabble to take the piece so that it does not fall. 200e
- An ultra light glider for silent descend. Fits into miniature
- Grapple Gun
- A gun to fire small darts with a cable for up to 100 meters. 500e
- A small pack of bandages, antidotes and disinfectants.
Drugs must be bought separately. 50e
- Oxygen Unit
- This small high compressed cylinder with filters weighting only 0.5kg gives
enough air to breathe for 15 minutes underwater. 50e
- Available as a big, controllable heavy-duty version, and as a
very small and light one for short drops in urban environments.
- Available as a small respirator system or as a full face mask.
Protects from most inhaled gases. 100e
- Suction Pads
- These battery-run suction pads allow steady but slow climbing
on sheer surfaces, as long as the surface can hold the
- Striptape Binders
- One-use very durable binders for instant ties or putting
things together. 5e packet
- UV Spray
- Spray"paint" to mark things, the glow can only be seen with
special UV filters. 10e can
- For highly fashionable, these multi-colored,
change-color-on-demand, any-style-anywhere wigs are the latest thing
- never same boring hair color again. 100e
- Most drugs are available as ingestines, patches or injections.
Patches are usually more expensive than others, but also more handy.
- Most powerful drugs cause addictions and can lead into psychosis
if they are used too much and for too long. This is especially
true with various combat drug, pain killers and healing drugs.
- Neutralizes poisons in the body. More efficient poisons
require specific antidotes. Special antidotes include
specially tailored nanobots to do the trick. 10e
- Combat Drug
- This drug enhances character's vision, strength and
health for a while, making him a more efficient
killing machine. While under combat drug's influence, the
character gains +1 strength, +1 health, +1 awareness,
+1 for any quickness tests, +2 for unconsciousness tests,
and is immune to panic, rout and fear. No attribute can
be raised above superb (+2) level, but those already at that
level have some extra boost. After about half an hour, the effects
slowly disappear, and the character becomes nervous and
feverish for a few hours. In addition, use of combat
drugs burns body very heavily. Illegal in most places. 200e
- Healing Drug
- Quickens regeneration of a human body. Divides all healing
times by 4. 20e per day
- Instant Blood
- Blood packs. Restores up to half a liter of lost blood, but cannot
be used more than once a week or severe rejections by host body
are risked. 20e
- Awakens the user and gives +1 to all consciousness tests.
Can be used to recover consciousness, and helps
to stay awake for a long period. 10e
- Trance Drugs
- These drugs are used to put subject to comatose rest,
allowing the mind to wander, undisrubted. Used mainly by
various artists, hippies and people who try to escape or break
from the reality. Price vary
- Trauma Patch
- Closes and neutralizes an open wound. Prevents infections
and further blood loss. 10e
- Cloaking System (0/0)
- This ultra hi-tech subterfuge device is clothing that maps the
surrounding area and changes fabric and coloration very
accurately. It cannot make the wearer totally invisible,
but grants very efficient camouflage in static environment,
especially near objects. The time for the fabric to adjust is
tenths of second, so it does not react instantly to sudden
changes in lightning. However, it is quite survivable against
damage and is available in many forms from cloak to trenchcoat
to armor layer. However, it does not last forever as
soon as taken into use, as it burns cell energy from the
fabric and becomes gray-colored and unable to shift colors
after some minutes after being activated. 10000e
- Covert Clothing (0/0)
- This is not a real armor, but a black clothing
which very efficiently reduces IR-radiation and thus
makes the user almost invisible to the normal
thermographic sight in temperate or hot regions.
Covert clothing can be worn over most armor types but it is
very hot and uncomfortable, and quite thick. 500e
- Dyna-Camouflage (0/0)
- This advanced camouflage system comes in many forms, from
cloak to long trench coat to jumpsuit. It is an intelligent
system which slowly (a minute or two) adjust itself to
surrounding environment and lightning, becoming almost
camo suit for that place. The energy is burned from small
bacteria batteries which must be replaced after total of one
hour of morphings. 2000-10000e depending on the suit type,
also available as layer to armor.
- Extra Padding (+0/+1)
- Any standard armor fabric (including Ultrafiber) can be
bought with extra padding, giving them effective +0/1,
but making them much thicker, obvious, rigid and very
- Rigid Armor (large areas 2/2, joints 1/1)
- More protective personal armor but heavier and very
rigid, so obstructs moving and only partial plates can
be used in legs and arms, rest of them being protected
by (padded) PA-lace or other armor fabric. 700e
- Personal Armor (1/0)
- Standard personal armor is made from Kevlar, PA-lace,
or other very durable fabric, meant to disperse bullet
impact to a larger area. Protects against most
pistol-caliber weapons and light cuts. Available as
jackets, shirts, trousers etc. 400e
- Power Armor (large areas 4/4, joints 2/3)
- Enclosed life-supported system for heavy assaults. Usually
includes all kind of latest electronics. Fitted with
servo-motors to assist movement, so that it feels like
standard heavier armor. Agility limited to +0 while wearing
the armor. Limited to special military forces, prices
100000e and up, depending on accessories
- Thermo-Camo (0/0)
- This is an advanced version of covert clothing. It introduces
intelligent fabric which changes its layer temeprature to
match the surrounding area and cools down the interior. The
power consumption is done from the bacteria batteries woven in
the fabric and lasts for some hours. The effect is far from
instant but happens in seconds, at least when the temeprature
change is minimal. Available as standalone-suit or as
integrated part of dyna-camouflage or cloaking system or as
layer to ballistic armor. 3000e and up.
- Titan-Tex (large areas 3/2, joints 2/1)
- A combination of Ultrafiber, PA-lace, Spectra and/or
Kevlar and rigid plates. Gives the user ultimate
protection while maintaining acceptable flexibility
(similar to rigid armor). Joints and similar places
protected with (padded) Ultrafiber. 8000e
- Ultrafiber (2/0)
- Very advanced lightweight fiber for personal protection.
Can be used in any location, but cannot handle humidity very
well and is quite uncomfortable for a long period. Similar to
standard personal armor, but more durable (and far more
This section is a bit large, but there are mainly two reason for this:
a) it is aimed to be as realistic as possible, and b) many cyberpunk
players just want guns, and they play major part in many campaigns. If
all this information seems to be a bit more accurate, just ignore them
all and just have light, medium and heavy weapons, with no special
ammunition, it is that simple.
Firearm Ammunition Types
The damage caused by a firearm consist of 2 factors: bullet weight,
material and shape, and bullet speed. The basic bullet is a
slug, which has some penetration power but also expands
a bit upon impact, thus causing a larger wound cavity (it also sends a
shockwave through muscles which can rip tissue). This, however, is
depends of the bullet caliber and speed, so details are given under
each weapon type.
In many cases, certain special ammunition is needed or used. Basic
special ammunition classes are:
- Armor Piercing (AP) (x3 price)
- This ammunition type keeps its shape and is designated to
penetrate ballistic armor. Likewise, any wound caused by it
is usually very clean. The ammunition has usually teflon or
very hard coating, and possible dense metal core.
Illegal in most places.
- Exploding (x3 price)
- Bullets with exploding tip are only for pistol
ammunition. Upon intact, they will explode doing serious damage.
Quite unreliable and dangerous.
- Gel (x2 price)
- Gelatinous bullets for riot control. No real damage
caused for most of the time. Pistol ammunition only.
- Hollow/Soft Point (and Dum-dum)
- This is one of the most common ammunition types, an
expanding bullet. Thus, it is far easier stopped by a
ballistic armor, but if it strikes an unarmored location
or passes through, the expanding bullet causes severe internal
damage. The bullet might never leave an exit hole, but instead
causes massive wounds and damage inside the target. Soft point
ammunition create wide wound cavity and cause severe hydrostatic
Dumdum ammo is self made by cutting the head; they tend
to jam the weapon sometimes, and cannot usually be done with
caseless ammo (it is packed so). The effect is something like
with soft point or hollow point ammunition
TM Ammunition (x5 price)
- "This special pistol ammunition penetrates standard kevlar and
upon intact, explodes into hundred razor sharp sharpnels which
virtually slices the target into pieces". In game terms,
use HP (hollow-point) ammunition stats, that text is only
- Sabot (x6 price)
- These subcaliber bullets have discarding sabot piece, which will
fall off after the bullet leaves the barrel. With lighter and smaller
bullet, a higher speed and penetration is achieved, with a cost in
accuracy. It is also easier put out of path because of any
- Slivers (x5 price, also known as flechettes)
- Composite slivers cause similar effect to shotgun shots,
except in far smaller area.
The damage is reduced to 0/1 but multiple hits are possible.
Range is reduced to 10-20.
Of course, other special ammunition is available, from traditional
tracers (x5 price) to incinerating AP ammunition, acidic slivers
and other more modern or experimental ammunition. Prices and
availability vary, details are left to GM and players.
For simplicity, all ammunition
in Syndicate is categorizied to certain common cartridge sizes, and
damage base (in game terms) is given for each ammunition type, with
any common modifications.
Note that for large caliber weapons like shotguns, cannons
etc. explosive, HEAP and other special ammunition is available. Ok,
they are available to smaller arms, too, but actual effects do not
vary from normal AP or hollow point ammunition very much.
Common Cartridge Types
Here is a list of the most common cartridges. Note that many local
guns might use a bit different ammunition, which is identical in all
cases except that they are like 0.5mm bigger or smaller and thus they
are not compatible with normal guns.
Any prices are for box of 100, unless noted otherwise. Note that all
damage classes given are only figuritive, the GM should remember any
descriptions given earlier, not all 1/2 weapons are the same. A plus
sigh ('+') means that if the bullet penetrates the armor, damage is
yet increased from that of the normal bullet extra damage.
Firs one is standard (slug) ammunition, AP = armor piercing, HP =
hollow point (and variants), Expld = exploding. For cartridge types,
the number in parentheses is bullet velocity when it is fired. This of
course varies a bit depending on barrel lenght and cartridge type, but
gives some idea of bullet speed.
- 7mmS (7mm Short, 300m/s)
- This very small ammunition is used in light pistols and
sub-machine guns. Power is very weak, and any armor stops it easily,
but it is very effectually silenced, very light and cheap.
20e (0/2), AP 60e (1/1), HP 25e (0/2+), Expld 50e (0/3)
- 10mmS (10mm Short, 350m/s)
- The successor of old 9mm cartridge has become the most
common pistol-caliber cartridge, used by the security and military
forces world-wide. It gives sufficient punch to stop any normal
40e (1/3), AP 100e (2/1), HP 50e (0/3+), Expld 80e (0/3)
- 12mmS (12mm Short, 250m/s)
- This very short cartridge has some major stopping power as it
causes a wide wound cavity and shock, but penetration power is bad.
This caliber is easily silenced.
40e (0/4), AP 120e (1/2), HP 50e (0/4+), Expld 100e (0/5)
- 12mmL (12mm Long, 400m/s)
- Longer version of heavy caliber pistol ammunition, this one
has both the stopping and penetration power. It is mainly used only
in very heavy pistols, as it is usually a better idea to use
carbine type assault rifle than SMG with very heavy caliber.
This ammunition usually kicks a lot, and weaker characters risk
wrist damage when firing pistols of this caliber.
60e (1/4), AP 160e (2/2), HP 70e (1/4+), Expld 150e (0/5)
- 5.5mmR (5.5mm Rifle, 1000m/s)
- This standard light-weight ammunition is fired so fast that upon
intact it will usually start to spin around and creates a huge wound
cavity. For that reason its penetration power is poor, and there is
no idea to create hollow-point ammunition. In addition, it is easily
sent off-course by objects in the path.
50e (1/3+), AP 150e (3/1)
- 7.5mmSR (7.5mm Short Rifle, 700m/s)
- This heavier common rifle cartridge is used mainly in places
where there are things like tree branches and twigs in the path.
70e (2/4), AP 200e (3/2), Sabot 400e (4/1)
- 7.5mmR (7.5mm Rifle, 850m/s)
- This longer version has better range, increased power - and
80e (2/5), AP 250e (3/3), Sabot 500e (4/2)
- 9.5mmR (9.5mm Rifle, 900m/s)
- This very heavy and powerful cartridge is mainly for sniper and
hunting rifles, and for machine guns.
150e (3/6), AP 400e (4/3), Sabot 800e (5/2)
- 12.5mmR (12.5mm Rifle, 850m/s)
- Heavy duty caliber mainly for strategic use, like firing cars,
gasoline tanks or charging cyber beasts.
Box of 20: 80e (3/8), AP 250e (5/3), Sabot 500e (6/2)
General Gun Types
There are thousands and thousands of different guns in the world, so it
is more practical just to categorize them, and give typical
statistics for each type. The players and GM are then free to build new guns
using the given guidelines.
After each general description there is a list of some common guns of
that type, of which there are statistics later on the table. Some guns
come in multiple models with different built-in systems. For those,
the additional cost is about half of the external system.
Most of these guns are also available with all kind of special
modifications, but that costs, much more than those standard modifications.
- Easiest to gain and typical weapons for indoor
fighting. A typical pistol uses ammunition from around 5 mm (light) to 12 mm
(heavy), is semi-automatic and fires 2-3 shots per second. Magazine holds
typically 10-20 shots depending on caliber. Normal recoil is similar
to a braced
rifle. Pistols are not very accurate, and are accurate at ranges from 25 to
100 m (heavy pistols), 40 being the average. The size is compared to
normal 10mm pistol.
Beretta Model 115M is the choice of the modern self-defense. With
small size, big clip and reliable action, it also comes in many
fashion colors to fit with your other equipment. 400e
Beretta Model 310F offers heavy firepower in minimal size,
being the world's smallest machine pistol in wide use. 600e
Heckler&Koch TN4 is very reliable standard pistol for
anyplace, anytime. Excellent quality is matched with good accuracy and
decent magazine size, and the grip is one of the best in the
market. Model L has a built-in laser sight with changeable frequency.
SecTek O200 Officer is a fast and a bit heavier basic pistol
design. Common choice for security services all around the world, when
heavier firepower is not needed. As most SecTek handguns, this pistol
is also available with built-in laser or smartgun adapter. 500e
Yanaka Official is a standard pistol for Yanaka officers and
security forces. Can fire 3-round burst and normal semi-automatic fire,
and comes with built-in laser sight. Secure version includes PGS and
radio homer. 500e, 600e secure.
Armit Kickass is for street gangers and bodyguards who want to
look impressive. Its design is very heavy, rugged and it is one of the
largest pistols in the market. 400e
Colt Piecemaker is the choice of those who want heavy stopping
power. Standard model comes in chrome or jet black look, and
includes built-in laser sight in special L model. 800e
Magnum 350 is for those who just can't trust the modern
caseless automatic pistols. It is an old fashioned revolver, so it is
slow, loud and slow to reload, but very reliable and if your cartridge
is a dud, just skip it. Of course it is double-actioned (pulling the
trigger cocks the gun) and comes with built-in laser sight. And boy it
is impressive. 700e
- SMGs (Sub-Machine Guns)
- SMGs effective weapons for indoor fighting because of
their size. Most have a very high rate of fire (ROF) but
are hard to control when using it. Some models have the option of
burst and semi-automatic fire. They are used with both hands.
A SMG uses pistol-caliber ammunition, and has a maximum ROF of
10-15. Magazines hold 20-50 shells, with 30 being the most typical. Recoil is a bit
lower than with pistols because of heavier design if
semiautomatic fire is used. Accuracy with folded stock is similar to
handguns, but when braced and aimed, can be up to 150 meters, with
50 meter being the average. Automatic fire typically makes SMGs very
inaccurate, because of rapid rate of fire and light design (when
compared to assault rifles). The size is compared to Uzi SMG, and
the stock is assumed to be folded.
Armit Storm is a gun that falls between machine pistol and
submachine gun. It is a very small gun and fits into pocket, but is
capable of incredible rate-of-fire. In addition, its special design
makes it very easy to control even in full automatic firing mode.
Can be fitted with built-in laser sight of smartgun adapter, and comes
in impressive purple and green splashes. 800e
Heckler&Koch MP9 is modernized version of the popular MP5
series. Very reliable, accurate and is available with built-in laser,
sound suppressor or scope, as needed to. Common in special troops not
want to allegiate with SecTek products. 1400e
SecTek Piranha-1 is a very popular SMG for security offices
worldwide, with folding stock and fit for silencer.
Can be ordered with built-in laser sight or smartgun
SecTek Piranha Covert is a compact version from Piranha-1, with
shorter barrel and lighter design, making it a bit harder to control in full
auto. Modern choice for upper class bodyguards who want sufficient
Steyr MPi 22 represents the Ingram SMG, but is more sleak and does
not produce so big holes so quickly and thus is not as popular
among street gangs. It is, however, a very decent and reliable basic
Ingram MAC-17 is a very common gun in American suburbs because
of its simple and cheap design, still allowing it to use same caseless
ammunition as Ares Kickass. Accuracy is poor and gun is hard to
control in long bursts, but holding a gun like this gives you much
additional street credibility. 700e
Yanaka Samurai is heavy caliber SMG for security use and urban
warfare. It is sleek, beautiful and deadly, with as special feature
not including ful lautomatic mode, only single shots and burst
mode. Basic models can include built-in laser sight or smartgun
Thompson T19 Cobra is a big and ugly SMG, but perhaps the best
accuracy and range in market, with excellent control even in full
automatic mode and built-in laser sight. However, many models have
problems with ammunition feed, causing jams now and then. 1000e
- Shotguns are very effective short range riot weapons. When
buckshots are used, the target is easier to hit and the damage is spread all
over his body. A shotgun is very dangerous and powerful weapon at a
short range because of the ammunition size, but quickly loses its
power as pellets spread to large area and lose their power.
Shotguns usuallu use either 20 (small game hunting shotgun) or 12
(combat and large prey shotguns) gauge ammunition and are about one
meter long. Normal shotguns spread buckshot to 1.5-2 m area over
50 meter range, while more accurate ones keep them grouped longer.
Shotguns are usually pump loaded, but semiautomatic and full automatic
models exist, but have mechanical problems and auto-fire recoil
impulses make them very hard to control.
12 gauge (19mm) ammunition: (per 12 shots) 20e (0/8, halve power per 5
meters), Sabot 150e (3/2), Expld 50e (0/6, as grenade, special types
Colt Viper is a common pump-action shotgun used by security and
law enforcement troops all around the world. It comes without a stock
and is thus a bit smaller and harder to control. 700e, 800e with
built-in laser sight.
Itchaca Model 20MN is another common pump-action shotgun. It
comes with Realtree
TM stock and blue chromed
Beretta H4 Hurricane comes with decent firepower, clip and
standable reliability. It is perhaps the most widely used
semi-automatic shotgun, and although not very accurate, is perhaps the
best choice as a close combat weapon for indoor fights. 1100e
Benelli Heavy 30M is another semi-automatic shotgun, with
internal slide magazine and choice of pump-action ad semiautomatic
mode. Includes built-in mount for flashlight. 1200e
SecTek Street King 3 brings the ultimate close-combat firepower
to your hands. With burst and full-automatic firing modes with decent
accuracy the King surely stands up for that name. Who cares that
automatic fire is very hard to control because of the recoil, and
weapon jams a bit too often, as you can get it with built-in laser
sight or smartgun adapter. 1600e
- Sniper Rifles
- Sniper rifles are very accurate guns but need room to be used.
A typical sniper rifle has accuracy range of 700-1000m, varying from 400 to
one and half a kilometer. Sniper rifles are build for accuracy, and
are usually big and heavy. Caliber varies but is usually high, recoil
is less than with assault rifles because of heavier build.
Walther Hawkeye is a el cheapo sniper rifle, but it can be
disassembled and carried in a suit case, plus the standard 5.5mm rifle
cartridge is more than enough to kill a man when fired at unarmored
location. Light intensifier scope is a standard accessory, but the gun
can be bought without one. 2200e
Heckler&Koch G4 is a sniper rifle with automatic fire
capabilities. It also includes 2 parallel magazines for different kind
of ammunition, and can also be disassembled quite well. It is,
however, much heavier than standard assault rifle and comes with large
light-intensifier scope with zoom up to 8x magnitude. 4000e
FA NWM-2 is a bolt-action sniper rifle with
excellent accuracy and reliability, with effective range over one
kilometer. It is a big weapon without any detachable parts, unless you
count the standard light-intensifying scope. 3500e
Barret Model 020 is a strategic sniper gun. It is heavy (9kg),
ugly and needs bracing, but it fires big bullets with big
impact. 7500e, stricly for military.
- Assault Rifles
- Assault rifles are general combat guns when there is enough room to
use one. Ranges vary from 100 to 500 meters, with an average of 200-300 m.
Most assault rifles are bullpup models, but basic gun is size of
'traditional assault rifle' like AK-74 or M16.
Recoil is low, much less than SMG in automatic fire. Bullets are in magazines
of 20-50, and some models have two serial magazines which can be used with simple
Colt M30A2 is a standard U.S. military weapon, when bulk and
decent pricing is things asked for. Easily disassembled and serviced,
it can also use sound suppressor and rifle grenades. 1500e
Colt M32A2 is heavier version, with higher caliber
SecTek Storm-3 is multiple purpose personal combat weapon, with
bulpup design, double-magazine, scope and built-in pump action grenade
launcher. Well it is not the prettiest one and unlike smaller
handguns, is not available with factory built-in aiming systems. 3000e
Heckler&Koch G30 is a high end assault rifle with excellent
reliability, good accuracy, caseless ammunition and very compact
design and large standard
magazine - and hefty price tag. No user servicable parts inside that
black box. 2300e
Yanaka T20 Ninja is an impressive assault rifle with built-in
handle/scope, double magazine for long larger rifle cartridges and
mount for grenade launcher. Best choice for your soldiers. 1800e
Kalashnikov AK-11 (and other variants) was named to honor the
old Kalashnikov assault rifles, although the design was not anymore by
Kalashnikov. The gun is the latest common
design for many factors all around the world, producing cheaply
reliable simple assault rifles using latest caseless
ammunition. It is not the state-of-the-art rifle, but it is cheap and
it works. 800e
- Grenade Launchers
- We are not talking about tripod mounted mortars lobbing big
projetiles into air but man-portable built-in grenade launchers for
assault rifles and independent grenade guns. These things lob a
grenade, which is essentially a small cannon ammunition, some tens of
meters onward, which then normally explode upon intact. However, these
weapons can also be used to fire special grenades.
SecTek Grenade Launcher is built-in launcher in Storm-3 assault
rifle. It uses very compact 30mm grenades with very poor range, but
with slide magazine for 4 of them. The action is pump-controlled.
(Note that other built-in grenade launcher are usually alike, except
that magazine side can vary)
Armit T5 Grenade Launcher is a very simple gun which is loaded
one grenade at the time. Simple gun, very reliable. Also available as
built-in version for assault rifles and similar weapons. 500e
Thompson 3V Catapult is a grenade gun with round magazine for
multiple grenades. It is a bit like gigantic revolver for
Yanaka ZX-4 Grenade Gun is like Thompson 3V but can be used to
fire grenades full auto. It is heavy and big, barely man-portable, and
usually fired from tripod. It is a common choice as support weapon for
shock troops. 4500e
- Heavy Weapons
Heavy weapons are mainly military-use squad support weapons, used
against armored targets or large crowds. They have found their use
in corporate skirmishes, too. Most of them are usually vehicle (or
robot) mounted because of the heavy design and weight of the
ammunition. As they are quite rare in normal security situations,
only some samples are given and list of common statictics given.
Machine guns: Machine guns are meant for rapid firepower for an extended
period, and so their design is heavier than that of the assault rifle
and they stand the heat generated by the firing. Although the
ammunition in lighter ones are same as for assault rifles, machine
guns have tropid to support firing and have changeable barrel, so
that it can be released to cool off. Ammunition is either from a
box or fed with a belt, which is usually in a small pocket which holds a
100-round belt. Because of the weight, except for the light machine
guns, which weight around twice the assault rifle weight, machine
guns are mounted on vehicles. Statistics in the list compared to
assault rifles. Price is usually 2000e and up.
Mini-guns: heavier machine guns with rotating barrel
(gatling type). Very high rate of fire - and mass. As with machine
guns, compare statistics to assault rifles. Price is 5000e and up.
Heavy Grenade Guns: these automatic weapons fire
'normal' 30mm or 40mm grenades up to 1-2 kilometers away.
They are similar to smaller portable grenade launchers but are
far heavier. Price is 8000e and up.
Discarded Anti-Tank Weapons: listed in Other Weapons.
Assault cannons: these practically portable mini-cannons use
big caliber small grenades to deal with armored targets. One
example is Armit XT-5 Nemesis. It is a 20mm grenade gun with build of over 1.5
meters. It is a bit like small cannon, as it fires its own 15cm long
shells (20mm grenades) to distances over 1 kilometer. The weapon can
be carried along and fired from the hip, but it is mainly meant to be
put on stable surface and brace to its front-bipod. Ammunition
(per 20): Expld 200e (1/10), Sabot 500e (7/4), Shaped charge 400e (5/6).
Use sniper rifle statistics. 15000e
Flame Throwers: used mainly in enclosed spaces, these
weapons fire normal fire, napalm, thermite or other combustible
material. The main problem is the safety of the user plus the size
of the backup. Armit L5 Inferno uses either backpack for
20 second continuous burning or separate cylinders (2kg) for 5 second
payload. Can jet the flame up to 30 meters away, and can use thermite
or other special napalm variations. 7000e
- Gauss Guns
- These experimental guns are usually unknown to public.
They use magnetic field to accelerate small metal needles or
discs into immense speed. Rail gun is similar to gauss gun,
but uses different technology (a rail instead of magnets in serial) to
accelerate ammunition. Ammunition is cheap, but the high power
batteries needed to operate the gun still pose problems.
Not all design problems have been solved, and only prototypes
exist, with high price and 'top secret' label.
SecTek TNB-200 is one of the first models, which is taking its
first steps for being mass produced. It looks much like a normal
assault rifle, but with broad bulp at the butt. (3/2+, 3000 m/s)
- High power lasers exist in industrial use, but military and
security forces design also their own lasers. These lasers use
extra large batteries, and fire burst of concentrated energy,
which burns the target briefly with immense heat. If targeted
on a person, flesh will burn and blood veins and muscles explode,
cells expanding rapidly in sudden warmth. Rumors about
plasma guns exist, which use laser to ionize air and then use
this ray to shoot energy into target.
Yanaka X245 Laser does not exist and it cannot boil and explode
tissue 100 meters away. Its packback does not allow about 20 shots and
it does not include built-in smartgun system so it can be easily used
on hip, with energy pack at back. (1/6, 300000 m/s)
- Other Guns
- Of course, various dart guns, tasers and other
guns exist. They are not described here, but details are left
to GM and his campaign. Their values are typically compared
to some other more popular gun type.
Some sample common weapons described above are listed in this
table. Players should not use this table to select their guns, but
instead use general impression of the gun according to description -
when you are buing a gun, you do not have exact valuesw anywhere, and
after all, style over substance.
Name: Name of the gun. Serial type numbers and letters
vary, and are not written here in most cases.
Built-in: Built-in firearm accessories. Those in parentheses
are optional, depending on model. Letters stand as:
internal laser (L), smartgun (Sm), sound suppressor (SS),
scope (Sc), light intensifier scope (LI-Sc) sights. Unbracketed add-ons always come
with the gun. F stands for folding stock, but while the stock is
folded away, the recoil is increased but size and accuracy reduced.
Type: Firing modes of the gun.
SA=semi-automatic, B=burst (typically 3 shots), FA=full
automatic, SS=single shot (must be reloaded after each firing),
Accuracy: Accuracy of the weapon, in relative terms to the
basic weapon of that type (light pistol, sniper rifle etc.)
In ideal conditions, a human sized stationary target is hit in
that range for 95% of the time, if the aim is perfect.
If the gun type has a range of 100-400, and average gun 200-300,
then poor accuracy is about 150-200 meters, inferior 100 or less,
good 300-350 and excellent 400 or more.
If combat situations, effective accurate range falls to
10-20 meter, depending on the weapon type.
ROF: Rate-Of-Fire (cyclic rate) refers to how quickly the
weapon fires shells. Equal to shells in a second in the most rapid
Ammunition: Ammunition used in the gun. See notes above.
So, it is not very
likely that a Chinese heavy assault rifle uses the same ammunition as the
American one. In general, if there is no reason for two weapons to
have exactly the same caliber, they do not have it.
Rel: Reliability of the weapon, i.e. how often it needs fixing,
repair and does break up or jam.
Mag: How big is the
standard magazine (or similar storage). Double magazines are changed
with a switch. *ammunition is loaded one-at-a-time into internal
Recoil: How hard the gun kicks when fired, relative
to basic weapon of that type.
Size: The general size of the weapon when concealing is
needed. If two values are given, the second one is the
disassembled state. Given as relative size to basic weapon of
Cost: Basic price for a gun. Older models without
caseless ammunition and composite structure cost a half. Note that this
is the price of the manufacturer. Black market guns usually cost much more,
but might be more cheaper in some cases.
Pistols (range 25-75m)
|Beretta Model 115M||
|Beretta Model 310F||
|SecTek O200 Officer||(L, Sm)
SMGs (range 25-100m)