RE Weapons
RE Weapons
BEN BLACK
PAGE 151
HANDGUNS:
9MM M92F BERETTA.
The standard sidearm of the S.T.A.R.S., the M92F is a reliable piece of kit, though really
is no match for any of the more powerful creations of Umbrella. Firing 9mm rounds,
this weapon can use a variety of bullet types, from standard and armour piercing to
hollow points and enhanced rounds, and can hold up to fifteen rounds in a clip.
Available on the streets for an extremely low price, the renegade S.T.A.R.S. team is still
able to acquire numerous pieces from less legal sources.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
3/10/20/60/120
D6 X 4 (12)
15 ROUNDS PER CLIP
1/1
$500
COMMON
5/15/52/70/150
D6 X 4 (12) +2
15 ROUNDS PER CLIP
1/1
$1000
RARE
H&K VP80
The VP80 made by German company Heckler and Koch can hold an astounding 18
rounds in its clip, though offers no more stopping power than a normal 9MM pistol.
Leons preferred weapon of choice, this weapon has the ability to be upgraded to an
automatic version, able to fire in three-round bursts.
RANGE
DAMAGE
BEN BLACK
3/10/20/60/120
D6 X 4 (12)
PAGE 152
CAPACITY
EV
COST
AVAILABILITY
5/12/16/65/130
D6 X 4 (12) + 1
18 ROUNDS PER CLIP
2/1
$1200
UNCOMMON
BROWNING HP
Often used by Raccoon Police as a back-up weapon, the Browning HP offers reliability,
though is often shunned in favour of the Beretta or VP80 because of its small clip
capacity. Many superstitious officers who feel a weapon shouldnt have thirteen as a
maximum capacity also reject it.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
3/10/20/60/120
D6 X 4 (12)
13 ROUNDS PER CLIP
1/1
$800
UNCOMMON
COLT S.A.A.
An old modified Colt revolver, the S.A.A., while only holding 6 rounds, can be fired as
quickly as it can be slapped. In a similar manner to the guns used in the Wild West, the
trigger can be pulled back, and the hammer slapped repeatedly until the chamber is
dead. This weapon can be fanned.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
1/5/10/30/60
D6 X 3 (9)
6 ROUNDS PER CHAMBER
1/1
$800
COMMON
PAGE 153
A weapon designed for target and competition shooting, the ST1 Eagle comes equipped
with a scope as standard, which greatly enhances the accuracy of this weapon. It can
not use the Enhanced Rounds that skilled gunsmiths can create, though hollow points
and armour piercing can. When using this weapon, a +2 bonus can be given to a
targeting task.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
6/20/30/120/180
D6 X 5 (15) + 1
15 ROUNDS PER CLIP
1/1
$900
UNCOMMON
M93R BERETTA
The M93R is a step up from the M92F, or a step down, depending on how you view
machine pistols. Encased in the body of a standard beretta, this weapon can fire in
bursts or on full auto, and comes equipped with a moveable grip just beneath the
muzzle, allowing for stability in firing and targeting. If this grip is used, then a +1
bonus can be granted for a targeting task.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
5/15/30/75/130
D6 X 4 (12) +1
20 ROUNDS PER CLIP
1/1
$1800
UNCOMMON
GLOCK 17
Constructed primarily of plastic polymers and porcelain, the Glock 17 is a weapon
favoured amongst terrorists and law enforcement agencies alike. Also available with a
longer barrel (the Glock 17L), this is sturdy and reliable weapon.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
3/10/20/60/120
D6 X 4 (12)
17 ROUNDS PER CLIP
1/1
$600
COMMON
LUGER
A 9mm pistol used by the Germans in the war, the Luger is little more than a magazine
and a barrel stuck together, and not much to look at in comparison to other weapons.
Its looks should not be deceiving, however, as it is just as deadly, and far easier to
conceal than many modern weapons.
RANGE
BEN BLACK
3/10/20/60/120
PAGE 154
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
D6 X 4 (12)
8 ROUNDS PER CLIP
1/1
$500
COMMON
BOW PISTOL
A modification of a crossbow, the bow pistol is a more compact version and takes
smaller bolts. Although primarily used amongst Umbrella employees to administer
tranquillisers and sedatives to test subjects, a variety of other bolts are available,
including standard and explosive bolts.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
7/4/65/150/250
DEPENDANT UPON AMMO TYPE
1 BOLT
6/3
$250
UNCOMMON
MP-100
A heavily modified pistol, this weapon doesnt take in ammo from a underfed magazine
as most handguns but from a top-mounted cartridge. This cartridge can hold up to 80 x
9mm bullets, and is easily exchanged with a new one. The process of loading up a
cartridge is a very time consuming process, however, and doing so correctly needs a
handgun skill of at least 3.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
BEN BLACK
1/5/10/30/60
D6 X 4 (12)
80 ROUNDS PER CARTRIDGE
4/2
$1,500
RARE
PAGE 155
Magnums:
.357 COLT PYTHON MAGNUM
A fairly old model of magnum, the Colt Python is a pretty accurate weapon, though not
as powerful as most of its modern counterparts. Using a readily available calibre of
ammunition, this weapon is available in various different barrel lengths, ranging from
2.5 to 8 inches long. Those used in service are normally 4 or 6 inches long, while
hunting and target shooting models using anything between 4 and 8 inches.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
!
!
.44 MAGNUM
4/15/30/90/180
D8 X 4 (16)
6 ROUNDS
1/1
$800
COMMON
This is Barry Burtons favoured weapon, and the strength of this rogue S.T.A.R.S. agent
is mirrored by stopping power of this weapon. Ammunition is harder to find than the
.357 magnum rounds, though the extra kick they have make for a better choice against
the more potent creatures.
RANGE
15/25/45//110/200
DAMAGE
D6 X 6 (18)
CAPACITY
6 ROUNDS
EV
2/1
COST
$900
AVAILABILITY
UNCOMMON
!
.22 MAGNUM DERRINGER
A small self-defence weapon, this Derringer is easily concealed up sleeves or down
trouser legs, though their less-than-powerful rounds greatly outweigh this fact. A small
weapon like this is an ideal size for nervous and paranoid employees to conceal on their
person in the office, and while it wont stop most creatures created by Umbrella , it
might give them the valuable seconds they need to run... or to cripple one of their coworkers and leave to be eaten.
RANGE
DAMAGE
BEN BLACK
3/10/20/60/120
D4 X 4 (8)
PAGE 156
CAPACITY
2 ROUNDS
EV
1/1
COST
$500
AVAILABILITY
COMMON
!
!
DESERT EAGLE .50
The most lethal handgun currently in production, the Desert Eagle boasts both a large
calibre bullet and a semiautomatic action. This gives the weapon a quicker firing rate,
though the recoil from one shot is far greater than any other magnum (each successive
shot gains a -2 penalty).
RANGE
4/15/30/90/180
DAMAGE
D10 X 6 (30) [HALVE ARMOUR VALUE, NORMAL BULLET DAMAGE]
CAPACITY
7 ROUNDS PER CLIP
EV
2/1
COST
$1,000
AVAILABILITY
UNCOMMON
!
!
DESERT EAGLE .50 HUNTING ADDITION - SCOPE ADDS +2 TO AIMING
This Desert Eagle comes with an attached hunting scope and elongated barrel, making
for a more accurate weapon used primarily for larger game such as deer, though still
has just as much kick as it does without the addition. The scope can be added on or
removed at will by passing a difficult Gunsmith/Intelligence roll.
RANGE
20/35/60//130/220
DAMAGE
D10 X 6 (30) [HALVE ARMOUR VALUE, NORMAL BULLET DAMAGE]
CAPACITY
7 ROUNDS PER CLIP
EV
4/2
COST
$1,500
AVAILABILITY
RARE
!
!
S&W M629C MAGNUM
This smaller version of the .357 Colt Python is ideal for smaller people, and as such
was the perfect choice for Jill Valentine during her escape from Raccoon City. This
weapon is harder to find than the ammunition it takes.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
BEN BLACK
15/25/45//110/200
D8 X 4 (16)
6 ROUNDS
2/1
$900
UNCOMMON!
PAGE 157
Shotguns:
REMMINGTON PUMP ACTION
The standard shotgun issued to the S.T.A.R.S., the Remmington Pump Action is a
standard 12 gauge shotgun which can be equipped with various different attachments,
though more notably a flashlight which can be mounted on the barrel. Not as easy to
get hold of on the black market, these weapons are bulky and as such can not be easily
concealed. They are, however, the ideal weapon for an assault team and are particularly
effective for more powerful creations of Umbrella.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
ASSAULT SHOTGUN
A larger and heavier version of the standard Remmington, this model of shotgun is
used as a supporting assault weapon by a few S.T.A.R.S. members. It has a greater
ammo capacity and a more concentrated firing cone, inflicting greater damage to
anything caught within its blast radius. Harder to come by, these will probably only be
found deep in Umbrella Installations, within their armouries.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
COST
AVAILABILITY
$700
COMMON
BEN BLACK
PAGE 160
Automatics:
INGRAM M-10 (HEAVY SILENCER AND LARGE CAPACITY DRUM MAGAZINE)
Also known as the MAC-10, this weapon was first introduced in the 1970s, and is
known for its durability. The major drawback with this particular weapon is the lack of
control when firing in bursts, as the trigger allows only full-automatic firing. Practice
is required to do a three-shot burst, and single shots are hard for all but the most
skilled shooter. Their muzzles are threaded to take suppressors, though these are
extremely hard to obtain legally.
RANGE
3/15/30/100/200
DAMAGE
D6 X 4(12)
CAPACITY
60 ROUNDS PER DRUM MAG/ 25 ROUNDS PER STRAIGHT CLIP
EV
8/4 WITH DRUM MAG, 6/3 WITHOUT
COST
$700
AVAILABILITY
COMMON
!
!
M4A1 ASSAULT RIFLE
The standard assault rifle of the UBCS, the M4A1 is almost a carbon-copy of the M16,
and as such can take the same types of additions and customisation (e.g. bayonet,
underslung 40mm, magazine holder). The newer versions of this rifle are fitted out
with single shot and three-shot burst selectors, though many of the UBCS have
tampered with them to allow for full auto-firing, too.
RANGE
10/50/150/600/1000
DAMAGE
D8 X 4 (16
CAPACITY
30 ROUNDS PER CLIP
EV
10/5
COST
$1,500
AVAILABILITY
UNCOMMON
!
!
M4 COLT CARBINE
Simple a scaled down version of the M4A1, the M4 has a smaller adjustable buttstock
and a shortened muzzle: This does make the effective range of the rifle lower slightly.
RANGE
DAMAGE
CAPACITY
EV
COST
BEN BLACK
7/40/100/400/750
D8 X 4 (16)
30 ROUNDS PER CLIP
5/4
$1,200
PAGE 161
AVAILABILITY
UNCOMMON
!
AK-47 ASSAULT RIFLE
Possibly one of the most famous and widely available assault rifle, this weapon has a
reputation for working reliably in the worst of field conditions, including the subzero
temperatures of the tundra. It is available with both fixed and folding stocks.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
!
!
COBRAY MAC 11
10/50/150/600/1000
D8 X 5
30 ROUNDS PER CLIP
10/5
$1,500
UNCOMMON
A smaller version of the MAC-10, the Mac-11 is lighter and offers a greater rate of
power, though uses a different type of ammo, .380 ACP rounds, also known as 9x17
Shorts.
RANGE
5/20/35/120/220
DAMAGE
D6 X 3 (9)
CAPACITY
25 ROUNDS PER CLIP
EV
6/3
COST
$800
AVAILABILITY
UNCOMMON
!
!
H&K MP5 (+1 TARGETING IF FORE GRIP ATTACHED, +2 TARGETING IF SCOPE ATTACHED)
The MP5 is one of the most well known submachine guns, and comes in a seemingly
infinite incarnations and configurations, with a massive catalogue of additions and
attachments to add on. These are used by most western military special operation
units, and the UBCS are no different, using this weapon as a light assault/ support
weapon. The STARSMOD H&K MP5 is a STARS modification of this classic and reliable
police weapon. STARS has taken the venerable MP5 9mm submachine gun and have
heavily tinkered with the weapon, beyond even what most SWAT teams have been able
to do. Every STARS MP5 is the common fixed stock version of the weapon, but has been
modified with a flashlight front grip, custom rubberised pistol grip, black matte nonreflective finish, and universal accessory rail that can mount anything from laser
illuminators to night vision sights to red dot reflex sights. Most weapons are
customised further by individual STARS units (by armorers like Barry Burton) and
much like the STARSMOD M-16 (see below) there is no "typical" STARSMOD MP5.
RANGE
DAMAGE
CAPACITY
EV
BEN BLACK
3/15/30/100/200
D6 X 4 (12)
30 ROUNDS PER CLIP
6/3
PAGE 162
COST
AVAILABILITY
$600
UNCOMMON
BEN BLACK
15/200/400/2000/6000
D8 X 4 (16)
1000 ROUNDS PER BOX
84/42 (AUTOMATICALLY CAUSES MEDIUM ENCUMBRANCE)
$100,000
VERY RARE
PAGE 163
Heavy Ordinance:
GRENADE LAUNCHER - AINSLEY MOD.
The Ainsley Modified grenade is a weapon designed by Umbrella and used solely by its
own UBCS and covert ops teams. Based loosely on the MM1 design of the rotating
chamber, this weapon uses its own scaled down versions of the standard 40mm
grenade shell, instead using only 20mm shells (see notes on Ammunition to cover these
shells).
RANGE
30/60/120/240/400
DAMAGE
DEPENDENT UPON GRENADE TYPE
CAPACITY
6 ROUNDS PER DRUM
EV
20/10
COST
$1,600
AVAILABILITY
RARE
!
!
M66 ROCKET LAUNCHER MARK I
The Mark I Rocket Launcher is a disposable weapon, consisting of four tubes boxed
together with a primitive pin-and-loop targeting system. This isnt very accurate, but
when a small missile is being fired, it doesnt matter too much about accuracy, due to
the blast radius. It goes without saying to make sure that the weapon is fired from a
safe distance.
RANGE
50/100/500/1000/2000
DAMAGE
DEPENDANT UPON MISSILE USED
CAPACITY
4 ROCKETS PER WEAPON (DISPOSABLE)
EV
60/30
COST
$9,000
AVAILABILITY
RARE
!
ANTITANK ROCKET LAUNCHER MARK II
The Mark II launcher is designed to fired from a stationary position, and as such comes
with its own bipod to stabilise the weapon. The power of this rifle gives an additional
kick to each rocket fired, and also increases the maximum range somewhat, meaning
this weapon is chosen more often than the Mark I. It also can be reloaded from a large,
bulky magazine, making it a more cost-effective weapon to use. the Encumbrance value
of a single clip is 6/3.
RANGE
DAMAGE
BEN BLACK
75/150/650/1500/3000
(DEPENDANT UPON AMMO USED) + 2D12
PAGE 164
CAPACITY
2 ROCKETS PER CLIP
EV
70/35
COST
$15,000
AVAILABILITY
VERY RARE
!
!
HK-P GRENADE LAUNCHER
A 40mm grenade launcher, the HK-P is similar in principle to a double-barrelled
shotgun in that it is reloaded by cracking open the breech, which automatically springs
out any shell, and a fresh grenade is slipped into the breech. Information on grenade
types can be found in the Ammunition section.
RANGE
30/50/100/200/360
DAMAGE
DEPENDANT UPON AMMO USED
CAPACITY
1 GRENADE
EV
4/2
COST
600
AVAILABILITY
UNCOMMON
!
!
UMBRELLA HEAVY ROCKET LAUNCHER (LASER TARGETING +2 TARGETING)
Umbrella's Heavy Rocket Launcher is similar to the Mark II, taking the same type of
cartridge with missiles, though doesnt need a bipod to fire, and can be done so from the
shoulder. A laser targeting system is incorporated into the design of this, improving
on the pin-and-loop of the Mark I
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
BEN BLACK
50/100/500/1000/2000
DEPENDANT UPON AMMO USED
2 ROCKETS PER CARTRIDGE
70/35
$2600
RARE
PAGE 165
Special Weapons:
SPARKSHOT:
A weapon developed primarily for close range specimen control, the Sparkshot is a
large-scale cattle prod, able to deliver a massive electrical charge over a limited
distance. Use of such a weapon should be avoided in damp or wet environments, and
may prove hazardous to aquatic specimens. Electrical damage is treated as normal
damage, but if over 20 damage is inflicted at one time, that person is stunned for D4 (2)
turns.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
1/2/3/5/7
D12 X 4 {24} (DAMAGE OVER 20 POINTS STUNS TARGET FOR D4
TURNS, DEALING ELECTRICAL DAMAGE)
25 SHOTS PER POWERPACK
8/4
$10,000
UNCOMMON
FLAME-THROWER:
Primarily used by Umbrella against any unruly vegetation, the Flame-thrower has
range greater than that of the Sparkshot, but can be dangerous to target, operator and
environment. Before use, the environment should always be taken into account. The
Flame-thrower should not be used in an area filled with dry kindling or papers.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
3/10/30/50/65
D6 X 2 {6} FLAME DAMAGE
50 X 2 SECOND BURSTS PER FUEL TANK
50/25
$2,500
RARE
MINE THROWER:
An experimental weapon currently in the testing stages, the Mine Thrower fires small
proximity mines which detonate as someone or something moves within their sensor
fields (one foot). Early tests often ended traumatically with the user often getting
caught by their own mine charges. To prevent this from happening, operators and their
squad can be equipped with identity tags, carrying a microchip which acts as an
override to the motion sensors. The mines can adhere to any surface.
RANGE
DAMAGE
BEN BLACK
10/15/20/25/30
GZ = 1 FOOT D6 X 8 (24)
PAGE 166
GE = 3 FEET D6 X 4 (12)
MR = 5 FEET D6 X 2 (6)
LIES DORMANT UNTIL SOMETHING COMES WITHIN 1 YARD OF IT,
THEN
CAPACITY
EV
COST
AVAILABILITY
EXPLODES.
6 MINES PER CARTRIDGE
20/10
$42,000
RARE
CAPACITY
EV
COST
AVAILABILITY
LINEAR LAUNCHER:
One of the more advanced Umbrella weapons currently in development (and the most
expensive), the Linear Launcher is a powerful electromagnetic weapon which can
propel a burst of electromagnetic energy, which can incapacitate or destroy almost any
of Umbrellas creations. It is standard practice to have at least one of these installed in
every Umbrella facility, despite the fact they are still untested:
RANGE
DAMAGED
CAPACITY
EV
COST
AVAILABILITY
20/50/100/200/350
12 X 10 (60) + 30 - RULES OF LIMBS DOESN'T EXIST - DAMAGE IS
DEALT ALL OVER.
20 SHOTS PER ELECTROMAGNETIC COIL
(TIME OF RECHARGE BETWEEN SHOTS IS 10 SECONDS)
60/30
$2,000,000
VERY RARE
PAGE 167
comes equipped with a powerful scope (+2 to targeting tasks), and is more than capable
of taking down the lesser creations of Umbrella with one or two well-placed shots.
RANGE
DAMAGE
CAPACITY
EV
COST
AVAILABILITY
15/75/250/1200/5000
D8 X 5 (20)
7 ROUNDS PER CLIP
28/14
$2500
RARE
3/50/200/400/600
D8 SQUARED.
30 SHOTS PER CHARGE
8/4
$1,500,000
VERY RARE
BEN BLACK
10/50/350/500/700
D8 x 5 (7.62 BULLETS)/ DEP. ON GRENADE
500 PER BOX/ 8 PER CLIP
96/192
$950,000
VERY RARE
PAGE 168
D6 x 12 (36)
General Effect
D6 x 4 (12)
Max. Range
Availability
10 D6 x 10 (30)
UNCOMMON
D8 x 8 + D6 (35)
General Effect
D8 x 4 + D6 (19)
Max. Range
Availability
15 D8 x 2 + D6 (14)
UNCOMMON
BEN BLACK
PAGE 169
40 MM BOW GRENADE
Ground Zero
20 See notes
RARE
Availability
Ground Zero
D6 x 3 (9)
General Effect
D4 (2)
Max. Range
D4 -1 (1)
RARE
BEN BLACK
PAGE 170
40 MM CHEMICAL GRENADE
1
Ground Zero
D8 x 2 (8)
N/A N/A
RARE
5 D10 x 10 + 20 (70)
25 D10 x 3 + 5 (20)
VERY RARE
BEN BLACK
PAGE 171
INCENDIARY MISSILE
Ground Zero
D8 x 10 + 10 (50)
General Effect
D8 x 5 + 5 (25)
Max. Range
Availability
20 D8 x 3 (12)
VERY RARE
D8 x 5 +10 (30)
General Effect
15 D8 x 3 + 5 (18)
Max. Range
60 N/A
Availability
VERY RARE
7/40/65/150/250
Damage
D10 x Strength
Availability
UNCOMMON
NOTES:
A simple bolt for any crossbow, these can often be found in
and around various laboratories. Their light and hollow
bodies allows them to be filled with various fillings, should
the user decide to vary their arsenal.
BEN BLACK
PAGE 172
EXPLOSIVE BOLT
Ground Zero
0.5 D6 x 6 (18)
General Effect
D6 x 4 (12)
Max. Range
D6 x 2 (6)
Availability
RARE
7/40/65/150/250
Damage
DEPENDING ON MOD.
Availability
RARE
MODIFICATION
DAMAGE
ACID-FILLED
LIQUID NITROGEN-FILLED
D4(2) + D6 x 2 (6)
TRANQUILLISER BOLT
D10 x [Str/2]
NOTES:
This table shows the versatility of the Bolts. Both the acidfilled and Liquid-nitrogen filled bolts are designed to break
open on contact, while the tranquilliser inflects some
damage, then begins to drug the target, sapping D8+2(6)
points of endurance per turn, until the target reaches 0
endurance points, at which point it collapses unconscious.
ENHANCED 9MM ROUNDS.
Created and designed by master weapons expert Barry Burton, the Enhanced 9mm
Rounds have characteristics of both armour piercing and hollow point rounds. Made
from specialist materials, the round penetrates armour, then fragments after
penetration, maximising internal damage.
Maintaining the same damage as a standard 9mm round, this round halves all armour
values, then trebles the internal damage. Only skilled craftsmen with any Gun skill at
level 4 or above, or the Gunsmith craft of level 3 or above can create these rounds with
the help of Barry Burton, or with a copy of his journal which details the process.
BEN BLACK
PAGE 173
3/10/20/60/120
Damage
[D6 x 4] + 4 (16)
Availability
VERY RARE
NOTES:
Each round is designed for maximum penetration, then
maximum internal damage, through the use of various
alloys and construction methods.
ENHANCED 12 GAUGE SHELLS.
Another brainchild of Barry Burton, the Enhanced 12 Gauge Shells are designed to
enhance the damage and range of standard shotgun slugs. Again, a high level of Gunrelated skills must be possessed in order to create these shells, and the process is noted
in Barry Burtons Journal.
ENHANCED SHOTGUN SHELLS
10/20/40/80/100
Range
Damage
D10 x 6(30)
Availability
RARE
NOTES:
Designed to fit most 12-gauge shotguns, these shells
maximise damage, though they have a tendency to jam. Roll
a D12 - on the roll of a 1(one), then the player must spend a
turn unjamming the casing.
ENHANCED 5.56MM/ 7.62mm ROUNDS.
The third and final brainchild of Burton, the enhanced 5.56mm an 7.62mm round
requires greater smithing skills (Gunsmith +4), and entails adding a small amount of
phosphor to the tip of the bullet. Although this creates a tracer-effect amongst the
bullets, it also inflicts extra fire damage after armour penetration, making is possible to
deliver small amounts of fire-damage over a distance greater than the range of a
normal flame-thrower.
BEN BLACK
PAGE 174
Damage
Availability
NOTES:
Fire damage only lasts for 1 turn, though it can set fire to
combustible materials as normal.
Damage
Availability
RARE
NOTES:
Fire damage only lasts for 1 turn, though it can set fire to
combustible materials as normal.
BEN BLACK
PAGE 175
Miscellaneous.
MEDICAL BACKPACK
Carried as standard by all S.T.A.R.S. medics, the medical backpack is a hard case worn
on the back, supported by two straps of webbing. Armoured and packaged in such a way
that it protects its contents from sharp bumps and knocks, it holds: 2 splints, a 12
ounce tank of oxygen and breathing mask, a penlight, 2 pairs of medical scissors, 4
clamps, 2 scalpels, 6 large bandages, 8 medium bandages and 20 small. The pack in
total weighs about 15 pounds.
Research submitted by Evin.
MEDICAL SIDE PACK
Also carried as standard by medics, the medical side pack is a canvas bag that hangs
from the hip of the medic, and doesnt protect the contents much from bumps and
knocks, though they themselves are protected by anti-shock casing. It contains: 20
syringes, 2 ampoules of morphine, 3 ampoules of anti-venom, 8 ampoules of light pain
killers, 2 ampoules of tranquillisers, five packets of aspirin (2 per pack) and 4 ampoules
of hospital-strength antihistamine. It weights about five pounds.
Research submitted by Evin.
FIRST AID SPRAY
One of the more useful products of Umbrella Inc., this wonder spray offers a +4 medical
bonus if used by someone with skills in First Aid, or +2 if used by someone without. It
offers four health points per success level.
As it is also an aerosol, this can also be used as an improvised weapon if used in
conjunction with a lighter. Using the Guns (Flame thrower) skill, or the closest skill to
that with the appropriate improvised weaponry modifier, it can inflict D8 fire damage
with a maximum range of 2 feet. It holds enough chemicals for either one medical use,
or thirty seconds worth of flame thrower usage. If used as a weapon, it must be used in
bursts, otherwise the can may explode and cause damage as following.
GROUND ZERO:
1 YARD = D8X4
GENERAL AREA: 2 YARDS = D8 X 2
MAXIMUM RANGE: 3 YARDS = D8
GREEN HERB
This herb, originally native to the Raccoon area, has been used and researched by
Umbrella for quite some time. Intrigued by the herbs ability to help the healing process,
the extract of this has been detrimental in many of the less illegal projects, and as such
became the base ingredient for the first aid spray.
This herb adds a +1 to all medical tasks, and +3 if used by someone with skills in
Alternative Medicines. For each success level gained during use, it heals 2 life points. It
can be used with other herb types to produce different effects.
RED HERB
This herb on its own is nothing remarkable and merely leaves a bad taste in the mouth.
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Mixing it with other herbs, however, increases their potency. By mixing it with a green
herb (using a hard Intelligence roll or an Intelligence and Alternative Medicine roll) it
can add +4 to healing tasks, and increases life points by 5 points per success level.
BLUE HERB
This herb offers no healing powers on its own, though when ingested it does reduce the
effects of poison by one level per success level. It can be mixed with either a green herb,
or a premixed red and green herb. The same mixing rules as above must be used.
e.g.. Rebecca finds Chris after an encounter with a Sweeper. He suffered a flesh
wound of 10 life points, and was unlucky enough to be infected with it's poison.
Rebecca has a green and blue herb, which she has previously mixed together, and
tries to heal him with it. She makes a roll, and with all relevant modifications she
receives a score of 12, which is the equivalent of 2 success levels.
She applies the balm, heals four life points, and reduces the poison level from 3 to
1.
KEYCARDS
Umbrella Inc. is divided into many different sections and departments, and each area
needs its own relevant keycard. These are entrusted to various different members of the
Umbrella hierarchy, who then distribute and assess security clearance within their
own supervisory field. Electronic card locks can be bypassed, though doing so incurs a
9 modifier due to the high security, and must be attempted with the correct tools. A
failure will result in a breach of security, alerting security forces to the location of the
group. This will also lock down all electronic locks on that floor, and an alternative
method needs to be found around the door.
Terminals can only be accessed with cards, too, although these also need passwords,
user names and log-in details. It is highly unlikely that keycards will be turned over
willingly, and the same goes for passwords. Umbrella Inc. employees know that if they
are seen to be handing over such sensitive material then their fate will be worse than
death, and so threats of violence rarely come up with the goods.
Keycards normally need to be obtained by theft, killing, plucking them from a mutant
creatures meal, or a mutant itself, while passwords often need to be decoded.
FLASH NAPALM GRENADES
The Flash Napalm Grenade is a small and complex device, designed solely to maximise
damage at ground zero, and minimise any splash damage. Once primed, the timer on
the grenade lasts five seconds, though detonation can be instigated with a single
gunshot (-4 to target). This makes the Flash Grenade ideal for cramming into rock
fissures to open small caves, or pushing into the mouth or other orifice of an attacking
creature.
Doing this requires a simple resisted strength task, and a clear path to a suitable
orifice. Upon succession, the grenade can be set and placed in the opening, giving the
character five seconds to back away out the blast zone. A failed attempt results in the
creature winning the grapple, and seizing the player, forcing him to drop the grenade.
It then tumbles to the ground, where it can cause massive trauma to the lower
extremities.
GROUND ZERO:
0.5 FEET = D10 X 5 + 10 (35)
GENERAL AREA: 3 FEET = D8 X 3
MAXIMUM RANGE: 5 FEET = D4
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STUN GUNS
When engaged in a grapple with an enemy, the player can conduct a hard dexterity test.
If won, and if in possession of an active Stun Gun, the player will be able to draw it and
press the contacts to the head of the assailant. This causes D10 + 5 damage, and
instantly scrambles any brain functions, dropping the attacker for D4(2) turns. This
takes small battery packs, and each pack holds enough charge for 3 uses.
SELF DEFENCE DAGGERS
Normally found in packs of three, Self Defence Daggers are similar in many ways to an
ice pick: long, with a rounded handle and a sharp point instead of a blade. This point
enables the weapon to be sunk into the flesh of an adversary with relative ease.
To use one of these weapons, the character and his victim must go to engage in a
grapple (resisted strength task). Instead of the character using strength, he will
actually use dexterity and brawling this enables the player to draw one of the daggers
and sink it into the skull of the attacker, inflicting D6 X STRENGTH to the head
particularly handy for a zombie attack.
BARRY BURTONS JOURNAL.
Barrys personal diary detailing the whole Raccoon incident, the process of weapon
modification and ammunition, this book also contains all the files and information that
people have gathered during their missions, from the very first piece of paper found in
the Spenser Mansion to the receipts and contact addresses.
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CREATURE ATTRIBUTES:
STRENGTHS:
GENETIC MANMADE STRENGTH +12
This STRENGTH aspect increases a zombie's strength, as well as making their body
harder to destroy. Giving the creature a strength of 10 (ten), it also gives the creature a
natural armour, effectively halves the value of all physical damage dealt to the creature.
When used in conjunction with the DAMAGE RESISTANCE aspect, this effectively
quarters the damage that is dealt to the creature.
e.g. Barry Burton fires his .357 at the Neo-Tyrant. He scores a hit of 40 to it's left arm,
but because of it's Manmade Genetic Strength, and it's Damage Resistance aspects, it
only takes 10 dead points of damage. Not enough to sever the limb.
SPREADING THE LOVE:
PIERCING TENDRIL 0
A unique method of spreading infection employed only by the Nemesis, this is a flesh
appendage that snaps out from it's wrist and attacks with a purple tendril. This must be
attempted to dodge with a hard dexterity task, or a hard dexterity with any dodge/
martial arts technique. If the victim fails in this, then the Zombie Master must roll a
D12 to see how much damage is inflicted in this piercing attack - take any armour into
consideration with this attack, and if any damage is inflected, then the victim must
take a constitution test every three hours to see whether he or she sinks closer to
becoming one of the undead (constitution is hard, but will take into consideration the
resistance: disease aspect). With each failure to roll, 10 life points are lost and the
players maximum endurance is divided by three. After a third constitution test failure,
the player sits down and rests, and all systems shut down while this happen, turning
the victim into a zombie. This expends 20 essence points.
BABYSITTER: POW +3
Another example of Spreading The Love, the Babysitter aspect is given to a creature
that, although can not directly infect others itself, can create spawn at the cost of 3
essence points each that can spread the infection themselves.
THIS IS MY BODY -2
This example of SPREADING THE LOVE needs the carrier to force a piece of it's flesh
into the body of the intended host: This is normally achieved by entrance through the
mouth, though keep in mind the body has more than one orifice (!). Once inside, the
flesh releases the virus it's infected with, which slowly begins to infect the host in one
of two ways:
1: If the host is of the same DNA line as the carrier (e.g. parent, sibling, child, etc), then
she begins to undergo transformation to the first stage of the G-Virus carriers.
2: The body expels the virulent piece of transmutated meat, normally through a bloody
and traumatic procedure. This expelled piece of meat then goes on to evolve into the GImago creature
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INTELLIGENCE:
HIVEMIND +20
A hivemind culture holds together the forces of the T-Virus leeches, allowing them to
work completely in synchronisation with one another. What one Leech can see or hear,
each and every other Leech sees or hears. Because of this unspoken communication, the
Leeches can perfectly form towering structures such as the Leech Zombies, or even the
Leach Queen. This gives both Leeches and creatures alike an Intelligence of 4, and
includes tool use and language, as well as problem solving. This all comes from the
original source of the Leeches, Doctor Marcus.
WEAKNESS:
ELECTRICITY +3
When hindered with this weak spot, electrical attacks are the only sure-fire way of
inflicting damage on the creature in question, whether from heavy-duty weapons like
the Sparkshot or Particle Beam Cannon, to exposed loose wires or overloading
generators. Damage taken from electrical sources are doubled, and damage taken over
20 in a single blow then they are stunned for D4(2) turns.
SUNLIGHT 0
This weak spot causes the body of the creature to bust into flames when exposed to
natural sunlight. This causes D10(5) damage per turn exposed to sunlight, regardless
of any armoured hide or other special strengths the creature may posses. When in this
vulnerable state, all attacks to the creature do double damage.
SPECIAL:
POISON SPRAY: POW +1 PER LEVEL
This enables the creature in question to spray a mild poison (level 1) over a distance of
Constitution x Power Level yards/ meters.
POISON DUST: POW +2 PER LEVEL
This aspect is similar to Poison Touch, though instead of having to come into contact
with the intended target, they merely need to pass within 1 meter/yard, coating the
target with a fine spray of toxin that is quickly absorbed through the pores in the skin.
This type of poison is reduced by one level for every (D10-CONSTITUTION) turn(s)
until it has been flushed from the system.
POISON TOUCH +2 PER POISON LEVEL
This particular special ability lends a diseased touch to the creature, enabling it to
infect its target with a special corrosive poison. If more than 20 points of damage are
incurred in a single blow, then the injured character is infected with corrosive poison
relevant to the level of the power. This damages the player twice every half hour for a
day, or medical aid is sought.
Regardless of the level this power is bought at, upon infection it also inflicts a mild Flulike bacterium into the system. Also lasting for a day, this reduces Endurance by one
third and imposes -1 to all Tasks during that 24 hour period. Unlike the poison, this
can not be cured, and it must be burned off naturally.
eg. The Sweeper has Poison Touch (power +6 - Poison Level 3), and inflicts 25
points of damage to Chris. For every half hour he is infected, he looses D6(3) life
points, unless someone in his team can administer an anti venom or something
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that can reduce the effect of the poison. He breaks out in a sweat, and his
performance is hindered by the side effects of the poison respectively.
ARMOURED CARAPACE: POW +10
Much like an upgrade to the Armoured Hide aspect. Because of the construction of this
armour, it is normally employed on powerful insectile species that are well protected,
and also very flexible. This adds an armour bonus D8 +10 (14), and again, doesnt
hinder the creatures movement.
ARMOURED HIDE +6
Nature has blessed this creature with a toughened hide, forming a natural armoured
shell which protects it from harm. Armoured Hide adds an armour bonus of D6+5(8) to
each defensive roll, because it is natural and part of the evolutionary scale, it doesnt
incur any encumbrance penalties.
CHOMP +3
Possessed by creatures with a massive mouth, this special power allows the creature to
dislocate its own jaw and envelop its target prey with its salivating maw.
By expending 12 essence points, then rolling a difficult dexterity test, a successful role
allows the creature to open wide and cause D12xSTR damage. Even if the role is failed,
the essence points are still used up, and there must be a gap of at least two turns while
this creature unhinges its jaw. It is particularly vulnerable at that point.
CHAMELEON +6
This aspect is added to the creature at an early infancy stage by introducing chameleon
cells mutated by the T-Virus into the gene pool. Requiring a simple willpower test, the
creature can turn invisible at will, and move around unnoticed. This skill grants the
creature the Stealth skill at +4, which aids the creature in avoiding detection.
This can be detected by a resisted Perception task, taking all relative modifiers into
account. The main drawback of this power is, when in use, any sudden lighting changes
distract the creature, such as explosions or flickering lights. Should they wander into
this kind of situation, a difficult willpower test must be made to stay blended in. A
failure results in the creature stunned for D4 turns as it tries to cope with the changes.
During this time, it is visible to the naked eye.
Chameleon does not protect the creature from infrared vision or motion-sensitive
devices.
SUBSTANCE +8
By tapping into the latent psychic abilities that the T-Veronica virus has awakened,
Alexia is able to communicate with the environment around her, moulding and bending
it to do her willing, bringing forth a long tendril of inert material into existence to do
her bidding. Because of the power it takes to do this, only two can be summoned at once.
Each tendril can absorb 30 points of damage (normal piercing/ bullet damage rules
apply), before ceasing to exist, and can attack for D4 x 5. Employing this aspect costs
20 essence points, but the tentacles will last indefinitely, either until they are
destroyed, or until Alexia decides they have served their purpose.
Using the Substance skill, Alexia can also break down her own cells and merge with
one of her created tentacles, enabling her to cover great distances in a short period of
time. Doing this costs 50 essence points, and has a range limit of two miles.
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Creates a small Plasma Ball which can be hurled five yards away, and inflicts
D4(2) x (Electromagnetism Strength/2). Damage is Electrical (see below).
Creates a large Plasma Bolt, which can be hurled seven yards and deals D6(3)
x Electromagnetism Strength Damage is Electrical (see below).
This creates a Electrical Blast, which can be hurled 15 yards away, and
inflicts D10(5) x (Electromagnetism Strength/2). Damage is Electrical (see
below).
7+
At this level, a Necrotic Bolt can be created and hurled 20 yards. As this is a
heavy and draining task, 30 essence points must be used in order to cast this.
It attacks the target for D12(6) Electrical damage. After being hit, the target
must roll a difficult Constitution task every hour, and if this is failed then
D12(6) damage is subtracted again, simulating Necrosis of the flesh. This
continues to happen until appropriate treatment is received. For every 20
damage received, a level of the Attractiveness Attribute is lost.
Electrical damage is treated as normal damage, but if over 20 damage is inflicted at one
time, that person is stunned for D4 (2) turns. Electricity created using this power will
behave like normal electricity once it leaves the hands of the user, heading straight for
a metal object to earth itself. In order to aim this correctly, a simple Willpower roll
must be taken to keep it on track. If this roll is failed, then the electrical discharge hits
the closest metal object and dies.
RESISTING ELECTROMAGNETISM: Characters attacked with Electromagnetic powers can
not resist them, though they can attempt to avoid them using the relative Agility rolls.
ELECTROMAGNETISM DEFENCES: Someone with this power can surround themselves
with an electromagnetic shield. This deflects all melee attacks, as well as any projectile
weaponry such as bullets or arrows. Because of the nature of the shield, it also renders
guided missiles useless against them, and nullifies flame-based attacks. The only way to
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prey. This training is only given to the most advanced of Spill Control officers, where
those ranking Corporal or above are given the opportunity to train.
When this quality is taken, in addition to any skills already taken, the character
automatically gains:
Brawling +1
Demolition +2
Gun (Pistol) +1
Tracking +2
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