C-60 VARIABLE MASER PISTOL
The C-60 is the standard sidearm for XSWAT Officers. It has two settings: the "normal" setting fires a maser (microwave-guided laser, a.k.a. millimeter-wave beam) powerful enough to injure or kill most normal humans. The high-power setting (colloquially referred to as the "creature setting" among XSWAT) drains two charges per shot instead of one, and is powerful enough to damage even power armor with a lucky shot. The C-60 has a lithium battery clip that holds 12 charges.
16 C-60 Variable Maser Gun: Multipower, 40-point reserve; 12 Charges (-1/4) all slots Beam (-1/4), OAF (-1) 1u 1) Basic Setting: RKA 1 1/2d6; Beam (-1/4), OAF (-1) 1u 2) Creature Setting: RKA 2 1/2d6; Beam (-1/4), OAF (-1), Requires 2 Charges Per Use (-1 1/4) 4 C-60 Variable Maser Gun Inherent Accuracy: +1 OCV, +1 Range Modifier; OAF (-1) 22 Total Cost
Notes: Possible Limitations include; STR Minimum (8; STR Minimum Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), One Handed (-0)
C-90 "DRAGON" HEAVY MASER
The Dragon Heavy Maser Gun is a hefty, high-power weapon specifically designed to battle the various extraordinary threats to Angelus's survival. Designed for use by combat cyborgs and power armored units, the Dragon is too heavy and awkward for normal humans to operate. A STR of 21 or higher is required to use the Dragon without penalty. All other wielders suffer a -3 OCV when firing the Dragon.
21 C-90 "Dragon" Heavy Maser: RKA 3 1/2d6, Area Of Effect: Hex (+1/2); 3 Charges (-1 1/4), OAF (-1), STR Minimum (21; -1) plus +2 Range Modifier; OAF (-1)
Notes: Possible Limitations include; STR Minimum (21; STR Minimum Cannot Add/Subtract Damage; -1 1/2 [this replaces the STR Minimum Limitations listed above]), Real Weapon (-1/4), Two-Handed (-1/2)
The XSWAT Stunstick is a combination nightstick and cattle prod. It can also be used as a normal nightstick. The Stunstick works quite well on humans, but is of little help against supernatural creatures.
6 XSWAT Stunstick—Stick: HA +2d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2) 29 XSWAT Stunstick—Stun: EB 8d6, NND (defense is insulated ED or non-humannervous system; +1); OAF (-1), 12 Charges (-1/4), No Range (-1/2) 35 Total Cost
Notes: Possible Limitations include; STR Minimum (8; -1/2), Real Weapon (-1/4)
These are simple, high-quality handcuffs. Theoretically, these restraints are strong enough to confine a lightweight cyborg.
9 Restraints: Entangle 3d6 (standard effect: 3 BODY), 6 DEF, Takes No Damage From Attacks (-1/2); OAF (-1), Cannot Form Barriers (-1/4), Set Effect (hands/feet only; -1), Does Not Prevent Use Of Accessible Foci (-1), No Range (-1/2), Must Follow Grab Or Target Must Be Willing (-1/2), 1 Recoverable Charge (-1 1/4), Can Be Escaped Automatically With Modified Lockpicking Or Contortionist Roll (-1/2)
XSWAT NANOFIBER BODYSUIT
The XSWAT bodysuit is composed of nanofiber carbon rods that stiffen upon impact to spread out the force of any blow. The suit can be worn comfortably under any clothing and may be worn inside the confines of a Power Armor cockpit.
1 XSWAT Nanofiber Bodysuit: Armor (1 PD/1 ED); Activation Roll 12- or Locations 7-16 (-3/4), OIF (-1/2), Real Armor (-1/4)
XSWAT ARMORED JACKET
This is the standard XSWAT uniform jacket. Made from puncture and tear resistant armored fabric, the jacket has long sleeves and comes down to the wearer's knees. The jacket is of limited use against crushing impacts (1/2 DEF), and may not be worn in the confines of a Power Armor cockpit.
4 XSWAT Armored Jacket: Armor (4 PD/4 ED); Activation Roll 11- or Locations 8-14 (-1), OIF (-1/2), Real Armor (-1/4)
XSWAT ARMORED DRESS COAT
This full-length coat worn in situations where officers must wear a dress uniform but at the same time acknowledge a potentially hazardous environment. There is an unarmored version of this coat in black used for official functions. The coat is of limited use against crushing impacts (1/2 DEF), and may not be worn in the confines of a Power Armor cockpit.
4 XSWAT Armored Dress Coat: Armor (4 PD/4 ED); Activation Roll 12- or Locations 7-16 (-1), OIF (-1/2), Real Armor (-1/4)
XSWAT FIELD BOOTS
The boots are made from white, knee-high leather. The sole is reinforced and a rigid plate is locked over the front of the leg, providing protection from bullets, edged weapons, and clawed limbs. As a variant, characters could use similar armor on their forearms. Used in hand-to-hand combat, these boots add +1d6 or Normal Damage to kicks and legsweeps.
5 XSWAT Field Boots—Armor Plate: Armor (5 PD/5 ED); Activation Roll 9- or Locations 15-18 (-1 1/2), OIF (-1/2), Real Armor (-1/4) 3 XSWAT Field Boots—Putting The Boot In: HA +1d6, Reduced Endurance (0 END; +1/2); OIF (-1/2), Hand-to-Hand Attack (-1/2) 8 Total Cost
Notes: XSWAT Vambraces are as follows: Armor (5 PD/5 ED); Activation Roll 8- or Locations 6-7 (-2), OIF (-1/2), Real Armor (-1/4) plus HA +1d6, Reduced Endurance (0 END; +1/2); OIF (-1/2), Hand-to-Hand Attack (-1/2), for a total cost of 7 points.
This is a long, knee to thigh-length cloak with a hood. It is worn by XSWAT officers, members of the Angelus PD, and normal civilians. XSWAT and APD cloaks are made from flexible armored cloth with reinforced pauldrons and gorget of armor plate.
9 XSWAT Cloak: Armor (3 PD/3 ED), Hardened (+1/4); Activation Roll 15- or most Locations depending on angle (-1/4), OIF (-1/2), Real Armor (-1/4) plus Armor (+1 PD/+1 ED), Hardened (+1/4); Activation Roll 11- or Locations 9-14 (activation only really required for frontal attacks; -1/2), OIF (-1/2), Real Armor (-1/4) plus Armor (+2 PD/+2 ED), Hardened (+1/4); Activation Roll 8- or Locations 8-9 (-2), OIF (-1/2), Real Armor (-1/4)
Notes: For purposes of combining armor, the Cloak is treated as DEF 6 (for the shoulder plates and gorget). Due to the special nature of the cloak's protection, armor layered under the cloak retains its full defensive value (rather than being reduced to 1/2 value as normal).
SPECIAL EQUIPMENT AVAILABLE UPON APPROVED REQUEST
XSWAT CERASTEEL CLAMSHELL CARAPACE ARMOR
The clamshell armor is an interlocking breastplate and backplate connected at the shoulder pauldrons and locked in on either side. The clamshell is rigid armor and provides top-of-the-line protection for dangerous situations. The clamshell may not be worn inside the confines of Power Armor. Clamshells are all but immune to small arms fire but can be penetrated by heavy weapons or special ammunition.
12 XSWAT Cerasteel Clamshell Carapace Armor: Armor (11 PD/11 ED); Activation Roll 11- or Locations 9-13 (-1), OIF (-1/2), Real Armor (-1/4)
Generally, there are two types of armor: "hard" armor (including all rigid armor such as the clamshell vest, the XSWAT boots, and the shoulder plates of the cloak) and "soft" armor (the nanofiber bodysuit, jacket, and coat all fall under this classification). Hard armor prevents damage by absorbing the impact of a blow and preventing the impact from penetrating the body. Soft armor spreads the force of the impact out and reduces the effects of the blow by taking down the force-per-square-inch.
For a character to derive any benefit from layered armor, the outer layer of armor must have a DEF equal to or greater than the inner layer of armor. If this is so, then the character may apply 1/2 of the DEF of the inner layer of armor to find his total DEF vs. Attacks.
Example: Jama is wearing Heavy Formfitting Body Armor (DEF 6, locations 7-17—why Jama is wearing military-issue protection is a question for another time!), and over that the XSWAT Clamshell Armor (DEF 11, locations 9-13). Since the Clamshell Armor has a DEF greater than her Heavy Body Armor, she can add 1/2 of the Body Armor's 6 DEF to the Clamshell Armor's DEF of 11, giving her a total DEF of 14 in locations 9-13.
When using this rule, common sense must be applied to the question of what armor can be worn with other types of armor. Coats and Jackets go over Vests, Clamshell Armor fits easily over Formfitting Body Armor (but is too bulky to be worn with anything else), and nothing can be worn in combination with any form of Heavy Armor (not listed here).