The white hardshell is the most distinctive part of the Armours of the ISTC. It is intended to provide protection from physical blows, fire, directed energy and energized matter (plasma) attacks. It is quite light, with the basic Stormtrooper armour suit weighing only 5.2 kilograms. For the standard suit, this comes to seventeen individual pieces (not including the belt and helmet). It is attached to the undergarment and to other pieces of the armour by means of quick-release fasteners. The material of the armour is actually a laminate. The outermost layer is composed of titanium-aluminde alloy micro-honeycomb. This provides rigidity, some physical protection and an ablative layer. The current standard issue suit uses fourteen of these layers, arranged in such a way that none of their hollow spaces are parallel to each other, and then bonded together using an epoxy of unknown nature. The outer layer is formed around a mould in a pure vacuum, and cured in an inert atmosphere under great pressure and heat. When struck by a physical force, such as a slug, melee weapon or first, it is curved so as to deflect all but a direct hit. When struck by a direct hit, it splinters quickly, and is designed to have have some chance of directly interfering with the workings of most virbo-edged weapons. When struck by a direct energy or energized matter weapon, it evaporates away, dispelling some of the heat from these weapons, and the vapor produced by the initial contact of the bolt helps to absorb some of the energy. This vapor is a fire suppresent, in an attempt to protect the wearer from flame projecting weapons.The middle layer is boron carbide/carbon fiber laminate, which is applied directly to the hardshell from within. It is designed to be strong enough that an incoming bullet or fragment of shrapnel will crack and potentially shatter, loosing even more kinetic energy, while the armour layer itself delaminates, dissipating energy across a broader area. The final, inner layer is made up of a metalloid mesh and a ballistic fabric that are quilted together. This serves many purposes. The first is to provide padding for the wearer, as the rigid outer pieces are far from comfortable. This padding also helps to dissipate physical impacts. The ballistic fabric is to contain spalling of the rigid armour, and to capture any projectiles that were able to penetrate the outer two layers. The metalloid mesh helps to disperse thermal and electrical energy across a greater area and period of time. It is to this layer that the connective straps are anchored. When asked why the shin pieces for the left and right are shaped differently, the reply was a straight forward and, in retrospect, obvious one: so that they can be instantly distinguished by feel.
Undergarment
The piece of armour worn under the hardshell is really nothing more than a thinsuit, such as those sold by the Karflo Corp. It is intended to provide the wearer with a comfortable temperature from 50 degrees below to 100 degrees above Imperial standard, and a temperature that is at least not dangerous to human life over a span thrice that. The outer layer is contructed of the same ballistic cloth as is used in the shell, to give the Trooper still more protection, mostly from things like flying grit and sand, thorns, biting insects and the like.The inside of the thinsuit is like most others of the kind. There are nearly microscopic filaments running through the inside of the suit which can transmit heat to the user, or draw it away from the user. It does much the same thing with harmful electromagnetic radiation, but only small doses, little more powerful than an active sensor scan. Microporous channels wick away sweat, preventing discomfort and sickness. It is airtight, meaning that it may be sealed for use as an emergency vacuum exposure or liquid immersion suit, or to block out harmful chemicals or microbes. (see the helmet for information on respiration)
The internal pressure of the suit may be adjusted to allow operation in high or low-pressure atmospheres. When used in high pressure, it is a trifle more bulky and uncomfortable, but the close cut of the inner skin and the tight fit of the armour pieces prevent excessive ballooning that would make it almost impossible to use. When used in low pressure, the suit itself is tight enough to act as a compression suit, which negates the need for a depressurizesion period. While much of this is controlled automatically or from the helmet, there is still a control panel set into the center of the mid-thoratic panel of the hardshell. This is primarily used to make adjustments to the climatic setting of the suit before donning, these controls can be manipulated while the suit is being worn, and are useful for providing an emergency override on a damaged suit worn by a wounded comrade. The power source for this and the helmet, along with primary radiator unit is located on the back piece of the torso armour. This is connected to the inner suit and the helmet two small clusters of cabling between the ballistic quilt and the boron/graphite sandwich of the hardshell. This can provide a stormtrooper with up to a week of operating time under normal conditions, three days in extreme heat or cold or excessively high or low pressure, or two hours in vacuum.
The Helmet
While I have seen and worn many a brain bucket in my day, I've never seen one as nice as those used by the ISTC. Their grim, skull-like visage bespeaks their mission and the fate of those foolish enough to threaten the Emperor. It is my extreme pleasure to be able to take you inside one. At first glance, it seem as if you would be able to see very much from those tiny lenses. In reality, those serve primarily as sensors. Those, along with the bands at the brow, temples and cheeks are actually looking at the world for the stormtooper. The information they receive is projected onto the inside of a clear visor within the helmet itself. Not only does this contain visible light, it can also project thermal, ultraviolet or light enhanced images, or even a composite image that has been adjusted to provide a "real world view". These are enhanced by a light duty motion sensor, at allows the where to automatically compensate lead for a moving target. Should the powersupply fail, the screen returns to transparent, and the wearer can see out the eyeholes in the helmet (albeit with limited visibility). But this visor is capable of so much more. Maps and floor plans, text, even remote sensor data can be spliced into it (how this accomplished, or what the source of this feed is, is classified). And yes, according to the manual, there is a delay. All of point two microseconds for the sonsor feed from your location. Your eye isn't that fast.The black patches located at the ear serve three functions. One, they are the antennas for the comlink mounted in the helmet. To talk, just nudge the chin switch and go. To change networks, just nudge the switch next to it, and the new setting will be displayed on your visor. They also serve to allow you to hear. While they only provide human range and intensity sound, there is some talk that the next generation of suits will incorporate enhanced hearing. If you don't want to listen to the outside world, there is a tactile switch located over each ear on the outside. And while you are listening, they are designed to block noises of harmful pitch or volume.
The "muzzle" contains the exterior speaker. These may be closed for silence, left open for communication with individuals not on your com-net (or were signal stealth is an issue), or amplified for public address over background noise. The muzzle also holds the air filter. It is designed to catch harmful micro organisms and toxic chemicals before they enter the suit's atmosphere, and has a slight ionization field to block energetic particles. (In low-oxygen enviroments, an oxidizer cartridge may be used in place of the airfilter.)
If the filter "sniffs" something that it can protect you from, it sounds a warning and switches to internal air. This is provided by a tank of pressurized air that mounted in the same housing as the power source, and can provide a physically fit human with thirty minutes of air during moderate physical activity. There are a series of auto-inflating seals at the neck, which have a light layer of conductive mesh for a low grade amgnetic seal, which completely closes the inside of the helmet from the outside world. For extended periods in hostile atmospheres, there is a backpack available which can last an active individual three hours, and jacks into the two small nubs at the chin of the suit.
To remove the helmet, one must depress certian buttons on the thorax panal in the proper order and bite down on a switch inside the helmet. Other wise, while the helmet can be removed, a powerful electrical pulse is sent through the sensor, communications and enviromental systems, rendering them useless.
The Belt
The contents of a Stormtrooper's belt is a mystery no longer. While the following list is the standard issue, it is often customized to fit the environment in question, usually with specialized survival and medical equipment. The first thing that goes into the belt is the spare ammo, in the form of five powercells of the type used to power most personal weapons and electronics. Next in importance to the modern soldier is communication, in the form of a backup comlink. These are usually locally procured, civilian models, that have been fitted with new frequency regulators. These are followed very closely by medical supplies in the form of two medpacs (human only) and a small collection of drugs (analgesics, emergency pain medication, anti-pyritics, antibiotics, etc).There is a 700cL filtering canteen and a weeks' worth of pill-form food concentrates attached to the belt along with a variety of basic survival equipment (a pocket flamer, two tabs of jelled fuel, a folding knife, snare wire, etc). There is also a 30m length of synthrope in a dispenser along with a folding grapple. For signalling purposes, there are two minatureized ion flares, one mini thermal flare and a tiny laser strobe. Finally, there is a small assortment of odds and ends, such as a miniature glowrod, a basic blaster cleaning kit, and the like stored on the belt.
These items can be expanded with the use of a wide, gauzy band with a pair of pouches (which is used by Scouts in place of the more confining belt) , a small pack that fastens between the back of the belt and the power source canister, or a much heavier frame pack. Specialized survival equipment that is added to these belt includes spare canteens, extra food packs, a survival tent and a long range communication system.
This article was first published in Men at Arms datalog, Volume CCXXIX
Number 42j, dated 36.08.10. author: Major Johan Starfire
Technical Data
This data is for the basic suit of Stormtrooper armour. Specialist armour
will vary in abilities, but most standerd systems are used on all suits.
Model: Imperial Stormtrooper Assualt Armour Suit Mk VI Mod 3
Type: personal combat armour
Cost: not for sale
Availability: 2 X
Game effects:
Basic Suit: +1D Energy, +2D Physical, -1D DEX. Covers all areas
Comlink*: Tounge toggled comlink. Frequency agile, scrambled. 50km range. Is capable of supporting five different com networks (ie: general-ST, command, platoon, squad and general-imperial). Equipped with normal and increased volume public address modes.
MFTAS*: +2D PERC in smoke, low-lite and other visibility obscuring conditions. +2D to hit moving targets (more than 10m/round)
Datalink from command*: Can project upto four feeds from remote sensing equipment, maps, floorplans, holocams, or text documents. These commonly included an area map and cooridinates provided by friendly satelittes. (may be from a remote database, or from a pack mounted system)
Sealed Envirofilter*: Can block harmful molecules, or seal and run off 30 minutes internal air in case of insufficient atmosphere. May be connected to a 3 hour air supply.
Presurizable Climate Control Suit*: Allows comfortable operations in moderately hot, cold, high or low pressure areas. Can be sealed to serve as a vacuum suit (wearer must make a moderate stamina role every thirty minutes, or recieve a wound) or for use underwater.
Utility Belt: Contains numerous and sundry items, including powercells, medpacs, food, water, emergency comlink, line, a minature survival kit and micro flares for signalling.
*If the proper method of removing the helmet is not used, these systems
are destroyed. -1D Perception if wearing
the helmet without these systems.
Development History:
(these are basic notes, as the average series of suits went through three
to five modifications)
Mk I
+2 Energy/+1D Physical/-1D Dex
Single channel, non-agile comlink.
Convention passive light-enhancing vision systems (+2D in lo-lite conditions)
--Prototype
Mk II
+2 Energy/+1D Physical/-1D Dex
frequency agility added to comlink
--First standerd issue armour suit
--Chest plates retained by the Army for field armour
Mk III
+1D Energy/+1D Physical/-1D Dex
Second comlink channel added
Composite MFTAS system added
--Retained with the upgraded electrical and modified climatic systems for use by Cold Assualt troopers
Mk IV
+1D Energy/+1D Physical/-1D Dex
Current external appearance settled on
Third comlink channel added
Target leading system added to the MFTAS
Amplified public address system added to comlink
--Retained with the upgraded electirical and modified climatic systems for use by the Desert Assault troopers
Mk IV Mod 2
Automatic helmet seals added, allowing vacuum and submerged usage with standerd suit
Mk V
+1D Energy/+1D+2 Physical/-1D Dex
Fourth comlink channel added
Remote data access system (Mk V Mod 0 had a single window, the Mod 1 two windows, and Mod 4 three windows maximum)
Mk VI
See above
Mk VII Mod X (IN REASEARCH AND DEVELOPMENT)
+1D Energy/+2D Physical/-2 Dex
adds retina printing lasers for weapons smart sight
improved MFTAS (+3D Perc in lo-lite and vision obscurring conditions, +2D w/ passive systems only)
long range comlink setting (1 channel only)
two additional normal range comlink channels
auditory sensors (+2D PERC for sound based rolls)
Improved climate control systems (may replace Cold and Desert Assualt suits).
Specialist Stormtrooper Armours
Almost every branch of the ISTC uses slightly different armour, optimised
for thier particular mission. Version history will be discussed only were
needed.
Scouttrooper Armour
Stormtrooper Scouts use a suit of armour that is designed to provide a
minimum level of protection, without excess bulk. It was one of the first
to provide a macrobinocular vision system and the ability to dispaly data
on subwindows. Next to the basic Stormtrooper armour, it is the most common
armour in the Empire.
model: Imperial Stormtrooper Scout Armour Suit Mk IV Mod 3
type: personal combat armour
cost: not for sale
availability: 2 X
game effects:
- Basic Suit: +1D Phys/+2 Energy head and torso, +2 Phys/+2 Energy arms and legs. No DEX penalties.
- Macrobinocular Viewplate: +2D Search 100-1000m
- Mapping Sensors: Automatically records all visual data from forward 45 degree arc (based off of helmet direction) and sensor data in a 50m area. +1D Search under 50m.
- All other systems (comlink, MFTAS, bodysuit, etc) identical to basic Stormtrooper Armour.
Snowtrooper Armour
For this armour, the basic profile and consruction of the MkIII Stormtrooper
Assault armour was retained for it's highly insulative construction. The
bodysuit has been modified to provide comfortable operation in tempuratures
as low as -80 degrees standard, for period of up to 20 days, with addition
of the airtight sealing system.
model: Imperial Stormtrooper Cold Assualt Armour Suit Mk IV Mod 3
type: personal cold weather combat armour
cost: not for sale
availability: 3 X
game effects:
- Basic Suit: +1D Phys/+1D Energy, -1D DEX. Covers all areas
- Presuizable Climate Control Suit: Allows comfortable operation in normal to extremely cold, and high or low pressure areas. Otherwise identical to the normal bodysuit.
- All other systems (comlink, MFTAS, etc) identical to basic Stormtrooper Armour.
Sandtrooper Armour
The highly detailed design of the MkIV Assault Suit was adapted for use
in hot weather for it large surface area, allowing it to radiate heat in
a more efficent manner. It has been further adapted by the addition of
a moisture capture layer added to the lining of the bodysuit and more powerful
cooling systems.
model: Imperial Stormtrooper Desert Assualt Armour Mk I Mod 4
type: personal hot weather combat armour
cost: not for sale
availability: 2 X
game effects:
- Basic Suit: +1D Phys/+1D Energy, -1D DEX. Covers all areas
- Presuizable Climate Control Suit: Allows comfortable operation in normal to extremely hot (120 degrees), and high or low pressure areas. Fitted with an improved moisture capture system, supplimetns the coolling systems. Otherwise identiacal to the normal bodysuit.
- All other systems (comlink, MFTAS, bodysuit, etc) identical to basic Stormtrooper Armour.
Seatrooper Armour
Seatrooper armour is derived from Scouttrooper armour, with the addition
of an artifical gill, a deep-sea diving bodysuit,and an aquatic propulsion
system. The swimmer's fins fold along the front of the shin when not in
use.
model: Imperial Stormtrooper Aquatic Assualt Armour MkII Mod 1
type: personal undersea combat armour
cost: not for sale
availability: 3 X
game effects:
- Basic Suit: +1D Energy/+1D Physical, no DEX penalties. Covers all areas.
- Active Sensor Package: Signal return system provides artificual imaging up to 50m in water. Not functional in atmosphere.
Combines with MFTAS composite imaging.
- Presurizable Climate Control Suit: Allows comfortable operations in moderately hot, cold, and high pressure areas. Optimised for underwater usage.
- Artifical Gill: Can extract oxygen from water, and has filters to prevent inhalation of txic compounds. May be connected to a 3 hour air supply in extremely contaminated waters.
- Aquatic Propulsion System: Gives a swimming move of 12.
- All other systems (comlink, MFTAS, etc) identical to basic Stormtrooper Armour.
Spacetrooper Power Armour
The only powered armour issued to the ISTC is the Spacetrooper armour.
Consisting of two layers, the first being a standard Stormtrooper suit,
which is then wrapped in a layer of heavy armour, weapons and enviromental
systems. Standing over 3 meters tall, and two meters wide, it is the most
recognizable and intimidating suit in the inventory.
model: Imperial Stormtrooper Cold Assualt Armour Suit Mk IV Mod 3
type: personal cold weather combat armour
cost: not for sale
availability: 3 X
game effects:
These systems are considered seperate from basic Stormtrooper Armour. When using Spacetrooper
- Armour, all systems from the Stormtrooper suit are available.
- Basic Suit: +4D Physcial/+3D Energy/+5D Radiation, -1D DEX in 0g, -2D DEX in gravity. Coveers all areas. Has power for 10 hours.
- Ion/Repulsor Propulsion System: Gives a space move of 1. May be used in gravity to with a move of 8, and a repulsor ceiling of 50cm.
- Computer Pack: Holds the equivelent of a 10km by 10km map with details down to 2 meters and 15 thousand characters of text.
- Enviromental Systems: Completely sealed against the outside universe. Has sufficent air for 8 hours.
- Fusion couplers: Allows the armour's wearer to walk (at a speed of 5) on the outer hull of space craft.
- Miniature Proton Torpedo Laucher: Uses Missle Weapons skill. Walker-scale, fire rate 1, fire control 1D. 6 shots, range 1/3/7 (25-100.300/700), damage 6D. Eight more may be carried on the back at the expense of the grenade lauchers, has no fire control bonus.
- 2 Grenade Lauchers: Uses Missle Weapons skill. Fired over the shoulders, 30 rounds each. May be loaded with any type of 35x40mm grenade, usually gasous.
- Blaster Cannon: Uses Blaster skill. Mounted over right glove, Character scale. Range 0/1/3 (5-50/100/300), damage 6D.
Radtrooper Armour
The dangers of areas contaminated with high-energy radiation or heavy instustrial
chemicals are well known. Engineers had a hard time designing suitable
armour for the Radtroopers, but they finally produced this suit. While
far from perfectly secure, such as a space suit would be, it does allow
sufficent flexability to engage in close combat and use personal weapons.
model: Imperial Stormtrooper Radiation/Chemical Contamination Zone Armour
MkII Mod 4
type: personal combat armour, with enhanced radiation protection
cost: not for sale
availability: 4 X
game effects:
- Basic Suit: +1D Energy/+2D Physical/+3D Radiation, -1D DEX. Covers all areas. Gives suit iit's distictive silver finish. When the white under layer of the armour is showing it has lost radiation protection.
- Sealed Envirofilter: Can block harmful and high-energy molecules and particles, or seal and run off 30 minutes internal air in case of insufficient atmosphere. Usually connected to a 3 hour air supply or a long term atmospheric recycling system.
- Macrobinocular Viewplate: +2D Search 100-1000m
- All other systems (comlink, MFTAS, etc) identical to basic Stormtrooper Armour.
Imperial Gaurd Armour
Origionally intended for fielding on Coruscant, it has become a familiar
sight across the Core Worlds and on worlds of high importance. Issued to
the Imperial Guards (not to be confused with the Royal Guards) on thier
mission as law officers, it is well designed for civil protection and enforment
duties, with full spectrum lighting, an integral ID reader and good protection
to the occupent. Designed with a distinctive starburst visor, combined
with it's crimson and black color scheme, make it stand out in the minds
of citizens as a place turn in time of emergency.
model: Imperial Stormtrooper Civil Enforcement Armour MkI Mod 1
type: personal combat armour
cost: not for sale
availability: 3 X
game effects:
- Basic Suit: +1D Energy/+2D Physcial, -1D DEX. Covers all areas.
- MFTAS: Suit has white light, near-IR and UV lamps, giving no darkness penalties. (This is an active system.) +2D PERC in smoke and other visibility obscuring conditions. +2D to hit moving targets (more than 10m/round)
- ID Scanner: ID card scanner built into left thigh armour, dispalys in helmet. Compatable with all Imperial, CSA and BoSS ID cards.
- All other systems (comlink, bodysuit, etc) identical to basic Stormtrooper Armour.
Firetrooper Armour
type: medium combat armour
cost: not for sale
availability: 4 X
game effects:
- Basic Suit: +1D Energy, +2D Physical, +4D Fire and Acid. Covers all areas, -1D DEX penalty
- MFTAS*: +4D PERC in smoke (active system), +2D in all other low-lite and other visibility obscuring conditions. +2D to hit moving targets (more than 10m/round)
- Datalink from command*: Can project upto four feeds from remote sensing equipment, maps, floorplans, holocams, or text documents. These commonly included an area map and cooridinates provided by friendly satelittes. (may be from a remote database, or from a pack mounted system)
- Sealed Envirofilter*: Can block harmful molecules, or seal and run off 60 minutes internal air in case of insufficient atmosphere. May be connected to a 3 hour air supply.
- Presurizable Climate Control Suit*: Allows comfortable operations in extremely hot (up to 300 degrees standard) or moderately cold, high or low pressure areas. Can be sealed to serve as a vacuum suit (wearer must make a moderate stamina role every thirty minutes, or recieve a wound) or for use underwater.
- All other systems (comlink, bodysuit, etc) identical to basic Stormtrooper Armour.
Storm Commando Armour
model: Imperial Stormtrooper Commando Armour Suit Mark II Mod 2
type: medium combat armour
cost: not for sale
availability: 4 X
game effects:
Basic Suit: +1D Energy, +1D Physical. Covers all areas, no DEX penalties
Comlink*: Tounge toggled comlink. Frequency agile, scrambled. 100km range. Is capable of supporting five different com networks (ie: Patrol, Troop, Pair, general-st and tac-air networks). Equipped with normal and increased volume public address modes. (Prior to the Mk II Mod 2, these had a 50 km range) (Single, long-range [500km] channel to be added with Mk II Mod 3)
MFTAS*: +3D PERC in smoke, low-lite and other visibility obscuring conditions (+2D with ONLY passive systems). +2D to hit moving targets (more than 10m/round) (Active systems added with the Mk II series)
Sealed Envirofilter*: Can block harmful molecules, or seal and run off 60 minutes internal air in case of insufficient atmosphere. May be connected to a 3 hour air supply (Limited to thirty minutes with Mk I)
Macrobinocular Viewplate*: +2D Search 100-1000m
Anti-sound padding: +1D Sneak vs. auditory searches.
Camouflage Finish: +1 to +2D vs. visual searches. Bonus varies due to the suitability and accuracy of camo pattern. Penalty for obviously wrong camo. Usually blackened for night ops.
Reflec Construction: +1D Hide and Sneak vs sensor systems, and thermal imaging (Incorprated with the Mk II series)
Auditory Enhancement System (to be added in the Mk II Mod 3)*: +2D PERC for sound based rolls. Fitted with volume control to prevent hearing damage. It is being incorporated in to the Mod 2 suits.
All other systems (comlink, bodysuit, etc) identical to basic Stormtrooper Armour.
Royal Guards' Armour
Taking design tips from some of the most famous battle armours in history,
including the armours of the Mandelor and Thyrsus militaries. It provides
good protection from light weapons for a minimal amount of bulk. In Imperial
Crimson and shrouded in cerimonial robes, it is stunning sight to behold.
model: Imperial Stormtrooper Royal Protection Unit Armour MkII Mod 6
type: personal combat armour
cost: not for sale
availability: 4 X
game effects:
Basic Suit: +1D Energy/+2D Physical, -1D DEX. Covers all areas.
Sensor/computer access: allows the wearer to get data from the local computer and sensor nets, allowing them to ID personnel authorized for access to the Imperial Court.
All other systems (comlink, MFTAS, bodysuit, etc) identical to basic Stormtrooper Armour.
Jagdtrooper Armour
Jagdtrooper armour looks like regular Stormtrooper armour, but with a Scout's
helmet. The Universal Camo is a mixture of brown, grey and light and dark
green in an irregular pattern.
type: medium combat armour
cost: not for sale
availability: 4 X
game effects:
Basic Suit: +1D Energy, +2D Physical, -2 DEX Penalty. Covers all areas
Macrobinocular Viewplate*: +2D Seach 100-300m
Anti-sound pading: +1D Sneak vs. auditory searches.
Universal Camoflauge Finish: +1 to +2D Sneak and Hide vs. Visual Searches under most conditions. Designed to work at night, in desert, forest, jungle, urban and alpine enviroments. (Can be refinished for more specialized enviroments.)
All other systems (comlink, MFTAS, bodysuit, etc) identical to basic Stormtrooper Armour.
Dark Trooper: Phase 03 (Power Armor)
The Phase 03 Dark Trooper was the climax of Dark Trooper development. Instead
of being a fully automated droid, like the Phase 01 and 02 models, the
Phase 03 is a power suit designed for a standard stormtrooper to wear.
Model: Imperial Development Dark Trooper: Phase 03
Type: Heavy power armor
Scale: Character
Crew: 1
Cargo Capacity: 30 kilograms
Consumables: 2 weeks
Armor: 3D (reflective 1/2 damage from blasters)
Sensors:
- Armored chassis (+5D versus physical, +4D versus energy)
- Chromodex Integrated Targeting and Attack/Defense System (ITADS)
- Macrobinoculars
- Subspace Radio (750 kilometer range)
- Repeating Blaster (swings over right shoulder)
Skill: Blaster: repeating blaster- FTE-3e Missile Launcher (swings over left shoulder)
Fire Control: 1D
Range: 50/120/530
Damage: 7D
Skill: Missile Weapons: FTEMove: 10
Ammo: 5
Range: 25-100/300/500
Damage: 9D
Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/