7. Miscellaneous Military

For use with Hyphen's Combat Rules.

Last Updated 3 January 2002.

Miscellaneous Military:

Range Number: 0 1 2 3 4 5 6 7
Flamethrower Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig** Recoil
Flamethrower 5 +2 fire 10 -- 10 50 m -- -- -- -- -- -- -- -- -- 3 Hi Med
Mines
APERS Mine 5 -- HE -- TL+2/- 8 -- TL+2 -- -- -- -- -- -- -- -- 1.5 Med --
Bounding APERS 5 -- HE -- TL+2/- 8 -- TL+2 TL+2 -- -- -- -- -- -- -- 6 Med --
Anti-Tank Mine 5 -- HEAP -- TLx3/- 40 -- TLx3 TLx3 TLx3 -- -- -- -- -- -- 30 Hi --
Chemical Mine 5 -- *** -- -- *** -- -- -- -- -- -- -- -- -- -- 18 Med --
Trip-Wire Mine 5 -- HE -- TL+2/- 7 -- TL+2 TL+2 -- -- -- -- -- -- -- 3 Med --
5 -- signal -- -- 1 -- -- -- -- -- -- -- -- -- -- -- Hi --
5 -- flare -- -- 1 -- -- -- -- -- -- -- -- -- -- 50 Hi --
Directional Mine 6 -- flech -- TL+2/1 8 50 m TL+2 TL+2 TL+2 (TL+2) -- -- -- -- -- 6/50 Hi --
Spooktek
Revolver, Silent (9mm) 7 +1 -- 6 1/2 3 25 m 1 1 1 -- -- -- -- -- -- -- Low Med/R
Magnum Revolver, Silent
(9mm)
7 +1 -- 6 2/2 3 30 m 2 2 2 -- -- -- -- -- -- -- Low Med/R
Shotgun, Silent 7 +1 pellets 10 1/1 4 25 m 1 1 0 -- -- -- -- -- -- -- Low Med
4 cm GL, Silent 7 +2 HE 2 7/- 8 100 m 7 7 7 7 -- -- -- -- -- 3 Low Med
Taser 7 +1 electricity 20 -- spl# 5 m -- -- -- -- -- -- -- -- -- -- Med Low
Paint Pistol (17mm) 7 +2 capsaicin 50 0/- spl% 50 m 0 0 0 0 -- -- -- -- -- -- Low Med/R
Personal Defence Aerosol 8 +1 capsaicin 25 -- spl% 10 m -- -- -- -- -- -- -- -- -- -- Low Med/R
Shotgun, Flamer 8 +2 fire 10 -- 2 100 m -- -- -- -- -- -- -- -- 2 1.5 Hi Med
M-100 Special Objectives
Firearm, Silenced (9mm)
8 +2 -- 30 3/2 3 100 m 3 3 3 1 -- -- -- -- 0/1 -- Low Med/R
8 +2 FMJ HLR 30 3/2 4 100 m 3 3 3 1 -- -- -- -- 0/1 -- Low Med/R
8 +2 HJHP XLR 30 4/2 4 100 m 4 4 4 2 -- -- -- -- 0/1 -- Low Med/R
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
**All Mines have a Low signature until detonated.
***Chemical Mine effects depend on the filler - lethal, non-lethal, persistent or non-persistent agents.
#Current paralyses target's nervous system, reducing DEX to 0 and causing unconciousness. After 10 mins, DEX returns at 1 point per 10 mins.
% If capsaicin (a cayenne pepper derivative or equivalent) hits a character not in enclosed armour, they must roll a Difficult check against their END or be rendered helpless, coughing and choking for 1D rounds.
Causes incendiary chemicals to ignite, spewing forth high-temperature metals in a fireball 1.5 m across and 100 m long. This lasts for three seconds, allowing the firer to sweep it from side to side in an arc up to 90 degrees. The firer must declare up to three (1-second-long) 1.5 m wide swaths in a 90 degree arc. All three may attack the same target, if desired. Roll to hit as normal, a miss indicating it went up in the air. Each swath that hits causes 2D damage to the target.
The Aimed Fire DM out to 25 m is +4 due to laser dot sight (requires IR goggles to receive this bonus at night). FMJ HLR = Full Metal Jacketed, High-Lethality Round; HJHP XLR = Half-Jacketed Hollowpoint, Extreme-Lethality Round. Autofire targets are for ROF 1 and ROF 3, respectively.
Stats for Flamethrower and Mines are taken from:
     BRINES, Michael, "Mercenary Supermart", Challenge 68, GDW, Bloomington, IL, USA, 1993, p 20.

Stats for most Spooktek weapons are converted from GDW's "House System" stats presented in:
     ANDRON, Roman J., "Spooktek", Challenge 61, GDW, Bloomington, IL, USA, 1992, pp 8, 9.
Stats for Taser are taken from:
     BARRY, Kevin, "Taser", Challenge 40, GDW, Bloomington, IL, USA, 1989, p 33.
Stats for the M-100 SOF are converted from GDW's "House System" stats presented in:
     MULKEY, Capt. Thomas E, "Murder Century", Challenge 61, GDW, Bloomington, IL, USA, 1992, p 10.


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