Malliggig Enviro-engineering & Atmospheric Re-designers (M.E.A.R.) M.E.A.R. Internal Issue Weapons – A.R.M.A Series Weapon Max DMG ROF Ammo Range Mass Ammo Mass MEAR-1001 Assault Rifle 70 1 or 10Rnd Burst 30 ARMA Rnds 0-10/11-70/71-150/151-230/231-420 8kg 0.8kg MEAR 2190 Support Rifle 80 10 200 ARMA Rnds 0-25/26-90/91-180/181-270/271-460 15 5 MEAR-49 Mortar 40+ 10 for 5 turns…
Tag: Technology
Star Frontiers d20
Body Implants
Body Implants Larger systems cannot usually be fit inside the skull and so are placed in the thoracic or abdominal cavity, usually anchored to the skeleton and sometimes replacing part or all of an organ. Body implants include four general areas: respiratory implants, electronics, dermal alteration, and computer implants. Respiratory Implants: These devices deal with…
Head Implants
Head Implants Head implants all require delicate surgery to the head, and most deal with very sensitive nerve connections. These procedures can be extremely dangerous if not done properly, and so they tend to be the most expensive of the cybernetic enhancements. Cyber Eyes: Direct electronic/nerve interface at tech level 9 opens the way for…
New Equipment
Type COST (Cr) MASS (kg) WEAPON EQUIPMENT – – Armor Piercing Ammunition See Description Below See Description Below SECURITY DEVICES: ROBOTS – – RoboSentry 10,000 25kg RoboScout 12,000 30 ARMOR RELATED EQUIPMENT – – Helmet Attachments – – Laser Ke-500 PDD 325 0.5 Maser Zapper PDD 300 0.5 Needler IV PDD 100 0.5 5.56 Semi-Auto…
DC Cybernetics
The core of Dark Conspiracy, although “cyberpunk”-like, does not concentrate heavily on cybernetic enhancements. In game, very few can afford them, and if they have them, it’s even harder to upkeep them. Out of game, if not properly monitored and restricted, they tend to dominate the game and lower the quality of play. The referee…


