NAME : MPKW 3-20 Nationality : EDF Type : Machine-pistol Caliber : 8mm L20 Cost : 775 Length : 10/19 Weight : 3.45 Reload Time : 7 Rate of fire : **6 Ammo Capacity : 12 Ammo Weight : .5 Mag SAB : 3 * Laser spot. Foldable wire stock. * Reliable, but inaccurate at longer than short ranges. * poor stopping power, very poor against armor. NAME : Bushmaster Nationality : EDF Type : Civilian Shotgun Caliber : 10mm L70 Cost : 510 Length : 40/ 22 (Sawed) Weight : 7.8/ 5.6 (Sawed) Reload Time : 22 Rate of fire : 2 Ammo Capacity : 5 Ammo Weight : .12 round SAB : 9 * No stock if sawed (Pistol grip) * Reliable, inaccurate at longer than short ranges. * Sawed shotguns are illegal for civilians to possess. * Some loss of performance when sawed. Shotgun Ammo Slug : Solid shot. Makes big holes. Teflon coated (Military) Bird shot : 100 pellets. No stopping power, but multiple hits. Medium shot : 20 pellets. No stopping power, but harder hitting than bird shot. Baton round : The media's "rubber" bullets. Used for crowd control. Exploding : For the military. Fragments in target. Illegal. Unusual Ammo Plastic bullets : For crowd control. Sometimes referred to (wrongly) as rubber bullets. Plastic coats the metal core. The lower weight and higher cross-section makes it less lethal. Usually fired at the legs. Only ammo commonly accepted on board of stations and ships in peacetime. Explosive : For 12mm up. Military. Small HE charge (more like a large firecracker. Except that it goes off *in* the body...) Grenades 32mm AP/frag : You can select between Armor Piercing and Frag. Default is Frag. Can be hand-thrown or fired with a suitable grenade launcher. Not a large warhead. Defensive : Hand grenade. Fragmentation. Offensive : Hand grenade. Concussion. Flash : Used in hostage rescue situations. Will blind, deafen and generally stun a target for a few seconds. Irritating smoke. Hand grenade. Smoke : Generates smoke. Hand grenade. Incendiary : White Phosphorous. Extreme heat. Some masking capability from the heat distortions. Tear Gas. : CS gas. Often used for crowd control. Not too many people that it is derived from a diluted chemical warfare gas. Can be lethal if extreme quantities are inhaled (like when you are unconscious, nose brushing one). Rifle grenades : Fired when the gun is fired. A shot trap uses the bullet's energy and transfer it to the grenade. Heavier charges than those used in grenade launchers. Types available: Defensive, offensive, smoke, incendiary. Anti-tank : Hand grenade. Heavy. Not very good against armored vehicle, but best available for that job. Mine Contact : Your run of the mill anti-personel or anti-vehicle mine. Explodes when stepped or rolled upon. Varying strength. Jumping : Common. Propells a grenade-like charge at waist height for improved effect. Anti-tank models propel a self-forging copper disk over the target. The explosion propels and shape the disk into a dart that impacts the thinner top armor. Directional : The Claymore mine. When detonated, it fires several hundred ball bearings in a 60 degree arc (commonly). Useful to defend an area. They can be remotely activated. Notes: Mines can be of any kind, with just about any detonator. Some will ex- plode the fifth time they are stepped or rolled upon, or several seconds after being activated (useful against mine-clearing vehicles). Others will react to certain sounds or vibrations. Or magnetic signatures... Mines can be built of non-ferrous materials, or be camouflaged as rocks, or be booby trapped... Mine packs exist: when triggered, they will throw hundreds of charges over a wide area... Mines are very efficient, cost-effective weapons. But the mine is also one of the most repellent weapon. Be careful in guerilla areas, they like them a lot. Non-standard Artillery rounds Smoke : Generates smoke. May sometimes be mixed with incendiary or heat-generating pellets to blind IR sensors. Incendiary : As incendiary grenade. Illuminating : Used to light the battlefield. Nuclear : Left to your imagination. Not used in a major war yet. Chem. Warfare : Not used in a major war yet. Mine laying : Rounds that will scatter mines over a wide surface. Recon : A sensor platform with a parachute. Personal Defense weapons Tazer : A light weapon that discharges a powerful electric jolt to the target. It does not kill, but will incapacitate for several *long* minutes. Usually illegal as the victim suffers enormously when she awakes. Mace : Civilian version of CS gas and the like. Stronger because it is usually sprayed directly in the face, eyes the main target. As I can personally attest, it is darned effective. An asshole, tried it on me. I saw him get it out, managed to dodge the spray by a good 30cm, and was still put on the ground, choking. My face and eyes burned for a full day. Needless to say, I got back at him. Pity that I could not lay my hands on the bloody can :-) Well aimed, that stuff *will* put anyone out of combat. ROBOTS I won't write too much about them, but here are some basics. Robots are modular: you can add the tools to it that are necessary for a job or a mission. They are either remote controlled, or have a powerful computer at their core. With the right tools and the right programs, they can be quite useful. They are *very* expensive, however. ---- You may use this file for personal use. You may also redistribute it provided that this message is there and no alterations have been made to this file. Albedo and Birthright are copyrighted by Steve Gallacci. This file was written for use with my Albedo email game; elements in it may very well diverge from the official storyline. As well, in this or other files, certain elements may have been modified to suit my game. This file may contain game-related information directed at my players that make no sense to you: I unfortunately do not have the time to go over my files and make the necessary corrections. Louis Fillion kamerym@cam.org (main address) lfillion@buscom.ca (secondary address) ----