Harry Hardware's Specialty Equipment
Paintball Loads
Blockhead- Cost (per 20) $10
This is perfect for the paranoid paintballer. If you're afraid of someone using your rifle or pistol against you, throw one of these babies into the mix. Firing causes the load to expand instantly, effectively jamming the barrel. Further rounds
will break inside the weapon. They are bright purple to make removal easy. One teaspoon of bleach will dissolve the Blockhead in about 5 minutes
Bouncer - Cost (per 50) $25
This load is a tremendously elastic ball that's been treated to reduce air resistance. This means it will bounce and recoil of hard surfaces for quite a while. How long it bounces inside an enclosed area depends on the environment (GM's discretion), but will usually continue to bounce for 4 or 5 rounds. Everyone in the area must roll or be struck (I, personally, would use Luck rather than Ref, but it's the GM's choice). The effects are left up to the GM as well (it can cause missed shots, distractions, bruising, or broken equipment).
Multiple loads increase the probability of being hit. Also, these rounds can be reused if they are recovered.
Bruiser- Cost (per 100) $12
Essentially, this is just a solid plastic ball. It can break glass or cause bruising damage. Best of all, it can be reused.
BugBomb Cost (per 10) see varieties
Originally, this was a specialty order, but a good Techie never throws away a good idea. Inside every load are a number of insectoid robots (I made the prototype to use against someone with severe arachnophobia). On impact, the casing breaks open, and the robots begin to wander about randomly. They can wander into vents, air holes, or any other crevice. To have one on your skin is incredibly distracting (-2 to all actions, -4 if on a particularly sensitive area (neck, face, other). They contain enough energy to wander for about 4 minutes, but are
relatively fragile (2 SDP). They are available in four different sizes.
- Mites (30 per load) $35
- Ants (10 per load) $30
- Cockroaches (2 per load) $25
- Spider (1 per load) $20
Duster- Cost (per 100) $8
Each load is filled with light colored powder. It will show fingerprints, obscure optics, and generally make a mess in a 1-meter diameter. On a successful hit, there is a 4 in 10 chance of making the target sneeze and a 2 in 10 chance of blinding the target.
Screamer- Cost (per 25) $7
This is a hollow sphere with a number of specially shaped slits. While flying, they produce a high pitched whine. At best, it's distracting; at worst, it's amusing. Also, they can be reused if recovered.
Shocker - Cost (per 100) $80
This load is encased in a combination plastic and metallic casing. Inside is a thin barrier between to highly electrolytic solutions. On impact, the barrier shatters and the
solutions mix, releasing a large static charge. It causes stun damage (although electronic equipment may be damaged)
Spikeball- Cost (per 50) $25
The Spikeball is a globe of razor-sharp barbs with a brittle plastic casing. On impact the casing breaks and the barbs bite in, causing 2 points of armor piecing damage. They will then hang there and cause additional damage when touched or brushed
against (1-2 AP pts) until removed. The barbs can be saturated with chemicals if requested (price of drug + $15 added to the price).
Grenades
Bamboo- Cost $40
This is a prime example of Techie ingenuity. On detonation, 24 2.5-meter poles explosively expand out from the casing forming a large sphere (5-meter diameter). Each pole has 18 SDP and is Nr Impossible to collapse. Anyone caught in its radius receives damage (3D6 within 1m, 2D6 within 2.5). This device is often used to jam passageways and exits, effectively blocking pursuers or trapping victims.
TireShredder- $25
A variation on the fragmentary grenade design yielded this device. By decreasing the power, increasing the mass, and altering striking pattern, this grenade covers a 5m radius with caltrop-esque metal fragments. Anyone within the radius takes 5D6
damage to the lower legs, and crossing the area at normal walking speed causes 1D6 damage per meter traveled.
BubbleBomb- $30
This is a grenade for the light at heart. On detonation, a soapy solution is explosively aerated, creating a very festive cloud of bubbles. They are distracting (-2 to any
visual search), but largely harmless. They tend to float around for two to five rounds before bursting.
Equipment
Paintball load and grenade conversions- Cost (see notes)
Do you like a particular load's effect, but need a bigger boom? Do you want a grenade's results with a paintball's precision? Then come on down and make an order. We can make any grenade with a paintball effects and vice versa. Mine conversions
are also available.
Game Notes:
The cost is $10-30 (GM's discretion) in addition to the 'components'. For example, if you want an acid grenade, then you must include the cost of the acid or the appropriate number of paintballs. Bringing the actual components instead of paying
for them is always an option. As for conversion factors, 1 grenade is roughly equivalent to a mine or 3-5 paintballs (Once again GM's discretion).
"Tommy" Multishot Paintball Machine Gun
SMG -1(-2) L C Paint/Drugs 180 1/3/15 35m. $375
Are you tired of changing cartridges when you need a new type of ammo in your paintball gun? Add the Tommy to your arsenal and always be ready to change tactics. Named for the 'tommy' guns of the prohibition era, the Tommy uses a large drum
as a multi-variety clip, the Tommy can store up to 6 different kinds of loads (30 paintballs each). Using an electronic loading system, you can change ammo at the push of a button. The loading system throws off its accuracy, but the old-fashioned two handle grip has been revived to reduce its effect (Available in one handle grips with an additional -1 to accuracy. Naturally, it can be fired in full automatic mode, but it cannot change loads in this state. For the cybered Solo, smart chip versions are available (additional $150).
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