Savage Shatterzone Weapons/Armor Add-Ons
Arms and armor manufacturers produce basic systems that has the capacity for additional subsystems to be tacked on via universal connector and rails. The buyer could now can customize the purchase as he saw fit. This is the purpose of add-on.
Weapons and suits of armor have limits on how many add-ons they can support.
Armor Add-on Limits
- Listed with the Armor
Weapons Add On Limits
- Holdout/pistol – up to 2 add-ons
- Urban environment/carbine/large pistols, military issue/assault rifles and civilian/sniper weapons – up to 4 add-ons
|Bio-Medical Suite||10K||A||Monitors user's condition. Holds six doses of any combination|
|Gas Venting||300||W||Eliminates Recoil penalties for full-auto shots.|
|Gyro Stabilization / Weapon Gimble||100||W||+2 to hit at any ranged weapon with recoil|
|Gyro stabilization Harness||2000||W||Allows the firing of heavy weapons without being in a braced position|
|Laser Sight||100||W||+2 to hit at any range greater than short; requires aiming|
|Monofilament Edge||100||W||Same as Molecular Blade. +2 damage and
adds half its damage die type in AP.
|Quick-Draw Holster||100||W||Gain the Quick Edge for the first round of combat.|
|Recognition Pad||250||W||Keys weapon to single user.|
|Telescopic Sight||100||W||+2 to hit at any range greater than short; requires aiming|
|UV Sight/Scope||80||W||+2 to hit at any range greater than short; requires aiming.|
Type: A = Armor. W = Weapons.
The add-ons below are attached to the helmet.
Bio-Medical Suite (New)
This scanner allows soldiers to monitor their vital signs. There is also an external screen that will allow others to to check upon the user’s condition. This system can be tied into the suit’s communication system so that those with the proper receiver can monitor the user from a distance. This system also requires space within the helmet of the armor. This Modification includes:
Drug Injection System – Popular drugs for soldiers include Adreno Charger, Endopho Charger, Quick-Kill, Mind-Enhance andPainShield. The Drug Injection System can hold a total of six doses of any combination. Computer coding allows the user to verbally command that a particular drug be injected. Also, if the armor has a biomedical system, the drugs can be automatically injected if thes canner indicates it is required.
Command Pack (SWSFC pg 33)
In Shatterzone, the Command Pack Mod includes
Flexi-Cam – The systems consists of a small camera attached to a long, semi-flexible cable. The camera allows the user to peer around corners, over obstacles, etc. without having to expose himself to any danger. The camera has a built-in thermal imager to allow it to see in total darkness.
Helmet Cam – An external camera that allow others to monitor what the person in the armor is doing. It is usually tied into the suit’s communication system to allow two way communication.
Laser Display – Uses a laser projection unit to display information (maps, orders medical reports etc.) on either the armor’s face plate or an eyepiece. The display system also includes four ports for standard information slugs.
Sensor Suite (SWSFC pg 33)
Detailing the Sensor Suite further, in Shatterzone it includes:
Helmet Scanner – Works just like a hand scanner, but is built into the helmet of armor, display on a visor.
Identify Friend & Foe System – This add-on broadcasts a coded signal at a specific frequency. Any automated electronic system that receives the signal knows that the user is friend and therefore will not fire. If the single is not received, then the user is seen as a foe andis fired upon. They system also includes a receiver to allow for the identification and location of comrades.
Image Magnification -This allows the user to increase the magnification of the vision unit by up to 50 times. Unfortunately it also reduces the arc of vision proportional to the magnification level used.
Light Amplification – This system amplifies the ambient light within the environment to allow near to normal vision for the user. While it is not effective in total darkness, it is a great help in many other conditions that would otherwise limit sight. Like the Thermal Imager, the Light Amplification system has built in flare compensators.
Thermal Imager – A sighting system that allows the user to see in complete darkness by detecting the infrared patterns given off by the surrounding environment. The flare compensators built into the unit protect against sudden flashes of heat that might blind the user or burn out the unit.
Peripheral Sensor – Small Wide-angle video cameras are placed upon the side of the helmet. The images are then projected onto one corner of the face plate, allowing the user to keep an eye on his flanks. An expert system can also be installed with this which will recognize any potential threats and warn the user of them. Cost: 1000 for basic system, 2000 with expert system included. This system is great to have if you’re stuck in power armor.
Targeting Systems (SWSFC pg 34)
Targeting Systems Modification include
Smartgun Link – Allows for the integration of smart weapon technology into the power armor. Requires that the weapon used be equipped with a smartgun system. Once linked, a target selector is projected on to the face plate showing where the weapon is pointed,what the weapon is pointing at, the range from the user, and the probability of a hit given ideal conditions.
Weapon Expert – A sort of poor man’s smartgun. A sensor is placed upon the wrist of the user’s firing hand. This sensor acts as a sighting system, eliminating the need for a smartgun system. Once the type of weapon being used is input, the computer uses its data on that weapon’s characteristics to determine targeting accuracy. This bonus can not be combined with a laser sight, but can be combined with the bonuses gained through gas venting or gyro stabilization.
Propulsion Jets (SWSFC pg 33)
In Shatterzone – this Armor Mod includes
Booster Pack – This system, built into a harness attached to the back of the armor,allows for travel in zero gravity through the use of positional jets. Maximum Pace is 10 per round. Due to its size, this system takes up two add-on spaces in a suit.
Self-Sealing (SWSFC pg 34)
Self-Sealing Modifications include:
Suit Integrity Micro-Preservation System The SIMP system is designed to be used on suits with ENVI capabilities.When the armor suffers a major breach in one of the limbs (the armor suffers five wounds),a sphincter closes, amputating the limb. While this may seem drastic, it must be remembered that in a hostile atmosphere or in zero gravity this is the only way that auser may survive. Included within the system are four doses of PainShield, to prevent the user from going unconscious. This system takes up two add-on spaces.
Stealth System (SWSFC pg 34)
In Shatterzone, the Stealth System Armor Modification includes
Electronic Counter Measures – This system masks much of the electronic signature of the armor,and automatically attempts to jam active radars that hit it. The system also has ESM capabilities, so it can detect an active radar at a 110% of the range of the radar.
Reflective Paint – This paint reflects many wavelengths of light, including radio waves,making it harder for sensors to pick up the object it covers. This particular add-on doesn’t take up space within the suit.
Thermal Masking -This system dissipates much of the heat produced by armor, making it harder to see with thermal imagers.
The following are connected to a weapon.
These can be mounted on any heavy or personal weapon, slugthrower or projectile weapon. The laser sight projects a small, coherent spot of light that can be seen by the weapon’s user though after 100 meters, the character using the weapon must be equipped with binoculars or other visual aids (like the telescopic sight). The advantage is the character firing the weapon can see where the shot is going to go. The laser sight can also be used with indirect fire weapons (such as grenade launchers), though an indirect fire observer must be “spotting” the sight while the weapon holder watches. Some characters may have access to electronic targeters that perform this function for them.
There are only two disadvantages to the laser sight: one, certain gases can refract the beam and, two, if the character uses the sight to aim, the target may see the little laser-light as well and be alerted. When using this sight to fire at anything other than point-blank or short range, the character must take an action to aim or forfeit the bonus of the laser sight. It is simply too hard to see the”dot” at medium or long range (or extended range) with a quick shot.
Much more expensive, this SNS combination is also much more deadly than the laser sight. The character using the weapon has a UV scope mounted on the weapon and can see the UV laser dot. No one else can – unless they, also, are so equipped. The bonuses are the same, but the UV scope can also be used to track the dot at long distances.
This sighting combination only affects shots taken at medium or long range (or extended range), and only if the character takes the time to aim the weapon. The character gets the aiming bonus as well.
This can be built into any personal or heavy weapon (except hand grenades) and provides synchronized stabilization for the wielder. The unit supplies that small amount of “extra” stabilization that often makes the difference between ahit and a miss. This gyro-stabilization bonus is not used if the character aims first- aiming provides better stabilization than the gyro can.
A favorite among would-be gunslingers, the spring-loaded QDs only available for pistol weapons or melee weapons. It allows the character to get the weapon out of the holster and readying quicker than normal (Gaining the Quick edges for the first round). Some accomplished weaponsmiths have made special QD holsters and sheaths for those characters interested in producing small weapons (throwing sticks, throwing knives, and hold-out pistols) seemingly from “nowhere.” These holsters cost roughly 5x more than the standard QD, but add +3 to all Stealth attempts to conceal the weapon in the holster. They have the same bonuses as the normal QD as well.
Usable only on chemical slugthrowers, gas venting reduces the recoil of the weapon when it is fired.
This harness allows the user to fire weapons that could normally only be fired from a braced position or require a tripod, including plasma lasers, medium repeating blasters, and some forms of machine gun. Anything larger is too heavy for the harness.
This add-on is intended for use with edged weapons. A line of monofilament wire is grafted onto the edge of any type of unpowered cutting weapon.
Found on many official weapons, the recognition pad is linked by either a palmprint DNA code, or electrical output to a single firer. If anyone else grabs the weapon and tries to use the weapon, the weapon will not work. These pads can be linked to explosive or electrical discharges to do even more harm to the person who attempts to use the weapon, at 25% extra cost.