Weapons

Guns

Weapon Damage Critical Range Clip/Reload Restriction Requires Special
Pistol 2d6 20 5 12/m License Guns I
Rifle 3d6 20 10 10/m License Guns II
Shotgun 3d6 19 8 6/m License Guns II
Double Shotgun 3d6 19 8 2/M License Guns II Double-fire
Submachine Gun 2d6 20 6 30/m Security Guns IV Burst, full-auto
Assault Rifle 3d6 20 10 24/m Security Guns V Burst, full-auto
Auto Shotgun 3d6 19 8 6/m Security Guns V Full-auto
Sniper Rifle 5d6 20 15 5/m Military Guns V Scope
Machine Gun 3d6 20 8 120/M Military Heavy Weapons I Full-auto
Military AWS 4d6 19 12 48/m Military Heavy Weapons I Burst, full-auto, guided aim
Grenade Launcher 5d6 (small burst) 20 3 6/M Military Heavy Weapons II
Rocket Launcher 5d6 (small burst) 20 6 1/M Military Heavy Weapons II

Armor

Armor Defense Wound Reduction Restriction Requires Special
Body armor +2 2 None None
Battlefield armor +3 3 Security None Auto-stabilizes wounds
Power armor +5 5 Military Power Armor I Environmental adaptation, integrated healing systems; -1 movement square, requires power source
Hardened power armor +8 8 Military Power Armor III Environmental adaptation, integrated healing systems; -2 movement squares, requires large power source
Personal Shield Unit +5 0 Special Forces Power Armor V Requires large power source