Additional Equipment:
Shields & Power Cells:
Type Capacity Cost
Chemical 2,500 300
Fission 5,000 1,500
Fusion 10,000 5,000
Type Mass Cost
Ionic 1.25 kg 1,000
Plasma 3.25 kg 3,000
Graviton 5 kg 10,000
Power Cells: Power cells keep soldiers' energy weapons and personal shields running, as well as powering any additional equipment as might be necessary. They are typically worn attached to body armour and generally weigh in at around 1 kg. While they do not recover a charge on their own, they can be refilled by accessing a power charger terminal or through the use of an energy cube. Be advised, however, that subjecting a shield to electric, electromagnetic or UV discharges will cause an overload of the cell/shield system, draining 2,500 power units for each discharge suffered. Intercepted solid projectiles drain 10 power units per round, thermal charges (such as from most energy weapons) drain 25 units per hit, and other sources (such as the BK-16 and LNR-81 cartridges) drain 50 units. Note that shields generally do not provide protection from the concussive force of an explosion, from open fires and similar environmental dangers, radiation or hazardous substances in the air.
Ionic Shield: Visually showing up as a shimmering blue-white field at the point of impact, the ionic shield is capable of absorbing the kinetic energy of ballistic projectiles, thereby greatly reducing their lethality. Often used by police and riot control units. Protects against solid rounds.
Plasma Shield: Worn on a web harness or built into rigid armour, the plasma shield shows up as a flickering red field at the point of impact. It is capable of more effectively absorbing the kinetic force of ballistic projectiles, as well as dispersing the charge of energy weapons. Protects against solid rounds, as well as thermal and electric charges.
Graviton Shield: A highly experimental device surrounding the wearer in what can be best described as a localised space-time distortion. While it offers almost complete protection against most battlefield hazards, the high cost and extreme power drain make it presently impractical for general use, limiting it to VIP protection and special missions. Can be built into a special vest or rigid armour. Protects against solid rounds, thermal and electric charges, and other types of projectiles.
Body Armour:Resistance Field Uniform: The standard outfits issued to all Resistance fighters, for use on the base. It features light ballistic protection and can be fitted with ionic shields. Protection: 2, Mass: 1 kg
Resistance Tactical Uniform: Standard issue for Resistance fighters out on assignment, it features a ballistic vest and additional protective pads, as well as a helmet with HUD. It can be fitted with ionic and plasma shields.Protection: 3, Mass: 2.5 kg
SecOps Uniform: The catch-all term for police and security uniforms, with light ballistic protection and a helmet with HUD. They can also be fitted with an ionic shield.Protection: 2, Mass: 1.5 kg
MilOps Uniform: Used by the various branches of the WEC military on general assignment, it provides a ballistic vest and protective pads for the limbs along with a helmet with HUD. It can also carry an ionic shield. Protection: 3, Mass: 3 kg
GyroNBC Armour: Full-body black armour worn by WEC stormtroopers, protects against airborne and contact toxins as well as against bullets. It can also be fitted with any kind of shield. Protection: 8, Mass: 8 kg
GyroNBC Plex Armour: Slightly different in design but still black, this armour is worn by elite Special Forces units. Provides slightly better protection over the standard GyroNBC suit and can be fitted with any kind of shield. Protection: 9, Mass: 8 kg
Enforcer Armour: Used by the best of the WEC's conventional forces. Less rigid than the armour worn by Special Forces troops, but providing excellent protection from gunfire and toxic substances all the same, and capable of mounting any kind of shield. Protection: 12, Mass: 5 kg
Silencer Armour: Coloured a unique bright red, this rigid full-body armour is worn by the ultimate WEC soldiers - the Silencer Corps. It can be (and generally is) fitted with any kind of shield and provides superb all-round protection. If you see someone wearing this, you should already be performing a tactical retreat. Protection: 16, Mass: 8 kg
Explosives:Type Damage Radius Mass Cost
Grenade By Type 3 m 0.5 kg 80
DetPack 4d6 AP 4.5 m 1 kg 300
Limpet Mine 3d6 AP 3 m 0.25 kg 200
Spider Bomb 4d6 AP 4.5 m 0.5 kg 400
Bouncing Betty 6d6 / 3d6 6 m 1.5 kg 700
Grenades: Nothing too far out of the ordinary to speak of here. Available payloads: Flashbang (Stun), Fragmentation, Gas, Illuminating (Flare), Incendiary, Smoke.
DetPack: The standard-issue WEC military satchel charge, the DetPack is a two-piece unit consisting of the actual explosive and a remote detonator. The range is admittedly quite limited - no more than 50 metres in open terrain. Generally plentiful, and useful for ambushes, controlled detonations, and breaching sealed doors.
Limpet Mine: Capable of being affixed (by means of an electrostatic charge) to any reasonably flat, smooth surface. Once placed and activated it will detonate when any sufficiently large moving object approaches within about 0.5 m. Used for territory denial where time or other constraints do not allow for placing of larger mines.
Spider Bomb: A remote-controlled bomb that literally walks to its target on mechanical legs. This makes it possible for it to be released from cover and guided to its detonation zone. They are quite fragile and susceptible to gunfire, though, if seen coming sufficiently soon.
Pocket "Bouncing Betty": Designed for ambushes, this small device will, upon activation by a remote control, scatter around four smaller charges before detonating itself, causing considerable damage. The control module has a limited range, however, similar to that of the DetPack.
BlastPack: Used in situations where a DetPack doesn't pack enough punch, a well-placed BlastPack can bring down a building, take a refinery offline, or even blow up a space station. They are, however, not available on the open market and generally only issued on missions where such power is necessary.
FusionPack: A pocket nuke, pure and simple. It has a limited yield and range, but is still generally enough to wipe any installation off the map. Because of the threat posed by such devices, they are not available on the market and issued only in the rarest cases - and even when issued, the arming sequence is not carried out by the people carrying it to its destination, but their commanders by remote and from a long way away.
Other Equipment:Name Mass Cost
Detonator 1 kg 500
Disruptor 1.5 kg 2,000
Inhibitor 0.75 kg 1,500
VIR Chip - 300
Data Pick - 450
Medikit 0.5 kg 250
Energy Cube 0.25 kg 150
Radiation Shield 0.5 kg 800
Universal Detonator: A single-use device that, when activated, triggers the detonation of all susceptible explosive devices within its area of effect. Typically used for clearing away mines, both buried and floating, but can also effect spider bombs and DetPacks.
Teleport Pad Disruptor: A small, portable teleport denial system. Simply place on a designated pad and anyone arriving on it will get their electrons scrambled and be reduced to fleshy goo in an extremely unpleasant way. The device powers itself from the teleport pad's grid and can be picked up and reused at another location with ease.
EMP Inhibitor: A defensive weapon that works by emitting a tuned, high-powered electromagnetic pulse which will temporarily cause all standard-model servomechs to cease to function. Usually used only on special operations due to heavy power consumption. Activation cost: 500 power units / use.
VIR Chip: Designed specifically to spot electronic tripwires, this handy little device connects smoothly to any HUD unit, such as that of a standard-issue helmet. Activation cost: 5 power units / round (6 seconds).
Data Pick: The dream of every hacker in the field, this inconspicuous little device will convince any one lock that its owner possesses all the necessary clearance to get past. However, its internal power cell only lasts for a single use, though it can be supplied by an external source as well. Additionally, it is not effective against the protection systems that every computer terminal is supposed to have. Activation cost: 500 power units / use.
Field Medikit: This item is an electronically augmented field dressing - when activated it seals wounds and injects anesthetics, stimulants, antibiotics and anti-shock medications, and is also effective at countering the effects of several common respiratory and contact toxins. Its effect is not so much to heal the user, but to keep them alert and functioning until they can accomplish their mission and get proper medical care. Overuse may lead to some side effects, such as delayed reaction times, and so it is recommended that it not be used outside of the most extreme situations. Each unit has an internal battery providing enough power for one use, but they can be supplied from an external source as well. Activation cost: 500 power units / use.
Energy Cube: A disposable, non-rechargable energy storage unit. While equipment cannot directly run off the energy cube itself, it can be used to replenish the charge of a proper battery that is beginning to run low. The catalytic reaction they trigger in power cells restores roughly a third of the cell's full charge per use (833 power units for chemical, 1,667 for fission, 3,333 for fusion).
Radiation Shield: A simple device capable of protecting its wearer from the effects of most kinds of radiation present in industrial environments. However, it is not designed for combat and causes a considerably higher drain on a power cell while active. Activation cost: 50 power units / round.
Data Link: Typically carried by members of WEC Special Forces units, this device takes the form of a console typically worn on the armour of the left forearm or a special strap there. The Resistance has also started making extensive use of the devices and has made them standard-issue for field agents. A Data Link performs the functions of a communication device, electronic notepad and tactical computer. In the field it is typically used to store mission objectives and acquired data. When linked to more advanced armour, it can also collect information on the environment, such as atomsphere composition, radiation levels, etc. Also allows for finer control of spider bombs and related devices. Shielded from EMP charges and most often provided with a genetic lock.