As we count down to release day,
the overwhelming response to our latest Sneak Peek poll was that y’all wanna
see the goodies you can equip your Crew with to lay down the hurt when they
scrum with other Crews. So here it is in all its gory glory!
GEAR
Gear is
the composite term that summarizes the Weapons, Armor, and Equipment carried by
the members of your Crew. This section will detail the important points of
different types of Gear and the rules for using these instruments of war in
your games.
ARMOR DESCRIPTIONS
Common Armor
Helmet – This head armor ranges in style, substance, and
function. Any type of head adornment shown on the model may be used for this
Gear.
5 SP
Leathers – Perhaps the most common garb in the Zones is an
assortment of leather clothing or light armor reinforcements to ordinary
clothing collectively referred to as Leathers.
5 SP
Piece Metal – This armor is a collection or hodgepodge of
different metal, ceramic, or Plast-Iron pieces cobbled together to provide some
increased measure of protection.
10 SP
Scrap Metal – This improvised heavy armor is an assortment of
Plast-Iron scraps and various metals and fabrics used to provide greater
protection at the cost of comfort.
30 SP
Shield – This device is worn on one appendage and is
useful in providing protection against most muscle powered Weapons.
5 SP
Tac-Suit – This armor is primarily made from high density
ballistic fabrics and impact resistant plates. It comes in many configurations
and is most commonly used by the more successful Scrapper Crews.
20 SP
Scarce Armor
Blast Shield – Made from Plast-Iron sheeting this shield can
resist greater damage from attacks than mundane equivalents.
15 SP
Combat Armor – The manufacture of this armor is a closely held
secret of the Architechs. The suit is made of multiple Plast-Iron carapace
pieces over a ballistic cloth body sleeve.
50 SP
Artifact Armor
Battle Armor – The mainline protection for precursor ground
troops this is a heavier full carapace armor system with sealed life support
body sleeve.
Bonded Hull – Reserved for war and security robots this
defensive system is impervious to most forms of attack.
Force Shield – This wrist mounted protection generates a round
shield of force that deflects and absorbs damage.
Intruder-Suit – Designed for infiltration and sabotage missions,
this battle suit has advanced holographic and thermal camouflage projectors
that confuse and disrupt all manner of detection methods.
Powered Armor – This is Battle Armor that has been enhanced with
a fully powered bio-feedback exoskeleton that increases the wearer’s strength
and endurance allowing for thicker armor to be added.
Skin-Suit – Used primarily as vacuum and hostile environment
life support, these form fitting suits provide basic protection from physical
harm as well.
War-Shell – The ultimate development in personal protection,
this battlesuit dominates any battlefield. Completely covered in reinforced
Plast-Iron carapace, bonded on the molecular level, and powered by an advanced
bio-feedback exoskeleton around its fusion powered core, few enemies can stop
this technological Titan.
WEAPON DESCRIPTIONS
Common Weapons
Close Combat
Bludgeon - Blunt force trauma Weapon or tool such as a
mace, large wrench, chain, or hammer.
5 SP
Cleaver – Heavy edged cutting or chopping implement such
as an axe, scimitar, or machete.
5 SP
Great Bludgeon, Cleaver, or Sword – These are two-handed versions of their
respective single-handed namesakes.
10 SP
Grinder – This covers any chainsaw, buzz-blade, or other
high speed hand-held device that grinds through flesh and metal alike.
20 SP
Knife – A Scrapper’s best friend. Don’t go into a Zone
without one.
1 SP
Spear – A sharp blade fixed to a two-handed length of
stick.
5 SP
Sword – The King of Weapons, this covers all varieties
of cut and thrust double edged blades between two to four feet in length.
5 SP
Ranged Combat
Assault Rifle – A rifle designed for full or semi-automatic
bursts, this longarm is prized among most Crews.
40 SP
Auto-Pistol – The staple small arm of the Zones, this Sidearm
fires medium caliber rounds reloading semi-automatically.
20 SP
Auto-Shotgun – This combat shotgun fires like a semi-automatic
rifle without having to manually chamber the next round.
30 SP
Boomsticks – A favorite ballistic Weapon of the Sons of
Entropy, these are contact detonation explosives strapped to a light javelin or
similar stick used to throw the device at short range.
15 SP
Bow – One of the oldest weapons crafted by Ancient
Man, this quiet, versatile weapon can be surprisingly lethal in the hands of a
trained archer.
15 SP
Crossbow – This represents all low-tech archery weapons
firing from a stock with a bow across the front providing propulsion for the
quarrel or bolt.
15 SP
Hand Crossbow – A smaller version of the crossbow, this is small
enough to be fired with one hand or from a wrist mount.
10 SP
Revolver – These are medium caliber revolving chamber
pistols that are manually loaded.
15 SP
Rifle – This category covers most self-loading rifled
longarms.
30 SP
Submachinegun – This is a compact firearm used for close quarters’
engagements. It’s abbreviated as SMG.
30 SP
Scarce
Weapons
Flamethrower – A favorite of The Purge, this device fires a
stream of flaming death that immolates anything or anyone in its path.
85 SP
Grenade Launcher – This gun fires 10mm grenades in a semi-automatic
fashion. It includes Concussion, Fragmentation, and Smoke grenade types which
may be chosen prior to the declaration of a Ranged combat Action. Buying this
Weapon grants enough Grenades to use in each Game without need to repurchase.
40 SP
Grenade – A small hand-held device that detonates upon
impact or by timer to release its effect in all directions. This may also be
projected from a Grenade Launcher. Buying Grenades by themselves grants enough
to use in each Game without need to repurchase.
- Concussion – Flashbang shock and awe effects.
5 SP
- EMP – Designed to knock out electronic systems
this version is very effective against Synthetics.
15 SP
- Fragmentation – Made to hurl shrapnel in all directions.
10 SP
- Prismatic – Smoke enhanced with reflective particles
that disrupt laser fire.
5 SP
- Smoke – Billows obfuscating gas through the air in
any color.
5 SP
Machinegun – This is the man-portable version of a machinegun
used for squad support or to create a beaten zone of fire to discourage enemy
activity.
55 SP
Rocket Launcher – While there are many variations of this device
the basic principle is a tube that fires an explosive projectile.
100 SP
Sniper Rifle – This gun is a large caliber Longarm capable of
hitting targets up to a mile or more.
60 SP
Artifact
Weapons
Blaster Cannon, Pistol, and Rifle – Using a focused beam of hypersonic energy this
Weapon strips flesh from bone and shatters inorganic materials. Each type
varies in its range, rate of fire, and damage output.
Bonded Blade – This blade’s edge has been bonded on the
molecular level to provide superior sharpness.
Devastator Pistol – The beam from this gun causes horrendous
destruction to flesh and circuits alike. It is rightly feared by those who
covet its power.
Energy Baton – This bludgeon is wreathed in a powerful energy
field that amplifies its lethality in combat.
Fusion Rifle – The ultimate in man-portable combat arms, this
gun creates a fusion reaction that is channeled down the barrel to incinerate
its target with the heat of a sun.
Gauss Pistol, Rifle, and
Submachinegun – This family of guns fire a
small caliber high velocity round with an armor piercing core by using a
magnetic field to accelerate the bullet and impart spin.
Gravity Gauntlet – A gravity enhancer has been incorporated into
this battle gauntlet to increase the force of its strikes.
Laser Cannon, Pistol, and Rifle – These Weapons all utilize a power cell to
concentrate light energy into a destructive beam.
Some
versions of this Weapon family use x-ray laser technology to bypass traditional
laser defenses.
Plasma Flamer – Replacing liquid fuel with super-heated plasma,
this ‘flamethrower’ sprays a highly destructive inferno that consumes anything
it hits.
Common
Equipment
Climbing Rig - This is a general term for any combination of
devices and rope that assists in climbing sheer surfaces. The model with this
Gear should have some kind of rope and/or harness modeled on the figure proper.
When
making Terrain Checks for the Climb Action this model gains a +3 CBT Rating bonus.
5 SP
Extra Rations - Nothing improves a Scrapper’s morale and fitness
like an abundance of good quality food or a full fuel cell, depending on how
they swing.
Extra
Rations must be purchased for all models in a Crew. If this has been done, then
this Crew’s Player gains one extra Break that can be used Once per Game.
Extra
Rations only work for one game at a
Supply Point cost of 5 points per model in the Crew. They can only be purchased
if the Crew does not have any at that time and may not be purchased in
multiples.
5 SP/each
model
Gas Mask - This piece of Gear comes in many
forms and is useful in filtering out dangerous fumes and gases.
A
model using this Gear gains a +3 CON Rating bonus when making a Resistance
Check against an Attack bearing the Gas Source Trait.
10
SP
Ruck Sack - Scrappers tend to use some fashion of backpack,
bag, or satchel to carry their extra food, equipment, and loot. The Ruck Sack
represents these various items. Some form of back pack, large sack, or satchel
must be modeled on the miniature for this Gear to be purchased.
A model
with a Ruck Sack increases its Encumbrance limit by +1 piece of Gear.
2 SP
Tactical Harness - A model with a Tactical Harness increases his
Encumbrance allowance by +1 piece of Gear and gets a +1CBT Rating bonus on any
Terrain Check for the Climb Action.
5 SP
Tool Kit – A Tool Kit grants a +1 CMD Rating bonus
to any Gear Check this model makes.
10
SP
Scarce Equipment
Comm Unit – A Commander model with a Comm Unit
can extend its Command Radius to anywhere on the tabletop for any of its Crew
members who also have purchased this Gear. All conditions for using a Command
Radius still apply, they just have increased range.
10
SP/model
Extra Ammo - Running out of ammunition is never a good thing. Scrappers
sent on special missions often take greater than normal amounts of ammo to
compensate for a lack of access to their normal supply chain.
A model
can use its Extra Ammo to automatically pass a Weapon Gear Check for a Longarm
or Sidearm. This is usable only Once per Game and must be purchased between
games as normal. A model may only have one piece of Extra Ammo Gear at one
time.
15 SP
Hot-Suit – Designed to protect its wearer from
the worst radiation, chemical, or biological attack this suit grants the model
the Immune (Gas, Poison, Radiation) Trait.
20
SP
Laser Sight - A Laser Sight is purchased for a Sidearm or
Longarm. It grants a +1 bonus to the user’s CBT Rating when making Ranged
combat Attacks at up to Effective Range for the Weapon.
15 SP
Scope - A model may purchase a Scope for any Longarm he has,
as long as the Scope is modeled on the Longarm.
When
executing a Take Aim Action with a Scope, this model may use his Weapon’s
Effective Range or 20” whichever is farther, for determining the Long Range
penalty of CBT/2.
25 SP
Artifact Equipment
Auto-Doc – One of the greatest pieces of
surviving Ancient technology, an Automatic Doctor is a self-contained,
non-networked robotic physician capsule that will diagnose and treat any
organic lifeform placed within.
This
Gear is part of the Crew’s Stash and may only be used by True Human models.
In
the After Action Report the Auto-Doc aids in healing injured members of the
Crew. When making the Random Check on the Trauma Table, this Artifact lets the
Wounded model’s Player roll 2d10 and take the result of his choosing. This may
not be re-rolled by any means.
Auto-Fac – The Holy Grail of Ancient tech is the
Automated Factory, or Auto-Fac. This automaton can replicate any item imagined
by turning ordinary matter into compatible supplies.
A
Crew will add this Artifact to its Crew Stash. Once per After Action Report, before
any Scarce Gear Checks are made or Scrap Tokens are sold, the Crew’s Commander
appoints one model from the Crew to make a Gear Check. The opposed roll Difficulty
is based on the Artifact’s Condition.
If
the Gear Check is passed then the Crew may either have Extra Rations for all
members in the next Game, or may generate Extra Ammo to give to a number of
models equal to the Condition of the Artifact. Good Condition produces 3 Extra
Ammo Gear pieces that the Player may either put in the Crew’s Stash or assign
to its members that can use it. An Auto-Fac in Fair Condition produces 2 Extra
Ammo Gear, and one in Poor Condition only produces 1. This type of Extra Ammo
will apply to any type of Ranged Weapon whether Common, Scarce, or Artifact.
Bio-Scanner – When attempting to Detect enemy
models in Ambush, this model’s Detection range is 3x its CBT Rating in inches.
This does not increase if the enemy in Ambush is a Synthetic Lifeform.
Crash-Pack – When this model is first Wounded
during a Game, this Artifact triggers and the model ignores the Wounded result
turning it into a No Effect result instead. If the model ends the Game without
being further Wounded, it will still need to make a Trauma Check in the After
Action Report. One use only. Non-Android Alpha User only.
Grav-Compactor – Used in Ancient times as a rapid
method of sanitation containment, this hand held device uses a high gravity
field to attract any debris or personnel to its shielded micro-singularity.
As
its Action, a model with this Artifact may Move up to 3” and throw the device
to any open spot not occupied by models or Terrain that is within a number of
inches equal to the model’s base CON Rating. Or it may throw the device first
and then Move up to 3”.
Once
this has been done, the controlling Player places a 1” diameter Grav Token on
the desired spot within Range. All models within 3” of the Grav Token are
immediately moved into base contact with the Token. This is in a straight line
by the most direct route. If any other models are already in contact with the
Grav Token and there is no clear direct route to the Token, then move the
models into base contact. This does not allow them to become Engaged as they
are pinned together by the high gravity field.
Any
Active models in that area lose their Action Token and all models drawn into
the field are subject to the Heavy Trait while trapped within this area.
The
effect of this device may persist in subsequent Turns based on the condition of
the Artifact. In the SitRep Phase of the next Turn, after any Rout Checks have
been made, the Players make a Random Check. If this Artifact’s condition is
Good then the Random Check result must be 7+ for this effect to stop. If the
condition is Fair the result of 5+ will end this effect. And if the condition
of this item is Poor then a 3+ result will end the effect.
If
the effect persists after this Random Check, then the Players will need to
repeat this every Turn until the effect ends.
In
subsequent Turns if this effect persists, any Ready models within the area of
effect may be Ordered an Action Token, but may only use it to execute a Move
Action to get out of the field in a straight line directly away from the Grav
Token, as if fleeing from a source of Panic.
Any
models that Move within the area of effect are immediately moved to the Grav
Token as described above.
This
Artifact is a single use item and is removed from the model’s Gear once used.
No-Rad Dose – This is an anti-radiation serum
which removes all RADS from one model’s entry on the Crew Manifest. May be used
at any time. One use only. Non-Synthetic models only.
Rad-Scanner – A model equipped with this Gear will
detect a Radiation Event prior to it being triggered. This allows the model to make
both Players re-roll the Event. If it is another Radiation Event, then that
must be used normally.
Stim Dose – This medical stimulant energizes the
user and allows them to return to the fight temporarily.
If
a model has this Artifact and is Ready, then it may use this dose to Order an
Action Token to itself. This is removed from the Crew Manifest once used.