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)
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
Basic Load: 100 (Includes Base Damage 6, SA/BF modes, Level 2 Recoil Compensation, 20 rounds)
+1 Damage: +10
-1 Damage: -10
+5 rounds (or part thereof): +10
-5 rounds (or part thereof): -10
+1 Level Recoil Compensation: +20 (Maximum Level 4)
FA Mode: +50
SS mode only: -20 (Maximum 10 rounds)
SA mode only: -10

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
Basic Load: 400 (Includes Base Damage 7, BF/FA mode, Level 4 Recoil Compensation)
+1 Damage: +20
-1 Damage: -20
+1 level Recoil Compensation: +50 (Maximum Level 6)
No BF mode: -20

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
Normal Grenade Load : 20 (Includes Damage 20 (Impact), dispersion 5/metre)
Anti-Personnel (+5 damage to unarmoured Targets, -5 damage to all else): 30
Concussion Grenades (Stun damage only, dispersion 10/metre): 10
Gas (Draw vs Endurance, rendered unconscious for (3-successes) rounds): 15
Smoke (Targets for all vision-based skills increased by 3): 5
Grenade pistol/Underbarrel grenade launcher rounds: ×1.5

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
Basic Load: 30 (Base Damage Size+1(Blade), Conceal 7)
+1 damage: +20
-1 damage: -20
-1 Conceal: -10
+1 Conceal: +10
Aerodynamic: +20

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 character’s 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 can’t 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 wasn’t 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 character’s 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 character’s 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 won’t 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 character’s 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 character’s 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 article’s 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, Engel’s 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.