Havoc Enterprises Weapons and Armor Weapons LP - 1 (Laser Pistol) Weight: 2 lbs (0.9 kg) Mega-Damage: 2d6 M.D. Rate of Fire: Equal to the number of combined hand to hand attacks. Effective Range: 1000ft. (305 m) Payload: 10 shot E-clip. SLR - 3A (Standard Laser Rifle) Weight: 7 lbs (3 kg) Mega-Damage: Two settings, 3d6 or 5d6 M.D. Rate of Fire: Equal to the number of combined hand to hand attacks. Effective Range: 1600ft. (488 m) Payload: 10 shot standard E-clip or 20 shot long E-clip. ALR - 4G (Assault Laser Rifle and Grenade Launcher) Weight: 10 lbs (4.5 kg) Mega-Damage: Laser is 4d6 M.D., Grenades: any can be used, but usually high explosive(3d6 M.D.) or fragmentation(2d6 M.D.). Rate of Fire: Laser: Standard, Grenades: one aimed, four fired in rapid succession (burst if one target, wild if sprayed into an area). Effective Range: Laser: 2000ft. (610 m), Grenades: 1200ft. (365 m) Payload: Laser: 10 shot standard E-clip or 20 shot long E-clip, Grenades: 12 Reloading the Launcher: Requires one full melee, 15 seconds, to manually reload the grenade launcher. PP - 12 (Plasma Pistol) Weight: 4 lbs (1.8 kg) Mega-Damage: 4d6 M.D. per blast Rata of Fire: Equal to the number of combined hand to hand attacks. Effective Range: 500ft. (152 m) Payload: 10 shot E-clip. The weapon has a power supply that can recharge itself allowing for one shot per 30 minutes without an E-clip. PR - 120 (Plasma Rifle) Weight: 10 lbs (4.5 kg) Mega-Damage: 6d6 M.D. per blast Rate of Fire: Equal to the number of combined hand to hand attacks. Effective Range: 1200ft. (365 m) Payload: 12 shot E-clip. The weapon has a power supply that can recharge itself allowing for one shot per 30 minutes without an E-clip. IPP - 18 (Ion Pulse Pistol) Weight: 5 lbs (2.25 kg) Mega-Damage: 2d6 per single blast or 6d6 M.D. per multiple pulse (three simultaneous shots). Rate of Fire: Equal to the number of combined hand to hand attacks. Effective Range: 500ft. (152 m) Payload: 18 shot E-clip. The weapon has a power supply that can recharge itself allowing for one shot per 30 minutes without an E-clip. HPC - 25 (Heavy Plasma Cannon) Weight: 12 lbs (5.4 kg) Mega-Damage: 1d4 x 10 M.D. Rate of Fire: Equal to the number of combined hand to hand attacks. Effective Range: 1600ft. (488 m) Payload: 20 shot E-clip. Bonuses: +1 to strike on an aimed shot due to the Targeting Scope. Armor Note: All armor is made of the regeneratable, lightweight, alien metal and have the standard features of either environmental body armor or power armor unless otherwise stated. Also ALL Havoc Enterprise armor protects the wearers of the EM Projector at Addison's Landing described in the city section. Havoc Enterprises Elite Body Armor Heavy Body Armor: HE - 1, 80 M.D.C. weight 18 lbs (8.1 kg). Worn by infantry. Medium Body Armor: HE - 3, 60 M.D.C. weight 14 lbs (6.3 kg). Worn by infantry. Light Body Armor: HE - 5, 40 M.D.C. weight 9 lbs (4 kg). Worn by militia. Havoc Enterprises Light Power Armor Phantom Power Armor Model Type: HE - P9 Class: Strategic Environmental Exo-Skeleton Crew: One M.D.C. by Location: Arms(2) -- 40 FDL-P9 -- 30 FVS-P9 -- 25 Legs(2) -- 70 *Head -- 50 **Main Body -- 100 * The head is a small, difficult target to hit. The attacker must make a called shot and even then the character is at a -3 to strike. ** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. Speed Running: 45 mph (72 km) Leaping: The pilot can leap 15ft. (4.6 m) high or lengthwise from a stationary position; double when from a running start. Statistical Data Height: Roughly 6 to 7ft. (1.8 to 2.1 m) Width: 3ft. (0.9 m) Length: 2.5ft. (0.76 m) Weight: 120 to 140 lbs (36.6 to 42.7 kg) Physical Strength: Equal to a PS: 20 (supernatural) Cargo: None Power System: Alien(Unknown to anyone who would possibly get their hands on it [except for Havoc Enterprises],but is effectively unlimited) Black Market Cost: UNAVAILABLE! The Black Market doesn't even know this power armor exists yet. (But if they had this suit, it would be worth approx- imately 20 million credits.) Current Stockpile: 2000 available units. The extras are to be used if the need arises. Weapon Systems 1. FVS - P9 (Forearm Vibro-Sword) Located in the right forearm is a short, retractable vibro-sword. Primary Purpose: Defense Mega-Damage: 3d6 M.D. Bonuses: +1 to strike and +1 to parry when engaged in hand to hand combat. 2. FDL - P9 (Forearm Dual-Lasers) Located on the left forearm is the dual-lasers. Primary Purpose: Defense Mega-Damage: 2d6 per single blast or 4d6 M.D. for a simultaneous double blast from both lasers at the same target(counts as one attack). Rate of Fire: Equal to the combined hand to hand attacks. Effective Range: 1000ft. (305 m) Payload: Effectively Unlimited Energy Rifles and other normal weapons can be used as back-up or in an emergency. Bonuses & Damage: Restrained Punch: 5d6 S.D.C. Full Strength Punch: 1d6 M.D. Power Punch: 3d6 M.D. (counts as two attacks) Kick: 2d6 M.D. Leap Kick: 4d6 M.D. +2 initiative +1 to strike +1 to parry +2 to dodge +2 to pull punch/roll with impact +1 melee action/attack at levels 1, 3, 7, and 11. Note: All combat bonuses are in addition to those of the pilot!