Federal Special Services
Adventures in
The Wild, Wild West
Now Playing
The Night of the Asteroid
Equipment
FSS Standard Issue Weapons
Weapon | OCV | Range Mod | Damage |
STUNx | shots | Notes |
Colt .45, FSS Model | +1 | | 1d6+1RKA |
+1 | 6 | standard pistol (1) |
Winchester .45 FSS Model | +1 | +2 | 1 1/2d6RKA 2d6+1RKA |
+1 | 17 | standard rifle (1) (2) |
Derringer .45 FSS Model | | -2 | 1d6RKA |
| 2 | standard FSS holdout (1) |
Derringer line-launcher | | -2 | 1 1/2d6RKA |
+1 | 1 | 1 phase to load
carries a line which may stick in walls and stuff.
(1) |
- This weapon accepts a standard .45 round. Ammo is interchangeable between these weapons.
- This weapon also accepts a .45 long round, which will not fit in the pistols. If loaded with long rounds, use the second (higher) damage number.
FSS Special Equipment
- FSS Derringer Sleeve Rig
- Conceals a derringer up the sleeve with a quick release. (The draw of
the derringer is a 0-phase action)
- FSS Armour Cloth
- FSS Armour Cloth is 1 rPD and may be worn as regular cloth. (Effectively
most PCs will have 1 rPD locations 5-18)
- Pocketwatch Knockout Gas Dispenser
- Experimental device to direct KO gas at a single target or tight cluster.
(7d6NND, no range, 1 hex AOE; defense is not breathing, gas mask or the like;15- activation; 2 charges)
General Weapons
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Winchester Rifle most models, +1 OCV, +2 Range Mod, 2d6RKA, 17 shots
FSS Doorbuster, 1.5d6 AP, must be fused. Use demo skill for accuracy.
Gatling Gun .45, 2d6RKA, +1 STUNx, autofire up to five shots, depending on
feed mechanism must be reloading after 5, 10 or 100 "shots"
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