Showing posts with label equipment. Show all posts
Showing posts with label equipment. Show all posts

Wednesday, April 22, 2015

Southern Heavy Gears - 1/87 scale by Rafm


Thursday, July 24, 2014

Northern Heavy Gears - 1/87 scale by Rafm


Tuesday, July 22, 2014

Paxton Arms Advert

Peace--through superior firepower.

Friday, July 11, 2014

Esme Fenton Jepps: Special Equipment


Sunday, June 22, 2014

Todd "Torgath" Shelby: Special Equipment

Lyta Lassander: Special Equipment

Friday, June 20, 2014

Lukas Lassander: Special Equipment

Thursday, March 3, 2011

Ammo and Weapons Summary Chart

At long last! The revised weapons chart is good to go.

Thursday, October 28, 2010

7mm Colonial

The 7mm Colonial is Terra Nova's most ubiquitous cartridge, and not by accident. When the planet was first colonized, the settlers brought with them a powerful and flexible multi-role bullet. Given the hostility of Terra Nova's indigenous species, and faced with long supply lines and limited cargo space, it was essential that the colonists be able to produce their own ammunition and with less than sophisticated facilities.

Monday, July 26, 2010

Consolidated PBY Catalina

For those of you unfamiliar with this beloved workhorse of naval aviation, here's a link to the float plane that inspired the hopper we're in presently:

http://en.wikipedia.org/wiki/Consolidated_PBY_Catalina

Friday, May 28, 2010

Contemplation on a knife's edge.

The sound of his alarm pierced through the veil of sleep and pried his eyes open; another bad day’s sleep. He was relieved they wouldn’t be staying in the besieged capital much longer; he needn’t adjust his circadian rhythm to living by night. Rising from bed, he winced as the fresh wound pulled against his bandages. Shot three times in two days, a new record. After his so-called morning rituals, including tending to his injuries, he headed out in to the night to find Basal waking to another day of benighted activity.

He meandered through the foreign quarter until he came to a souq. He ate a fresh sweetened meat-filled bun while he looked at the wares for sale. After 4 cycles of war, there were precious few luxuries but one stall peddling various cutlery and weapons caught his eye. Bartering is an art, one he was rather adept at. There are various steps to the process, but there are also techniques; one is switching to the sellers language for the home stretch, it throws them off and expedites the process. He got the items he wanted for a good price.

Once he had returned to his room, he lit a few candles and unwrapped his purchase. He drew out a blade and let the feeble light of the room reflect off its surface. His mind's eye remembered the candles, the hushed silence, and the vaulted gloom of the mosque in the Badlands quarter of Peace River.

His blade glinted as it emerged from the niche and found his victim’s throat. The SRID agent was calm and honest, he told the Doc that only death would stop him from tracking him down; the choice was a simple one. Since then he had killed a lot of men and women, usually through the crosshairs of a scope. But the first one, the first person he ever killed was especially intimate, a knife to the jugular. They say your first is always special.

The push-blades fit snugly in his palms; he roasted them over the candle’s flame, letting the soot darken the reflective steel. His thoughts also darkened, for a trauma surgeon, the Battle of Baja was bad, but the last two cycles in the jungles of the ESE had been worse. Oddly, it had never bothered him. In fact, quite the reverse. His detachment upset him; he wanted to feel pain and suffering so much it made him sick.

As a physician he knew there were mental disorders which explained a lack of empathy or remorse. But he didn’t meet the diagnosis for antisocial personality disorder, he wasn’t a psychopath.

He turned the blades over and over. In his mind he did the same with his notions of good and evil, wrong and right, guilt and remorse. He felt some of these things, he wasn’t emotionally despondent, but he didn’t feel them like others did. He felt guilt when life was lost to no avail, remorse when death purchased no greater goal.

He came to the conclusion that for him, life and death were commodities to be traded. He could kill without feeling if it served his larger purpose. His actions occurred in a moral vacuum, only the results mattered. He wasn’t a psychopath or a sociopath, but he was functionally callous. Still, there had to be a first time and he had never killed anyone until the mosque in Peace River, until he met Kain Delacroix.

The moral standards of society, even one warped by the trauma of the War of the Alliance, taught him murder was wrong. Delacroix showed him that killing wasn’t always murder.
Killing could be used as a tool, a means to an end. But he wouldn’t use it as a blunt instrument; he had been schooled in surgical precision. Once he was committed to a goal, he would do what was necessary to attain it, but only just what was necessary. He reflected on the tools he used, his sniper rifle, his pistol and his knives: Efficient and precise.

He had killed a lot of people in his life, too many to count – admittedly though, in his most morose state he had tried. And every time Delacroix was there: an effigy for the morally treacherous belief in killing for a cause. There was, however, one number he couldn’t forget: 358. The victims of Lance Point had not perished at the point of his knife or in the reticle of his sights, they fell prey to the sweeping ravages of his ideals.

He could feel those deaths; there was no clinical dispassion about the cost he had paid for NuCoal. In many ways those deaths were different from all the rest but for some reason he could only think of one: that was the only time Kain Delacroix showed moral outrage.

He slid the dark blades back into their sheaths, and his memories and contemplations back into the corner of his mind. He strapped them under his wrists and pulled down his shirt sleeve in concealment. In a fight he could pull them out quickly and deliver a lethal blow instantaneously, without pause for deliberation or doubt. Efficient and precise, as killing should be.

Friday, May 14, 2010

Maia Kessler: Equipment

Friday, May 7, 2010

Peoples Arms

“Throughout history, whenever the People have taken a stand against oppression, they have turned to Peoples Arms to provide them with the means to defend themselves and those they love from the forces of Capitalism and Imperialism. Who else could the People turn to, other than an arms manufacturer that is of the People, by the People, and for the People: Peoples Arms!”

                                    Peoples Arms sales brochure, TN1920

Despite their hackneyed marketing campaign’s claims to the contrary, there has not been a Peoples Arms throughout history.  The Terranovan arms manufacturer was founded in 1684 in Timmins as Unger Arms.  When the Timmins Communist Party nationalized manufacturing in 1702, Unger Arms was expanded and set up as the official Timmins state armoury.  Unger Arms was renamed Peoples Arms in a deniable, albeit deliberate attempt at brand name stealing from Paxton Arms. 

Peoples Arms prospered over the cycles as a manufacturer of low-quality, mass-produced firearms, supplying the Timmins Peoples’ Militia as well as outlying Badlander homesteads.  However, in 1851, as Timmins was integrated into the CNCS Protectorate System, a young weapons designer named Achmed Tukhachevsky came to prominence at Peoples Arms when the TA-1851 assault rifle was produced for TDF deployment. 

Cheap to build, simple to use, and reliable, the TA-1851 was a hit with the Timmins part time militia (full time regional defence had by this point been taken over by the Northern Guard).  Soldiers found the weapon slightly less accurate at longer ranges than earlier rifles, but the high rate of fire and the fact that the TA-51 required minimal cleaning won them over.  A shortened carbine (the TAK), a sniper weapon (the TVD), and a squad support weapon (the TPK) all quickly followed.  It soon became a source of prestige for Northern Guard infantrymen garrisoned in Timmins to possess a TA-51.

Had this been any other city-state, the story would end there. However, the Timmins Manufacturing Directorate, the governmental body which oversees all production in the infamous Timmins knock-off factories, saw an opportunity to produce yet another knock-off item for mass, worldwide distribution.  The TA-51X (the X indicates export version) was thus assured the questionable status as yet another “Made in Timmins” item.  This would also mark the first time a Timmins product was itself reproduced in a Timmins knock-off factory. 

Since it first started coming off the knock-off assembly lines, the TA-51 has become a standard of rovers and small-time revolutionaries everywhere on Terranova.   Though its reliability is questionable, when it works, the TA-51 works well.  During the War of the Alliance, existing stockpiles of TA-51s were put to good use by partisan forces across the planet.  Even certain irregular elements of the Peace River Army employed the TA series. This became a source of minor embarrassment to Paxton Arms, whose first post-war marketing campaign was ruined when some of the trideo and still footage used to glorify Paxton’s role in turning the tide against the CEF occasionally showcased a PRA member fielding a grimy TA-51. 

Game Statistics:

All Peoples Arms TA-51-family weapons have the following perks:
Easy to Modify, Battle Rifle, HEP: Desert
The TVD Sniper rifle does not have Easy to Modify but does have the Sniper perk.
The TPK Squad Suppor Weapon may be altered to benefit from the Assault Weapon perk.

The X series of weapons made in the knock-off factories all have the same perks as their standard counterparts and also have the Made in Timmins flaw. 

Performance:

TA-51 7mm Assault Rifle: 
 (TA-51 base model)

(shown with red-dot sight and under-barrel grenade launcher)

MassCostMagazineRangeDamageAccuracyROF
4.3
30, box502501


TAK 7mm Assault Carbine:
(base model shown with standard folding stock)

MassCostMagazineRangeDamageAccuracyROF
2.7
30, box182301


TVD 7mm Sniper Rifle:
 (base model shown with standard bipod)

(shown with optical scope, standard bipod, and matching mass-produced sound suppressor)

MassCostMagazineRangeDamageAccuracyROF
4.31
10, box502700


TPK 7mm Squad Support Weapon:
(base model shown with standard bipod)

(shown in sustained-fire configuration with with red-dot sight, 75 round drum, and standard bipod)

(shown in assault configuration with red-dot sight, 30 round box magazine, and foregrip)

MassCostMagazineRangeDamageAccuracyROF
4.76
30, box or 75, drum502602

Thursday, May 6, 2010

Raptor PR36


The PR36 is Raptor's conversion of the Paxton R36 Assault Rifle into the "ideal shooting and hunting pistol".  Using the same receiver and bolt operation (but with the handle moved behind the magazine), the PR36 has all the dependability of the Paxton assembly in a more compact package.

 In addition to the basic, "stripped" model with 10 round clip, the PR36 is also available in an assault CQB variant with a compact folding/removable stock, 35 round clip, and tactical rail/foregrip.  A variety of standard attachments may be fitted.


(PR36 shown with outline of Riley 13mm heavy pistol)

The Paxton 5mm cartridge has not been widely embraced due to a perceived lack of power, but, in an albeit over-sized handgun, the damage potential is considerable and compares well with similar "hand cannon".

MassCostMagazineRangeDamageAccuracyROF
1.4$$$10, 20, or 35 box152300

Wednesday, July 22, 2009

Note to self

Memo re Mobile Ops Platform

Requirements:

Mobile base of operations for extended covert operations.
1. Fuel capacity for self and multiple (minimum 3) Heavy Gears
2. Limited repair capacity.
3. Munitions storage capacity.
4. Crew facilities (minimum 4)
5. Limited offensive/defensive capacity.
6. Low profile; typical Badlands appearance.

Platform Options:

1. Longrunner Caravan truck. Superior flexibility, mobility, long range independence.
2. Barnaby/Behemoth/ Superior Gear facilities. Inferior anonmymity and flexibility.

Recommendation: Longrunner

Upgrades Required:

1. Mechanical lab
2. Armour
3. Some weaponry
4. Auxiliary fuel tank
5. Hermes 72 rig
6. Smuggling compartments

Monday, July 13, 2009

Mother Barnaby

The Caravan's penchant for attracting (and returning) fire has mean that Gade Vonyran and the team of mechanics have been taxed to their limit, particularly since their workshop is situated in a converted Longrunner.

Long unsatisfied with the Bohemoth gear transport, Kain has been looking for an improved addition to the Caravan, and all his dreams came true when a surplus Mother Barnaby turned up. Designed to support a mobile hunter-killer Gear group, the Mother Barnaby perfectly fills out the support role for the Caravan's two teams of Gears.

Though a little awkwardly positioned, the commanding height of the cockpit facilitates the deployment of light weaponry. The pintle mount will fit either an AGL or an LMG, or even an MMG in a pinch. A SAM is kept at the ready to fend off aerial adversaries.

HEAVY GEAR VEHICLE RECORD SHEET
NAME:VEHICLE SPECIFICATIONS
Big Momma
SIZE:12
MODEL:CREW:2
SV-990 Mother Barnaby
BONUS ACTIONS:1
CLASS:MOVEMENT
Heavy Gear transport
PRIMARY COMBAT: ground
8 / +1

PRIMARY TOP:16 / +2
RANGE:
1250km
MANEUVER:-2
ELECTRONICS
SENSORS:-1 / 2km
COMMUNICATION:0 / 20km
FIRE CONTROL:-3
ARMOUR
LIGHT DAMAGE:16
HEAVY DAMAGE:32
OVERKILL:48
WEAPONS
CODE-NAME:RANGEDAMACCRoF/CLIPSpecial
9mm Light Machinegun
100/200/400/800
x30
0
2 / 50

PERKS
NAME:RATING:GAME EFFECTAUX
Crew Accomodations
2
Military grade

Hostile Environment Protection
-
Desert

Improved Off-Road Capabilities
-
-1 to Terrain in MP, min. cost 1

Laboratory
1
Mechanics

Passenger Seating
5


Pintle Mount
-
Can carry one infantry weapon (F)

Reinforced Chassis
-
Absorbs first "Structure" hit

Rugged Movement System
-
Absorbs first "Movement" hit

Searchlight
-
100m, FF

Tool Arm
7
Cannot Punch

Tool Arm
13
Cannot Punch

Vehicle Bays
13
Can Carry up to 65 tons of Gears

FLAWS
NAME:RATING:GAME EFFECTAUX
Annoyance
-
Cramped passenger seating

Annoyance
-
Deficient ventilation system

Exposed AUX Systems
-


Large Sensor Profile
2Subtract from concealment

Weak Facing
-
Top

DEFECTS
NAME:RATING:GAME EFFECTAUX
None



xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Wednesday, July 8, 2009

Three New Trucks

Now, out behind the concrete building that was the Caravan Guild's main shipping office was a big tarmac lot with a bunch of buildings. Most of these were old rickety warehouses, filled with items for special deliveries or for long term storage. Some stuff was just sitting there gathering dust too, but no one talked about how Kain made a bum deal with those snake-oil merchants back in Lagruda anymore. Well, not with him present, anyways.

One of the buildings was the truck garage, a massive edifice of ferrocrete and corrugated metal, made just like everything else in Khayr-ad Din: haphazardly. It was currently housing two Longrunner caravan trucks. Outside, a big Mother Barnaby gear transport and mobile repair truck was baking in the sun. Inside, Doc Chambers and Ellen Cranby were having a little heart to heart:

"No, Ellen, I simply won't fire her. The caravan is already short on gear pilots, and Torch is fully qualified," Dr. Tom Chambers was calmly inspecting the suspension of the new deliveries. The two new Longrunners and the refurbished Mother Barnaby were the result of the good working relationship the Guild had nurtured with Neil Motorwerks out in Fort Neil. Of course, Tom didn't know much about trucks or suspension, but he did have a critical eye.

"Fine Doctor Chambers," came Ellen's curt reply. She pursed her lips, surely a bad sign, "onto other matters," she looked at her datapad, "you've got us on a busy, busy schedule. Everyone on the caravan will be working very hard, and will be quite tired by the time we reach..." her eyes widened, "Creighton?! Don't you mean WestBase!?"

"Yes, I do," Chambers finally deigned to look at Ellen, who was downright radiatin' a vivacious mixture of anger and bewilderment. Tom had found Ellen to be a real bundle of joy these past few days. "The Guild has a job to do there, and either way, there's a new power in WestBase. A Colonel Charles Arthur the Third. He's working hard to bring the city under his control, and while I don't think he's won it yet," the Doc frowned at a scuffed metal panel on the Longrunner, "I've got a feeling he's the one to back. So you and Kain will have to make some inroads with the good Earther colonel."

"I see. Wasn't WestBase where you were set upon by two Mordred GRELs, Doctor?" Ellen jotted down a few things on the datapad with her stylus. Her hackles were raised high alright.

"Umm, yes. Yes it was Ellen," was the Doc's reply, "and I expect everyone in the Caravan to be extra cautious."

"And this other job there?" Ellen regretted asking the question, "what will that entail?"

"I think that it can wait until after the wedding," Doc Chambers smiled and turned the corner, coming face to face with Stacy, Scooter and Guillaum.

"Ah, just who I wanted to see," the Doc's eyes lit up, visibly relieved to let Ellen stew a moment, "tell me then, how are these vehicles shaping up?"

Stacy looked over from the two salvagers, her face smeared with grease, "oh fine Doc. Just fine. Looks like we got two real fine new scores here. We'll have to drive 'em around a bit to get the real story, but it all looks good."

Guillaum kicked the tire of the nearest Longrunner, "oh yeah boss, solid. But whoever told you that these were brand new, well..." he winked at Scooter, who picked up the topic.

"Well, let's just say that I'm pretty sure I sold the Neil Motorwersk rep some old Longrunner parts before we signed on with you." Scooter shrugged, "but otherwise she looks good."

"And the Barnaby?" the Doc would talk to the NMW man later.

"Again, we won't know until we get it on the road for a while. But I'd sayshe's tough enough. I know that we'll be able to turn the Cave into a dedicated vehicle garage 'cuz of that beast," Scooter smiled toothily, "let the gear heads and their techs work out of the Mother."

"Yeah, sure will be nice to have a bunk in that new machine," Guillaum pointed lazily towards the Longrunner that was already outfitted for crew quarters and cargo hauling, "I'm sick of sleepin' in a cot in the Cave."

"Yeah," Scooter nodded.

There was a kind of awkward silence. Like somebody cut wind, only no one was owning up to the deed. The Doc looked at the two salvagers, and then at Stacy, and then at Ellen. Ellen was studying her dataglove. Violence radiated from her demeanor in rays.

"Hey, Doc," Stacy spoke up to the relief of everyone, "how's Sam?"

Ellen looked over at Stacy, her eyes narrowing slightly. What do YOU want with Sam now, you hussy. I'll do the asking about Sam Tarmalin!

"Oh, he's fine. Well, at least, he will be. The danger's passed, and he'll be back on his feet for the wedding," Tom replied quietly.

"Oh, good. Good." That awkward silence returned. Stacy tried frowning. It didn't work right.

"Well then," Doc Chambers straightened his jacket and looked over at Ellen with mild annoyance. He was pretty sure part of her job was to keep the conversation moving.

"Oh, right, sorry Doctor," Ellen smiled thickly. She was clearly enjoying watching the Doctor not relate to his employees, "come this way, we have to discuss logistics."

"Bye Doc!" Scooter grinned toothily again, waving, "we miss ya on the caravan!"

"No we don't," Guillaum whispered softly as he waved and smiled at the retreating CEO.

"Hey, he was a founding member! He saved our asses, remember?" Scooter looked indignant.

"Damn right."

"Yup."

"Uh-huh."

Stacy rolled her eyes. "Can we get back to work, you two? These engines ain't gonna tune themselves, ya know!"

"Yes'm!"

Monday, June 15, 2009

Vagabond

"Vagabond's a great ride. Konnor and me, and me son Leon, we been workin' on the old beast since we hooked up wit' Konnor in Lance Point. Since then, it's been tweakin' and tweakin' and upgradin'. When we hit Khayr-ad Din last cycle I was surprised as all heck that'n Konnor an' Gade made it into the tourney. Ok, mainly Gade. No offense 'er nothin'. But it's Vagabond who did better than we coulda' hoped. Managed the semis before getting nailed bad by that Jaguar...

Vagabond's no show pony. After the tourney, we put 'im back out into the caravan as quick as we could, and he's been pulling his weight and then some ever since. Konnor keeps the loadout pretty standard. Some extra grenades and cannon clips, but nothing fancy. He's a duelist. He don't need nothin' fancy."

-Hector Cardano, head mechanic for the Vagabond Dueling Team. Gear Up! Magazine, Summer TN1920.
--------------

The Sidewinder class of Heavy Gears is a reliable and solid model designed with the pilot's safety in mind. All that has been modified on this machine is that the secondary movement system's output has been tweaked to give a little extra speed on open terrain. Konnor carries a standard load, though he likes to keep an extra vibroblade handy. In a duel, Vagabond is particularly well-behaved and disciplined, a mechanical extension of its pilot. On caravan patrol duty, the gear tends to get restless, and Konnor spends extra time sparring with Gade and Peter Smit to keep his Neural Net sharp.


HEAVY GEAR VEHICLE RECORD SHEET
NAME:VEHICLE SPECIFICATIONS
Vagabond
SIZE:6
MODEL:CREW:1
OACS-04M/SU Sidewinder
BONUS ACTIONS:0
CLASS:CREW SKILLS
General Purpose Gear
PILOT:

GUNNERY:
MOVEMENT
PRIMARY COMBAT:4/-1
PRIMARY TOP:8/+1
SECONDARY COMBAT:7/+1
SECONDARY TOP:14/+2
MANEUVER:0
ELECTRONICS
SENSORS:0
COMMUNICATION:0
FIRE CONTROL:0
ARMOUR
LIGHT DAMAGE:16
HEAVY DAMAGE:32
OVERKILL:48
WEAPONS
CODE-NAME:RANGEDAMACCRoF/CLIPSpecial
Vibroblade x 2
0
x8
0
0
close combat
HLB-16 AP Grenade Launcher
50m
x3
-1
0/6
IF, AI, AE=0
M2-A Hand Grenades x 3
0
x15
-1
0
AI, IF
Paxton PR-50 Med. Autocannon
150m
x10
0
+1/40
2 extra clips
FSRP-42N Med. Rocket Pack/36
100m
x18
-1
+4/36
IF






PERKS
NAME:RATING:GAME EFFECTAUX
Hostile Environment Protection

Desert

Manipulator Arms x2
6
Can Punch

Reinforced Crew Compartment

Absorbs first Crew Compartment Hit

Emergency Medical Systems

Absorbs one "crew stunned" result





FLAWS
NAME:RATING:GAME EFFECTAUX
None







DEFECTS
NAME:RATING:GAME EFFECTAUX
None







xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Honey

The Caravan had set up in Khayr-ad Din's Trader's Way to maximize business. However, the Behemoth and the Longrunner that were devoted to gear transport and repair were set up next to the Guild Casino's Heavy Gear dueling pro-shop and garage.

The weather was clear and sunny, and in the early afternoon after the siesta, everyone was back at work in the vehicle bays.

"Ethan, I didn't expect to see you here," the pretty girl with freckles and curly blond hair called out.

"Hey Stacy, yeah," Ethan Dunn shrugged a little sheepishly, "it was either join the caravan or keep pushing pencils underground."

Stacy nodded, suspecting just what sort of bad memories Ethan had left in New Baja, "well, good! I don't think that the youngest Regulator should be sitting behind a desk!" Stacy Sliebovitz hugged Ethan warmly. The younger man blushed, and returned the embrace after a moment's hesitation.

"Well," Stacy was as warm as ever, "let's see. Hunter Recon...formerly an anti-Gear-missile capable model..." she looked over the datapad, "formerly Green Trading House property..." she scanned the display. Ethan scanned the pretty mechanic.

"Reinforce leg armour, increase engine output to compensate," Stacy was talking to herself, nodding abstenmindedly, "attach laser designator, upload software. Done!"

Ethan turned and looked at her, "can I see it?"

"Oh sure," Stacy smiled back saucily, "but it'll cost ya."

"Oh? What?"

"A spin on the dance floor!"

---------------

The Hunter Recon was the first Hunter variant to be produced, and has since been rendered obsolete with the production of more purpose-built reconnaissance Heavy Gears. The gear did enjoy a resurgence of sorts during the dark days of the War of the Alliance, when any and all gears were needed to stop the Earthers. This gear comes from the WFPA junkyards and was sold as scrap to the Green Trading House at the War's end.

This Hunter Recon has been assigned to Ethan Dunn, a particularly agile pilot who is serving as scout and forward observer for the Caravan, and specifically for it's guided weapons systems. Though the gear's fire control systems and weapons remain somewhat underarmoured, its legs have been reinforced beyond the ballistic cloth used on the original Hunter Recon.


HEAVY GEAR VEHICLE RECORD SHEET
NAME:VEHICLE SPECIFICATIONS
Honey
SIZE:6
MODEL:CREW:1
HACS-01-MG-SKT Hunter Recon
BONUS ACTIONS:0
CLASS:CREW SKILLS
Reconnaissance Gear
PILOT:

GUNNERY:
MOVEMENT
PRIMARY COMBAT:4/-1
PRIMARY TOP:8/+1
SECONDARY COMBAT:7/+1
SECONDARY TOP:13/+2
MANEUVER:0
ELECTRONICS
SENSORS:0
COMMUNICATION:0
FIRE CONTROL:0
ARMOUR
LIGHT DAMAGE:14
HEAVY DAMAGE:28
OVERKILL:42
WEAPONS
CODE-NAME:RANGEDAMACCRoF/CLIPSpecial
Riley R235 Medium Rifle
200m
x10
0
0/40

Vibroblade
0
x8
0
-
Close Combat
M2-A Hand Grenade x 3
0
x15
-1
0
AI, IF






PERKS
NAME:RATING:GAME EFFECTAUX
Easy to Modify

+2 to Repair and Modify rolls

Manipulator Arms x2
6
Can Punch

Target Designator
2
Can designate for guided weapons
Y
Hostile Environment Protection

Desert
Y
Camo Netting: Desert

+1 Concealment in Desert terrain





FLAWS
NAME:RATING:GAME EFFECTAUX
Exposed Fire Control

+1 to Fire Control Damage Table Rolls





DEFECTS
NAME:RATING:GAME EFFECTAUX
None







xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Cheesebox

"Ok, gears," Kelly called out, her countenance calm and civil as she sat atop an ammo crate in the Cave, "Everyone here is a qualified gear pilot, and now it's time to finally put everyone in their own gears." Kelly looked over the display on her dataglove, and then looked at the eleven assembled pilots before her. She blinked.

"Karin, Tessa, you're not qualified!" she scowled.

"Awww!" the two girls protested and then stomped out down the ramp in a huff.

"The ten of us are the Caravan's qualified patrol pilots," Kelly began, "everyone will be riding shotgun on rotation. That being said, I'm dividing you into two esquoades of five, that's squads for you Northern types," she smiled thinly, "we've still got two gears to divvy up. Ethan!"

"Yes ma'am!" Ethan leaned his elbow somewhat slovenly against an oil drum. The former Regulator had joined the Caravan two days ago. He had been waiting in Khayr-ad Din for their arrival. He looked far less like the harried New Baja administrator and much more like the young, daredevil driver the Regulators once knew.

"You'll be scout and forward observer. You're in the Hunter Recon."

Ethan nodded.

"Aww, shit, you're kidding right?" Josephina protested, "the kid just rejoined and I get stuck with the armoured cheese box?"

"Quiet Jo! You'll hurt its feelings!" Ethan ribbed the tall woman, who responded with an icy glare. The didn't call her the Dragon Lady for nothing.

"Alright," Kelly continued, "first squad's roster is: Gun, Corsair, Barbie II, Lex and whatever Sam decides to rename that Blitz Iggy."

Torch grinned cheekily at Mendelbaum, who managed to force a smile back. He knew that Torch would need some serious baby-sitting. Still, Ari considered, she'd probably be useful in an attack.

"Sam's still on the mend," Kain said from the back, "but I think he might have a name picked out...eventually."

"Second squad is Reserve. I'm in Scrap, there's Bulldog, the Hunter Recon -"

"Honey," Ethan called out.

"Honey," Kelly continued, cocking an eyebrow at the younger man, "Vagabond," she nodded to Konnor. Then Kelly grinned, "and Cheesebox."

Josephina groaned.
----------------------

The Bear Heavy Gear known as Cheesebox has been with the Caravan since Baja. The subject of near universal distain and pity, the gear is nevertheless blessed with formidable firepower. The Neural Net behaves well, though Josephina has complained of it being something of a "nagging old mare."

Carmichael has taken a liking to the obsolete fire support gear, and has spent his time tinkering with the engine and transmission. This has given the gear extra running speed, though the older secondary movement system design has prevented any increase in rolling speed.


HEAVY GEAR VEHICLE RECORD SHEET
NAME:VEHICLE SPECIFICATIONS
Cheesebox
SIZE:7
MODEL:CREW:1
HACS-01HG-FS Bear
BONUS ACTIONS:0
CLASS:CREW SKILLS
Fire Support Heavy GearPILOT:

GUNNERY:
MOVEMENT
PRIMARY COMBAT:4 / -1
PRIMARY TOP:7 / +1
SECONDARY COMBAT:5 / 0
SECONDARY TOP:10 / +2
MANEUVER:-1
ELECTRONICS
SENSORS:0
COMMUNICATION:0
FIRE CONTROL:0
ARMOUR
LIGHT DAMAGE:17
HEAVY DAMAGE:34
OVERKILL:51
WEAPONS
CODE-NAME:RANGEDAMACCRoF/CLIPSpecial
Vibroblade0x90-close combat
MR225 40mm Heavy Autocannon
150m
x12
0
+1/40

GH-10 Medium Rocket Pack/36
100m
x18
-1
+4/36
Ind. Fire, FF
GH-10 Medium Rocket Pack/36
100m
x18
-1
+4/36
Ind. Fire, FF
GU-4 9mm Machinegun
50m
x3
0
+4/200
Anti-Infantry
Harmon T-12 Mortar
150m
x15
-1
0/8
Guided, IF, Min Range 3






PERKS
NAME:RATING:GAME EFFECTAUX
High Towing Capacity
x2
Can tow double weight, +1 kick damage

Manipulator Arm x27Can Punch
Hostile Environment Protection
Desert




FLAWS
NAME:RATING:GAME EFFECTAUX
Large Sensor Profile
1
Easier to detect





DEFECTS
NAME:RATING:GAME EFFECTAUX
None






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Hermes 72 - Heavy Gear RPG - Most artwork Copyright 2002 Dream Pod 9, Inc.