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UNTIL BLASTER ACCESSORIES

In document UNTIL 5E.pdf (Page 87-90)

Name Effect A/R Cost

U-A1 Basic Sight +2 Range Skill Levels 6/3

U-A11 Advanced Sight +6 Range Skill Levels 18/9

U-A2 Infrared Sight Infrared Perception (Sight Group) 5/2

U-A21 Starlight Sight Nightvision 5/2

U-A3 Ultraviolet Sight Ultraviolet Perception (Sight Group) 5/2 U-A4 Blasterscope +8 vs. Range Modifier for Sight 12/6 U-A5 X-Ray Sight N-Ray Perception (Sight Group; not

through lead, gold, or force fields) 10/5 U-A6 Laser Aiming System +2 OCV and +4 Range Skill Levels 22/11 U-A7 Flashlight Sight Group Images (light only),

+4 PER 33/11

U-TS-3 Targeting System +2 OCV 10/5

88 UNTIL Technology Hero System 5thEdition Revised U-OAD-2 MAN-PORTABLE TORPEDO

Effect: RKA 4d6, Armor Piercing, No Range Modifier Shots: 1

Combat Modifier(s) None Range: 600”

Description: This weapon is a bazooka-like device capable of launching a single small torpedo at subma-rines and other such targets. To fire it, the agent must know WF: Shoulder-Fired Weapons.

Game Information: RKA 4d6, Armor Pierc-ing (+½), No Range Modifier (+½) (120 Active Points); OAF (-1), Only Works Underwater (-½), 1 Charge (-2). Total cost: 27 points.

Restraints

UNTIL often has to restrain supervillains it captures until it can get them to a secure jail or prison. Here are some devices it uses.

U-RD1 SUPERCUFFS

Effect: Entangle 12d6 (standard Effect: 12 BODY), 18 DEF, Takes No Damage From Attacks

END Cost: 1 Recoverable Charge Combat Modifier(s) None Range: No Range

Description: These advanced hand- and legcuffs are built especially to hold superhumans, and specifi-cally constructed to cover the entire hand and foot

so the captive can’t use Accessible Foci, nor employ Contortionist or Lockpicking to escape.

Game Information: Entangle 12d6 (standard Effect: 12 BODY), 18 DEF, Takes No Damage From Attacks (+½) (225 Active Points); OAF (-1), Cannot Form Barriers (-¼), Set Effect (hands and legs only, -½), No Range (-½), Must Follow Grab Or Target Must Be Willing (-½), 1 Recoverable Charge (-1¼). Total cost:

45 points.

U-RD2 POWER NEGATOR Effect: Drain 5d6

END Cost: 0

Combat Modifier(s) None Range: No Range

Description: This device, once attached to a super who has the appropriate type of superpowers (as defined by the special effect the device affects), Drains all of the super’s powers. Although it’s extremely expensive, UNTIL considers it an absolute necessity for dealing with powerful supervillains. (More sophis-ticated models, built as Variable Power Pools only usable for this sort of Drain, and thus able to be tuned to any sort of special effect, are even more costly.)

Game Information: Drain 5d6, all abilities of One Special Effect simultaneously (special effect must be defined when device is built; +2), Con-tinuous (+1), Reduced Endurance (0 END; +½), Uncontrolled (deactivated by removing device from victim; +½) (250 Active Points); OAF (-1), Can Only Be Used On Manacled/Restrained Sub-jects (-¼). Total cost: 111 points.

Grenades

UNTIL agents may carry a wide variety of gre-nades. Usually the members of a unit or team make sure they carry a mix of grenades among them-selves, rather than each member carrying the same type, but this depends on the mission and circum-stances. UNTIL issues grenades in packs of four.

U-07 “Rockabye” Sleep Gas Grenade: Emits a cloud of gas designed to knock unprotected persons out cold.

U-09 “Crybaby” Tear Gas Grenade: Very useful for disabling large numbers of enemy agents or taking out villains without hurting them.

U-12 Paralysis Gas Grenade: This weapon is on the cutting edge of UNTIL’s chemical warfare technol-ogy. It emits a small cloud of gas that interferes with the target’s synaptic responses, reducing his ability to move — thus, despite its name, it does not induce true paralysis, only a slowing of movement.

However, it has proved quite useful against targets for whom the U-18 Tangler Grenade is ineffective.

UNTIL has not yet had the opportunity to deter-mine whether this weapon works on non-humans.

U-18 Tangler Grenade: A lower-tech, but often more effective, way of restraining foes, the U-18 releases

a net of strong plastic strands that wrap about the target, rendering him immobile. It’s possible to catch two or more targets in the net if they stand close together.

U-22 Weakness Gas Grenade: Another product of UNTIL’s Advanced Chemical Warfare Research laboratories, this grenade was designed for use against Grond, Ogre, and their ilk.

U-33 Fragmentation Grenade: UNTIL’s version of the standard fragmentation grenade.

U-44 “Thunderclap” Stun Grenade: UNTIL’s version of standard “flashbang” stun grenades. It emits a bright flash of light and a loud noise that disorients and confuses the target.

Cost Power

44 U-07 “Rockabye” Sleep Gas Grenade:

Energy Blast 6d6, NND (defense is Life Support [Self-Contained Breathing, Diminished Sleep (no need to sleep), or appropriate Immunity]; +1), Area Of Effect (6” radius; +1), Continuous (+1) (120 Active Points); OAF (-1), Range Based On STR (-¼), 4 Continuing Charges lasting 1 Turn each (removed by winds or rain; -½)

36 U-09 “Crybaby” Tear Gas Grenade: Sight Group and Normal Smell Flash 6d6, Area Of Effect (7” Radius; +1), Continuous (+1) (99 Active Points); OAF (-1), Range Based On STR (-¼), 4 Continuing Charges lasting 1 Turn each (removed by winds or rain; -½)

60 U-12 Paralysis Gas Grenade: Drain SPD 4d6, NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1), Range Based On STR (+¼), Area Of Effect (One Hex; +½), Continuous (+1) (150 Active Points);

OAF (-1), 4 Continuing Charges lasting 1 Turn each (removed by winds or rain; -½) 18 U-18 Tangler Grenade: Entangle 4d6,

4 DEF, Area Of Effect (One Hex; +½) (60 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-¼)

60 U-22 Weakness Gas Grenade: Drain STR 4d6, NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1), Range Based On STR (+¼), Area Of Effect (One Hex; +½), Continuous (+1) (150 Active Points);

OAF (-1), 4 Continuing Charges lasting 1 Turn each (removed by winds or rain; -½) 16 U-33 Fragmentation Grenade: RKA

2d6+1, Explosion (+½) (52 Active Points);

OAF (-1), 4 Charges (-1), Range Based On STR (-¼)

21 U-44 “Thunderclap” Stun Grenade: Sight and Hearing Group Flash 4d6, Explosion (+½) (37 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-¼) (total cost: 11 points) plus Energy Blast 3d6, NND (defense is Sight and Hearing Group Flash Defense; +1), Explosion (+½) (37 Active Points); OAF (-1), 4 Charges (-1), Linked (-½), Range Based On STR (-¼) (total cost: 10 points)

UNTIL GRENADE LAUNCHERS

UNTIL agents normally throw their grenades in combat. When they need to attack a distant target with a grenade, they can use two types of grenade launchers instead — one hand-held, the other attached beneath the barrel of the U-KTF BAR or any similar-sized rifle.

These two devices do not add to the user’s STR; they replace it for grenade-throwing purposes.

When using them, a character gets no benefit for running before he “throws,” but still suffers penal-ties for “throwing” while prone.

Cost Power

12 UNTIL Grenade Launcher (Hand-Held):

50 STR (50 Active Points); OAF (-1), Only To Make Standing Or Prone Throws Of UNTIL Grenades (-2)

7 UNTIL Grenade Launcher (Rifle-Mounted):

30 STR (30 Active Points); OAF (-1), Only To Make Standing Or Prone Throws Of UNTIL Grenades (-2), Only Works With UNTIL Firearms (-0)

90 UNTIL Technology Hero System 5thEdition Revised

In document UNTIL 5E.pdf (Page 87-90)