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Mercenary Breed 2.0 Preview #5 – Equipment Descriptions

The Expanded Edition of Mercenary Breed offered a pretty good collection of weapons and armor to choose from. Unfortunately, to keep with the mini-setting design, there were no descriptions of those weapons and armor. There also was no list of mundane equipment that may be important. Mercenary Breed 2.0 fixes that!

In this new edition, all of the weapons and armor are described and a long list of mundane equipment is included. The descriptions should provide a good idea of what the gear is capable of doing, and if you want more, DramaScape has an awesome set of SciFi Gear playing cards, that I worked on, available for sale in PDF and POD. These cards are awesome and each one has an illustration and full stats. However, within the Mercenary’s Handbook is a selection of equipment, most likely all that a mercenary should need to get the job done. The best part of the mundane equipment is that there are no costs involved – just requisition what you need and it’s always available! Another benefit of working for a megacorporation.

Rifles

Assassins Rifle: an extreme range rifle preferred by assassins. These are used for long range sniper fire and are typically equipped with an optical scope. They require bracing for proper accuracy.

Assault Rifle: a standard-issue, military assault rifle. These are a typical weapon from the Allied Navy.

Coilgun: a rifle with electromagnetic coils that accelerate the bullet. This acceleration causes the bullet to hit harder and break through armor easier. They require bracing for proper accuracy and can never be shot more than once a round as they require a few seconds to cool down before firing again.

Electrothermal Rifle: a rifle with an attached canister that uses electrical energy to superheat plasma in a focused beam. It is used for penetrating armor, but has a very limited range. They are somewhat volatile and a jammed weapon can cause the rifle to overheat. When rolling a critical failure (a 1 on both Shooting and Wild dice), the weapon overheats. The wielder drops it and must make a Vigor roll or become Shaken. This can cause a wound. They can never be shot more than once a round as they require a few seconds to cool down before firing again.

Hunting Rifle: a lesser version of the assassins rifle. They are a common sniper weapon used for young mercenaries, and are typically equipped with an optical scope. They require bracing for proper accuracy.

Plasma Rifle: a rifle with an attached canister that uses electrical energy to superheat plasma. Unlike the electrothermal rifle, they are used for explosive projectiles. They are somewhat volatile and a jammed weapon can cause the rifle to overheat. When rolling a critical failure (a 1 on both Shooting and Wild dice), the weapon overheats. The wielder drops it and must make a Vigor roll or become Shaken. This can cause a wound. They require bracing for proper accuracy and can never be shot more than once a round as they require a few seconds to cool down before firing again.

Railgun: a rifle with two parallel metal rails connected to a power supply. A conductive projectile is sent between the two rails, completing the circuit and accelerating the projectile to high speeds and great distances. The current that runs through the projectile also heats it, allowing it to punch through armor. The effect is a powerful weapon that can be used at long ranges with devastating force. They require bracing for proper accuracy and can never be shot more than once a round as they require a few seconds to cool down before firing again.

Scram Rifle: a sealed rifle that creates a supersonic combustion as a projectile passes through it. The energy created propels the projectile to velocities slightly higher than a railgun. However, the technology is lighter and a little more accurate. They require bracing for proper accuracy and can never be shot more than once a round as they require a few seconds to cool down.

Semi-Auto Rifle: a standard-issue, military semi-automatic rifle. These are a typical weapon of the Allied Navy.

MH-Equipment-Preview

Next week we’ll take a look at setting themes.

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