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Unread 6 Oct 2003, 18:45   #3
No Dachi
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Join Date: Sep 2001
Location: Word
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Re: Mercenaries: Dark Void

Weaponry and Equipment
Ammunition and amenities are not going to be a problem for you. So long as you have a 'Resupply Post' (you don't buy these, there either will or will not be an easily accessible one based on the mission scenario and a few other factors), your men will count as being fed, watered and provided with ammunition and suchlike. They do not require wages, mainly as this would be too difficult for me to figure out. However, there are situations when food and ammunition will become an issue, mainly in Orbital Blockade or Siege-type missions. In this instance, a Quartermaster will come into his own and use scrounging abilities to secure extra supplies for you.

With ammunition, supplies and such not being an issue, you can instead concentrate purely on equipment and weaponry. As a soldier's Class determines whether or not he is able to use certain kinds of weaponry, the equipment available to each class is listed underneath a heading of that Class' name.

Lastly, there are Grades of Equipment. This allows you to field a mass of poorly-armed conscripts in the vein of World War I Russia, or a small Corps of excellently-equipped troops. There are five Grades of Equipment. To find the price of a certain piece of equipment at a particular Grade, simply take the Grade and multiply it by the equipment's default cost.

Poor - 0.25
Second-Hand - 0.5
Average - 1
Military-Grade - 2
Mastercraft - 4

E.G: A Mastercraft EAC Rifle would cost 4 X 800 = 3200 Credits.
A Poor EAC Rifle would cost 0.25 X 800 = 200 Credits

As you can see, there is a massive different in price. However, you neglect spending on equipment at your own cost, and it is ill-advised to cut back by too much.

Armour
Light Battle Armour (comprised of a helmet, a vest and several plates made from a metallic alloy. Will provide protection against spent bullets, ricochets, shrapnel and light weapon fire. Does not hinder movement. Is not succeptible to EMP. Is not enclosed) - 200 Credits
Med. Battle Armour (comprised of a helmet and mask, a heavy vest and enough plates to cover the thighs, shins, shoulders and upper arms from front-angle fire. Heavier than the Light Armour, and quite often able to deflect light weapons fire. Slight movement penalty. Is not succeptible to EMP, is not enclosed but does provide the user with an enclosed helmet + gas mask) - 400 Credits
Heavy Battle Armour(comprised of a helmet and mask, a chest and back plate, enough plates to cover the thighs, shins, shoulders and upper arms from front and rear-angle fire. Heavy, and able to resist fire from both light projectile weaponry and light energy weaponry. Movement penalty to the wearer, is not succeptible to EMP, is not enclosed but provides the user with an enclosed helmet + breathing aparatus) - 600 Credits

Light Power Armour (comprised of a fully-enclosed, self-powered suit of armour with its own air supply. Resistant to light weapons fire, provides no hindrance to movement. Is succeptible to EMP without the EMP Resist Upgrade. Provides a very slight penalty to movement. Aids the accuracy and strength of the wearer) - 1000 Credits
Medium Power Armour (comprised of a fully-enclosed, self-powered suit of armour with its own air supply. Heavier than the Light Power Armour, resistant to light weapons fire of both projectile and energy weapons and medium weapons fire from projectile weapons. Aids the accuracy and strength of the user, also has a limited supply of medical drugs present. Penalty to movement) - 1400 Credits
Heavy Power Armour (fully-enclosed, self-powered. Increases strength and accuracy, has its own air supply. Very heavy in nature, is able to take a full-on hit from a Tripod Laser Cannon without breach, though such a hit will weaken the armour's integrity. Has a penalty to movement slightly lessened by the bonus to strength. However, regardless of speed, it is difficult to conceal yourself in a Heavy Power Armour suit. Comes with medical drugs included) - 2000 Credits

Blend Armour (Medium Battle Armour with a miniaturised stealth device included. This enables the Blend Armour to render the wearer - if not invisible - then at least very difficult to see without the aid of specialised optic sensor equipment. Predator-style, when moving the image on the other side of the wearer will be distorted by the movement, making the wearer easier to see. The device is able to block out heat, remaining invisible to thermal imaging, but is still visible to other forms of detection) - 2000 Credits
Jumpjet Armour (Medium Power Armour, specially designed to allow for 'Orbital Drops'. A heavily heat-resistant coating along with several jumpjet thrusters positioned on the armour allows the wearer to descend safely through the atmosphere of most planets from orbit. The jumpjets also allow the wearer to jump anything up to 20 stories in a single bound, or hover two feet above ground for a short amount of time. Requires a lot of maintenance, but can be well worth it) - 2500 C

Performance Enhancer Suit (provides protection equivelant to that of Light Battle Armour. The Performance Enhancer Suit is cybernetically wired and desired to optimise the performance of special forces troops. It cannot be used in conjunction with other kinds of armour, but it greatly increases speed, strength, agility, accuracy and mental capabilities, as well as being fully-enclosed and resistant to gas. It is skin-tight and allows for silent movement, but has no Cloaking Device. It also has multiple visor modes, a HUD tactical display for all visor modes, and a target dracking device with the HUD that links to the cybernetic arm wires to aid targetting. Very expensive, high maintenance) - 4000 Credits

Weaponry

Pistols (The only type of weaponry than can be equipped by non-combatants)

Wellard Arms 'Jackal' Pistol - 100 C
Semi-automatic, medium strength and power but highly accurate. With a silencer it can be a very useful stealth weapon. It will have trouble penetrating most armour.

Wellard Arms 'Wolf' Pistol - 200 C
A more powerful pistol capable of firing semi-automatic or full-automatic, with a small clip of 20 rounds. Unlikely to cause much damage to armour at anything other than point-blank range, it is more of a surpression weapon.

Halberman Mk III Heavy Pistol - 600 C
The best conventional pistol on the market fires high-calibre slugs which are accurate at up to medium range and can punch through most armour. The weapon is hardly subtle, though, and the recoil is ferocious. Clip of sizteen rounds, semi-automatic.

Yakachi MLP 2040 - 1200 C
The only laser pistol currently available is highly accurate (naturally), and will cause medium damage at any range. It does not require reloading

(which is an advantage in close quarters) and has no recoil. This said, its unnerving accuracy can be a disadvantage as it requires a 100% full-on aim to hit.

Rifles/Regular Weaponry
Browning .22 Projectile Rifle - 100 C
A relic of Browning's last days of existence, the Browning .22 Projectile Rifle is by now obsolete. Firing simple, jacketed rifle bullets the Browning .22 is a high powered military issue rifle from the early 21st Century. It will be hard put to penetrate even Medium modern armour but is also very cheap. It is accurate at short and medium range, and whilst reliable and low-maintenance it is of very little use against modern weaponry.

Wellard Arms High Velocity Projectile Rifle - 250 C
The Wellard Arms HVPR Mk I is one of few modern projectile rifle weapons widely used in today's galaxy. Whilst being somewhat low powered when compared to EAC, laser, gauss and other modern weapon forms, projectile rifles are still very accurate, reliable and low maintenance. The WA HVPR has bolt action, semi-automatic and full-automatic modes. Magasine of 35 high calibre armour-piercing bullets. When combined with a scope accessory, it can be used for middle distance sniping with high performance.

Wellard Arms High Velocity Assault Rifle - 300 C
The assault rifle version of the WA HVPR is, like all assault rifles, a compact gun that packs a powerful punch at close range but is too innaccurate for use ar long distance. It uses very high calibre bullets, armour piercing, but has a smaller magasine than the HVPR as a result, with only 20 bullets per clip.

Halberman Armour Penetration Rifle - 1000 C
The Halberman APR is a new weapon on the market and has served as a reminder to all militant organisations that the projectile rifle is far from dead. The Halberman APR is bolt action with magasine of just 5 bullets, however, each of these specially-manufactured bullets is proppelled from the gun at such a velocity and rotation rate that they can pierce all but the heaviest of armour with ease. In addition to this, they are accurate (as with all rifle weapons) at long range. However, the bolt action reload is slow, and replacing spent magasines ever more so. The Halberman APR is thus best used as a medium-long range sniper rifle, and is too expensive to serve as standard issue.

Wellard Arms EAC Rifle - 800 C
The EAC Rifle has been touted as the natural successor to the projectile rifle. EAC stands for Explosive Ammunition Casing, in essence an explosive bullet, which allows the EAC Rifle to greatly increase its damage whilst retaining the reliability and high accuracy of projectile rifles. This Wellard Arms model, at present the only on the market, also has good armour-penetration capability.

Wellard Arms SR-4J 'Foxhunter' Rifle - 1000 C
Projectile rifle weaponry still holds sway over the vast majority of snipers, and the Wellard Arms SR-4J Rifle is a good example as to why. Coming complete with scope and optional silencer, this rifle is deadly accurate at ranges of up to 3 km, earning it the endearing name of 'Foxhunter' from those that use it. In addition to this, the high velocity armour-piercing bullets certainly pack a punch. However, the weapon requires a great deal of maintenance in order to maintain its high standards.

Halberman Schlagholz Mark V Sniper Rifle - 850 C
The Schlagholz Mark V is a slightly more affordable alternative to the Wellard Arms SR-4J. Coming complete with a scope and compatible with a silencer, the Schlagholz Mark V is accurate at up to 2 km and is not bolt action, enabling for quick firing. However, clips of 10 bullets will be expended quickly by a trigger-happy sniper. The complicated firing system necessary for this semi-automatic fire also requires a great deal of maintenance.

Halberman Schlagholz Mark III Sniper Rifle - 600 C
Although by now obsolete, the Schalgholz Mark III still has its supporters and is still available as a cheaper version of its younger brother, the Mark V. The Mark III is accurate at 1.5 km, and comes with a scope. It is not compatible with silencers. It has a clip of 10 bullets, like the Mark V, but they are not as adept at penetrating heavy armour.

Yakachi AS-24 Laser Rifle - 500 C
The Yakachi AS-24 was the first infantry laser weapon to achieve widespread popularity on the small arms market. Affordable, if not cheap, but also high performance and, at the time, cutting-edge. Now, however, the AS-24 is somewhat outdated, mainly due to the presence of laser-deflecting armour coatings.

Wellard Arms Standard Laser Rifle - 750 C
The Wellard Arms SLR is classed as a medium weapon. It takes a few hits to penetrate heavy armour, but at the same time it isn't large enough in size to be cumbersome. Accurate and reasonably high-performance, the Wellard Arms SLR doesn't require a great deal of maintenance and forms the mainstay of armaments for the planetary militia of medium-income worlds.

Yakachi AS-140 Laser Rifle - 1200 C
The latest medium laser rifle on the market is the Yakachi AS-140. It fires in short beams rather than bolts, which adds to its penetration power. It is accurate at long range and can punch through heavy armour in a couple of shots. Trained marksmen can also use it to take down aircraft, though this is difficult. As the two second beam leaves the man firing the weapon in the open for longer, the AS-140 can be switched to a normal bolt configuration.

Hernston-Smith Heavy 990 - 1200 C
The Hernston Smith is a bulky laser rifle that packs a serious punch but is operable by a lone man. It can frequently penetrate heavy armour in one shot, but had a range markedly less that that of the Yakachi AS-140. It is also highly effective against light vehicles. Its effective range is also reasonably short due to the issues of accuracy, however, it is still a formidable weapon.

Halberman Rapid Fire Portable Laser Cannon - 1400 C
An expensive but brutally effective piece of kit. The Halberman Rapid Fire Portable Laser Cannon is best described as a machine gun laser weapon. It fires at a rate of no less than five bolts per second, with each bolt being capable of punching through medium armour, and is deadly accurate even at medium-long range. This said, it needs a great deal of maintenance.

Browning Automatic Projectile Shotgun - 150 C
Shotguns are now long obsolete, courtesy of the new Gauss Rifle weaponry, but the Browning Automatic Shotgun remains used by militaries with very limited budgets. The pellets are easily stopped by medium armour, and frequently by light, but this is countered by the Browning Automatic's ablity to spew out 10 cartridges in quick succession, and the impact will still do some damage. Long reload time.

Yakachi CR-X Gauss Gun - 500 C
Yakachi once again led the field with the first ever gauss gun design. Then revolutionary, the gauss gun replaced conventional, jacketed rifle bullets with simple metal rods, and replaced the conventional system of propulsion with a powerful electromagnet. The result is a metal slug capable of penetrating heavy armour at close range with relative ease, and providing one hell of an impact without penetration. However, at anything beyond close range gauss weapons are limited by their innacuracy. They are the natural successors of projectile shotguns in terms of use.

Halberman Spread Gauss Gun - 1000 C
The Halberman Spread Gauss Gun is a new variation of the conventional gauss gun. Instead of having a single slug designed for penetration, the Spread utilises a pack of smaller rods which, while less likely to penetrate, increase the impact manyfold. They are useful as surpression weapons or for taking armoured captives - albeit slightly worse for wear ones.

Hernston Smith Md Gauss Gun Mk VII - 1200 C
The Hernston Smith Md Gauss Gun is leaning to the heavy side of medium, true to Hernston Smith's form, but is nonetheless a quality weapon. Using heavy slugs of a larger than usual mass and calibre, the HS Md Gauss Gun can punch through the heaviest armour nine times out of ten at close range. However, at range the Hernston-Smith trait of innacuracy runs true. Nonetheless, it is still a formidable weapon, if one that requires a good deal of maintenance.

Hernston Smith Anti Armour Gauss Gun - 2000 C
A new cast of weapon that is designed specifically for use by infantry against light armour. Firing heavy metal slugs capable of penetrating the armour of most light tanks at short range, the Hernston Smith Anti Armour Gauss Gun is designed to provide the regular infantrymen with the firewpoer capable to keep light vehicles off their backs. Used to kill off the crew of a vehicle rather than destroy it completely, as many a s a dozen shots may be needed before the crew of a tank have been killed. It will not cause an explosion. It does require a great deal of maintenance and is a cumbersome weapon to carry. It is very innacurrate at long range.

Hernston Smith Suppression Gauss Gun - 1800 C
With a price tag slightly lower than that of the Hernston Smith Anti Armour Gauss Gun, but not by much, the Hernston Smith Suppression Gauss Gun is again designed primarily for urban warfare. It is the only gauss gun capable of automatic fire, producing one small calibre (for gauss gun ammunition) slug every second. It is designed to penetrate light cover and kill those sheltering bhind it, but also to keep the heads of those behind thick enough cover down. It is far too innacurrate for use at long range and requires a good deal of maintenance. Will generally penetrate Medium/Heavy Armour 9/10 times at close range.

Heavy Weapons (Require Heavy Weapons soldier to operate)
Wellard Arms M-551 Projectile Machine Gun - 1000 C
The old faithful of projectile machine guns, the Wellard Arms M-551 is old, but in its time it was cutting edge, the first of a new breed of machine guns. The weapon once again required two men to carry and operate it, being too heavy for one man to move on his own with the extensive supply of ammunition required to operate the weapon for any sustained amount of time. The M-155 suffers from accuracy problems but is relatively low maintenance. Its high calibre bullets pack serious impact but will rarely penetrate anything beyond Medium Armour.

Wellard Arms M-1060 Projectile Machine Gun - 1800 C
Accurate, high velocity, high calibre harbinger o' death that strikes fear in the hearts of any but the most heavily armoured of infantrymen. That said, it does have reliability issues, and has been liable to jam in rather unfortunate situations, unless it is lathered with an absurdly high level of maintenance and care.

Yakachi RFM-224 Type A Lightweight Minigun - 3000 C
The latest and best heavy machine gun on the market is the Yakachi RFM-224 Type A, which, in addition to being fitted with some of the most sophisticated targetting equipment in existence, can be carried by a single man due to its lightweight nature. It is capable of spitting out 40 rounds a second on the top setting, each one travelling at high velocity and capable of penetrating medium armour like a knife through butter. The sheer number of bullets that the gun can spew out will wear down heavy armour witin seconds of sustained fire. This said, the weapon is very sophisticated, requiring a good deal of maintenance and also extensive (Grade 3 or greater) training in order to operate the complex targetting system. The weapon also eats ammunition, and this can become a severe setback in situations where supply issues become compounded.

Halberman Heavy Infantry Machine Gun Mk I - 3000 C
The only viable rival to the Yakachi RFM-224 Type A is the Halberman HIMG Mk I. Unlike the Yakachi version, the Halberman HIMG Mk I requires two men to operate it in battle and needs to be rested on a tripod for accurate firing. However, in some respects it does outperform the Type A, with roughly rhe same rate of fire and degree of accuracy, but requiring less maintenance and generally being more reliable. It is also generally easier to operate. This said, when the targetting softaware of the Type A comes into play, the Mk I is less accurate, and in addition to this the bullets travel at lower velocity and have a lower armour penetration value. Suffers from the same ammunition problems as the Type A.

Hernston Smith Heavy Anti Tank Rifle - 2800 C
The re-emergence of anti tank rifles is a rather recent threat to armour formations, and is exclusively pioneered by Hernston Smith. The HS Anti Tank Rifle, the first and only design on the market at the current time, can punch through all but the heaviest of tank armour with devastating effect on the crew inside - needless to say it also slices through infantry armour with ease. This said, the recoil has been known to break the shoulders of poorly-trained men, and the weapon does require a good deal of experience before it becomes truly efficient. However, it is nonetheless a cheap and effective tool against most armoured vehicles. It can be operated by one soldier, but two greatly improves its efficiently. Uses clips of six specially-designed bullets, it can fire on every two seconds.

Yakachi HAS-990 Heavy Laser Cannon - 4000 C
The Yakachi HAS-990 was the first laser-based weapon to fit into the heavy weaponry category, operated with the aid of a portable tripod by two men. Laser weaponry is not as effective against heavily armoured vehicles as other varieties but does have several advantages, including a higher rate of fire than most heavy weapons and a much greater ammo supply. The HAS-990 is, therefore, extremely useful against light and medium vehicles, and has some use against slow-moving heavy aircraft, though only with experienced operators. It fires a heavy and high-energy laser bolt, at a rate of roughly one every three seconds. It can punch through infantry armour with decent efficiency, but due to its reasonably slow rate of fire is best used against armoured vehicles.

Yakachi HAS-2000 Heavy Beam Laser Cannon - 5000 C
The Yalachi HAS-2000 solves the lack of firepower presented by its predescessor, the HAS-990, very well. With the power of the weapon having been increased, in addition to the firing configuration having been changed from a bolt form to a beam form, the HAS-2000 can successfully penetrate the armour of heavy tanks after a few seconds of sustained fire. The length of time that the beam is fired for varies depending on how long the trigger is depressed, but anything over five seconds of continuous fire can overheat and damage the weapon. Still, the beam can be used to 'hose down' infantry with devastating effect. Operated by two men, the HAS-2000 is a formidable weapon, but has some technical faults that have not quite been ironed out yet.

Yakachi IAS-2200 Gatling Laser Cannon - 5000 C
One of the newest weapons to have been unveiled by Yakachi is the IAS-2200, which once again pioneers a new field of weaponey. The IAS-2200 is designed for use again infantry, firing roughly two bolts a second, each of which is capable of penetrating Medium Powered Armour with little difficulty, and Heavy Powered Armour with two or three hits. In addition to this, the IAS is well-suited to use against light vehicles and slow-moving aircraft. The IAS-2200 has a reasonably long range and a large ammo supply, but is liable to overheat if fired for a sustained amount of time, and should be fired in bursts. It is also a rather complex weapon, and having a Technician attached to your formation is highly advisable.

Halberman AGL Mk I - 3000 C
A relatively low cost yet versatile assault weapon, the AGL Mk I is a grenade launcher capable of firing six grenads of varying type in quick succession - usually available are high explosive, smoke, flashbang and EMP pulse. It also has a reasonably long range and a good rate of accuracy - in the right hands. Useful as a surpressive weapon or for urban warfare, it makes a good infantry support heavy weapon.

Hernston Smith RPG Launcher - 3000 C
Hernston Smith's third anti-tank weapon is comparable to the Halberman AGL in terms of use and performance. It takes longer ro reload than the Halberman AGL, and can have only one rocket proppelled grenade loaded at a time.. However, it is far more adept at penetrating vehicle armour and can be a menace ot tanks when used from the flanks or rear. Also has some use against slow-moving aircraft, not as good as the AGL for anti infantry purposes.

Halberman AGL Mk II - 4500 C
The latest AGL model, the Mk II is a vast improvement over its predescessor. With a drum of eight grenades of varying types at a rate of two per second, it is in effect mobile, handheld, shortrange artillery and is capable of decimating buildings and infantry alike. That said, it isn't a great weapon for penetrating heavy armoured vehicles - though lightly armoured vehicles are shredded to pieces by the hail of high explosive grenades that the AGL Mk II lays down. Whilst deadly at short range, the AGL Mk II is notably innacurate at medium and long range.

Halberman IMML Mk I - 7000 C
The Halberman IMML (Infantry Mobile Missile Launcher) Mk I was released onto the weapons market just a week ago, and instantly became the most-feared infantry anti tank weapon in existence. With three missiles held within a single 'ammunition pod' that can all be fired within six seconds and are all designed to pierce tank armour, the IMML Mk I is capable of reducing whole armour companies to twisted piles of scrap metal in seconds in sufficient numbers. With five seconds of consistent, unbroken line of sight with the target the IMML can also lock on and fire all three missiles at once, wherupon each eill home in on the target, making it capable of destroying gorund attack aircraft. Whilst it is a lethal weapon and a worhty addition to any Mercenary Company, the IMML Mk I requires a good deal of maintenance and is extremely expensive, even by heavy weapon standards. It requires two men to operate.

Hernston Smith Heavy Flamethrower - 2500 C
Technically not a heavy weapon, as it is carried by a single man, but given its nature and purpose it is difficult to classify it as a normal weapon. As warfare began to be fought over increasingly distant range over the past century, it looked like the days of the flamethrower were over. However, with tha advent of starships and battles fought in their narrow, confined corridors and those of the gigantic super-buildings as seen on some of the colonies built on inhospitable worlds, the flamethrower came into its own. In addition to excelling in corridor combat situations, the Hernston Smith Heavy Flamethrower is also excellent in urban warfare for its ability to clear out buildings of enemy units. It is also useful against enemy fortifications (pillboxes, trenches, bunkers, etc). This said, in open field engagements it is cumbersome and too short-ranged to be effective. It also requires a lot of maintenance.

Equipment
Under this heading comes pretty much anything that infantry can equip that does not come under the heading of 'Weaponry' or 'Armour'.

Coms Devices (Some need a Signaller, some do not)
Wymen Personal Communicator - 100 C
Pretty much a must-have. The Wymen Personal Communicator allows two-way traffic between a soldier equipped with it and any other coms device within the range area - which at 10 kilometres is more than sufficient for most purposes. It is, however, succeptible to interference by coms jamming equipment, and cannot be used to communicate with Starships in orbit. Consists of an earpiece and miniaturised microphone that easily clips onto a collar, or failing that can simply be secured to the face via its adhesive underside.

Wymen Personal Communicator Encryptor Chip - 100 C
An add-on for the Wymen Personal Communicator, the Encryptor Chip can be programmed with three full encrypted codes, the only limit on the complexity of these codes being the skill of the man that programs them. Most experienced soldiers know a few good codes, but the best will always come from a Technician, a Signaller or an Engineer. Once three codes have been input, the Personal Communicator can be set by means of a switch to automatically encode outbound coms traffic in the code of your choosing and automatically decipher incoming coms traffic in the same way.

Wymen Encryptor Device - 200 C
Like the Encryptor Chip except designed for use in larger, more advanced coms systems such as Com Satchels or Vehicle Coms.

Yakachi Advanced Coms Satchel - 600 C
A simple backpack containing some very advanced communications equipment. Capable of communication with any coms unit within a 200 kilometre radius and very difficult to disrupt or listen in on, it can also be used for realiable two-way traffic with Starships in orbit. In the hands of a Signaller, it can also be used to listen in on or disrupt enemy communications.

Yakachi Coms Disruptor Unit - 1000 C
An expensive but extremely useful piece of kit from the enterprising Yakachi Military Supplies Corporation that, when equipped by a Technician or Signaller, can be used to disrupt even advanced coms units and, depending on the skill of the user, possibly be used to intercept (and automatically decode) enemy transmissions.

Wymen Advanced Personal Communicator - 500 C
It costs the bomb for something that every man in your Company needs to equip for maximum effectiveness, but it is also a vast improvement over the standard Personal Communicator. Traffic between it and another unit is subject to intereference, but not eavesdropping, and traffic cannot be detected by the enemy. Thus, it is important if you wish to take the stealthy approach whilst retaining the ability to communicate.

Targetting Aids
Halberman Presicion Scope - 100 C
Not essential, but certainly useful, addition to accurate weapons such as laser rifles or projectile rifles. It in effect boosts the accuracy of the soldier equipping it over medium and long range. Note that it will not work with innacurrate weapons such as gauss guns or heavy machine guns. Note also that sniper rifles come with scopes included, and that the range of this scope cannot be altered.

Yakachi Laser Sight - 200 C
By use of a small, intense laser that slots into the top of your gun barrel, the Yakachi Laser Sight enables accuracy at short, medium and (if a scope is also equipped) long range to be increased by a small red dot appearing at the spot where the bullet from the gun will hit. Naturally, it is not suitable for use with low or even medium accuracy weaponry. It also can have the rather undesirable side effect of alerting your target to your presence...

Halberman Muzzle Surpressor - 250 C
A small cylinder that screws on to the end of a projectile rifle or projectile sniper rifle, wherupon it will muffle the sound of any shot fired, and completely rid you of irritating muzzle flash. Useful for remaining unseen and undetected. Unfortunatly, it is not suitable for any other kind of weapon.

Yakachi Thermal Indicator - 400 C
Moderately expensive, but very useful for nightfighting, the Yakachi Thermal Indicator consists of a small screen and reciever that adhede to the topside of one's firearm and automatically display any heat sources within a certain range on the screen as small dots. Thus, even with thermal imaging goggles, it is useful as it will indicate the presence of enemy troops lying in wait or ambush. Unfortunatly, it is succeptible to malfunction in warm climates (such as desert planets) and can be easily fooled by heatpack countermeasures. Can also reveal troops wearing Blend Suits.

Sensor and Sensor Disruption
Flare - 20 C, five-use
Pack of five flares to be fired from mortars or artillery. Once in the air they light up the battleifeld using chemical trickery and descend slowly to the ground. This most basic of nightfighting technology is certainly not the best, and in the monochrome light that the flare provides, the chance of fragicide increases greatly.

Sensor Flare - 200 C, five-use
Really a kind of specialised ammunition designed for use by mortars or artillery guns. A sensor probe equipped with a parachute that, once launched, will beam data back ot a waiting Technician who will promptly decode it and give you additiona information on the enemy. Come in packs of five bombs/shells. The enemy can shoot them down if alerted to their presence. A well-trained Technician can even send data from the flare directly to your troops in the field...

Sensor-Block Flare - 240 C, five-use
As above, except used to disrupt the enemy's sensor readings. Comes in packs of five bombs/shells. Does not require a Technician for use.

Wymen Basic Sensor Unit - 400 C
A basic sensor module that can be attached to a Technician's computer to provide you with sensor information. Particularly effective when coupled with a satellite deployed from orbit. In the most inexperienced hands the unit can be used to identify and track incoming aircraft or starships in low orbit. In trained hands it can be used as fire control for artillery and to call in orbital strikes from above.

Wymen Advanced Sensor Unit - 800 C
An upgrade worth the money, the Wymen Advanced Sensor Unit comes free with AG 'Sensor Bouys' which can be deployed to hover 500 metres above the ground at strategic points and relay sensor data to the unit, all the while being small enough to escape detection from enemy sensors. The drones are one-use only but the unit comes with a supply of 20 absolutely free. Additional refills can be purchased. The drones contain all the equipment necessary to screen in a variety of different ways. The Wyman Advanced Sensor Unit is virtually immune to interference and is without a doubt the best infantry sensor unit available.

Prox Detector Net - 400 C, 10-use
Consists of a number of small sensor probes which can be stuck to walls or buried in the ground. They then alert a central console (in the form of a small datapad that can be used by any form of personnel) to any movement within their range (twenty metre radius). The movement won't be anything as slight as leaves stirring, but civilians, friendlies and animals setting the alarms off are perfectly possible.

Sensor Disruptor Beacon - 1000 C
Basic sensor disruptor beacon. Multiple-use, it is deployed into the ground wherupon it begins putting out various signals designed to disrupt sensor equipment. On command it will undeploy. Does not require a Technician to operate.

Engineering Equipment (Engineers only)
Basic Tool Kit - 100 C
A basic pack containing pliers, wrench, etc as well as some more high-tech equipment like conductive microfoam for patching up circuits. Equipped with such a kit, an Engineer can perform basic maintenance and mechanical tasks.

Basic Explosives Kit - 200 C
Contains various explosive charges, detonators, etc. With it an Engineer is fully equipped to demolish bridges, buildings, rig bases, etc, as well as manufacture home-made explosives for the troops, designed for specific uses such as blowing up tank tracks. Includes a few proximity mines for good measure. It can be a dangerous tool in untrained hands...

Advanced Tool Kit - 800 C
Includes more high-tech equipment such as tools for specialised jobs like calibrating engines, and basic computers designed to aid diagnosis of vehicular/mechanical problems. Also includes tools needed for maintenance work on high-technology weaponry and equipment like lasers. With it, an Engineer is more-or-less fully equipped for the maintenance/repair role.

Advanced Explosive Kit - 1000 C
Shaped penetration charges, incendiary charges, biochemical explosives, it's all here. Buy this for one of your Engineers and he will be a very happy man indeed. He will also be a very dangerous man to you as well as the enemy if he is unqualified. The Advanced Explosives Kit includes a fair few mines.

Engineering Drone - 5000 C
Expensive, and requires a Technician in addition to an Engineer to operate it. The Engineering Drone is equipped with basic AI and a variety of advanced scanning equipment that allow it to quickly identify the most minute faults in vehicles and equipment, and extremely precise weaponry with which to fix the faults in question. The AI of an Engineering Drone is, however, decidedly imperfect, and they have been known to malfunction and miss obvious faults. As such they should be looked upon as supplements to an Engineer's skills rather than Engineers themselves.

Explosives Defusal Kit - 1000 C
Expensive, but well worth the cost. The Explosives Defusal Kit provides the Engineer that equips it with presicion tools that greatly increase his chances of safely diffusing mines and explosives (safely being in a way that doesn't result in explosion).

Technician Equipment (Technicians only)
Civilian Datapad - 200 C
Practically every civilian has one of these. They allow instant access to civilian information networks (as long as you're not in the absolute frontier), and the interface systems allow experienced programmers (i.e, Technicians) to use the Datapad to effect various computer systems (i.e, hack them to your advantage). The Civilian Datapad is not designed for military use, it is easy to detect and easy to block. You're really better off getting a more expensive tool for your Technician. Is adequate for use on your own equipment (for stuff like programming drones).

Military Datapad - 600 C
The price is hiked up, but then so is its effectiveness. The Military Datapad is designed specifically for use by technicians in the field. It is small and easily-concealed, but contains a number of facilities for constructing viruses, eliminating viruses, hacking terminals and systems and even bugging coms lines. In addition to this it is adequate for the purpose of programming/protecting your own equipment. Whilst your Technician is not at his full potential with this tool, he is still sufficiently equipped to be useful to you.

Civilian Laptop - 2400 C
More expensive and bulky than a Datapad, but well worth it. Whilst a Datapad's functions are pre-set, the Technician can organise his own Laptop to his own needs. This makes its effectiveness as a weapon dependent on the training of the Technician. In a well-trained Technician's hands, it is a very dangerous weapon indeed, exceded only by a Military Laptop for usefulness...

Military Laptop - 6000 C
Highly expensive, highly effective. An immensely powerful computer contained within a very easily-carried design, and with all the necessarry facilities to cause a lot of trouble to the enemy included, as well as a lot more potential that can be unlocked by a suitably skilled Technician. With it, your Technician is equipped to maximum potential, and will be able to cause as much damage as he could possibly hope to cause.

Multi-Purpose Drone - 1000 C
The Multi-Purpose Drones is basically a do-it-yourself war robotics kit. It comes with a basic, no-frills drone with an AG Field and an Electromagnet Shaper and various sensor equipment. With a Technician, it can be programmed to perform a variety of tasks (such as spying on the enemy). With an Engineer, it can be stengthened, adjusted, repaired and put to more specific use (like an armoured drone equipped with a gauss gun and rigged with explosives for suiciding into enemy command stuctures). With a Scientist, it can be used to even greater effect (the aforementioned war drone, except cloaked). In the most untalented Techician's hands, it is a useful, if expensive, tool. In the hands of a well-trained Technician, Engineer and Scientist it can be a formidable weapon (if slightly below a design-specific War Drone in terms of battlefield performance).

Mobile Interface Bug - 400 C
You're not always going to find a conveniantly-placed enemy terminal to hack the doorway from. A well-designed base will, indeed, have well-protected control terminals in places that the Technician will have trouble reaching. The Mobile Interface Bug can be clipped to computer wiring (usually the kind that runs through walls), wherupon it will provide a small, one-way access terminal through which a Technician can hack the mainframe. They are easily detected, however, and you won't always be able to find wiring. They're also quite expensive.

Medicial Equipmeny (Medics only)
Basic Surgeon's Tools - 400 C
The basic surgical equipment that a medic needs for operations, along with some basic medical supplies such as morphene and IV drips. Although vital, it alone will not enable your Medic to work at his full potential.

Advanced Surgeron's Tools - 2400 C
An additional set of surgery equipment for your Medic. Includes more advanced, expensive, specialised equipment such as electromagnetic bullet removers and laser scalpels/cauterisers. With it, a well trained Medic will be able to do some very good work indeed. However, in the hands of an untrained Medic these advanced tools can become as much of a danger as they are a help.

Mobile Hospital Unit - 6800 C
Contained within a number of crates are all the bare essentials necessarry to create a basic forward medical post, along with equipment for up to three Medics. With this unit deployed behind your lines at your HQ, your Medics will be able to (over a certain length of time) heal serious wounds like shattered limbs, etc. Whilst Medics are very useful in this position, they are not able to perform duties on the battlefield whilst working in the MHU.

Medical Drone - 8000 C
Highly expensive but highly effective. Medical Drones are the most succesful application yet of robotic drone technology. They can operate with extreme presicion using their advanced medical equipment, and possess a variety of medical scanners to instantly tell Medics what the problem is. They also come equipped with a variety of drugs as well as antibody factories for immunisation against illnesses.

Medicinal Drugs Unit - 1600 C
A complex machine that can manufacture medical drugs from various ingrediants gathered by your Medic. With it, your Medic will be able to concoct painkillers, etc along with (at your request) additional drugs such as performance-boosters. Whilst the MDU can be very useful in the hands of a well-trained Medic, it can be incredibly dangerous to your men in the heands of an untrained Medic. You have been warned.

Biochemical Response Unit - 3200 C
Expensive but worthwhile. The BRU enables your Medic, if he can reach the afflicted soldier quickly enough, to (sometimes) counteract the effect of chemical weaponry. It also comes equipped with the necessarry facilities to combat battle-grade pathogens, but pre-combat innoculation is a better defense against biological weaponry.

Miscellaneous Equipment (Equipment that fits into non of the above categories. Unless otherwise specified it can be used/equipped by any kind of personnel)

Innoculation Kit - 2400 C
Contains a large number of frozen antibodies and pathogens along with the facilities to replicate them for use in innoculations. With humanity being scattered around different worlds, some of which were conditioned from planetfall to eliminate certain diseases, not all of your men will be naturally immune to certain illnesses. Innoculating them protects them from these, in addition to allowing you free passage through quarantine, which will otherwise inconveniance you somewhat. The Innoculation Kit can be used by any kind of soldier with enough intelligence to read and press a few buttons, but a Medic naturally knows more about the process of immunisation than a Marine would.

Strobe Beacons - 200 C for box of twenty
Strobe Beacons are invisible to the naked eye. They send out pulses of harmless radiation which is easily picked up by sensors. They can be used to do things like direct airstrikes onto the enemy and signal for help in situations where communications are poor. Cannot be used to aid vision in any way.

Field Medpack - 200 C
Contains easy-to-use morphene packs, bandages and a few other goodies. With it, an experienced soldier will be able to patch up a wounded comrade enough so that his chances of surviving untill a Medic arrives are improved. Sometimes a soldier will be able to fix himself up in this way. Soldiers equipped with Field Medpacks are not replacements for Medics.

Grenades - 50 C for three grenades
Still useful on the battlefield. The grenades are multi-purpose, with shrapnel capable of inflicting heavy damage on infantry (provided their armour is not too heavy) and enough heat and blast to punch through vehicle armour in some instances. In the hands of an untrained soldier they are as much a danger to yourself as to the enemy.

Personal Transciever - 50 C
A micoscopic chip implanted into the trooper in question that broadcasts a very long range signal repeatedly to a PT Reciever (necessarry purchase for this to work properly), enabling you to locate captured or wounded soldiers. The chip has just about enough intelligence to deactivate its signal if its subject dies.

PT Reciever - 400 C
Recieves signals from Personal Transciever-equipped soldiers. Can be used to locate them if you are cut off.

EMP Shielding - 400 C
Shields the armour of the wearer from the effects of EMP. Also shields weaponry and equipment of the wearer for simplicity's sake.

Artillery
Artillery is generally sorted into two different kinds. Infantry artillery (such as mortars) can be carried by its crewmen from one place to another. Any other artillery must be towed by a vehicle (any kind of vehicle for light artillery, any kind of tracked vehicle for heavy artillery). Unless otherwise specified, any piece of artillery is operated by a three-man team.

Infantry Artillery
Wellard Arms IPA-A60 Infantry Mortar - 1200 C
Mortars, while being over a century old, are still extremely useful additions to an infantry force. Operated by a three man team, they are basic, light artillery designed to support infanty. The IPA-A60 can fire high explosive shells up to distances of a kilometre with ease and a good degree of accuracy, and, although the bombs are small and won't do a lot of damage, they are useful for surpressive fire.

Yakachi IAM-2220 Presicion Infantry Mortar - 2500 C
The Yakachi IAM-2220 represents the laest generation of mortars that are beginning to incorporate more high-technology aspects into their design. Instead of dumbfire bombs, the IAM-2220 fires special laser-guided bombs which can fall on any target within 2 kilometres with accuracy within a centimetre of the targeted point. However in order for the laser guided bombs to be able to home in in this manner, the target must first be 'painted' with a small indication laser on a special frequency that will allow the bombs to lock on to the target. This targetting laser can be mounted onto aircraft, tactical satelites, starships, firearms, etc, but there must be a direct line of sight between the pointer and the target, and this line of site must not be broken, or else the bomb will fall astray.

Yakachi Infantry AAA-500 - 7000 C
One of the most expensive pieces of kit on the market, the Yakachi Infantry Anti-Air Artillery-500 is the first of a new generation of weaponry that has sent shockawaves through the military world. It requires four men to operate, and in addition to the price of the equipment itself this means that the IAAA-500 is a costly addition to any Company. However, capable of firing six small, highly efficient AA missiles into the air which will home in on one to six airborne targets. Such targets can include anything from a Starship in the atmosphere to a large missile. Naturally, it is brutally effective against ground attack aircraft, bombers and fighters - although some bombers and shuttles with PD fire will be partially protected from the missiles. It does, however, take a long time to reload, and is difficult to move quickly.

Halberman 'Kriegswerfer' RIRA Mk IV - 3000 C
Requires three men to operate and carry. Consists of a minigun-like arrangement of six barrels that rotate around a central axle, mounted on a foldable tripod. The Kriegswerfer Rotary Infantry Rocket Artillery Mk IV is infantry rocket artillery, capable of laying down a deadly barrage of surpressive fire over a given area. It doesn't take long to reload, and the rockets have been known to rip through tank armour with ease, though the rockets themselves are rather innacurate and auitable only for surpressive fire rather than offensive fire.

Light Artillery
Hersnton Smith Light Howitzerr - 3000 C
Requires three men to operate and a vehicle to move. Consists of a howitzer mounted on a wheeled chasis. Range of roughly 3 kilometres, powerful shell. Howitzers generally have shorter ranges than normal artillery guns due to their high fire trajectory, however, this same trajectory makes them more useful in certain conditions (hilly or uneven terrain, bombarding urban targets, etc). Howitzers are designed primarily for defensive (surpressive) fire.

Halberman '' Light Howtzer Mark VIII - 4000 C
An improvement of the Hernston Smith Light Howitzer, the Halberman version uses a heavier calibre shell, has a longer range and is more accurate.

Yakachi AAA-200 - 5000 C
The predescessor to the AAA-500 is operated by a three-man team and is consists of two expendable missile launch pods and the appropriate 360 degree turret with advanced sensor and targetting equipment. Must be packed up and placed inside a transport of some kind before it can be moved. Cheaper than the AAA-500, and with larger missiles that pack a bigger punch, but more succeptible to counter-battery and point-defense fire.

Yakachi LAA-1300 - 7000 C
The Yakachi Light Advanced Artillery consists of a light howitzer operated by three men, with some notable differences. Firstly, the light howitzer is mounted on a hover pod that allows it to be pushed effortlessly over any surface. Secondly, the howitzer fires new 'cluster shells' which split up over the target into around three dozen smaller shells which subsequently level anything within fifty metres of the target point. While initially it might seem like the ultimate piece of field artilley, the LAA-1300 has several flaws. Firstly, the hover system has been known to fail and render the gun completely immobile. Secondly, not all of the smaller shells will explode, many fail to go off upon impact and remain there, acting pretty much as land mines for the troops of either side. Thirdly, the LAA-1300 has a shorter range than most light howitzers. Expensive, but highly effective.

Heavy Artillery
Hernston Smith Heavy Field Artillery Gun - 5000 C
Fires very heavy, very large shells over distances of up to 10 kilometres with a great degree of accuracy. When grouped in batteries this creates a devastating barrage that can level buildings and fortifications alike with ease. The Hernston Smith model isn't really accurate enough for very effective counter-battery fire, but can suffice in this purpose nonetheless.

Hernston Smith Super-Heavy Deep Artillery Gun - 8000 C
Extremely expensive, especially when the five men needed to operate it are taken into account, but also very useful. It can hit targets up to 50 kilometres away with excellent accuracy, and is also low maintenance nd reliable, something that it shares with most Hernston Smith weaponry. Designed to take out fortified targets deep wiithin enemy territory. It takes a long time to re-align on a new target and is thus unsuitable fot use against non-static targets or for counter-baterry fire.

Halberman '' Heavy Howitzer Mk V - 6000 C
Three man crew. The Halberman Heavy Howitzer is designed for surpressive fire and use against heavily fortified positions. It fires very large, heavy shells at ranges of up to six kilometres with excellent accuracy. The shells have excellent penetration properties and are useful against subterranean fortifications such as underground bunkers. Also excellent in urban warfare conditions, one or two shells generally being enough to collapse a building.

Halberman '' Medium Field Gun Mk II - 4000 C
A fairly recent model, and the only medium field gun on the market, the Halberman '' is extremely useful for counter-battery fire. It is fairly light in terms of weight for a heavy gun and can be aimed at new targets quickly. Whilst its shells lack punch, they have a long range (34 kilometres) and are ruthlessly accurate. In groups the '' makes a useful offensive fire weapon, but due to its reduced firepower it is not as suitable as other heavy guns for surpressive fire.

Wellard Arms MA-262 Field Gun - 5000 C
Comparable to the Halberman '' Mk II, but slightly less accurate in exchange for increased firepower. Fulfills pretty much the same role as the Halberman ''.

Anti-Air Artillery
AAA Guns can be transported using wheeled vehicles. There are two basic types. An AAA Gun fires high explosive, armour-piercing shells with great accuracy and range, designed to literally blow an aircraft to pieces. This can be done with the naked eye, but it will be virtually inneffective against high-altitude or fast-moving aircraft, and so a Radar Vehicle or sensor feed of some kind is advised to act as fire control. Missile AAA uses missiles (surprisingly) rather than shells. Whilst these are more accurate and harder to evade, missiles can be affected by countermeasures where shells cannot, and they can also be shot down by point defense. Due to most of the process being computer controlled, missiles can be operated more effectively than AAA Guns in poorly-trained hands, though don't expect miracles.

Wellard Arms Medium AAA Gun Model A - 3500 C
The Model A is getting on in years but is, nevertheless, highly effective. Firing AAA Shells at a rate of one per second, it can bring down low-flying ground attack aircraft with ease, though it lacks the range to destroy high-altitude aircraft.

Wellard Arms Medium AAA Gun Model A - 6000 C
Wellard Arms' latest Medium AAA Gun is the Model D, which comes with its own fire control radar system. Whilst this does require an extra gunner to operate, it vastly increases the gun's effectiveness, allowing it to destroy fast aircraft at medium altitude with a good degree of efficiency. This said, the Model D still lacks the range to take out high-altitude aircraft.

Halberman '' Heavy AAA Gun Mk III - 7000 C
Lacks radar fire control but is still highly effective against slow moving, high altitude bombers. Spitting out two heavy AAA shells a second, it can tear bombers to pieces provided they aren't moving too fast. Designed primarily for use against high-altitude aircraft, it is less useful against low-altitude aircraft such as strike fighters.

Yakachi AAAG-4000 - 8500 C
The most expensive AAA Gun available, but also the most deadly. As most of the firing mechanism and aiming is automated, the AAAG-4000 requires only two men to operate it, one to reload and one to select targets. Firing two small but potent shells per second, the AAAG-4000's adaptable mechanism alters the barrel to allow for targetting of aircraft at low, medium and high altitudes. Once a target has been selected by one of the crewmen, the gun will automatically track and modify its aim untill the target is destroyed. The robotic mechanism does, however, need a lot of maintenance, so an Engineer is a must-have if you want this thing in your Company.

Yakachi MAAA-2220 Hive Launcher - 6500 C
The appropriately-nicknamed 'Hive Launcher' consists of a large pod secured to the ground with attached sensor equipment and control console. Rather than fire a small number of large missiles, the Hive Launcher fires around four dozen needle missiles, which are each fairly powerful consdiering their size, which subsequently divide as per specifications given by the gunner and home in on their targets in swarms which are near-impossible to shoot down with PDS. They are designed for use against low-altitude aircraft only, and will not cause enough damage for use against heavily armoured aircraft, but they tear ligh aircraft to shreds and are also useful at intercepting large missiles.

Yakachi MAAA-600 - 5000 C
The weapon that really began Yakachi's domination of the Missile Air Artillery market is the MAAA-600, a highly adaptable launcher that fires medium-sized AA missiles four at a time. The missiles have good range that allows them to hit high altitude aircraft, are powerful enough to cause hevay damage to armoured aircraft and are fast enough to track rapid or low-altitude targets. However, due to their aging design the missiles are somewhat succeptible to interference from ECM.

Yakachi MAAA-1200 - 8000 C
The next generation of the MAAA-600 is the MAAA-1200, which fires double the missiles at up to eight targets at any altitude, and has advanced sensor equipment that enables its missiles to track targets with the most advanced ECM. It also has a rather massive range, and can effectively cover any area within a 25 kilometre radius of it.

Yakachi HMAAA-50 - 10,000 C
Probably the most expensive non-vehicle available to you, the HMAAA-50 is the first of its kind. It is designed specifically for use against Starships in low orbit (required for bombardment) or indeed in the atmosphere. It fires two, very large missiles that can destroy a Corvette piecemeal if they hit, but are succeptible to point defense fire. It requires four men to operate, and a Technician or Engineer in the Company is strongly advised.

Self-Proppelled Artillery
See 'vehicles'.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville

Last edited by No Dachi; 7 Oct 2003 at 16:54.
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