Yeah, I suppose that Q would inform the Capitan-and stand back and see what happens (well, what do ya want? He IS Q...).
Now, here's a small guide to companies and a few weapons.
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Diggers Technologies, Inc. is a company created by alternate versions of Gina and Brianna Diggers. They specialize in all sorts of cutting-edge adventuring gear (DiggersTech) and weapons (DiggersWeps, its subsidiary). The design of the weapons, however, sometimes just screams 'overkill' even if it's a pea-shooter (of course, this is best to intimidate lesser monsters from messing with ya).
Their 'Hidden Agenda' is to locate technology from secret locations all over Coreline and try to produce them (better them first that some other, more cold-blooded company) and/or keep them under wraps.
-Stingray Industries, Inc. Based in Asgard and formed by an alternate version of Sylia Stingray (2033 OVA series), its main interest is in the creation of anything, from vehicles to robotics (they are the only other company in the setting that sells out 'Boomers') to power armor (but NOT 'Hardsuits'. She'd rather keep those a 'private ace-in-the-sleeve'.
The 'Hidden Agenda' of Sylia is to outfit the Offices for anything that might happen in the future, by going 'pro-active' (she's the founding force behind their Black-Ops groups).
-Salusian Company (SalCo.). Is based in North Carolina (where the Salusians have set their Coreline-bound colony) and provides with all sorts of power armor and weapons. Like DiggersTech, they commit the sin of going overboard with the 'intimidation factor' of their weapons.
Their 'Hidden Agenda' is profit. Pure and simple.
-Mishima Heavy Industies (MHI): Based in Nerima, Japan, they have shown high profits in creating all sorts of advanced combat vehicles for the military, and have obtained the sole contract for orbital laser platforms from the DOD.
Their 'Hidden Agenda' is in the fact that the CEO wants her son back, and is crackpot enough to use experimental military weaponry on a city to do so (but well, it's Nerima...).
-Traxx Industrials: They are the latest company to pop up, and have shown serious promise in the creation of biotechnology.
Their 'Hidden Agenda' is something called 'Project CHAOS', now the main idea behind it is unknown, but so far, it has appeared to be more like the idea from Tyler Durden... using Kaiju for their means.
-Hakubi Customs, Inc. is a small firm created by an alternate Washu Hakubi (Tenchi Muyo OVA series) and located in Asgard. They create super-tech modifications for vehicles and weapons.
The 'Hidden Agenda' lies in that Washu's daughter has been brainwashed by one of her (now former) family, and is quite willing to get on the wagon created by Sylia, providing weapons and gear for the Offices-and their Black Ops teams.
-Genom Corporation: is a conglomerate formed from the two versions of the company (2033 and 2040), and is trying to get back to its former position as super-Megacorp.. by any means necessary. They are the only other company in this setting that produces the 'Boomer'.
-Kanzaki Heavy Industries (KHI) is a company created in the advent of the Hours, by an alternate version of the Kanzaki family (Sakura Taisen). They produce everything from cars and electrics to aircraft, but they have an exclusivity contract with the JSDF and other world grous (including the Offiices) to produce Koubus and their parts and especialized 'demon-hunting' gear.
Their secret agenda is the support of the Offices' Black-Ops teams by providing their agents with covers and (when applicable) Koubus.
-CRI Pharmaceuticals is a company located in T-1's Shibuya district, a major manufacturer of pharmaceuticals and cosmetics. They are also a 'for-hire' intelligence agency.
Their 'Secret Agenda' is to become the foremost intel agency of the world, and keep some kinds of tech under wraps until the world is ready for them.
DIGGERS TECHNOLOGIES GG-01 "Plunger Gun".
DAMAGE: 1d4.
CRITICAL: ---
DAMAGE TYPE: Bludgeoning.
RANGE INCREMENT: Max. 50 ft.
RATE OF FIRE: Single.
MAGAZINE: 1 Int.
SIZE: Large.
WEIGHT: 12 lb.
PURCHASE DC: 15.
RESTRICTION: Lic (+1).
The first of the "Gina's Grapplers" series, it is also one of the most "rudimentary".
The gun fires a gas-powered "plunger", which is itself joined to a 50 ft. line-and-winch, by means of a compressed air blast.
A maximum weight os 180 lbs. may be suspended from the cable. A normal attack roll is made to attach the sucker gun to a solid surface, a natural "1" means that the plunger couldn't get enough purchase, and summarily detaches from the wall (this rule applies to all other grapplers).
The compressed air mechanism can fire a total of 10 times before needing to change power packs (Purchase DC 8).
DIGGERS TECH GG-02.
DAMAGE: 1d6.
CRITICAL: ---
DAMAGE TYPE: Bludgeoning.
RANGE INCREMENT: Max. 100 ft.
RATE OF FIRE: Single.
MAGAZINE: 1 Int.
SIZE: Large.
WEIGHT: 15 lb.
PURCHASE DC: 17.
RESTRICTION: Lic (+1).
The GG-02 (also known as "Da Diggers Claw") sports a series of improvements over the GG-01, including a more powerful launching mechanism, a longer and more resistant line, a more powerful winch, and the replacement of the "plunger" with a pneumatic claw.
A maximum weight of 400 lbs. may be suspended from the cable. A normal attack roll is made to attach the claw to a solid surface.
The compressed air mechanism can fire a total of 10 times before changing power packs (Purchase DC 8).
DIGGERS TECH GG-03.
DAMAGE: 2d6.
CRITICAL: ---
DAMAGE TYPE: Bludgeoning.
RANGE INCREMENT: Max. 70 ft.
RATE OF FIRE: Single.
MAGAZINE: 1 Int.
SIZE: Medium.
WEIGHT: 10 lb.
PURCHASE DC: 21.
RESTRICTION: Lic (+1).
The maximum in the "Gina's Grapplers" series, it is also the one with the most media coverage, with DiggersTech CEO Gina Diggers appearing on the commercials.
It is, in appearance, a pistol version of the GG-01, but it involves some of the highest technologies of all three grappling guns. It fires thru the use of a binary propellant system (which can fire underwater and on low oxygen areas), and the plunger's lip is lined with a molecular adhesive. The rope is made of a secret polymer formula, and is pretty damn strong.
A maximum weight of 600 lbs. may be suspended from the cable. A normal attack roll is made to attach the claw to a solid surface.
The grapple can fire a total of 5 times before needing to change binary propellant cartridges (Purchase DC 12).
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-Kanzaki Heavy Industries M-2 'Longsword' Battle Rifle
-5.56mm Assault Rifle w/ Underbarrel 12-Gauge Pump-Action Shotgun.
Damage: 2d8/2d8
Critical: 20
Damage Type: Ballistic/Ballistic.
Range Increment: 80 ft./40 ft.
Rate of Fire: S,A/Single
Magazine: 30 box/6 int
Size: Large
Weight: 14 lb.
Purchase DC: 20
Restriction: Mil (+3)
The first incursion of the Kanzaki Heavy Industries in the field of infantry-level firearms is not advanced, but it gets the job done, and being based on the action of a Ruger rifle, is pretty rugged. The underbarrel 12-gauge shotgun gives the 'Longsword' capability to use specialized ammo in battle situations.
-Kanzaki Heavy Industries 'Shortsword' Carbine
-5.56mm Assault Carbine
Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 70 ft.
Rate of Fire: S,A
Magazine: 30 box
Size: Large
Weight: 8 lb.
Purchase DC: 19
A cut-down version of the 'Longsword' battle rifle, primarily intended for rear-line personnel, vehicle-bound troops and officers. Although it still packs the punch of the 'Longsword', its reduced size makes it impossible to wield any of the 'Longsword' variant underbarrel weapons, trading it for ease of carrying and usefulness in CQC (Close Quarters Combat) scenarios.
-Kanzaki Heavy Industries M2-LR 'Naginata' Sniper Rifle
-5.56mm Sniper Rifle
Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 90 ft.
Rate of Fire: S,A
Magazine: 20 box
Size: Large
Weight: 10 lb.
Purchase DC: 20
Restriction: Mil (+3)
A highly modified version of the standard M2 'Longsword', designed to pick off enemies at long range. To assist with accurate targeting, the balance of the M2-LR has been improved by using a cut-down magazine and recoil has been minimized by reducing the rate of fire. An additional bipod can be attached to the 'Naginata' as well.
The M2-LR can be used as a standard assault rifle in case of emergency, although the modifications make it less effective in this role than the 'Longsword'.
-Kanzaki Heavy Industries M-2G 'Firedancer' Rifle/Grenade Launcher
-5.56mm Assault Rifle/40mm Grenade Launcher Combo.
Damage: 2d8/3d6
Critical: 20
Damage Type: Ballistic/Slashing
Range Increment: 80 ft./70 ft.
Rate of Fire: S,A/Single
Magazine: 30 box/1 int
Size: Large
Weight: 12 lb.
Purchase DC: 21
Restriction: Mil (+3)
This 'heavy weapons' modification to the 'Longsword' assault rifle has replaced the 12-gauge underbarrel shotgun with a 40mm grenade launcher. Aside from that, the design remains the same.
-Mishima Heavy Industries Main Infantry Tactical Assault Shotgun ("MITAS").
-12-Gauge Automatic Shotgun
Damage: 2d10
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: Single, S.
Magazine: 12 int
Size: Large
Weight: 10 lb.
Purchase DC: 18
Restriction: Mil (+3)
Designed to take down 'hard targets' (such as cyborgs) in close-quarters combat, the M.I.T.A.S. fires up to four 12-gauge shells at once, making it VERY lethal at close range. The spread of shrapnel is concentrated at the centre of a very wide cone, weakening as it spreads outwards from the centre.
Although the shotgun's payload is strong, it is let down by a slower firing speed. This is due to the large amount of recoil and a delay as fresh shells are inserted into the barrel.
-Mishima Heavy Industries Multiple-Rocket Launcher Pack (MRLP)
-Shoulder-Carried Mini-Rocket Launcher.
Damage: 5d6
Critical: 20
Damage Type: Slashing (20 ft. Burst radius)
Range Increment: 100 ft
Rate of Fire: S,A/Single
Magazine: 16 int
Size: Large
Weight: 15 lb.
Purchase DC: 22
Restriction: Mil (+3)
SPECIAL RULES: The MRLP can lock-on to a target, providing a +4 attack bonus against that target for that attack. When fired in this mode, the MLRP's fire rate becomes "single."
Designed to provide common infantry with a powerful light-weight weapons system (and the 'overkill' factor af a full-auto RL system is all but not noticed in these days), the MRLP has seen combat in several battles, including Central America, Nerima and Antarctica.
Although rockets can be fired one at a time, experience indicates the MRLP is most effective when the user keeps their finger on the trigger - launching a rippling volley of rockets at the target.
The MRLP has two main weaknesses-greatly reduced accuracy if fired on the move and a minimum safety distance (30 ft). Rockets can cause serious damage to the user if they explode in close proximity. The MLRP offers a 'lock on' capability to improve accuracy at the cost of a reduced fire rate.
-Mishima Heavy Industries M-1 'Baldar' Static Gun
-Dual Heavy Machine Gun
Damage: 3d12
Critical: 20
Damage Type: Ballistic
Range Increment: 120 ft
Rate of Fire: A
Magazine: Linked
Size: Huge
Weight: 300 lb.
Purchase DC: 24
Restriction: Mil (+3)
RULES: The M-1's Enhanced Vision System provides the user with a built-in Penetrator Visor (but the slight awkwardness of the Visor's position gives the character a -1 to Spot rolls).
The M-1 Static Gun is a heavy weapon designed to give lightly manned outposts sufficient firepower to withstand all but the nastiest of hostile assault forces. A highly flexible weapon system, the M-1 can be used against a wide variety of enemies. It has proven especially effective at dealing with fast-moving aerial attacks.
The M-1 combines range, hitting power and rate of fire in a single package. The drawbacks of the M-1 are a tendency to overheat and more seriously-an absolute reliance on a regular power supply.
Once engaged, the M-1's Enhanced Vision System will make sure that enemies have no place to hide...
There are reports that a mobile, vehicle-mounted version of the M1 is about to enter service.
Diggers Technologies “Big Earl” Tactical Rocket Launcher
-Mini-Rocket Launcher.
Damage: Varies*
Critical: 20
Damage Type: Varies.*
Range Increment: 150 Feet.
Rate of Fire: Single.
Magazine: 6 Int.
Size: Large.
Weight: 10 lb.
Purchase: 26.
Restriction: Mil (+3).
(*: Depending on the ammunition type).
RULES: The design of ‘Big Earl’ provides the user with an additional +1 to Intimidation rolls. The integral thermal system can see thru walls up to 90 feet away, but can only detect heat signatures. The lock-on system takes a round to engage, but once made, it gives a +4 bonus to attack rolls on one single target. The target must be of size Small or larger and must be giving off a heat signature.
Created by Diggers Weapons (DiggersTech’s sister company) for the military market, ‘Big Earl’ (as it is known in the market) is a versatile weapon, packing six mini-missiles in an internal magazine. Its advancement over the other rocket launchers on the market lies in its integral thermal vision system. The missiles for ‘Big Earl’ come factory-equipped with a heat-seeking lock-on system.
Stingray Industries ‘Small Lady’
-.38 Autoloader Pistol.
Damage: 2d6.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 30 ft.
Rate of Fire: S.
Magazine: 10 box.
Size: Small.
Weight: 1 lb.
Purchase DC: 20.
Restriction: Lic (+1).
Designed for the civilian self-defense market, the Stingray Industries ‘Small Lady’ has nevertheless the ulterior motive of providing a minimum of attack capability for undercover agents. It has been a huge hit with the black market since, even with its laughable design and slight stopping power, it can be very easily concealed.
RULES: The ‘Small Lady’ has a +2 to Sleight of Hand rolls to conceal it. It also has the Sensor Baffler gadget included, and so, it cannot be added to it again.
Diggers Technologies ‘Road Painting’ Double-Barreled Shotgun.
-Double-Barreled 12-Gauge Shotgun
Damage: 2d8/2d8.
Critical: 20/20.
Damage Type: Ballistic/Ballistic.
Range Increment: 30 ft.
Rate of Fire: Single.
Magazine: 8 Int/8 Int.
Size: Large.
Weight: 10 lb.
Purchase DC:`
Restriction: Lic (+1).
RULES: The design of the ‘Road Painting’ gives the user a +1 bonus on Intimidate rolls. Attack rolls with the ‘Road Paving’ are rolled once, but the damage of both barrels must be rolled independently. The ‘Road Painting’ can be loaded with two different kinds of ammo, but they both are discharged at the same target.
Rugged, reliable, and ever-so-slightly brutish in design, the ‘Road Painting’ deals out the damage that is so widely expected from a DiggersTech design. Its double-barreled design deals out an air of intimidation, as well, that is also widely expected from a DiggersTech design. The nickname for the gun (the ‘Road Painting’) has been earned because of the way that it left its targets during its testing trials (‘like spilling paint while you’re speeding down a road’).
-Stingray Industries "Slammer"
-.50 Action Express Autoloader.
-Damage:2d8 (.50 AE).
-Critical: 20
-Damage Type: Ballistic.
-Range Increment: 50 feet.
-Rate of Fire: S.
-Magazine: 14 box.
-Size: Medium.
-Weight: 8lb.
-Purchase DC: 20.
-Restriction: Lic (+1).
Stingray Industries' latest foray in the combat handgun market is distictive, to say the least.
Built from the frame of the AMT .44 Automag (licensed by the company), it has been modified with a double-stacked magazine and slightly longer barrel and a factory-installed recoil compensator, giving it more accuracy and a slightly longer range than its parent gun. The "Slammer" is also equipped with an underbarrel accesory rail.
Although it has not seen a lot of purchasing by the police/military market, it has seen it in the adventuring market, particularly because of pop culture (a few of Coreline's newest series 're-inventions' had seen it being used, such as in the hands of NBC's 'Slayers' character Zelgadyss Greywords).
RULES: The 'Slammer' is equipped with the Expanded Magazine and Improved Range Gadgets.