icar equipament index
TRANSCRIPT
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ICARE Q U I P M E N T I N D E X
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start simple
C h a n g e L i s t
Added more equipment (Shakespear and Rampart).
Added more description.
Added sheet explanations.
F o r e w o r d
Icar began in 1990 and has since grown and changed beyond all recognition of the original. The gamegrew from two statistics to eighteen and then back to ve. Skills changed and grew on trees and guns wentfrom hand drawn in pencil to fully 3D rendered models.
Icar is the creation of a single person, Rob Lang but much of the fuel for the energy that has kept the gamegoing has come from a small group of dedicated players. For this rule set, I would like to thank the followingpeople in particular.
Simon Fish Aubury
Gideon Dwain Moss
Andrew Byrnie OByrne
Jozef Yeti Kundlak
Version: 7.14
Publish Date: 01 Mar 2007
Previous Release Versions: 5.1, Jan 2004
Known Issues in this version:
No index tables.
Website: www.icar.co.uk
Author: Rob Lang
Contact Email: [email protected]
Copyright: 1990 onwards. Robert I W Lang
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E q u i p m e n t I n d e x
Icar has always been replete with technology. TheEquipment Index is dedicated to the application ofthis technology in the form of gadgets, guns and
gizmos. All large objects have their own sheet of pa-per that is folded and given to the player. Clothes,small gadgets and Gaia Entities are written elsewhere,there is a place on the second character sheet, next
to the skills to put these.
NEw STarTErS!
If youre new to Icar, then this book can seem abit daunting in the beginning. The scenario youvedownloaded will list what bits of technology will beappropriate, so you need only print out those. It isbest to start simple and add new things slowly.
If a player wants to use a bit of technology, then itis up to them to understand how it works and how it
might be used. If technology is forgotten about by theplayer then the opportunity to use it will have passed.It is not the responsibility of the GM to remember whohas what and functions of all the technology in eachsection.
rarITy
Rarity is the measure of how difcult it is to get holdof something (in percentage). Unfortunately, Rarity isquite subjective and location specic. For exampe, aHand Cannon is easy to acquire on a planet dedicat-ed to the contruction of rearms but next to impos-sible on planets with gun-restrictive laws. This valuecan be used in two ways. Firstly, it can be used as aguide to the GM and players when deciding if a cer-tain item of kit can be obtained. This system should
be used with care as decisions should be backed upwith a reason.
The second method is to use the value as a modieron a Street Deal skill roll. Use the Rarity as a nega-tive modier by subtracting the Rarity from the StreetDeal skill before rolling. For example, if the characterhas Street Deal at 50% and they wish to by a NelsonH1 at rarity of 10%, they will need to roll under (50%- 10%) 40%. A character can try every 5 hours to ndthe goods (roll once for every 5 hours of game time).
If a player does not have Steet Deal, then they will
need to nd another method of obtaining the goods.This is likely to include the use of contacts, Gaia andknowledge. Of course, if they get someone else tond the objects, then they might want to add a fee.
ThE Black MarkET
The Black Market is an illegal method of getting holdof items. Most items (not Imperial Issue ones, like theQaxam) can be gained on the Black Market at muchreduced Black costs. However, the black market onany planet is very difcult to nd and often requireslocal knowledge. The Black Market is normally littlemore than a Gaia space that has been set aside for
trading less-than-legal goods at low prices. An Isis isessential for the Black Market as it is used a guaren-tee of ownership. If something has been purchasedon the black market, then it is impossible for the StarEnforcers to know this. Arrests are normally made byinltrating the Black Market Gaia space and followingtransactions until the goods are handed over. It is alsoillegal to be found in a Gaia space that is known as aBlack Market trading space.
Some of the goods are often of poor quality and itis wise to use a person knowledgable with the itemto check it over after purchase. Items on the BlackMarket also differ in Rarity, so it may either be easieror more difcult to get an object there.
To nd the Black Market: make a successful StreetDeal roll with the Hard modier.
OwNErShIP
Expensive items (vehicles, space craft etc) have aDocket that describes both the owner and the itemitself. The Docket is a unique Gaia Entity that provesthat the item belongs to someone. The Docket Entityis normally found either on the Rayengine (computer)of the item or on a Datacard. Changing the owneris easy if the owner agrees. The Docket can also behacked using a Hacking skill if the owner does not.
F u l l P a g e S h e e t s
Towards the back of this book, you will nd a lot offull-page images that can be printed out inde-pedent to the rest of this book. These represent
weapons, vehicles and space craft. Each sheet rep-resents the in-game Docket that the character wouldown and contains all the rules and statistics that ap-ply to that item.
The sheets should be printed, folded and handedout to the player whos character owns the Docket.
Chances are, each character sheet will be accom-panied with a wealth of these Docket sheets.
Use these sheets as a phsyical form of who is holding
not much cargo butthen its whats
inside thatcounts
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or using an item.
PrEParINgThE ShEETS
Before you can use them, a little bit of preparation isneeded. These are the steps:
1. Print out the sheet and cut off the white edges.
2. Fold down the middle, with the picture on oneside of the fold and features and notes on the other.
3. Lay at. The picture will look upside down to startwith but that will become obvious. This side contains
most of the useful information.
4.The last fold is down the middle between the pic-ture and the most useful statistics.
5. Finished. On the front side will be the picture ofthe item, on the back, the useful statistics and on the
inside will be additional information and notes.
rEaDINgThE ShEETS
The sheets might look a little daunting at the start butonce you get used to using them, then youll nd thatthey are simple to read. On the following pages are aseries of descriptions of how to read each of the mainweapons.
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wEaPON ShEET
PictureThis is what the weapon looks like. Itsnot to scale, so some of the largerweapons can look small.
Name / VersionThis is the name of the weapon and whichversion it is. In this case, the name of the
gun is Nelson and the version is H1.
Cost, Type and RarityCost is the amount, in Imperium credits of theweapon. The type is either Light or Heavy. Light
weapons use the Light ring skill and Heavyweapons use Heavy Firing. Rarity is described atthe start of the book.
Other Features
The features indicates weapon abilitiesthat are not recorded elsewhere on thesheet. Sometimes (like below), moreitems can be purchased.
Short, Medium, Long RangeOn the outside of the disc are theweapon modiers for the differentranges. Add your Light or Heavy r-ing skill (check the top right to ndout which one you use) and recordthis in the middle of the disc. Shown
on this sheet is a characters skill of63%, adding the 10% modier, gives73% (as shown). Do the same forMedium and Long ranges.
StatisticsThese are the statistics of the weap-on. Blast Factor (BF) is the ability ofthe weapon to penetrate armour.Damage (DAM) is the amount ofhit points are reduced with eachround shots. Rounds per turn (R/T)is the number of rounds red in 3seconds. Magazine (Mag) is thenumber of rounds in a single mag-azine. Ammunition (Ammo) is thetype of ammunition the weapon
uses.
AmmoA place to record the ammuni-tion you have for the gun. Writea number for each magazinefor each.
5
5
5
NotesSome information about thecompany and the weapon.
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VEhIclE ShEET
PictureThis is what the vehicle looks like. Itsnot to scale, so some of the larger
vehicles can look small.
Name / VersionThis is the name of the vehicle and whichversion it is. In this case, the name of thegun is Anchorage and it has no version.
Cost, Type and RarityCost is the amount, in Imperium credits of thevehicle. The type is Grav, Heavy Grav or Bike.Use the appropriate skill to drive the vehicle. AIPower (AIP) gives the AI level of the car. See theSociety book for more information. Crew givesthe number of seats.
Other FeaturesThe features indicates vehicle abilitiesthat are not recorded elsewhere on thesheet. Sometimes (like below), it mighteffect the skill level.
AR and HSArmour Rating (AR) is the tough-ness of the vehicles body. The HitPoints (HS) is the number of hits itcan take.
StatisticsThese are the statistics of the vehi-cle. Speed is the top speed of thevehicle. Manouvrebility (Mano) isa rating of how well the vehiclecan change direction. See theElements for information on howto use this. Acceleration (Accel) ishow much faster the car can goat each turn.
NotesSome information about the
company and the vehicle.
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SPacE crafT ShEET
PictureThis is what the space craft looks like.Its not to scale, so some of the largerspac craft can look small.
NameThis is the name of the space craft.Space craft tend not to have ver-
sion numbers.
NotesSome informationabout the companyand the space craft.
Feature ListDesigners: The manufacturer
Cost: The price, in Imperial Credits.
Advanced statistics: Powerplant, Grav Engine, Light Jump en-gine, Armour.
Weapon Systems: Whether the space craft has any weapons.
Shields: The number of shields the ship has.
Sensors: The type of sensors, or how well the space craft cansee.
AIP: The AI Power of the ship, possibly an avatar. If there is anavatar, use an Auto sheet for it.
Tractor Beam: A beam that can draw things up to the ship fromwithin the given range.
Cargo: The number of 10m x 10m x 10m space crates the shipcan carry.
Escape System, Cabins: How many people can stay onboard.
Dimensions (L/W/H): The length, width and height in metres.
Time to orbitand surface
The time be-tween orbit andthe surface of
the planet.
Weapon StatsThe statistics of anypre-tted weapons.There is no short rangefor the ship basedweapons, only medi-um and long.
Mano / LSManouvrability (Mano) measures theagility of the space craft, Light Speed(LS) is the number of squares on acluster sheet the ship can travel. Pointto Point (PTP) means that the shipdoes not need to leave the system toperform a jump.
Hull StatisticsThis is the ArmourRating (AR) and HitPoints (Hits) of thefour main areas ofthe space craft. K is
shorthand for 1000.190K is 190 000.
ShieldsOn the inner ring is thenumber of shields the shiphas. Record the number ofshields left on the outer ring.The above example has 7out of 15 shields left.
SpeedIn the centre ofthe disc is theacceleration ofthe space craft(70). In the mid-dle ring is thespeed in atmos-phere (the staris 1000s). The
speed is 1500.
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G e n e r a l I t e m s
Item Rarity Price Black
Weapons and Ammunition
Projectile Ammo 2.2 Box 100 5 100 10
Projectile Ammo 2.2 None Lethal Box 100 10 10 8
Projectile Ammo 5.5 Box 100 5 250 25
Projectile Ammo 5.5 None Lethal Box 100 10 25 15
Projectile Ammo 7.4 Box 100 15 5 000 500
Projectile Ammo 7.4 Concussion Box 100 50 8 000 1 000
Projectile Ammo 7.4 Micromissile Box 100 40 10 000 2 000
Projectile Ammo 10.2 Box 100 80 10 000 8 000
Low Velocity Grenade (LVG) Box 10 50 1 000 100
High Velocity Grenage (HVG) Box 10 70 10 000 1 000
High Velocity Grenade (HVG) Napalm Box 10 85 15 000 2 000
3 Gauge Box 50 30 5 000 1 000
5 Gauge Box 50 30 5 000 1 00010 Gauge Box 50 60 10 000 1500
15 Gauge Box 50 60 15 000 2 000
20 Gauge Box 50 60 20 000 2 000
Arms 2 25 5 000 2 000
Nelson H1 Standard 10 150 100
Havan 11 15 500 200
Raqax 2E 90 60 000 55 000
Hand Cannon 99 50 000 45 000
Arms 5 33 8 000 6 000
Arms 6 36 12 000 6 000
Havoc 1b (check entry for details) 79* 90 000 85 000
Boomstick Special - see sheet
Astraripper 2E 22 40 000 35 000
Astraripper 2E BSV 55 50 000 35 000
Astraripper 5 20 15 000 13 000
Astraripper 5b 30 17 000 15 000
Hell Hound 2 20 15 000 10 000
Brainspiller 7 40 20 000 15 000
Brainspiller 7e 70 60 000 55 000
Chainsaw 2 65 60 000 45 000
Chainsaw 5 60 75 000 60 000
Chainsaw 7 65 100 000 70 000
Hell Hound 20 15 000 12 000
Korg 5 60 75 000 65 000
Papex 7 80 450 000 420 000
Forge A 85 210 000 180 000
Igniter DF 95 125 000 115 000
Photosythe 85 22 000 21 000
Vendetta 90 80 000 70 000
SSCI Qaxam 6 100 N/A N/A
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SSCI Cataclyst 100 N/A N/A
Vehicles
Forrester Rover 15 8 000 2 000
Forrester Achorage 10 12 000 4 000
Forrester Achorage R 20 13 500 6 000
Forrester Sports V 35 75 000 70 000
Forrester Orbihaul 25 40 000 20 000
Zyntek Eagle 25 60 000 50 000
Zyntek Kestrel 15 15 000 7 000
Zyntek Vulture 45 25 000 22 000
Powertek Rattlesnake 20 2 200 2 000
Living
Budget Room for 5 Days 0 50 N/A
Luxury Room for 5 Days 20 5 000 N/A
Budget Meal 0 2 N/A
Luxury Meal 10 75 N/A
Budget Kaisa (Beer) 2 1 N/AQuality Kaisa (Beer) 20 4 N/A
Clothing
Coveralls - Synthetics 0 10 N/A
Coveralls - Gate Specications 10 200 150
Coveralls - Armoured (AR 15, HS 1k total) 30 1 000 700
Street Clothing - Full Outt (medium fashion) 20 100 60
Street Clothing - Full Outt (high fashion) 50 500 450
Business Suit - Full Outt (bland) 20 150 100
Business Suit - Cross Patch (high fashion and highly desirable) 40 500 - 5k N/A
Environment Suit 20 1 500 1 000
Environment Suit - Armoured (AR 15, HS 2K total) 39 6 000 2 500
Grav Bike Suit - Armoured (AR 15, HS 2K total + 50 stun) 50 10 000
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A m m u n i t i o n
PrOjEcTIlE 2.2Blast Factor (BF) 10
Damage Range 3-15
Rarity 5%Cost (box of 100) 100
Titanium, Tungsten and Sinite mix.
NON-lEThal 2.2Blast Factor (BF) 10
Damage Range 1
Stun Given 100
Rarity 10%
Cost (box of 100) 10
A rubber and foam round that is designed to stun a target, rather thando lethal damage. Stun is taken by target if their Armour Rating (AR) isless that the BF.
PrOjEcTIlE 5.5Blast Factor (BF) 15-20
Damage Range 10-60
Rarity 5%
Cost (box of 100) 250
Multiplate echette Titanium and Sinite
NON-lEThal 5.5Blast Factor (BF) 15-20
Damage Range 1
Stun Given 200
Rarity 10%
Cost (box of 100) 25
A rubber and foam round that is designed to stun a target, rather thando lethal damage. Stun is taken by target if their Armour Rating (AR) isless that the BF.
PrOjEcTIlE 7.4Blast Factor (BF) 40-45
Damage Range 40-100
Rarity 15%
Cost (box of 100) 5k
Threaded, Titanium-Sinite-Tungsten Woven Fragmenting
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cONcUSSION rOUND 7.4Blast Factor (BF) 10
Damage Range 200 (Stun only)
Rarity 50%
Cost (box of 100) 8k
Fired from a Chain gun, this round explodes on the target and with great
force. Designed to knock Bionics off their feet.RulesIf it hits, target must make a SHIFT roll with a -20 modier. Target is notdamaged, just stunned and knocked over (prone).
MIcrOMISSIlE 7.4Blast Factor (BF) 30
Damage Range 40
Damage Radius 10m
Rarity 75%
Cost (box of 100) 10k
Can be red from a Chain Gun. This micromissile will automatically lockon the target, which will be found as whatever the user is aiming at. If thetarget moves, the missile adjusts its ight path. It is able to follow terrainfeatures and move through buildings.
PrOjEcTIlE 10.2Blast Factor (BF) 70
Damage Range 50-500
Radius 50m
Rarity 80%
Cost (box of 100) 10k
Titanium Tungsten round with Pow Tam Explosive head
lOw VElOcITy grENaDEBlast Factor (BF) 50
Damage up to 5m 100
Damage 5m - 25m 40
Rarity 50
Cost (box of 10) 1k
Titanium Tungsten round with Pow Tam Explosive head
hIgh VElOcITy grENaDEBlast Factor (BF) 70
Damage up to 5m 400
Damage 5m - 50m 100
Rarity 70%
Cost (box of 10) 10k
Titanium Tungsten round with Pow Tam Explosive head
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hIgh VElOcITy grENaDE - NaPalMBlast Factor (BF) 70
Damage Range 100 / turn
Blast Radius 25m
Rarity 85%
Cost (box of 10) 15k
Fired from a High Velocity Grenade launcher, this grenade contains agel substance that burns upon contact with any gas. Anything within theblast radius will be covered with this Napalm and will be suffer the dam-age given above. The Napalm burns for these10 turns. The only methodof stopping this process is to smother the burning areas for the 10 turns (30seconds). Napalm does not work in no-atmosphere areas.
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G a i a E n t i t i e s
Gaia Entities are cognisent programs that canbe placed onto the Gaiajack and used whenneeded. The Gaiajack needs to be plugged
in to start the entities. Active entities are waiting to beused. Inactive entities are sleeping. To wake up anentity, you need to be either in a Public Space or in aSystem in which you have control of the Entity Gen-
erator (which you have in most volumes you own).
Some Entities need the Gaiajack to remain pluggedin while they are in use, these are called Slave Entities.Others can move around in Public Spaces or systemsthat are owned and controlled by the user. Entitiescan be Active and Inactive. An Entity may not moveinto someone elses secure system unless accompa-nied by the user (either hacking or with permission).
Entities are Uniques by default. This means that theycannot be copied. As they are Articially Intelligent,they need to be grown from source. Some can be
made relarively quickly, others not.
Entities come in all sorts of shapes and sizes. Thecheapest ones tend to be simple geometric shapes.More complex entities come in the form of real worldreplicas, such as pets or people. Human looking enti-
ties are very popular as they are easier for the gen-eral public to relate to. Most hackers will have all sortsof shapes for entities, sometimes matching to form aset of similar tools (such as birds of prey). The entitiesgiven below come in a range of shapes and sizes. Anentity that might look cool should cost a little more.
Most Entities can be used as many times as you like.However, others are destroyed in the very act of us-ing them. These special Entities are called Single UseEntities and the limits of their ability are listed in the
description.
wrITINg yOUr OwN ENTITIES
It is encouraged that you write your own versions ofthe Entities listed in the Directory. To make your own,you need the Skill Gaia Design. If you want to createsomething with Articial Intelligence self-sufciencythen you need the skill Articial Intelligence. The de-signer will need a Gaiajack, although a Public termi-nal will be enough to create the entity. The only costis time. The best rule of thumb is 1 hour per 100 credits.For an AI system, it takes 2 hours per 100.
For example, taking the Shell Ent. Infotracker 20,which costs 200 and is an AI; will take 4 hours to makea similar system. In most cases, the player is better of
buying the Entity.
PUBlIc ENTITIES
Owned by a lot of people and used everywhere,these entities are created by legal companies andcan be bought quickly across Gaia. Most of these en-tities have a very low rarity - youre not bound to loca-tion in Gaia. The big three Gaia Entity companies are
Gaianware, Ellipsian Entities (or simply E2) and ShellEntertainment (Shell Ent.).
Infotracker
Public search AI
Type: AI
A search AI has the Research skill at a low % but hasthe ability to keep searching for something. The bet-ter the research skill of the AI, the more expensive it is.The AI will only search for one thing at a time and the
user must describe in detail what it is they want. Theycan be used to nd out information, objects or peo-ple on Gaia. By their very nature, they are Free enti-ties and return periodically to the Gaiajack to reportndings. If the Gaiajack is not plugged in, it cannotreturn any information. If the Gaiajack is not plugged
in for some time and the owner moves through realspace (not Gaia), then when it is plugged in, it willtake time for the Entity to nd the Gaiajack. The fur-ther you move without the Gaiajack plugged in, themore difcult it is for the Entity to nd the user.
Infotracker 20, Research 20%, Cost: 200, Rarity: 10%
Infotracker 30, Research 30%, Cost: 400, Rarity: 13%
Infotracker 40, Research 40%, Cost: 1000, Rarity: 14%
Gaianware Infotracker 50, Research: 50%, Cost: 1500,Rarity: 15%
Gaia Personal Assistant
Type: AI
This Artically Intelligent Entity will remain in one loca-tion and take/give messages for you. To allow any-one to leave a message, the Entity must be placedin a Public Space. The Entity is a Free Entity and maybe sent with a message for a specic person withinstructions on how to give the message. Although
Unique through its AI, the appearance of the Entitycan either be the rather boring Neohuman, a verygeneric looking human Entity or a unique and attrac-tive form. Attractive Personal Assistants cost more.
tools of the trade
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The more you pay, the more attractive they will be.The Personal Assistant will not follow the user aroundGaia, it needs to be placed manually by the user.Most people place a Personal Entity in the PublicSpace of their apartment.
Shell Ent. Personal Assistant. Neohuman. Cost: 200.Rarity: 2%
Shell Ent. Personal Assistant. Mythological Creatures.Cost: 500. Rarity: 5%
Shell Ent. Personal Assistant. Famous People.
Gaianware. Personal Assistant. Male/Female. Cost:400 - 5000. Rarity: 3%-10%
E2. Personal Assistant. Executive Package. Cost: 6000- 8000. Rarity: 11%
hackINg ENTITIES
Hacking Entities are illegal tools to assist the hacker
in breaking into Gaia volumes and moving aroundin them. Some provide more information to allow thehacker a better chance of nding their task, othersaid in dealing with Entities inside the system. HackingEntities cannot be bought legally through the usual
channels but may be sought through the Undergaia.To get hold of an Entity, a hacker must successfullypass a Hacking roll for each type of Entities they wishto buy. This represents going onto the Undergaia andnding someone to sell the Entity to them.
Snoop
Type: Not AI
A snoop is an entity that can listen to doors and sensewhat is beyond them. It is used to help the hackermove through a network, avoiding searching sec-tions of the network not interesting to them. It can of-fer three different types of information about what ison the other side of the link:
- The type of node
- The type of Entities on the node (if there are any)
- The existence of Isis on the node
A successful Hacking roll will allow the GM to revealone of the above three. A failed roll means that theSnoop will be deactivated (set asleep).
Undergaia. Snoop. Cost: 1100. Rarity: 70%. Multipleuse.
Door Lock
Type: Not AI
This is a simple tool closes a door (link into a node)temporarily. It stops Entities and Isis moving into thenode from that link. The Entity can be removed bythe Hacker and placed on another door if required.This does not make the Entity deactivate. Door Lockshave a strength and this is the modier against an-other Isis in the system removing the lock. If the Door
Lock is removed by another Isis, it is deactivated.Undergaia. Door Lock. Cost: 1000. Rarity: 74%. Difcultyto remove: Easy. Multiple use.
Undergaia. Door Lock. Cost: 1500. Rarity: 79%. Difcultyto remove: Taxing. Multiple use.
Safety Net
Type: Not AI
This Entity is placed into a node while the hacker is enroute to elsewhere. If the hacker is kicked out of the
system (by a security entity or Isis) then they only goback as far as the safety net, not back to the publicspace. Once placed, the Entity cannot be removedor changed, therefore, it is a one-shot use. One Safety
Net may only be used by one Isis. Safety Nets can beremoved by another Isis in the system. Most hackerscarry two or three safety nets into a system.
Undergaia. Door Lock. Cost: 2000. Rarity: 81%. Singleuse.
Double
Type: AI
When going up against another Isis in a system (nor-
mally the system owner), the Double can be used toconfuse the defender. For a single turn, it distractsthe other user so that the hacker can either leavethe system or go deeper in. The defender will only bedistracted for a game turn (a whole Shift worth of ac-tions for the user of the Double).
Undergaia. Double. Cost: 1100. Rarity: 73%. Singleuse.
Inside Man
Type: AI
The Inside man Entity is carried into a system by aHacker and left on either a node that connects to thePublic Space or a Backdoor node. When required,
Gaia copies the real world, with all its imperfections
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the Inside Man can allow access to one Isis at a time.Unfortunately, the Inside Man is Easy to spot for Isis butgoes unnoticed by Security entities. Once set up, hecannot be moved or switched off. He can be usedfor access many times, though.
Undergaia. Inside Man. Cost: 5000. Rarity: 78% Singlesetup, multiple use.
harD lIghT ENTITIESThese Entities may be Animated in a Holoroom, theyinclude furniture, artwork and virtual living spaces.Its common for people to carry around a number ofHard Light Entities of choice furniture for them to usewhen on holiday, at work or at home. Think of theseas folding furniture that can fold up innitely smallinto the Gaiajack. To use, you must be standing in aGaiaroom or Holoroom. These are rooms that haveHard Light projectors in them. Most Imperial spaceHotels, Ofces and Apartments have Holorooms asstandard. Some public places will not allow you to
animate your own furniture - such as bars, restaurantsand so on.
For simplicity, use the price guides from your local fur-niture shop for prices.
every tool can become a weapon
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A u t o m a t o n s
Buying an automaton is not like buying a car. Itsmore like buying a pet. Every Automaton is differ-ent. Buying an Automaton follows these steps:
Choose either new or second hand
Choose a Model
Decide on a name
Select a Personality Template
Add Skills
NEwOr SEcOND haND
Brand new Automatons have plain personalities,whereas second hand, older Automatons can havequite extreme personalities. Due to their quirky na-ture, older Automatons are more expensive than newones. Older Automatons also appear to have more
common sense, because they are used to operat-ing in a human world. New Automatons are treatedlike children that have a gift for a few dened sub-jects but are terrible in general social situations.
The Appendix of this book shows new Automatons
only. To make up a second hand one, use the givennew ones, reduce the hit points to indicate dam-age, set the personality as an extreme version ofone of the templates and add some skills. To calcu-late cost, make up the Automaton as if it is new andthen multiply using the following table. For really oldAutomatons (100 years or more), then their value canbe just about anything. The Auto can be too eccen-tric to be useful to anyone or be very knowledgeableand thus priceless.
Age Multiply by
1-5 x1
6-20 x2
21-50 x3
51-100 x4
100+ See above
Costing assistance table
chOOSEa MODEl
Automatons come in two forms, Humanoid andIndustrial.
Humanoid Automatons are designed to integratewith society. They are based on the human form. Themore expensive ones have realistic synthetic skin andare difcult to tell apart from humans without using
some sort of sensors. All Humanoid Automatons comewith a basic personality and a basic human empathysuch that they can hold conversations and under-stand tone and meaning.
Industrial Automatons are more like complex robots ofold. Normally large, strong and designed to performa particular range of tasks. They simply obey humaninstructions and are trained such that they have anafnity with technical subjects. They understand anytools that are tted to them and are normally trainedto be able to work on a particular group of tasks.
DEcIDEONaNaME
A name might be a frivolous idea to the players andcharacters but to the Automaton, its very important.It is the rst connection that the Automaton has to thehuman world.
Applicable to new Automatons only.
SElEcTa PErSONalITy TEMPlaTE
An Automatons personality is represented by a cut-down Deviant Wheel, similar to the one on the normalcharacter sheet. A Personality Template is an initialDeviant Wheel that you pick from the list given below.Over time, the Automatons personality will grow fromthis rst step.
An automaton is judged by a cut down Deviant wheel:Serious, Calm, Introvert, Machine, Virtuous. And theiropposites are on the other side of the wheel. The dif-ferent facets are described below:
Serious
A serious Automaton is one that hasnt yet developeda sense of humour. A sense of humour is normally as-sociated with Automatons that have lived through alot. Therefore, brand new automatons are unlikely to
have a well developed sense of humour.
if youre exploring an unchartered alien world:
take everything with you
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Calm
Most Automatons appear to be calm when theyare new but they soon become excitable. If yourAutomaton will be under re, this facet should behigh. If your Automaton will be looking after children,then a low value is preferred.
Introvert
An introverted Automaton is a quiet one and keeps it-self to itself. It will not go out of its way to make friendsand be helpful to humans. However, if talked to thenan introverted Automaton will politely hold conversa-tion.
Machine
This is a measure of how machine-like the Automatonspersonality is. It is intrinsically linked to the other per-sonality facet. Initial personality templates are alwaysset to 4.
Virtuous
This is a measure of how naive the Automaton is. Willit automatically believe anything thats told to it or isit a more questionning automaton. Initial personalitytemplates are always set to 4.
PErSONalITy TEMPlaTES
Amicable
The Amicable personality template is a good start-ing point for any Automaton buyer. An AmicableAutomaton is calm, respectful and serious. It is howyou might expect an Automaton to be.
Clown
The clown is a lively, fun and outgoing. Theymake excellent companions rather than businessAutomatons.
Austere
The Austere Automaton is ideal for business. Serious,calm, capable and an air of servitude. This Automatonpersonality will not embarrass you or your company.
aDD SkIllS
Adding training to your auto. Automaton skills comeat a percentage, cost a certain amount of moneyand take time for the Auto to learn. The more com-plex the skill, the more expensive it is and the longer ittakes to learn.
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Skill Price Time Start Max
Space Craft Know 11 000 8h 30 60
Space Craft Systems 24 000 14h 20 40
Mechasys Know 7 000 6h 30 60
Mechasys Systems 9 000 6h 20 40
Vehicle Know 7 000 6h 35 60
Vehicle Systems 9 000 6h 25 40
Energy Know 8 000 7h 30 60
Energy Systems 10 000 9h 20 40
History 5 000 5h 20 70
Law 5 000 5h 20 70
Ecopolitical 10 000 20h 20 60
Socioeconomics 15 000 30h 20 40
Botanics 10 000 20h 20 60
Biological 10 000 20h 20 60
Food Science 15 000 30h 20 40
Macroecology 15 000 30h 20 40Physical 10 000 20h 20 60
Macromechanics 15 000 30h 20 40
Astromechanics 15 000 30h 20 40
Bike Pilot 8 000 10h 20 40
Grav Pilot 8 000 10h 20 40
Heavy Grav Pilot 8 000 10h 20 40
Cruiser Pilot 10 000 15h 20 40
Med Basic 8 000 10h 40 60
Med Diagnosis 15 000 15h 20 60
Med Surgery 30 000 30h 20 60
Automaton Skills
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e x p e d i t i o n a r y
t e c h n o l o g y
Loki Expeditionary Technology provides expeditionaries with a high quality of tech-nolog. Since 92000, Loki has sold their wares through a network of Loki dealers. Allequipment has a rarity of 93%, and to nd a dealer requires a Difcult Streat Dealroll.
Helmet CollarExpands to t over head at
the touch of a button.AR: 5. HS: 2000.Encumberance: 0.Cost: 10 000
Polyceramic KnifeToughened ghting knife. Does notshow on weapon scans.BF: 5. Encumberance: 0. Cost: 900
Expedition HarnessHelps the user carry more equip-ment. Shift > 3 to use.Encumberance: +3. Cost: 550
TiSi X-Weave Armoured CoatAR: 40 for all except head.
HS (H, LA, T, RA, LL, RL): 0, 100, 400, 100,100,100Encumberance: 2. Cost: 40 000
Fighting GloveA lightweight glove that acts as ablunt when punching in close com-bat without needing to changeweapons.Encumberance: 0. Cost: 2000 pair.
ParamedkitLightweight Medkit made entirely frompolyceramics.Encumberance: 1. Cost: 4000
Prospace CommsCommunicate instant-ly withing a system.Unhackable.Encumberance: 0.Cost 2000
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e x p e d i t i o n a r y
t e c h n o l o g y
Survium Impact SuitProtection against falling. AR 2for all except head.HS (H, LA, T, RA, LL, RL): 0, 1000,2000, 1000, 1000,1000. Wearertakes half stun.Encumb: 1. Cost 2000.
Climbing BootSuper grip boots allows quickerwall and Mesh climbing. +20%
Scale Wall. Otherwise SHIFT -1.Enumberance: 0. Cost: 300.
Stealth BootHardened shell and ac-tive silence tread.+20% to Stealth.Encumberance: 0. Cost:850.
Glass Laser PenAs used by emergency crews. Cuts through any toughedglass. A human sized hole can be cut in 2 rounds. Needsanother 2 rounds to charge.Encumberance: 0. Cost: 900.
Climber Sensor PackNon-Gaia device thatcalculates weather, tem-perature, pressure, radaraltitude and gives audio/visual (soft light) warnings.
Encumberance: 1. Cost:1100.
Monowire Disc1mm thin wire for climbing in motor-ised drum. Can life 500kg but will hold1200kg. Rate of ascent: 10m/turn. Allows
scaling of walls without skill.Encumb: 1. Cost: 2000.
Climbing DiscsFor use with monowire. Climbing discs are smallgrav units that stick to a at surface. Max holdweight: 1200kg. Packs of 5. Encumberance: 1 for5. Cost 1200.
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ShakespearWeld TapeA strong metal sticky tape
for xing any two things to-gether. Once xed it needsto be cut like a metal. AR: 3.(Gaffer tape)Cost: 20 per roll. Enc: 0.
Poraq Flux CableIn several lengths with high powerrating. Can move power and databetween any two points. Cost: 100.
ScreamerOnce clampedaround a ux ca-ble or informationhub, this unit canact as a secureGaia link to oneterminal only. Cannot be hacked.Cost: 200 for 5.
Enc: 0.
Since 75667, Shakespear Technics have been leadingthe eld. Based in the Jug cluster of Remmar. This smallcompany design and manufacture a stagging amountof equipment for those unable to afford high techSayshellian equipment. Shakespear equipment is easyto nd second hand but a bit more tricky to nd new.
Energy CutterA cutter that will go through justabout anything. The circularblade is made from a rotatingraw energy disc, which disap-pears when off. Whole cuttercollapses down for easy car-rying (2 turns to get out or putaway). Useful for cutting into ve-hicles, airlocks, re doors or just
about anything. Cuts at about50cm per turn. BF: 90.Cost: 800. Encumberance: 1.
Torque GunIf it is tted rotationally, then the torque gun can remove
it. Good for opening doors and airlocks as well as xingthings.Cost:150. Enc: 0.
Poraq GeneratorA solid state Durallium Generator for producingpower to keep systems running or regeneratingold generators more powerful than itself. MostGrav vehicles can be powered for a short timeon this generator (not Heavy Grav). Cost: 500.Encumberance: 1.
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ShakespearAllosealerJoins two materials together. Rethreads alloys, poly-ceram-ics and non-biomatter at a rate of 50cm every 3 seconds fora normal door. Cost: 300. Encumberance: 0.
Third handGrav Addisted hand for holding items while being created or repaired. Floats inwhatever orientation the user requires. Cost: 430. _+10% to any Systems Skill roll.Encumberance: 0.
Tech harnessErgonomic har-ness for holdinglots of technicalitems. Shift > 4 touse.Cost: 660Encumberance:+2.
NanofactoryA self contained factory that can take in raw materials (such as metals,ore and minerals) and a design and from those make any object (from
generator parts through to weapons). The Nanofactory may alsoa beused to recycle metals from objects that are no longer of use. While increation, the nanofactory should be kept as still as possible. A part cantake between 10 minutes and 10 hours, depending on complexity. TheNanofactory cannot make a part that is larger than itself (20cm wideand 40cm long). Larger objects can be made from many componentsparts joined by hand.Requires a Systems skill check to use, a Design roll to create the designfor the part and a Wit roll to spot problems. Requires Gaiajack for inter-facing design. Cost: 2500. Encumberance: 2.
Mechanical Iris OpenerForces open iris doors that are found on starcraft airlocksand docking ports. Can open 10m hope in any door in 4turns. Cost: 600. Encumberance: 1.
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Shakespear
Energy ValveControls the energy along uxcables using a Gaiajack anda secure Gaia link. Useful forcutting power to generators,grav engines or airlock doors.You might need to cut intothe wall to get to the cable inthe rst place.Cost: 90. Encumberance: 0.
Grav Field GeneratorRequires an energy supply (Such as thePoraq Generator). Creates a Gravityeld in any direction within a 15m bub-ble. Removes the need to use 0g opera-tion skill. Anything that leaves the bubblewill be back in normal gravity.Cost: 580. Encumberance: 1.
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RAMPART
Rampart are the longest running high tech com-pany and have been offering expeditionary tech-nology since the Aran War. Although expensive,the equipment on offer is difcult to nd from anyother supplier.
Rarity of all items: 70%
Ammunition Beamer MagazineA range of magazines for any calibreof projectile weapon (5.5 shown). Doesnot cater for energy weapons. Canfeed rounds up to 600 per 3 seconds(1 turn). Draws power from internalgenerator. No installation required, justclick the magazine in power up andconnect to a pod or spike. On starting,password is verbal and recognised bythe pod or spike that is serving the am-
munuition. Incorrectly beamed roundsare rejected automatically.Encumberance as per the normal siz-es.Cost: 10 000.
Ammunition Beamer PodThis hand carried device stores ammo of onetype and then beams the ammunition to oneor more beamer magazines. Due to the lossynature of beaming, 10% of all rounds red areduds. Ammo is beamed only to those maga-zines with the correct codes. Can accept am-
munition from the space craft spike.Capacity: 800 x 2.2 or 600 x 5.5 or 500 x 7.4.Range: 10km from pod to magazine.Jamming: Due to the nature of prospace, podis easy to jam. Its possible that no rounds willarrive.Cost: 25 000. Encumberance: 2.
Long Range Beamer SpikeMounted on a space craft of heavy grav ve-hicle, this spike is 7m long and used for servingammunition to ammo pod only. Can be usedfrom low orbit as long as the planet does notget in the way. May beam different ammuni-tion to different pods.
Capacity: As big as the cargo bay is.Range: Low orbit or 100km.
Jamming: Due to the nature of prospace,pod is easy to jam. Its possible that no roundswill arrive.Cost: 100 000.
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NELSONH1
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
Features
Cost:
150
Type:
Lig
ht
Rarity:
10%
GravBalancing-
Ba
lance
sthewe
ighto
ftheweapon,
reduc
ingany
kick.
Options:
Silencer.
Theweapon
issilen
tbeyon
dshortrange.
OptaxSighting.
Fitssnugly
on
topo
fg
iving
+0
,+10
,+10
.Cos
t150cu.
PowerSetting.
Increase
th
epowero
foneroun
d.
Requ
iressu
ccess
fulWeapon
System
Rolltot.Dam2
0,R/T1.C
ost250cu.
ChainFeed
.Convertsma
gazine
toc
ha
infee
d.
Mustusecha
ine
d2
.2roun
ds.
Requ
ires
success
fulWeapon
Systemsro
ll.Mag:
fee
d.
Cost:
250cu.
PalmPrintID.Stopsanyon
eotherthantheownerringthew
eapon.Requiressuccess-
fulWeapon
Systemsro
ll.C
ost
175cu.
Notes
So
ldinm
illions,
the
Ne
lson
isby
far
themostpopu
larpersona
lde
fenceweaponava
il-
able
.Its
lightwe
ightcons
truc
tionan
dsturdy
designmeans
tha
teven
theun
initiated
canretheNelsonwithagooddegreeofaccuracy.Dispensing5roundsevery3
secon
ds,
the
H1can
dec
ima
temost
human
targe
tsin6
secon
ds!
Most
lyuse
dby
parano
idexecu
tivesand
those
livingonp
lane
tsw
ithpo
ten
tia
llydangerousspec
ies
ofan
ima
l.
The
Ne
lson
has
beenarou
ndformanyyearsan
ditssimp
led
esign
thereare
hun
dre
ds
ofmodicationsavailable
.However,manyofthesearecreatedbysmall,unlicensed
compan
ies,
thus
thequa
lityo
fpartscanno
tbeguaran
teed
.Those
inc
lude
da
bove
areofciallyincludedbyNapalm,themainmanufacturer.
Acompac
tan
dlightwea
pon
tha
tcansurv
iveneg
lec
t
an
dpro
duceare
liablesho
tevery
time.
Pistol
10
12
5
20
2.
2P
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Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
Arms2
Features
Cost:
5000
Type:
Lig
ht
Rarity:
25%
GravBalancing-
Ba
lance
sthewe
ighto
ftheweapon,
reduc
ingany
kick
.
Pistol
15
30
5
5
5.
5P
Notes
Abravemove
by
Napalm
was
tocrea
tethe
Arms
2p
istol.A
fter
thesuccesso
fthe
2.2
ringArms1,theArms2isaboldadvancetowardImperiu
m-likehighpowerpistols.
The
Arms
2isawe
llbala
nce
dweapon
tha
tcom
binespoweran
daccuracyw
ithin
reasona
bleranges
foran
afforda
bleprice.
The
Arms
2isan
incre
diblypowerfu
lhan
dgunan
dw
ithone
sho
tw
illt
eara
foo
t-w
ide
cavityinanunmodiedh
umanstorso.Unfortunately,thisp
owerisoffsetbythelack
ofaccuracya
tlongranges
bu
tthisisrare
lyrequ
ire
dbyth
osew
hocarry
itas
the
ir
side-arm.
Theon
lycompe
titor
toth
eArms
isthe
Imperium
sRaqaxse
ries,w
hichthe
Arms
2a
t-
temp
tstorep
lica
te(with
somesuccess
).The
Arms
2can
be
purc
hase
dbymem
bers
ofthepu
blica
ta
frac
tion
ofthe
Raqax
scost.
Itssheerpow
erw
illm
ake
ita
favouri
te
foryears
tocome.
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Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
HAVAN11
Features
Cost:
500
Type:
Lig
ht
Rarity:
15%
Reliable.Unlikelytojam.Onarollof100tore,theuserrollsaD10andona10,the
weapon
jams.
Once
jamme
d,
theweapon
isEasy
(-20%)on
Weapon
Systemssk
illt
o
clear.
Small.Canberedone-h
andedandusesthepistolskill.
DoubleSizeMagazine.As
we
llas
thestan
dard
25roun
dclip
,50roun
dmagazinesare
ava
ilable(see
be
low
).
Notes
Asimp
le,
sturdymac
hine
pistol.Highlyva
lue
dbygangsfo
ritsa
bilitytobe
hidden
un
derc
lothes.
Thisposth
as
beenma
deex
treme
lyfash
ion
ableby
the
Ga
iamov
ie
industry.
For
thosewan
ting
tosp
itbu
lletsroug
hlya
ta
targe
t,thisisthe
idea
lweapon.
Pistol
10
10
15
25/50
2.
2P
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Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
RAQAX2E
Features
Cost:
60000
Type:
Lig
ht
Rarity:
90%
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
Silent.Pastshortrange,th
eweaponcanno
tbe
heard.
EasytoMaintain
.AllWeapon
Systemsan
dWeapon
Designro
llsare
Easy.
SpringLoadedHolster.
Givesa
+2toShiftw
henqu
ickdrawing.
Notes
By
far
themostpowerfulp
rojec
tilehan
dguneverma
de,
the
Raqax
isthepe
digreeo
f
along
lineo
fhan
dguns.O
rig
ina
llyuse
dpure
lyby
the
StarFlee
tSpec
ialForces,
the
2E
isnow
issue
dtoStar
En
forcer
Invest
iga
tors.
Acom
bina
tiono
fapowe
rfu
lGrav
ba
lanc
ingan
danup-to-
the-m
inu
tesig
htma
ke
this
pistolveryaccuratetore
.Unfortunately,theweaponisvery
rareasfewaredecomis-
sione
dby
the
Imperium.
They
ten
dtobeuse
dtodestruction.
Cop
iescan
be
foun
d
tha
tarea
lmostaspower
fulbu
tdono
tposses
thesame
buildqua
lity.
Pistol
20
30
5
30
5.
5P
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Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
ThompsonHandCannon
Features
Cost:
50000
Type:
Lig
ht
Rarity:
99%
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
Notes
Bornon
Acerine
Prime
(Ba
eleris
Cluster)
in91961
,Ky
leThomp
son
hasgrown
tobeone
ofthemostrespec
tedin
depen
den
tweaponsm
iths
inDor
ian.
Spec
ialising
inCha
in
SniperRiesandPulseLasers,Thompsonmadehisnamewithoutthebackingofad-
vert
isingormasspro
duct
ion.
The
Han
dCannonwasapro
jec
tinst
iga
tedbya
loca
l
vigilantegroupcalledThe
Fearwhorequiredapistolthatred7.4projectileammuni-
tion,normallyonlyusedin
largechainweapons.Theleade
rintheeld,thisweapon
doesno
tcomprom
ise
ina
nyway,
amarko
fthema
kersqua
lity.
Anorig
ina
lThompson
isexpensivean
drare
toc
ome
by,
however
Thompsonsoon
release
dthep
lanso
fthe
Han
dCannonongenera
lre
leaseso
tha
thisdesigncou
ld
liveon
intheworko
fthe
otherweaponsm
ithsaroun
dImperia
lSpace.
The
Han
dCannon
isnots
ubtle,
qu
iet,
sma
llnor
lightwe
ightbut
itisbest
in
thec
lasso
fone.
Cha
in
40
90
10
10
7.
4P
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30/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
Features
Cost:
8000
Type:
Heavy
Rarity:
33%
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
SmallMagazine.
Twomagazinescoun
tas
1Encum
berance
,instea
do
f1for
1.
ARMS5
Notes
Ascustomersca
lledform
oreexpe
ditionaryequ
ipmen
t,Napa
lma
nswere
dtheca
ll
withtheArms5assaultrie
.TheArms5providesthemodernmercenarywithreliability,
accuracy,exibilityand
repowerwithoutburningaholein
theirfunds.Themainstay
ofthe
Arms
5isthemed
ium-power
5.5
mac
hinegun
thatsp
its
6roun
dspersecon
d
fromitslarge40roundma
gazine.Itachievedthisrateofre
byhavingthreespinning
barre
ls,
rather
thanones
taticone.
Thesecon
dary
fea
tureo
fthe
Arms
5isthe
Grena
de
Lau
nc
her.
ThisLow
Ve
loc
ity
Grena
desystem
can
be
use
dtode
liversmo
ke,
incen
diary
or
fragmen
tationexp
lo-
sivestoapreciselocation
.Thisaddedexibilityandhaspro
venveryusefulwithusers
throug
hou
tthe
Fringean
dLonesystemsw
here
be
inga
ble
tosw
itc
hbe
tween
tasks
easi
lyisv
ita
ltosurv
iva
l.
TheArms5isalarge,med
iumrepowermachinegunthatm
aynotbethebestselling
on
themarke
tbu
tiscerta
inllyexce
llen
tva
lue
for
themo
dernmercenary.
Rie
20
40
20
40
5.
5P
Grena
de
1
3
LV
G
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Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
Features
Cost:
12000
Type:
Heavy
Rarity:
36%
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
EasytoRepair/Upgrade
.AllSystemsrollshave-20%,cancellingoutthemodierifa
Systems
killo
therthanWe
aponSystemsisusedtoxit.
EasytoImprove.
AllWeapon
Designro
llshave-3
0%tothem
.
Concealable
.May
be
hid
den
benea
thc
lothing,
ma
king
itH
ard
tode
tec
t.
NAPALMARMS6FURY
Notes
Napa
lmh
avecornere
dthemarke
tw
iththe
Arms
6.
Bo
thse
curi
tyforcesan
dpro
fes-
siona
lexpe
ditionary
team
suse
the
Arms
6exc
lusive
ly.
Morere
liablean
dmorepower-
fulthan
the
Arms
5,
the
Arms
6ma
kes
be
tteruseo
fitspower
supp
lyby
fullyintegra
ting
thepro
jec
tilean
dgrenad
elaunc
her.
TheArms6benetsfromknowledgegainsfromt
heextensiv
eeldtestingoftheArms
5.
Theresu
ltisacompact
,me
dium-1powermac
hinegunth
atcansp
it10roun
dsper
secon
d.
Thus,
itriva
lsthe
Imperium
sHavoc
1B
,w
hichiscom
mon
lyuse
damongst
the
StarEnforcers.Thegrenadelauncherfeelslikeanintegrate
dpartoftheassaultrie,
rather
thanana
fter
thoug
ht.
Althoug
hno
tinthe
leagu
eo
fthe
Havoc,
the
Arms
6ispopu
larand
masspro
duce
d,
ava
ilabletoanyonew
ith
themoney
to
buy
it.
Rie
20
40
30
40
5.
5P
Grena
de
1
3
LV
G
-
8/4/2019 Icar Equipament Index
32/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
HAVOC1B
Features
Cost:
24000(basecost,a
lthoug
hex-Imperium
weaponsma
yfetch90000)
Type:
Heavy
Rarity:
79%(ou
tsideo
fthe
Star
En
forcers,
otherw
ise
5%)
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
EasytoRepair/Upgrade
.AllSystemsro
llshave-2
0%
.
SSCISensorSight.When
ring,theusercanuseExtended
EM(
InfraRedandUV),
Elec
trogri
d(EG)an
d360degree,
50m
Mo
tion
Trac
ker
(MT).
Briefcasefolding.
Atapresso
fa
bu
tton,
theweapon
turns
intoa
brie
fcase
foreasy
transport.ItisDifculttod
etectasaweaponinthisforman
dtakes1turntoconvert
ine
ither
direc
tion.
Notes
ByfarthemostinuentialrearmintheImperium,theHavo
c1Bwasreleasedwhen
theStarEnforcersrequiredarietocopewiththecrimewa
vethattheailingFederal
Po
lice
ha
dleftinthe
irwa
ke.
The
1Bisdesigne
dforupgra
de
san
dinc
ludesmany
de-
signfeaturesthatallowm
odications(suchaspowercap
acity).TheImperiumhas
issuedmanyadd-onstotherietomakeitmoreusefultoth
etypicalEnforcer.
Althoug
hpreva
len
tacro
ssthe
Imperium,
very
few
manag
etoge
tintothepu
blic
doma
in.
Star
Sc
ifeare
dt
ha
tthe
tec
hno
logyuse
dinthisw
eaponwou
ldbecop
ied
inthepu
blicdoma
in,
han
dingsim
ilarpower
tothegenera
lpu
blic
.These
fearswere
conrmedwithNapalms
Arms6.TheHavocstillw
inshand
sdownwithitsexcellent
bu
ildqua
lityan
dex
treme
lygoo
daccuracyusing
thepurpo
sema
de
SSCIsig
ht.
Youwou
ldn
twan
ttobe
on
therece
ivingen
do
fitbu
t,c
ha
ncesare,
youw
illb
e.
Rie
15
60
15
35
5.
5P
-
8/4/2019 Icar Equipament Index
33/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
BOOMSTICK
Features
Cost:
Spec
ial-see
be
low
Type:
Heavy
Rarity:
Spec
ial-see
be
low
GettingtheBoomS
tick.The
Boom
Stic
kisno
tpro
duce
dc
ommerc
iallybu
tanyone
withthe
timean
dtherig
htsk
ills
(or
themoney
tohire
thosew
iththem
)cange
tthe
plans,
bu
ildtheweaponan
dtheammun
ition.
Here
show:
1.
Findthep
lanson
Ga
ia:
Hac
kingpass.
2.
Findexp
losives
foramm
oinblac
kmarke
t:Stree
tDea
lpass.
3.
Bu
ildweapon:
Weapon
Systemspassa
tHard
(ta
kes
80ho
urs,
ma
teria
lcost:9
00c
)
4.
Bu
ildAmmo:
Weapon
Systemspassa
tHardor
Exp
losivespass
(1houran
d500c
for
10)
AIGuidedAmmunition.A
lockisrequiredontheturnbefore
ring.Oncetheammuni-
tion
leaves
the
barre
litsepara
tes
intoaswarm
ofm
icrom
issilesw
hichtrac
kindepen
d-
en
tly
towards
the
target.
Notes
Crea
tedby
Weaponsm
it
hAemanon
byrequesto
fTobyL
arone,
the
Boom
Stic
kis
anunusua
lweapon.
Eac
hbarre
lisloa
de
dw
ith362
.2size
d
microm
issi
lesona
frame.
Oncetheuserhasalock
,oneorbothbarrelscanbered
.Astheammunitionexits
the
barre
l,itde
tac
hes
from
the
framean
dbeg
ins
trac
kingto
the
targe
t.Onreac
hing
theenemy,
eac
hm
icrom
issi
leexp
lodes
witha
5me
trera
dius.
Stic
k
30
720(5m
)
2
2
2.2
MM
-
8/4/2019 Icar Equipament Index
34/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
Notes
Stillthefavouriteweapon
forBorgs,thischaingunwasdesig
nedspecicallyforexpe-
ditionary
Borgs
tha
tha
dC
ha
inammun
itionstorage
bu
tnoweapon
tha
tha
da
decen
t
rateofreforanaffordab
leprice.Napalmworkedhardatm
akingtheAstraripperse-
riesasre
liableasposs
ible
-the
inten
de
dusersarerare
lyina
situa
tionw
here
timecan
betakentostriptheweapontoremoveastuckround.This
wasdenitelyacoresell-
ingpo
into
fthe
Cha
ingunan
dwordo
fmou
thsoonspread
abou
thowmuc
ha
buse
theweaponcou
ldtakeb
efore
itstarte
dtojam.
The
Astraripper
2Ehassee
nserv
icearoun
dthe
Imperium,bu
ton
lybyen
thusiast
icStar
FleetTrooperswhoenjoy
ringweaponswithmoregracethanthebrutalPulseLaser
issueweapons.
The
2Eisa
lso
infamous
for
be
inguse
dby
Crim
ina
lSyn
dicate
s,o
ftenre
ferre
dtoas
the
CopExterminator,asbeingthemostcommonriefortakingdownStarEnforcers.
Features
Cost:
40000
Type:
Heavy
Rarity:
22%
GravBalancing.Balancestheweightoftheweaponwhen
ring,reducinganykick.
However,thebalancingisnotenoughforhumans,Meat>8
tore.Otherwise,weap-
oniscountedasDifculttore.
WeaponLink
.Ifthe
Augm
en
teduser
hasa
Weapon
Lin
k,t
hen
thisweaponcan
be
use
dau
toma
tica
lly.
Reliable.Unlikelytojam.Onarollof100tore,theuserrollsaD10andona10,the
weapon
jams.
Once
jamme
d,
theweapon
isEasy
(-20%)on
Weapon
Systemssk
illt
o
clear.
ASTRARIPPER
2E
Cha
in
40
80
100
Fee
d
7.
4P
-
8/4/2019 Icar Equipament Index
35/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
ASTRARIPPER
2EBSV
Features
Cost:
50000
Type:
Heavy
Rarity:
55%
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
Collapsable
.Re
duce
into
sma
ll,concea
lableparts
inon
ly2
turns.
Concea
ledweap-
on
isTax
ing
tospo
t
Notes
Thisisthe
Napa
lmC
orpo
ration
sSn
iper
Vers
iono
fthepop
ular
Astraripper
2Ec
ha
in
gun.
As
the
2Ewas
thestap
leweapon
formercenaries
ind
eepspace,
the
2EBSVa
l-
lowe
danew
leve
lo
fsup
port,
prov
iding
theuserw
ithaverygoo
dc
hanceo
fhitting
atrangesup
totwom
iles.
Like
itspre
decessors,
the
BSn
iper
Vers
ion
(BSV)comesw
ith
a
varie
tyo
fsparesan
d
add-onsandiseasytore
pair,comparedtoitscounterparts.Thelowrateofreand
reduc
ing
inpower
doescoun
tsomew
ha
taga
inst
the
BSVfor
thoserequ
iringana
ll-
roun
dc
losesupportweapon.
Cha
in
40
70
50
Fee
d
7.
4P
-
8/4/2019 Icar Equipament Index
36/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
ASTRARIPPER
5
Features
Cost:
15000
Type:
Heavy
Rarity:
20%
GravBalancing.Balancestheweightoftheweaponwhenring,reducing
any
kick
.
EasytoRepair/Upgrade
.AllSystemsro
llshave-2
0%
.
Sma
llFrame.
Theweapon
coun
tsas
1Encum
berance
instea
do
ftheusua
l2.
SegmentedMagazine.Th
emagazine
for
the
Astraripper
5is
divide
dintotwoa
llow
ing
theuser
tohave
two
diffe
ren
tammo
types
loa
de
dan
dse
lec
tbe
tween
them
withou
t
thepena
lty
forre
loa
ding.
Notes
TheAstraripper5wasoriginallycreatedforusebytheStarEnforcers.Itwastherst
an
don
lytime
tha
tthe
Im
perium
offere
daweaponcon
tra
ctou
tsideo
fitsown
Star
Industries
(in
thiscase
Star
Sc
i).
Un
fortuna
telyfor
the
Napalm
Corpora
tion,
the
design
briefwasstillinthestandardImperiumspecication:simply
tocreatea7.4weapon
withalowrateofrethatcouldbeusedbytheaverageStarEnforcer.However,the
weapondidntmakethe
contract,StarScicreatedthePacierandthatisnowissued
tothe
Star
En
forcers
instea
d.
TheAstraripper5isavery
capableChaingunforunmodiedhumans.Whereasthe
Astraripper2EisforBorgs,thisweaponcanberedbyanyone.Thismadeitahitfor
human
Expe
ditionariesan
ditso
ldverywe
ll.Itsuse
dmostly
bysecuri
tyspec
ialistsa
l-
thoug
hthe
5Bisthemore
favoure
dweapon.
Rie
40
100
5
20
7.
4P
-
8/4/2019 Icar Equipament Index
37/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
ASTRARIPPER
5B
Features
Cost:
17000
Type:
Heavy
Rarity:
30%
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
EasytoRepair/Upgrade
.AllSystemsro
llshave-2
0%
.
SegmentedMagazine.Th
emagazine
for
the
Astraripper
5is
divide
dintotwoa
llow
ing
theuser
tohave
two
diffe
ren
tammo
types
loa
de
dan
dse
lec
tbe
tween
them
withou
t
thepena
lty
forre
loa
ding.
MultiammoGrenadeLauncher.
Thegrena
de
launc
her
has
5barre
ls,
eac
hmay
ho
ld
eitheran
LVGor
HVG
.To
reloa
dthec
ham
bersw
ithone
typ
etakesone
turn,
more
if
other
typesare
be
ing
loade
d.
Notes
The
Astraripper
5serieswasorig
ina
llycrea
tedforuse
by
the
Star
En
forcers.
Itwas
the
rstcontractthattheImp
eriumo
fferedaweaponcontrac
toutsideofStarSci.The
resultwasasimple,7.4.weaponwithalowrateofrethatcouldbeusedbytheaver-
age
Star
En
forcerw
ithlittletra
ining.
OnemajorbenetoftheAstraripper5wasthatitwaseasyto
upgradeandrepair.The
rstupgradewastoapply
thestuddygrenadelauncherund
erthebarrel.Thisneeded
afairamoun
to
fwork
totheweapon,
toimprove
thegenera
tors,
grav
ba
lanc
ingan
d
other
fea
tures
tha
ta
llowe
dittobeuse
dby
theaverageh
umanexpe
ditionary.
The
abilitytode
liver
the
killing
sho
taswe
llassmo
ke,
knowout
gasan
dan
ti-energygre-
na
deswaswe
lcome
dby
the
En
forcersan
dsa
dlym
isse
dwh
enpro
duc
tioncease
d.
It
wassoonreplacedbythe
Pacier.
Thegrenadelaunchcanreupto5loworhighvelocitygrenades(5highvelocityare
shown
loa
de
dinthe
imag
e).
Rie
40
100
5
20
7.
4P
Grena
de
*
*
2
5
LVG/HVG
-
8/4/2019 Icar Equipament Index
38/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
Features
Cost:
20000
Type:
Heavy
Rarity:
40%
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
ChainFeedPort.Weapon
mayberedfromt
hemagazineorfromachainfeed.
ExtremelyLongRangeFiring.Weaponissoaccurateitma
yreinanew
range
ca
tegory,
ex
treme
longrange
(XL1500m
-5000m
).Seerigh
t.
HardlightBipod
.Ass
istswi
thweaponsta
bilitya
tMe
dium
rangean
da
bove.
Notes
In92015asma
llweaponsm
ithingcompany
by
thenameof
Burn
tekno
tice
dasiza
ble
gap
inthemarke
t.Expe
ditionary
an
dsecuri
tyforce
teamswere
innee
do
fana
fforda
ble,
accura
tesn
iperweapon.
Themaincompetitorsintheeldwerethehighreratebut
expensiveAstraripper2EB
SVandthedifculttoobtainand
cost
lytouse
Thompson
Ign
iter.
Burn
tekse
ta
bou
tcrea
tinga
cheap
bu
taccura
tehigh
ca
librecompe
titor.
Inanapplicationwhere
therstroundoftendoesallthe
work,Burnteksrstpriority
wastogetthemostpenetration
anddamagefromeach
round,atthecostofrerate.The
largemagazineandexce
ptionaleffectiverangeofthisrie
are
innosma
llpart
due
tothe
highlysta
bleHard
Lig
htbi-
po
dan
dcustom
Grav
ba
lance
dsystem.
Burn
tekarew
ide
lyknown
asacompany
tha
tissimp
leand
tothepoint,asreected
intheirproductbranding.When
the
ChiefTec
hn
ica
lDirec
torwasaske
da
bou
ttheunw
ieldy
shortrangeperformance
ofthisweapon,
hesimp
lyrep
lied:
Ifyou
re
tha
tc
lose
tothe
enemy,
you
re
do
ing
itwrong.
BRAINSPILLER
7
Cha
in
45
100
5
30
7
.4
-
8/4/2019 Icar Equipament Index
39/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
Features
Cost:
60000
Type:
Heavy
Rarity:
70%
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
ChainFeedPort.Weapon
mayberedfromt
hemagazine
or
from
ac
ha
infee
d.
ExtremelyLongRangeFiring.
Weapon
issoaccura
teitmay
reinanewrangecatego
ry,extremelongrange(XL1500m
-5000m
).Seerig
ht.
HardlightBipod
.Ass
istsw
ithweaponsta
bilitya
tMe
dium
rangean
da
bove.
EnergyJacketCapability
.Usingaroun
do
f10Gaugeas
wellas7.4,asingleround
perturnmayberedataBlast
Fac
tor
(BF)o
f100
.
Notes
Than
ks
tothesuccessof
Bra
insp
iller
7,
Burn
tekrece
ive
da
loto
fuser
fee
dbac
k.
On
erecurr
ing
themewas
the
desire
foreven
higherpene
tration,
bo
thfor
heav
ilyarmoure
dand
shielde
dtarge
ts.
Burn
tek
spen
taconsi
dera
bleamoun
ton
researching,developing
andeldtestinganewvarianton
the
Bra
insp
iller,
the
7E
.
Withou
tcomprom
ising
the
func
tion
ingo
fthe
basicweapon
inanyway
Burn
tekfoun
dtheroom
to
incorpora
teanen-
ergy
jac
ke
tingsystem.W
iththea
dditiono
famagazineo
f
10gaugeenergyrounds
,the7Ecanformanenergyeld
aroundeachroundasit
isred,increasingthepenetration
toequalofenergyweap
onry.Thedownsidesofthisnewr-
ingmodeareavefold
reductioninrerate(downto20
roun
dsperm
inu
te)an
dt
he
highcosto
fthe
10gaugeam-
mun
ition.
Althoug
hthe
7Eismorecapa
blethan
the
7,
itrema
ins
less
common
due
toits
increase
dinitialan
dopera
tingcosts.
Fears
tha
tthe
7wou
ldbe
disco
ntinue
dinfavouro
fthe
7Eproved
un
foun
de
d.
Themarke
ting
tag
lineuse
dfor
thisweapon
is:
Ifyoumustp
isso
ffsom
ething
withsh
ields,
do
itacross
town.
BRAINSPILLER
7E
Rie
45
100
5
30
7.
4P
Energy
J
100
100
1
10
10
G
-
8/4/2019 Icar Equipament Index
40/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
Features
Cost:
60000
Type:
Heavy
Rarity:
65%
Encumberance:
4
GravBalancing.Balancestheweightoftheweaponwhen
ring,reducinganykick.
Meat>6tore.
HighSpeedChainFeed.
Anupgra
de
dc
ha
infee
dmec
ha
nism
capa
bleo
ffee
ding
20
,000roun
dsperm
inu
te.
150roun
dso
f2
.2we
igh1Encumb
erance.
WeaponLink
.Ifthe
Augm
en
teduser
hasa
Weapon
Lin
k,t
hen
thisweaponcan
be
use
dau
toma
tica
lly.
Notes
Thisisaweapon
tha
tfew
be
lieve
dwou
ldever
bema
de.
The
log
ica
lconc
lusion
to
the
Cha
inSAW
range.
Itissome
timesre
ference
djoking
ly,o
rdism
isse
dasapo
intless
disp
layo
feng
ineering
bu
tse
ldom
bypeop
leencoun
tering
one
inperson.
The
Cha
inSAW
frame
iso
nceaga
inuse
d,
bu
tinthiscaseanex
tension
isa
dde
dto
bothcontaintheimprove
dchainfeedmechanismandsup
portnolessthanvesets
ofve2.2barrels.Thisma
kestheweaponevenbulkier,itgivesitareratevetimes
tha
to
fthe
Cha
inSAW
5.
While2
.2ammun
ition
lac
ks
themass
torema
inaccura
tea
ttheex
termeranges
the
other
Cha
inSAWsarecapa
bleo
f,aga
inst
lightlyarmoured
targe
tsthe
2isthemost
destruc
tiveo
fthe
line.Ev
enaga
inst
heav
ilyarmoure
dtarg
etsthe
damage
dea
ltis
consi
dera
ble
.
Burn
tekmarke
ting
has
the
follow
ing
tosay:
Youmay
think
its
funnyw
henyousee
it
inaca
talog
bu
tthemos
tcommonreac
tion
inperson
isW
ha
tthe
fuc
kistha
t?fol-
lowe
dbye
ither
hiding
be
hindsome
thingextreme
lysturdyo
rbe
ingrippe
dtop
ieces.
Youmay
thinkyou
ve
beensuppresse
dbe
fore.
Youwerew
rong.
CHAINSAW2
Cha
in
10
10
1000
Cha
in
2.
2P
-
8/4/2019 Icar Equipament Index
41/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
CHAINSAW5
Features
Cost:
75000
Type:
Heavy
Rarity:
60%
Encumberance:
3.
100roun
dso
f5
.5we
igh1
Encum
berance.
GravBalancing.Balancestheweightoftheweaponwhen
ring,reducinganykick.
Meat>6tore.
WeaponLink
.Ifthe
Augm
en
teduser
hasa
Weapon
Lin
k,
then
thisweaponcan
be
use
dau
toma
tica
lly.
ExtremelyLongRangeFiring.
Weapon
issoaccura
teitmay
reinanewrangecateg
ory,extremelongrange(XL).See
rig
ht.
Notes
Con
tinu
ing
thesuccesso
fthe
Cha
inSAW
7,
the
Cha
inSAW
5takes
thegrameo
fthe
formergunalongwitham
odiedbarrelandroundfeedsys
temdesignedfor5.5pro-
jec
tileuse.
Due
tothesma
llerca
libre,
thesame
framecans
upport
twice
thenum
ber
ofbarre
ls.
Theresultingweaponpro
videsanunprecedentedrateof
rein5.5weaponrywith
max
imum
pene
tra
tionan
dno
losso
frange.
Whileitisno
tca
pa
bleo
fthearmourpen-
etra
tiono
fthe
7,
aga
instmo
dera
telyarmoure
dtarge
tsitise
venmore
devasta
ting.
Thebulkoftheweapona
ndthesheerrecoilstillrequiresignicantstrengthtore,and
itrema
inssl
ightlyunwe
ildya
tshortrange.
The
totalcostofowners
hipishowever
less
thanmanycompara
blew
epons,an
dtheammun
ition
isligh
ter
forag
ivenamoun
to
f
destruc
tion
thanc
ha
in.
Burn
tekmarke
ting
has
the
follow
ing
tosay:
Whe
theryounee
drange,
damageou
t-
pu
t,orsimp
lyameans
to
suppress
theenemy,
the
5doesn
tdisappo
int.Itde
liversas
muc
h5
.5asanen
tiresqu
adarme
dbyourcompe
titors,
furtheran
dharder.
Nee
dwe
saymore
?
Cha
in
20
45
200
Cha
in
5.
5P
-
8/4/2019 Icar Equipament Index
42/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
CHAINSAW7
Features
Cost:
100000
Type:
Heavy
Rarity:
65%
Encumberance:
3
GravBalancing.Balancestheweightoftheweaponwhen
ring,reducinganykick.
Meat>8tore.
WeaponLink
.Ifthe
Augm
en
teduser
hasa
Weapon
Lin
k,t
hen
thisweaponcan
be
use
dau
toma
tica
lly.
ExtremelyLong
RangeFiring.
Weapon
issoaccura
teit
mayreinanew
range
category,extremelongrange
(XL)
.Seerig
ht.
Notes
Afterbuildingseveralcustomweaponsofsimilardesign,Burntekmovedtollanother
niche
inthemarke
t,mee
ting
the
deman
dforanassault
cannon
lightenoug
hfor
non-borgs.
AttheheartoftheChainSAW7
(Chain-fedSquadAssaultW
eapon)lievehighqual-
ity7.4barrelsevolvedfrom
theBrainspiller7.Rateofreperb
arrelhasbeenincreased
four-
folda
tam
inor
decre
ase
inpower
bu
tno
losso
fpenetra
tion.
Whiletheweaponretainstheabilitytoreextremelylong
distances,theincreased
recoilandstabilisingGrav
systemmakeringthisweapona
taskforskilledusersonly.
Marke
ting
have
the
follo
wing
tosay
from
the
broc
hure:
Wan
tagun
tha
tc
hews
throughshiparmourfrom
veclickawayandisntlikecarryingawaderobe?Know
howtoshootstraight?Thisisthegunforyou.Youdonthave
tobebionictoreit,but
ithe
lps.
Cha
in
45
80
100
Cha
in
7.
4P
-
8/4/2019 Icar Equipament Index
43/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
HELLHOUND
Features
Cost:
15000
Type:
Heavy
Rarity:
20%
GravBalancing.Balancestheweightoftheweaponwhen
ring,reducinganykick.
Meat>8tore.
Notes
The
Qaxarne
1was
theorig
ina
lroun
d-sp
ittingc
ha
ingun.
At66roun
dspersecon
d
(200per
turn
),the
twinb
arre
lledHe
llHoun
duses
hea
tcyc
ling
from
the
barre
lsto
warmuproundsentering
thebreech.Thishastheeffectofallowingtheroundstore
qu
ickeran
dw
ithgrea
terve
loc
ity.
Althoug
hthe
He
llHoun
dd
oesusea
Graveng
ine
to
ba
lance
theweapon,
the
sheer
forceo
f67roun
ds
leav
ingt
hemuzz
leseversecon
dis
more
thananynorma
lGr
av
Eng
inecan
han
dle
.
The
He
llHoun
dwas
dubb
edThe
Ultima
teBorg
Gun
,asit
wou
ldtakee
itheravery
strongorbionicpersonto
reitanfeeditwithammunition!Themainreasonforthe
surv
iva
lofthe
He
llHound
isdue
toStar
Sc
ire
leasing
thep
lans
totheweapons
industry.
Thiswasacon
travers
ialm
ove,
ho
tly
dispu
tedby
thega
lacticpo
lice
forceso
ftheera.
Theweaponiscurrentlym
anufacturedbymanysmallrmsacrossthethreesectors.
Ifyoucanhandlethewe
ightandrestraight,anythingat
shortormediumrangeis
un
like
lytosurv
ive.
Cha
in
40
60
200
Fee
d
7.
4P
-
8/4/2019 Icar Equipament Index
44/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
KORG5
Features
Cost:
75000
Type:
Heavy
(Assau
ltCan
non
)
Rarity:
60%
MeatRequiredtoFire:
12
Encumberance:
6
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
WeaponLink
.Ifthe
Augm
en
teduser
hasa
Weapon
Lin
k,t
hen
thisweaponcan
be
use
dau
toma
tica
lly.
Notes
ABorgguno
fhighpowe
ran
dexcep
tiona
lmenace.
Designe
dby
Zaxcann
for
the
soleuseo
fBorgsonexpe
ditions
beyon
dthe
lightjumpnet,
the
Korgserieso
fAssau
lt
cannons
have
beenprod
uce
dinone
form
orano
ther
form
ore
than
5000years.
The
Korg5sacricesshortran
geaccuracyforpower.Thisweap
onheavesanenormous
amoun
to
f7
.4.
Sosucces
sfu
lwas
thisweapon
tha
tve
hicle
moun
tscana
lso
bepur-
chase
dfor
it.
fora
descern
ing
Expe
ditionary
Borg
tha
tcana
fford
thisexcep
tiona
llywe
lldesigne
d
Cannon,
itw
illn
otletthem
down.
Assau
lt
45
70
500
Fee
d
7.
4P
-
8/4/2019 Icar Equipament Index
45/80
Weapon
BF
DAMAGE
R/T
MAG
AMM
O
AMMO
PAPEX7
Features
Cost:
450000
Type:
Heavy
Rarity:
80%
GravBalancing.Balancestheweightoftheweaponwhenring,reducinganykick.
RemoteStand
.Place
the
Papexona
Hard
lightstan
d(an
ima
tedfrom
withintheweap-
on)andthencanbered
usingasecureGaiaLink.Gaiajac
krequired.
AmmoBeamer.
Rare
(90%
)op
tiona
litem.
Allowsammo
tob
ebeame
dfrom
aknown
source.
Notes
Zaxcannisperhapsthemostscienticofweaponmanufactu
rers.ThePapex7isfamed
forthesheerincrediblera
teofrethatcanbeachievedfromt
hetenrotatingbar-
rels
.The
Papex
ishe
ldbytheuserw
iththierarm
insi
de
thew
eapon
(up
tothee
lbow
)
an
dcan
fee
dammun
ition
form
avarie
tyo
floc
kingun
itsan
dports.
Tra
dingspee
dfor
power,
the
Papex
7hasb
een
terme
dtheu
ltima
teinDro
idD
isposing
Weapons.
Due
tothecosto
fthe
Pa
pex,
on
lytheric
hestmercenaryc
ana
fford