GUNS, LOTS OF GUNS: EQUIPMENT IN THE MATRIX AND THE DESERT
As mentioned before, there is no longer a form of currency in the Real World. Everything is barter and trade, and so the human cities and larger Tribes came together and established a standard value for everything. For the sake of simplicity and perhaps out of nostalgia for the past they decided to call the standard a Dollar. For instance, a trusty SMG may only be worth a few hundred Dollars, while a good hydroponics farm may be worth a few thousand Dollars.
CALCULATING LOAD
Each piece of
equipment that the character takes into the Matrix uses up some
of the bandwidth of the broadcasting equipment. This bandwith
usage is known as Load. Each piece of equipment has a specific
Load, which is listed in the table below with the appropriate gun
types.
There is a limit to how much a person can download before being
noticed. Hovercrafts have a Load Limit as to how much they
can transmit safely into the Matrix without raising alarms.
This is known as Load. Each item, of clothing, each gun,
each Harrier Jump Jet that Freeminds take into the Matrix
increases this Load even the act of projecting a single
consciousness into the Matrix is considerable. Load can
also be increased and decreased depending on the strength of the
broadcast signal, and proximity to a receiver Node. The
generic Nebuchadnezzar-class hovercraft is equipped with
electronics with a Load Limit of 5000 at 5 kilometres.
FIREARMS
Pistols Basic Load: 50 (Includes Base Damage 5, SA mode, 10 round clip) +1 damage: +10 -1 damage: -10 +3 rounds (or part thereof): +10 -3 rounds (or part thereof): -10 +1 Recoil Compensation: +30 (Maximum level 2) BF mode: +20 SS Mode (Revolvers): -10 (Maximum 6 rounds) |
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Name | Ammo | Damage | Fire Modes | R/C | Load | |
Beretta Model81 | 12 | 6 | SA | 0 | 70 | |
Beretta Model93R | 20 | 5 | SA/BF | 1 | 140 | |
Browning High-Power | 13 | 5 | SA | 0 | 60 | |
Glock 22 | 15 | 5 | SA | 0 | 70 | |
H&K VP70M (VP70Z) | 18 | 5 | SA/BF (SA) | 1(0) | 130/80 | |
H&K HK4 | 8 | 6 | SA | 0 | 50 | |
Israeli Industries Desert Eagle | 8 | 6 | SA | 0 | 50 | |
Ruger Blackhawk | 6 | 5 | SS | 0 | 40 | |
Ruger Redhawk | 6 | 6 | SS | 0 | 50 | |
S&W Model547 | 6 | 5 | SS | 0 | 40 | |
S&W Model586 | 6 | 5 | SS | 0 | 40 | |
USSR PSM | 8 | 6 | SA | 0 | 50 | |
Walther PP | 8 | 6 | SA | 0 | 50 | |
Grenade Pistol | 12 |
Grenade |
SS |
0 |
150 |
|
Rifles |
||||||
Name | Ammo | Damage | Fire Modes | R/C | Load | |
Beretta SC70 | 30 | 6 | SA/BF/FA | 3 | 190 | |
CZ vz/58 | 30 | 7 | SA/BF/FA | 3 | 200 | |
Enfield L39A1 | 10 | 7 | SS | 0 | 90 | |
Enfield XM-70 | 30 | 6 | SA/BF/FA | 3 | 190 | |
FN-FAL | 20 | 7 | SA/BF | 2 | 110 | |
FN-FNC | 30 | 6 | SA/BF/FA | 3 | 190 | |
Galil AR | 35 | 6 | SA/BF/FA | 3 | 200 | |
H&K G11 | 50 | 7 | SA/BF/FA | 3 | 240 | |
H&K G41 | 30 | 6 | SA | 0 | 110 | |
H&K HK33E | 25 | 6 | SA/BF | 2 | 110 | |
Kalashnikov AK-47 | 30 | 8 | SA/BF/FA | 3 | 210 | |
Kalashnikov AKM | 100 | 8 | SA/BF/FA | 3 | 340 | |
Remington 552a | 20 | 6 | SA/BF | 2 | 100 | |
Remington 66MB | 14 | 6 | SA | 0 | 70 | |
Ruger AC-556 | 20 | 7 | SA/BF | 2 | 110 | |
Steyr AUG | 30 | 7 | SA/BF | 2 | 130 | |
Underbarrel Grenade Launcher | 6 |
Grenade |
SA |
0 |
+100 |
|
Shotguns Basic Load: 150 (Includes Base Damage 10, SA mode, 8 rounds) +1 Damage: +10 -1 Damage: -10 +3 rounds (or part thereof): +10 -3 rounds (or part thereof): -10 +1 Level Recoil Compensation: +30 (Maximum Level 3) BF mode: +50 FA mode: +100 SS mode: -10 |
||||||
Name | Ammo | Damage | Fire Modes | R/C | Load | |
Franchi SPAS-11 | 8 | 10 | SA/BF | 0 | 200 | |
Franchi SPAS-12 | 8 | 10 | SA/BF | 1 | 230 | |
HK CAWS | 10 | 12 | SA/BF/FA | 3 | 420 | |
Ithaca LAPD Model | 5 | 10 | SS | 0 | 130 | |
S&W 3000 Police | 8 | 10 | SS | 0 | 140 | |
Sub-Machine Guns (SMGs) Basic Load: 100 (Includes Base Damage 5, SA/BF mode, Level 2 Recoil Compensation, 30 rounds) +1 Damage: +10 -1 Damage: -10 +5 rounds (or part thereof): 10 -5 rounds (or part thereof): -10 +1 Level Recoil Compensation: +30 (Maximum Level 4) FA Mode: +50 No SA mode: -10 |
||||||
Name | Ammo | Damage | Fire Modes | R/C | Load | |
FN P-90 | 50 | 6 | SA/BF/FA | 4 | 260 | |
Colt | 32 | 5 | SA/BF | 2 | 110 | |
Franchi LF 57 | 40 | 5 | SA/BF | 2 | 130 | |
H&K MP5 | 30 | 5 | SA/BF/FA | 2 | 120 | |
Uzi | 24 | 5 | BF/FA | 3 | 100 | |
Ingram Model 10 | 30 | 5 | SA/BF | 2 | 100 | |
Spectre | 50 | 5 | SA/BF/FA | 4 | 250 | |
Heavy Weapons |
||||||
Name | Ammo | Damage | Fire Modes | R/C | Load | |
Generic MMG (Burst of up to 15) | 60 | 8 | BF/FA | 4 | 420 | |
Generic HMG (Burst of up to 20) | 60 | 10 | BF/FA | 4 | 460 | |
Generic Minigun (Burst of up to 30) | Belt | 6 | FA | 6 | 460 | |
Grenades |
||||||
Weapons of the Desert |
||||||
Name | Ammo | Damage | Fire Modes | Conceal | Weight | |
Laser Rifle | 30 | 10 | SS | 10 | ||
Laser Cannon | 50 | 15 | SS | 15 | ||
Plasma Rifle | 30 | 12 | SS | 15 | ||
Plasma Cannon | 50 | 15 | SS | 20 | ||
Railgun | 10 | 20 | SS | 30 |
HAND-TO-HAND WEAPONS
Axe |
||||
Name | Damage | Conceal | Load | |
Axe | S+2 | 7 | 50 | |
Hatchet (Aerodynamic) | S (S+D-4) | 8 | 60 | |
Machete | S+1 | 7 | 30 | |
Skeleton Axe | S+1 | 9 | 50 | |
Blade Basic Load: 20 (Base Damage Size (Blade), Conceal 8) +1 damage: +30 -1 damage: -30 -1 Conceal: -10 +1 Conceal: +20 Aerodynamic: +20 |
||||
Name | Damage | Conceal | Load | |
Katana | S+3 | 5 | 80 | |
Long-blade knife | S+1 | 8 | 50 | |
Sai | S | 9 | 40 | |
Short-Blade knife (Aerodynamic) | S-1 (S+D÷3) | 10 | 30 | |
Combat Knife (Aerodynamic) | S+2 (S+D÷2) | 8 | 80 | |
Sword | S+3 | 6 | 90 | |
Wakizashi | S+2 | 7 | 70 | |
Club Basic Load: 40 (Base Damage Size+1 (Impact), Conceal 8) +1 damage: +40 -1 damage: -40 -1 Conceal: -10 +1 Conceal: +30 Stun Attack bonus: +50 Aerodynamic: +20 |
||||
Name | Damage | Conceal | Load | |
Mace | S+2 | 6 | 60 | |
Nightstick | S+1 | 8 | 40 | |
Stun Baton | S+1 plus Stun | 8 | 90 | |
Collapsible Baton | S+1 | 10/8 | 70 | |
Billy Club (Aerodynamic) | S+1 (S+D÷2) |
8 |
60 |
|
Pole Weapon Basic Load: 50 (Base Damage Size (Impact), Conceal 2) +1 damage: +20 -1 damage: -20 -1 Conceal: -20 +1 Conceal: +20 Blade Damage: +20 Aerodynamic: +20 |
||||
Name | Damage | Conceal | Load | |
Retractable Staff | S | 6/2 | 90 | |
Spear (Aerodynamic) | S+1 (Blade) | 2 | 110 | |
Staff | S | 2 | 50 | |
Whip Basic Load: 40 (Base Damage Size (Impact), Conceal 8) +1 damage: +20 -1 damage: -20 -1 Conceal: -10 +1 Conceal: +10 Entangle: +30 |
||||
Name | Damage | Conceal | Load | |
Bullwhip (Entangle) | S-2 | 8 | 30 | |
Nunchaku | S+2 | 8 | 80 | |
Three-piece-rod | S+3 | 6 | 80 |
ARMOUR
Armour: the one
thing stopping that bullet from entering your chest. Armour in the Matrix is constructed in
the Construct according to the wearer's specifications; like
weapons, they more complicated and useful the piece of armour,
the more load it consumes.
Constructing
Armour.
There are
several armour shapes, as follows:
Jacket
your everyday, open-fronted, upper-body garment.
Covers arms and torso. They may be made from any kind of
material, and may be plated.
Duster
the longer version of the jacket, the duster covers the
upper legs in addition to the torso and arms. May be made
from any kind of material, and may be plated.
Thrasher
Suit essentially a jumpsuit made from damage-resistant
materials. Popular with the courier crowd. Covers all
areas except the head. May be made from any kind of material, but
may only be plated with plastic, either Regular or Moulded.
Unless plated, Thrasher Suits do not accrue Speed penalties due
to layering.
Body
Armour custom-tailored armour, designed to be
undetectable under clothing. Comes in three levels: shirt,
which covers the torso and upper arms; half-suit, which covers
the torso, upper arms, and upper legs, and full suit, which
covers all areas except the head. It may only be made from
ProMax, Kevlar or KevlarMax, and may only be plated with Moulded
plastic. Body Armour does not accrue Speed penalties when
layering armour.
Longcoat/Greatcoat
the full-length, floor-brushing coat. Covers all
areas except the head. May be made from any material, and
may be plated. Automatically reduces the characters
Speed by 1.
Skirt/Pants
covers the upper legs (for short varieties) or the entire
leg (for longer ones). May be made out of any material, but
cannot be plated.
Cloak
for the superhero wannabes. Cloaks cover all areas except
the head, with one proviso: they cant be moving. If
they are, draw a card when the character is struck: red suits,
the cloak was there to protect; black suits, it was billowing, as
cloaks tend to do, and wasnt there to stop the damage.
Helmet
a rarity for Freeminds, helmets cover the all-important
head. May be made of any material, and may be (and usually
are) plated.
Boots
the all-important shoe factor. Boots come in ankle-,
knee-(Lower leg) and calf-(all Leg)length. Calf-length
boots automatically reduce the characters Speed by 1
have you ever tried to run in those things? May be made of
any material (usually Leather), and may be plated.
Shirt
a lighter version of personal protection, sliding in
somewhere between Body Armour and the Jacket. Covers the
Torso and arms. May be made of any material, and may be
plated.
Vest
a stripped-down version of the Shirt. Covers the
Torso only. May be made out of any material, and may be
plated.
Now that
you;ve chosen what the armour protects, it's time to see how well
it does its job. The player must choose the composition of the
armour, and whether or not it is plated. There are several
types of material which the piece may be constructed from:
Ordinary
Cloth: what most clothing is made out of. Not too good at
stopping things, but light on the Load.
Heavy
Cloth: the rugged stuff that goes into the construction of
heavy coats and cheap riot gear.
Ballistic
Cloth: a combination weave of Kevlar (spider silk) and
ordinary cloth. The result is cheap and relatively sturdy.
Leather:
good old tanned hide.
Ballistic
Leather: hide reinforced with Kevlar.
ProMax
material: tightly-woven material designed to resist attacks
from knives
Kevlar:
material woven from spider silk, which protects well against
ballistic attacks, at the cost of being susceptible to blade
attacks.
KevlarMax:
a Kevlar/ProMax composite offering the best of both worlds.
Unfortunately, KevlarMax is so heavy it automatically reduces the
characters Speed by 1.
Plating
adds rigid protection to the piece of armour by adding plates
over vital areas, like the chest, back and forearms. There
are two types: Regular, and Moulded. Regular plates
are produced en masse, and are cheaper to obtain not to
mention easier on the Load of the ship. Moulded
plates are custom-fitted to the character, which reduces Speed
penalties for the type of plating by one. On the down side,
they are more expensive and more detailed, and hence have a
higher Load factor.
Plastic
plating consists of plates of hard plastic, about 1cm
thick. While bulky, it wont set off MAD scanners.
Ceramic
plating is what most low-threat enforcement vests
contain. Ceramic plates are similar to those used on the
Space Shuttle, to ablate friction and the force of re-entry;
hence, they provide greater protection against Heat
attacks. Ceramic-plated boots add 1 point of damage to any
foot-attacks (Martial Arts).
Steel
plates are the best armour money can buy.
Unfortunately, the protection comes at a cost: they reduce the
characters movement drastically, as well as setting off any
MAD scanners the character may walk through. Steel plates
add 2 points of damage to any foot-based attacks (Martial Arts).
Matrial Type | Ballistic |
Blade |
Impact |
Heat |
Ordinary Cloth | - |
- |
- |
- |
Heavy Cloth | - |
0/10 |
- |
0/10 |
Ballistic Cloth | 2/20 |
- |
- |
0/10 |
Leather | 2/10 |
1/10 |
0/10 |
0/10 |
Ballistic Leather | 2/20 |
1/10 |
0/10 |
0/10 |
ProMax material | 2/20 |
3/20 |
1/10 |
0/10 |
Kevlar | 3/20 |
1/10 |
1/10 |
1/10 |
KevlarMax | 4/20 |
3/20 |
1/10 |
1/10 |
Plating Type |
Ballistic | Blade | Impact | Heat |
Trauma Plates Ceramic | 2/20 |
2/20 |
2/20 |
3/30 |
Trauma Plates Steel | 3/30 |
3/30 |
3/30 |
2/20 |
Trauma Plates Plastic | 1/10 |
1/10 |
2/20 |
1/10 |
Armour weights
tend to be ignored in the game, to an extent. If a
character is wearing more than one plated piece of armour,
subtract one from their Speed for plastic plates, two for
ceramic, and three for steel. This counts for every
piece of plated armour; so a character wearing a bullet-proof
vest (regular ceramic plates) and a ceramic-plated long-coat
would have their Speed reduced by 4.
Layering
armour: layering armour reduces the effectiveness of the layers.
If the character layers armour, only one article is at full
value; the others are reduced by half, with Absorption Values
rounded down to the nearest whole number, and Armour Values
rounded down to the nearest 10%. Also, layering more than
two articles of armour automatically reduces the characters
Speed by 1 per extra layer.
When the
player has decided what kind of armour they want, they have to
figure out the Load for each item. This is done by taking
the articles Basic Load, and multiplying it by the Material
Multiplier.
Article |
Basic Load |
Material Multiplier |
||
Boots Ankle | 10 |
Ordinary Cloth | .5 |
|
Boots Calf | 20 |
Heavy Cloth | 1 |
|
Boots Thigh | 25 |
Ballistic Cloth | 1.25 |
|
Body Armour | 40 |
Leather | 1.25 |
|
Thrasher Suit | 30 |
Ballistic Leather | 1.5 |
|
Vest | 15 |
ProMax | 1.75 |
|
Skirt Short | 15 |
Kevlar | 1.75 |
|
Skirt Long | 20 |
KevlarMax | 2 |
|
Pants Short | 15 |
Plating Multipliers |
||
Pants Long | 20 |
Plastic Plates | 1.5 |
|
Jacket | 25 |
Ceramic Plates | 2 |
|
Duster | 40 |
Steel Plates | 2.5 |
|
Greatcoat | 50 |
+Moulded |
+.5 |
|
Cloak | 30 |
|||
Helmet | 20 |
Note that if
the article is plated, the Material Multipliers are multiplied,
not added; the only exception is the Moulded option for plating,
which is added to the plating type multiplier.
Engel wants to get her Persona a suit of KevlarMax body armour, calf-high leather boots, and a plated leather duster. She decides to plate the body armour, which brings the Load for it to (40×2×2=)160; the Armour Ratings for it are 5/30-4/30-3/30-2/20. Engel decides to make the boots Ballistic Leather, but leaves them unplated, for a total Load of (20×1.5=)30, and Armour Ratings of 2/20-1/10-0/10-0/10. Sticking with the style, Engel makes the duster Ballistic Leather as well, and adds moulded plastic plates, so she avoids Speed penalties. The Load for the duster is (40×1.5×2=)120, and it has Armour Ratings of 3/20-1/10-2/20-1/20. Following the rules for layering armour, Engels total Armour Ratings when she is loaded for bear are: 7/50-4/30-4/40-2/30. The total Load for her armour is 310.