Standard issue
Heres your militaty equipment---its taken from Mike tresca's Aliens Game over freebie---should this give you worry? Who knows
obviously you cant arm yourself w/everything---also, stuff that might be specific to your character (hacker stuff for the computer types, tools for the mechanical types, etc...) will be available, just run it by me----non military stuff you can buy normally per rules
Light Armor
Armored Vest
(M3) Tactical +6 +2 +2 -3 30 10 lb. 17/Mil (+3)
Medium Armor
Full Battle Armor
(M3) Tactical +9 +3 +0 -5 25 20 lb. 19/Mil (+3)
Armored Vest (M3)
The M3 Armored Vest is designed for both comfort and protection. It consists of several
materials sandwiched together to create a protective shell. The armor's stopping power is
limited against direct hits and high-velocity ammunition, but is effective in stopping lowpowered
ammunition. It also provides limited protection against explosive bullets and fragments from grenades or artillery. The M3's curved and rounded surfaces reduce its radar signature and it has infrared masking. The vest provides a +2 equipment bonus to Hide checks against thermal and radar detection methods. Remote biomonitors in the interior read the wearer's life signs, including heart rate and respiration. The biomonitors gives a +2 equipment bonus to Treat Injury checks for
anyone working on the wearer. The vest has mounts for a TNR Lamp on the left shoulder and three brackets to hold an IMP.
Full Battle Armor (M3)
This armor, added to the usual M3 Armored Vest, provides maximum protection for a Marine.
Below the armored vest is a separate section that covers the front abdomen and groin. The
leg armor is a pair of clamshell greaves that cover the whole of the lower leg from ankle to
knee.
Size Weight Wealth
DC
Handguns (require the Personal Firearms Proficiency feat)
Pistol (M4A3) 1d10 X3 Ballistic 100 ft. S 12 mag Small 2 lb. 18/Mil (+3)
Longarms (require the Personal Firearms Proficiency feat)
Pulse Rifle (M41A) 2d8+4 18-20 Ballistic 200 ft. S, A 99 box Medium 11 lb. 16/Mil (+3)
Scope Rifle (M42A) 2d12 20 Ballistic 120 ft. S, A 15 mag Large 9 lb. 22/Mil (+3)
Submachinegun (TA01) 2d6 20 Ballistic 40 ft. S, A 20 box Large 7 lb. 18/Res (+2)
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
Gatling Gun, 20mm 3d12 20 Ballistic 150 ft. A 100 box Huge 90 lb. 21/Mil (+3)
Gatling Gun, 25mm 4d12 20 Ballistic 400 ft. A 100 box Huge 100 lb. 22/Mil
(+3)
Grenade Launcher, 30mm (M79) Varies - - 60 ft. 1 1 int. Medium 6 lb. 18/Mil (+3)
Grenade Launcher, 40mm (UA 571-F) Varies - - 80 ft. 1 1 int. Large 6 lb. 18/Mil (+3)
Machinegun, Medium (M56 Smart Gun) 3d6 x2 Ballistic 300 ft. A 400 box Large 14 lb. 20/Mil (+3)
Mortar, Single Launch (M112) 8d6 20 Ballistic 2.2 miles 1 rd Huge 47 lb. 20/Mil (+3)
Pulse Rifle (UA 571-C) 2d8+4 18-20 Ballistic 200 ft. S, A 99 box Medium 11 lb. 16/Mil (+3)
Rocket Launcher, Multiple (LAU-190/A) Varies - - 400 ft. 4 16 Large 15 lb. 15/Mil (+3)
Rocket Launcher, Single (M83A2) Varies - - 150 ft. 1 1 int. Large 6 lb. 15/Mil (+3)
RPG Launcher (M5) Varies - - 70 ft. 1 1 int. Large 5 lb. 14/Mil (+3)
Simple Weapons (require the Simple Weapons Proficiency feat)
Combat Knife 1d4 19-20 Piercing 10 ft. - - Tiny 1 lb. 7/Mil (+3)
Other Ranged Weapons (Weapon Proficiency feat needed given in description)
Flamethrower (M240) 3d6 - Fire 90 ft. 1 10 int. Large 5 lb. 17/Mil(+3)
28 – Aliens: Game Over
Handguns
Pistol (M4A3)
The standard sidearm for Marines, this 9mm automatic, recoil-operated pistol weighs no more than 0.95 kg, with a full magazine of 12 rounds included.
Longarms
Pulse Rifle (M41A)
The Armat M41A is a 10mm pulse-action aircooled automatic assault rifle, the basic rifle of the Marine Corps. The standard service variant has an over-and-under configuration that incorporates a PN 30mm ump-action grenade launcher. A 3x power AN/RVS-52 CCD television sight can be optionally fitted to the carrying handle. The M41A fires the standard US M309 10mm
x 24 round. This ammunition comprises a 210-grain projectile embedded with a rectangular caseless propellant block of Nitramine 50. The standard M41 ammunition clip holds up to 99 M309 rounds in "U" bend conveyor, which feeds the rounds mechanically into the rotating breech
mechanism. An LED display just below the receiver indicates the remaining ammo. A Lithium battery in the carrying handle provides electrical power for the gun's motor mechanism. The battery is good for 10,000 rounds and can be recharged from a rifle rack or with a portable power clip.
Pulse Rifle (UA 571-C)
The UA 571-C is a portable remote sentry weapons system. It weighs 19.6 kg and can be assembled in just under 150 seconds. The UA 571-C mounts a pulse action gun, using the M250 10mm x 28 HEAP round. It queries targets using the Identification Friend/Foe (IFF) transponder which all Marines and their vehicles carry.
Scope Rifle (M42A)
The M42A scope rifle is a 10mm pulse action semi-automatic rifle employed as the primary sniper weapon by the Marines. It has a high degree of interchangeability with the M41, capable of using the standard 10mm x 28 caseless rounds. Barrel options include a flash suppressor or a muzzle brake for long-range shooting. When using the suppressor, it’s difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire. Ammunition is fed from a 15 round magazine inserted beneath the stock of the rifle. The M252 HEAP round has a maximum effective range of 2,950 meters. The factory standard M250 smart gun round can also be used, with a reduced range of 2,000 meters. A combined, multi-spectral twenty-power passive sensor scope is mounted over the receiver. The scope display shows a composite image
based on visual, infrared, and electromagnetic emissions. The scope increases the range increment by one-half (multiply by 1.5). However, to use a scope a character must spend an attack action acquiring his or her target. If the character changes targets or otherwise lose sight of the target, he or she must reacquire the target to gain the benefit of the scope. The scope works in darkness -- the user sees through it as if he or she had the darkvision ability granted by night vision goggles. The scope is accompanied by a PARGET control system, able to connect the rifle into the local sentry gun matrix. It takes one round to acquire a new target. Thereafter, PARGET
bestows a +1 equipment bonus on all attack rolls.
Submachinegun (TA01)
Developed by Tradex, this 9mm submachinegun is carried by security forces and Marines atrolling highly populated colonies. It is primarily a low penetration weapon that is meant to minimize the risk to bystanders and structures.
Melee Weapons
Combat Knife
A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife.
Other Ranged Weapons
Flamethrower (M240) The M240A1 is a lightweight, carbine-format flamethrower designed for use in close combat. It shoots a 5-foot-wide, 90-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save. The M240A1's ammunition has hardness 5 and 5 hit points. When wielded, the M2401A1 has a Defense equal to 9 + the wielder's Dexterity modifier + the wielder's class bonus. A M240A1 reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent -foot squares (Reflex save, DC 15, for half damage). Once the target is hit, fuel droplets from the flamethrower stick and continue to burn, inflicting 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a fullround action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area. A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of 13.
Heavy Weapons
Gatling Gun, 20mm (M579)
This 20mm gatling gun is mounted on an M570-series armored chassis. The M579 can track and defeat even hypervelocity threats up to 1,500 m away by filling the air with high explosive and armor penetrating shells.
Gatling Gun, 25mm (RE700)
The Republic Electric gatling gun uses a long magazine that unleashes leaden fury on anything its path. It fires so quickly that only the muzzle flash designates where it's aiming. The effects on its targets are much more visible.
Grenade Launcher, 30mm (M79)
This 30mm grenade launcher comprises a barrel, breech and a four round internal magazine, which is charged by hand pumping individual grenade cartridges into the mechanism.
Grenade Launcher, 40mm (UA 571-F)
This version of the grenade launcher is mounted on the UA 571-D remote sentry weapons system.
Machinegun, Medium (M56 Smart Gun)
The awesome M56A2 is an automatic squad support weapon that requires a weapon harness
so one Medium-size mercenary can carry it. It has a floating breech mechanism chambered,
and can devastate targets at both long and short ranges. The smart gun has an on-board computer that assists in the tracking and firing. It selects targets and also uses the servos in the
harness to aim the weapon. When firing a burst with the M56A2, the Marine receives a +1 equipment bonus to the next attack for each successful hit. Therefore, a M56A2 burst firing three rounds would receive a +1 bonus after the first round hit and a +2 bonus after the second round hit. This machinegun fires five-round bursts. A standard drum magazine holds 100 rounds and a propellant cartridge is good for 200 shots.
Mortar, Single Launch (M112)
The M112 Hypervelocity Intelligence Missile, Anti-Tank (HIMAT) is a man-portable battlefield mortar with a range of over 5,000 m. The core element of the system is a 11.3 kg single-round
self-contained disposable launcher, which comes with its own bipod stand and baseplate. It can be set to command or autonomous configurations, which are in turn connected to a APS-100 Fire Controller. In direct offense, the M112 can be fired immediately using a passive infrared imaging sight and active ultrasonic motion tracker known as the SR-90. The cable pays out up to 150 meters, long enough to keep the operator safely away from the missile. The M112 has a ophisticated site that provides the gunner of the weapon a +3 to hit. Using a scope is an attack action.
Rocket Launcher, Multiple (LAU-190/A)
This 16-tube launcher is usually mounted on the UD-4 Cheyenne dropship. It works with the
Mk. 16 150mm Banshee 70 system to fire spinstabilized rockets. Each rocket has a fluted
exhaust nozzle with three spring-mounted wraparound fins at the rear. The Mk. 16 model has a
high-impulse rocket motor, giving a burnout velocity in excess of 1800 meters per second.
This provides excellent sand-off range and accuracy in its air-to-surface role. It has an onboard targeting computer that provides a +3 bonus to attack rolls when a target has been acquired.
Rocket Launcher, Single (M83A2)
The M38A2 Shoulder-launched Activehoming Disposable Anti-tank Rocket (SADAR) is a one-shot anti-armor weapon capable of engaging enemy vehicles at ranges of up to 1,000 m. It is fully disposable and uses an IR seeker mounted on the rocket's nose. Since SADAR is an open-chambered weapon, backblast must be taken into account of at least 10 meters. When the SADAR hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the SADAR ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The M38A2 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode. The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.
Rocket-Propelled Grenade Launcher (M5)
The M5 is a rocket propelled grenade system with a small reloadable shoulder-launcher. Sighted visually, the system has an accurate range of approximately 400 m and a maximum range of around 2,000 m. These grenades look like huge bullets an inch and a half across. Attacking with an M5 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or creature). The differences between using the M5 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M5 requires a weapon proficiency to operate without penalty. The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
Grenades, Mines, Missiles, and Rockets
Grenade, Fragmentation (M51A) 4d6 - Slashing 20 ft. 15 10 ft. Tiny 1 lb. 15 Mil (+3)
Grenade, Canister (M108) 2d6 - Ballistic 60 ft. 15 5 ft. Small 1 lb. 15 Mil (+3)
Grenade, HEAP (M38) 6d6 - Ballistic 15 ft. 12 10 ft. Small 2 lb. 17 Mil (+3)
Grenade, HEF (M40) 3d6 - Slashing 15 ft. 15 10 ft. Tiny 1 lb. 16 Mil (+3)
Grenade, Starshell (M721A1) 1d6 - Bludgeoning - 10 30 ft. Small 2 lb. 10 Mil (+3)
Grenade, WPI (M60) 2d6 - Fire 45 ft. 12 10 ft. Small 2 lb. 15 Mil (+3)
Mine, Anti-Armor (M862) 8d6 20 Piercing 40 ft. 20 0 ft. Small 6 lb. 16 Mil (+3)
Mine, Anti-Personnel (M760) 5d6 20 Slashing 20 ft. 15 0 ft. Small 2 lb. 10 Mil (+3)
Mine, Bounding (M5A3) 6d6 20 Slashing 100 ft. 20 10 ft. Small 3 lb. 13 Mil (+3)
Mine, Claymore (M20) 6d6 20 Slashing 20 ft. 15 0 ft. Small 3 lb. 12 Mil (+3)
Rocket, HEAP (M18) 10d8 - Ballistic 30 ft. 20 - Large 3 lb. 27 Mil (+3)
Rocket, HEF (M451) 6d8 - Slashing 30 ft. 20 - Large 3 lb. 16 Mil (+3)
Rocket, WPI (M587) 2d8 - Fire 30 ft. 20 - Large 3 lb. 10 Mil (+3)
Rocket, Fragmentation (M598) 4d8 - Slashing 40 ft. 20 - Large 3 lb. 10 Mil (+3)
Grenade, Canister (M108)
Essentially a large shotgun round with a range of 30 meters, this small cartridge has a flat, black nose. Marines use it as effective firepower for up-close engagements.
Grenade, Bounding Fragmentation (M51A)
This blue-capped round is not point detonated. When it impacts, a small charge pops it up to two meters into the air, where it airbursts for additional effect against exposed troops. The purchase DC given is for a box of 6 grenades.
Grenade, High Explosive Armor Piercing (M38 HEAP)
This grenade can penetrate up to 7 cm of homogenous steel with a burst radius of 5
meters. It is marked with a green cap.
Grenade, High Explosive Fragmentation (M40 HEF)
The M40 is easily identified by its red plastic cap. When it explodes, it spreads more than 300 fragments over a casualty radius of five meters. In a pinch, it can be thrown by flipping off its plastic cap and twisting the nose cap clockwise – giving it a five-second delay before exploding. The purchase DC given is for a box of 6 grenades.
Grenade, Starshell (M72A1)
Marked with an embossed letter "S" on its head, the M72A1 is fired into air. Upon reaching its maximum distance, it releases a parachute and ignites, providing illumination of 50,000 candelas for approximately 45 seconds. During that time, it provides a +5 equipment bonus to Spot checks.
Grenade, White Phosphorous Incendiary (M60 WPI)
This white-capped round contains a filler of white phosphorus that can spread up to 15 meters after impact. Any target that takes damage from a M60 Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire. In addition, a WPI grenade creates a cloud of smoke. On the round when it is thrown, a M60 fills the four squares around it with smoke. On the following round, it fills all squares within 5 feet, and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. The wealth DC given is for a box of 6 renades.
Mine, Anti-Armor (M862)
The M862 mine buries itself in the ground on impact and is set off by pressure, vibration, or
magnetic induction.
Mine, Anti-Personnel (M760)
The M760 mine buries itself in the ground on impact and is set off by pressure, vibration, or
magnetic induction.
Mine, Bounding (M5A3)
The M5A3 is a "smart" mine and launched itself in the air upon detection of a target up to 2
m away. It spins and releases its ordinance in a 50-meter cone-shaped spray at the target. This
weapon requires 5 ranks of the Demolitions skill to use safely (DC 15 to set the weapon up, but a
character can take 10 on this check if not under fire).
Mine, Claymore (M20)
This mine incorporates its own active sensors and can be set to scan very wide arcs. This weapon requires 5 ranks of the Demolitions skill to use safely (DC 15 to set the weapon up,
but a character can take 10 on this check if not under fire).
Rocket, HEAP (M18)
The M18 is an incendiary warhead intended for target marking and for use against buildings
and light fortifications.
Rocket, HEF (M451)
The M451 is a 36 kg high explosive, blastfragmentation warhead with a smart fuse for use
against a wide variety of targets.
Rocket, WPI (M587)
The M587 is a multi-dart warhead containing 17 incendiary flechettes designed to penetrate
tank armor, field defenses, and bunkers – and then set fire within them.
Rocket, Fragmentation (M598)
The M598 is a beehive round for use against battlefield targets such as exposed personnel,
soft vehicles, helicopters, and VTOL platforms.
AmmunitionAmmunition Type (Quantity) Wealth DC Restriction
High Explosive Armor Piercing Rounds (20) 8 Mil (+3)
Hollow-Point Rounds (20) 7 Mil (+3)
Anti-Personnel Flechette Rounds (20) 6 Mil (+3)
High Explosive Armor Piercing
Armor piercing rounds increase the damage of the weapon by +2. It cannot be reduced by armor.
High Explosive
High explosive rounds inflict +1 damage again unarmored opponents.
Anti-Personnel Flechette (APF)
This round separates into sharp flechettes, inflicting +2 damage to unarmored opponents. Against armored opponents, APF round damage is reduced by 2.
Miscellaneous Equipmentject Size Weight Wealth DC Restriction
Battle Dress Utility (BDU) Medium 3 lb. 9 Mil (+3)
Bimex M3 Day/Night Goggles Small 4 lb. 16 Mil (+3)
Credit Card Small - 5 -
Individual Marine Pack (IMP) Medium 3 lb. 12 Mil (+3)
Intelligence Unit Small 5 lb. 15 Mil (+3)
M10 Pattern Ballistic Helmet Small 1 lb. 15 Mil (+3)
Motion Tracker Small 1 lb. 12 Mil (+3)
Portable Welder Small 1 lb. 10 -
TNR Lamp Small 2 lb. 6 Mil (+3)
Battledress Utility (BDU)
Battledress utilities are two-piece, lightweight polycotton coveralls with pockets secured by silent fasteners. They are issued in a variety of patterns, depending on the deployment to temperate, desert, or jungle environments. When worn in an appropriate setting, fatigues grant a +2 bonus on Hide checks. BDUs are also imprinted with hightemperature dyes that break up the wearer's IR signature. Against thermal detection alone, it provides a +1 equipment bonus on Hide checks.
Bimex M3 Day/Night Goggles
Bimex M3 Day/Night Goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called darkvision—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Spot and Search checks made by someone wearing them. Bimex goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles). Bimex goggles reduce the range penalty for Spot checks to –1 for every 50 feet (instead of – 1 for every 10 feet). Using Bimex M3 goggles for Spot checks takes five times as long as making the check unaided. It includes a digital readout that indicates the exact distance to the object on which they are focused.
Credit Card
Every citizen carries a small plastic card for identification and currency. Each card carries the citizen's identification number and account number. These cards can be hacked with a Computer Use check (DC 25). Hacked cards recognize the hacker as an authorized user.
Individual Marine Pack (IMP)
The IMP is a lightweight medium pack designed to carry up to 50 lb. of equipment. It is attached to a carbon fiber A-frame that clips onto armor. The pack is water repellant, but not waterproof.
Intelligence Unit
This multi-purpose computer is about the size of a briefcase. It contains all the information necessary for a particular mission, including data on important locations and personnel. It can scan files for relevant information about people and places, and even has the ability to scan fingerprints. An Intelligence Unit provides users with a +2 equipment bonus on appropriate ability or skill checks related to information the device has stored (usually Knowledge checks).
M10 Pattern Ballistic Helmet
The M10 pattern ballistic helmet incorporates a tactical camera, audio microphone, IFF transmitter and a PRC 489/4 receiver/transmitter system. The camera can be used to record up
to eight hours of video and audio activity. The receiver/transmitter has a range of 15 miles. Additionally, the M10 mounts a passive infrared sight, which flips down over the right eye. This sight projects IR images from the thermal imaging system built into the camera. The grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away.
Motion Tracker
A sonar unit combined with passive air density sensors, the Motion Tracker can indicate the position, size, and speed of any object within 180 feet. It can determine the size of the object down to a minimum diameter of 6 inches. It provides a +5 equipment bonus to all Spot checks for any moving object within range.
Portable Welder
This small tool is used for either welding or cutting metal. It can cut through 60 inches of hardness –1 material each round. For sturdier materials, divide 60 by the material's hardness to determine the number of inches the welder can cut through each round.
TNR Lamp
Mounted on the M3 armored vest, this high powered halogen white-light lamp projects a bright beam 100 feet long and 50 feet across at its end. It runs off a rechargeable battery and incorporates a carrying handle so that it may be detached and used as a hand lamp.
Name Crew Pass Cargo Init Maneuver Speed Defense Hardness Hit
Points Size DC Restriction
Armored Personnel Carrier (M577)
2 12 200 lb. –2 –2 145
(14) 8 10 48 H 39 Mil (+3)
Dropship (UD-4L) 2 3 16,000
lb. -4 -4 325
(32) 6 5 46 G 47 Mil (+3)
Armored Personnel Carrier (M577)
The M577 Armored Personnel Carrier is a lightweight, mobile, well-armed and inexpensive
APC capable of being transported in the UD-4L Dropship. Its armor protection can deflect small
arms fire, fragmentation, and low-velocity armor piercing ammunition. It is operated by the driver
and section commander and has space for 12 passengers. The interior can carry ammunition
and supplies for up to three days of combat.
Dropship (UD-4L Cheyenne Utility)
The UD-4L Dropship is an aerospace capable ship and tactical transport that can lift heavy payloads up to 16,000 kg. It can attain orbit under its own power from unprepared landing sites because of its vertical take-off (VTOL) capability, which makes it more flexible than other craft.
The UD-4L has several defensive systems, including an acquisition jamming suite (AJS), fire control jamming suite (FCJS), missile defense system (MDS) and decoy dispenser system (DDS). The Dropship can also operate as a closesupport gunship by using its own internal gun
and deploying weapons pods and hardpoints for rockets and missiles. The UD-4L's traditional
armament includes a nose-mounted Republic Electric RE700 20mm Gatling gun, two LAU-
190/A rocket launchers with an armament of 32 M451 rockets, two Mk. 88 SGW rockets, 8 Mk.
10 Zeus rockets, six AGM-220C Hellhound missiles, 2 AIM-90E Headlock missiles, and 2 AGM-204A TSAMs.