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Thread: The Departed: Background Stuff

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    Registered User Ash DuQuennes's Avatar
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    Default The Departed: Background Stuff

    Rank Structure

    FireFly has three "branches" of combat forces at its disposal: StarFighter Force, CapShip Force, and Ground Force.

    They all (generally) use the Rebel Alliance/New Republic rank structure, but actual rank titles vary a bit.


    For the CapShip Force, officer ranks are as follows:


    O-1 Ensign
    O-2 Sub Lieutenant
    O-3 Lieutenant
    O-4 Lieutenant Commander
    O-5 Commander
    O-6 Captain
    O-7 Commodore
    O-8 Rear Admiral
    O-9 Vice Admiral
    O-10 Admiral


    CapShip enlisted ranks are as follows:


    E-1 Space Technician 3rd Class
    E-2 Space Technician 2nd Class
    E-3 Space Technician 1st Class
    E-4 Petty Officer 3rd Class
    E-5 Petty Officer 2nd Class
    E-6 Petty Officer 1st Class
    E-7 Chief Petty Officer
    E-8 Senior Chief petty Officer/Command Senior Chief Petty Officer
    E-9 Master Chief Petty Officer/Command Master Chief Petty Officer


    For the StarFighter Force, officer ranks are as follows:


    O-1 Junior Lieutenant
    O-2 Senior Lieutenant
    O-3 Captain
    O-4 Major
    O-5 Commander
    O-6 Colonel
    O-7 Brigadier General
    O-8 Major General
    O-9 Lieutenant General
    O-10 General


    StarFighter Force and Ground force enlisted ranks are as follows:


    E-1 Private
    E-2 Private First Class
    E-3 Lance Corporal
    E-4 Corporal
    E-5 Sergeant
    E-6 Senior Sergeant
    E-7 Sergeant First Class
    E-8 Master Sergeant/First Sergeant
    E-9 Sergeant Major/Command Sergeant Major


    Ground Force officer ranks are as follows:


    O-1 2nd Lieutenant
    O-2 1st Lieutenant
    O-3 Captain
    O-4 Major
    O-5 Lieutenant Colonel
    O-6 Colonel
    O-7 Brigadier General
    O-8 Major General
    O-9 Lieutenant General
    O-10 General

    Other than Commodore Gracus and Brigadier General DuQuennes, there is currently no other higher "O-level" officers at FireFly.

    There are currently two Command Master Chief Petty Officers, one each on the two CR90 Corvettes in the ShipForce.

    There is also a First Sergeant, the senior Non-Commissioned-Officer-In-Charge of the Ground Force Company.

    The enlisted rank badges follow a similar pattern as their officer-grade counterparts, but substitute yellow and green squares for red and blue "pips," on a black placard/background (as opposed to the officer's white placard/background).

    A quick note of explanation on the Master Sergeant/First Sergeant dynamic (the same applies to Senior Chief Petty Officer/Command Senior Chief Petty Officer, and, by extension, the Master Chief Petty Officer grade): The Master Sergeant and First Sergeant are the same E-grade; they draw the same pay. Simplified, a Master Sergeant will typically serve in a Staff or Administrative position, while a First Sergeant serves in a Line/Combat unit. Same goes for the Sergeant Major/Command Sergeant Major pairing.

    A similar dynamic applies to the whole Senior Chief/Command Senior Chief; a Command Senior (or Master) Chief is the Non-Commissioned-Officer-In-Charge on a boat or ship.


    Warrant Officers: Warrant Officers are typically technical/engineering specialists. They are officers; they are saluted, called "Sir" or "Ma'am" as the case may be. They draw the same basic pay as their O-grade officer counterparts.

    But they do not exercise Combat Command Authority in a Line/Combat Unit.

    Warrant Officer Rank Badges use black rank placards, using yellow and blue "pips," as opposed to red-and-blue for Line Officers, but the "pip" layout is the same as for their Line Officer O-grade equivalents.
    Last edited by Ash DuQuennes; 20 January 2017 at 04:28 AM.
    A. DuQuennes

    I am the one you warned me of.

  2. #2
    Registered User Ash DuQuennes's Avatar
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    Default FireFly Day Uniform

    The FireFly Day Uniform consists of a black Karflo Corp. Thinsuit under a set of Ayelixe/Krongbing Textile's Shipsuit coveralls. The Shipsuit coverall is a tough, durable garment, with reinforcing patches on the knees, elbows, and shoulder, with multiple pockets all over.

    The Shipsuit coverall is color-coded by "Branch:"

    Ship Force: Black
    Fighter Force: Medium Gray (Pilots & Gunners)
    Ground Force: Olive Drab
    Engineering & Logistics: Medium Blue

    Foot wear is a set of comfortable combat boots. Ground Force blouses their Shipsuit pants legs.

    Headgear is a black beret, with a FireFly pin-logo front-and-center. Officer's pins are bracketed by two silver lightning bolts; Command Officer's (Wing Commanders/Executive Officers, Squadron Commanders/Executive Officers, and Flight Leaders) lightning bolts are gold.

    E&L Division will often ditch the beret while actually working on stuff, substituting a billed soft cap, with a "bump cap" insert.

    Fighter Crews and Ground Forces also wear an Ayelixe/Krongbing Textile's Tracker Utility Vest, stuffed with all kinds of goodies necessary to their respective jobs. Fighter Crews and Ground Forces typically only wear the vest while "on duty;" that is, when "going up" for Fighter Crews, or when on Security Patrol for Ground Forces. But it's not uncommon to see either of them wearing the vests all the time in and around FireFly.

    The Rank Placard is worn on the right breast, and a soft, black, synthleather patch with rating device above, and abbreviated rank/name below, is worn on the left breast.

    A FireFly logo soft patch is worn on the left shoulder until said member has completed one combat mission, after which it will be worn on the right shoulder. Rank placard soft patches are worn on both left and right shoulders/arms; on the one with the FireFly patch, the rank patch is worn below the FireFly patch.


    Rating insignia are as follows:

    Pilots: Wings, gold for Command Officers (Wing Commanders/Executive Officers, Squadron Commanders/Executive Officers, and Flight Leaders), silver for everyone else.

    Command: gold seven-point star for Captain/Commodore and ship's XO/1st Officer, and the senior NCO (Chief-of-Ship); silver for subordinates.

    Astrogation: three small gold stars in a triangular formation for the Astrogator, and senior NCO (NCOIC for Department); silver for subordinates.

    Helm: gold "control yoke" for Chief Pilot/Helmsman, and senior NCO (NCOIC for Department); silver for subordinates.

    Gunnery: gold crossed laser cannons for the ship's Master Gunner, and senior NCO (NCOIC for Department); silver for subordinates. Y-Wing gunners use this as well, with the following exception: any Y-Wing gunner that has taken and passed the Master Gunner exam may wear the gold crossed laser cannons.

    Electronics: two gold crossed lightning bolts for the Chief Electronics Officer of a ship, and senior NCO (NCOIC for Department); silver for subordinates.

    Engineering: gold "Atom" (w/three "electron orbits") for Chief Engineers, and senior NCO (NCOIC for Department); silver for everyone else.

    Technical: crossed gold Hydro Spanner & Torch for the Chief Technical Officer, and senior NCO (NCOIC for Department); silver for subordinates

    Medical: Gold Medical (Caduceus? The SW equivalent) for CMO, and senior NCO (NCOIC for Department); silver-in-silver for subordinates

    Ground Forces: Rifle ("short" or "long," with Superior/Expert Wreaths, and Combat Stars, as earned; see below)

    FireFly's Engineering & Logistics Division uses the gold engineering "Atom" for Warrant Officers, and the silver crossed Hydro Spanner & Plasma Torch for enlisted.

    Engineering and Technical may seem redundant; there is considerable overlap, and they often work closely together, but they are indeed separate. Engineering mostly stays in the Engineering area, tending the power plant and engines, and deals with "bigger picture" issues.

    Technical handles the rest of the ship, and is much more "hands-on" when it comes to fixing and repairing stuff.

    Think of it like this: let's say a ship is damaged in combat. The main reactor is slowly going critical since the main cooling system is out of action. The engines are off-line. And power is out to several compartments throughout the ship.

    The Engineering dept. (office and enlisted) might be desperately trying to run a coolant by-pass to the main reactor, so the ship doesn't blow up when the main reactor goes critical. Failing that (or simultaneously), they might be trying to safely shut down the main reactor before it goes critical, and work on bringing auxiliary power on-line.

    The Technical dept. (officer and enlisted) is out somewhere in the ship, trying to bypass a fried power control junction that's knocked out power to MedBay, and/or the bridge, and/or etc.

    Turns out, the engines themselves are fine; it's the power and control runs to the engines that are out. Engineering and Technical may work together to get the engines back on-line, running new power and control lines.



    Other Patches/Awards/Medals:

    Combat/Mission "hash marks" are worn on the lower right sleeve, and are color-coded to represent numbers:

    Black = 1 mission
    Red = 5 missions
    Silver = 10 missions
    Gold = 25 missions

    Everyone at FireFly currently has one black "hash mark," for the security contract with Tirahnn's Planetary Constabulary.

    There is an idea for award ribbons and medals, but type/layout, and location, is still being worked out.

    There are Rifleman, Superior Rifleman, and Expert Rifleman badges for the Ground Forces. Same for the Heavy Weapons Gunners. The insignia is a black "short rifle" (like an E-11) for Rifleman, and a black "long rifle" (like an A280) for Heavy Weapons Gunners, surrounded by a laurel wreath.

    The standard Rifleman/HW Gunner has a black laurel wreath; Superior Rifleman/HW Gunner gets a silver laurel wreath; an Expert Rifleman/HW Gunner gets a gold laurel wreath around the weapon.

    For every Combat/Mission the Ground Forces go through, they receive a Star Device that goes above the "rifle," in between where the laurel wreaths curve up and around the black rifle. The stars are color coded like the combat hash marks, but they only wear one star at a time, typically the highest rated/number. The sleeve "hash marks" tell the "rest of the story."
    A. DuQuennes

    I am the one you warned me of.

  3. #3
    Registered User Ash DuQuennes's Avatar
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    Default Typical FireFly Gun, Gear, And Accessories

    Here is some of the typical gear that various FireFly Personnel are issued:

    Ayelixe/Krongbing Textiles ShipSuit
    Armor Type: Light Armor
    Proficiency Group: Light (no non-proficiency penalty applies, though)
    Cost: 200 Cr., less bulk discount; as modified fair-market value: 350 Cr.
    Damage Reduction: 1
    Maximum Dex Bonus: +6
    Armor Check Penalty: -1 (as-issued, modified to 0)
    Speed: 10 m/6 m
    Weight: 1.0 kg
    Availability: Common

    The A/KT Shipsuit is a multi-pocketed coverall. The many pockets are useful for toting tools and equipment. The tough synthweave fabric lasts for years of regular use and is fireproof and electrically nonconductive (the suit is not a barrier to heat, though; wearers have been killed by a fire's raw heat). A fitted shipsuit functions as a vacuum suit or space suit internal body sleeve, allowing for a fast change into EVA gear.

    FireFly issues everyone two pairs of coveralls, color-coded by "Branch:" Black for Ship Crews, Medium Gray for Fighter Crews (incl. gunners), Olive Drab for Ground Force, and Medium Blue for Engineering/Logistics.

    Ayelixe/Krongbing Textiles Tracker Utility Vest
    Armor Type: Light Armor
    Proficiency Group: Light (no non-proficiency penalty applies, though)
    Cost: 300 Cr., less bulk discount; as modified fair-market value: 525 Cr.
    Damage Reduction: 1
    Maximum Dex Bonus: +6
    Armor Check Penalty: -1 (as-issued, modified to 0)
    Speed: 10 m/6 m
    Weight: 0.5 kg
    Availability: Common

    The Tracker Utility Vest is a light, sleeveless garment designed to allow hunters and guides to carry numerous small items in a comfortable and convenient manner. It is constructed of the same synthweave fabric as the A/KT ShipSuit, and it is resistant to tears, stains, and corrosion.

    The vest can carry up to twenty-four objects of 1 kilogram or less in weight, each in one of a series of pockets, pouches, and straps. Because the weight of these items is evenly distributed, their total weight is halved for purposes of determining encumbrance.

    FireFly issues all Ground Forces one of these, and the Fighter Contingent Flight Crews get one as well, but they are generally available to anyone who wants one, too. Basic black is currently the only offering from FireFly.

    ETA: The Tracker Utility Vest can be worn on top of other types of armor, though it provides no additional DR protection. If such a version were worn by itself over regular clothing (including ShipSuits) that does provide DR, then it does provide DR/MasterCraft DR.

    Karflo Corporation ThinSuit
    Armor Type: Light Armor
    Proficiency Group: Light (no non-proficiency penalty applies, though)
    Cost: 900 Cr., less bulk discount; as modified fair-market value: 2,025 Cr.
    Damage Reduction: 0
    Maximum Dex Bonus: +6
    Armor Check Penalty: -1 (as-issued, modified to 0)
    Speed: 10 m/6 m
    Weight: 1 kg (as-issued, modified to 0.5 kg)
    Availability: Common

    The Karflo Corp. ThinSuit is designed to act as insulation against extremes of pressure and temperature. It is a skintight garment that covers the entire body, made of a thin but highly insulating material with tiny heaters and coolers, allowing it to keep the wearer comfortable in extremes of heat and cold. The suit comes with a breather mask with one hour of internal air.

    The ThinSuit provides a +4 Equipment Bonus* on all Fortitude saves made to resist the effects of extreme heat and cold, and prevent any penalties being added for previous saves.

    The ThinSuit may be worn beneath other armors.

    *For The Departed: the Equipment Bonus does stack with other bonuses provided by gear such as the All-Temperature Cloak, or Flight Suits.

    FireFly issues two ThinSuits to everyone.



    All-Temperature Cloak (FireFly Special): as per Revised Core Rulebook, the FireFly version is a "Flight"-style jacket, with a waterproof hood that rolls up into the collar.

    Blast Helmet and Vest: per Revised Core Rulebook, DR 2, Max Dex +5. The FireFly gear has been custom fitted to each wearer, eliminating the -1 Armor Check Penalty.

    Padded Flight Suit: per Revised Core Rulebook. These are custom-fitted to each wearer to reduce the Armor Check Penalty from -2 to -1.


    BlasTech DH-17F1 & DH-17F2 (FireFly Special) Blaster Pistol
    Weapon Type: Blaster Pistol
    Proficiency Group: Blaster Pistols
    Cost: 550 Cr., less bulk discount; as modified fair-market value: 1,512.5 Cr
    Damage: 3d6-1
    Critical: F1: 20; F2: 19-20
    Range Increment: F1: 12m; F2: 18 m
    Weight: 1 kg
    Fort DC: F1: 15; F2: 17
    Type: Energy
    Multifire/Autofire: M
    Size: Small
    Hardness: 5
    WP: 2
    Break DC: 14
    Availability: Prevalent, Licensed

    The F2 is issued to Ship's Officers and Gunners. The F1 is issued to all Capital Ship's crew.

    All DH-17s (F1 & F2) at FireFly have a rail system under the barrel, that can take a mini-glow-rod tactical light (light out to 10 meters), or a laser pointer (+1 to-hit at 6 meters or less in daylight, 10m in low-light or darkness).


    BlasTech DL-18F1 & DL-18F2 (FireFly Special) Blaster Pistol

    Weapon Type: Blaster Pistol
    Proficiency Group: Blaster Pistols
    Cost: 500 Cr., less bulk discount; as modified fair-market value:1,375 Cr.
    Damage: 3d6
    Critical: F1: 20; F2: 19-20
    Range Increment: F1: 10m; F2: 14 m
    Weight: 1 kg
    Fort DC: F1: 15; F2: 17
    Type: Energy
    Multifire/Autofire: M
    Size: Small
    Hardness: 5
    WP: 2
    Break DC: 15
    Availability: Prevalent, Licensed

    The F2 is issued to command-level fighter pilots and their gunners; the F1 is issued to the rest of the Fighter Force pilots and gunners, as well as Ground Crews and Engineering & Logistics personnel (when deployed).

    All DL-18s (F1 & F2) at FireFly have a rail system under the barrel, that can take a mini-glow-rod tactical light (light out to 10 meters), or a laser pointer (+1 to-hit at 6 meters or less in daylight, 10m in low-light or darkness).


    BlasTech DL-44F1 & DL-44F2 (FireFly Special) Heavy Blaster Pistol

    Weapon Type: Blaster Pistol
    Proficiency Group: Blaster Pistols
    Cost: 750 Cr., less bulk discount; as modified fair-market value: 2,062.5 Cr.
    Damage: 3d8
    Critical: F1: 20; F2: 19-20
    Range Increment: F1: 8m; F2: 12 m
    Weight: 1.3 kg
    Fort DC: F1: 18; F2: 20
    Type: Energy
    Multifire/Autofire: M
    Size: Small
    Hardness: 5
    WP: 5
    Break DC: 17
    Availability: Prevalent, Restricted

    The F2 is issued to the Ground Force’s CO, XO, 1SG, Platoon Leaders, and Platoon Sergeants; the F1 is issued as a sidearm to Ground Force’s Squad Leaders, as well as Heavy Weapons Gunners (as they don’t carry the issue E-11 Blaster Rifle).

    All DL-44s (F1 & F2) at FireFly have a rail system under the barrel, that can take a mini-glow-rod tactical light (light out to 10 meters), or a laser pointer (+1 to-hit at 6 meters or less in daylight, 10m in low-light or darkness).

    BlasTech E-11F1 & E-11F2 (FireFly Special) Blaster Rifle
    Weapon Type: Blaster Rifle
    Proficiency Group: Blaster Rifles
    Cost: 1,000 Cr., less bulk discount; as modified fair-market value: 2,750 Cr.
    Damage: 3d8
    Critical: F1: 19-20; F2: 18-20
    Range Increment: F1: 30m; F2: 44 m
    Weight: 4.5 kg base, 5 kg as modified.
    Fort DC: F1: 18; F2: 20
    Type: Energy
    Multifire/Autofire: M
    Size: Medium
    Hardness: 5
    WP: 10
    Break DC: 20
    Availability: Prevalent, Military

    The F2 is the standard-issue rifle for the Ground Forces, as well as command-level fighter pilots and their gunners; it comes equipped with a Merr-Sonn Targeter Ranging Scope, which eliminates range penalties out to 88 meters (two range increments). The F1 (including scope) is issued to fighter pilots, gunners, as well as Ground Crews and Engineering & Logistics personnel (when deployed).

    Both variants replace the old-style folding stock with a telescoping stock with six different “length” settings, allowing it to be comfortably fitted to each individual user. If the user has the Weapon Group Proficiency (Blaster Rifles) feat, deploying the stock is a Free-Action; if not, it’s a Move Action.

    It also comes with a tactical sling that makes the compact-yet-heavy rifle much more comfortable to carry for extended periods, while still keeping the weapon close-to-hand for ready use (for encumbrance purposes, it’s weight is effectively cut in half: 2.3 kg for base model, 2.5 for “scoped”). Use of a Tactical Sling grants the weapon’s wielder the benefit of basic “Position” (-1 Range Penalty), as well as basic “Support” (-1 Range Penalty) per Position & Support rules on pg. 134 of the Hero’s Guide.

    All E-11s (F1 & F2) at FireFly have a rail system under the barrel, that can take a FireFly Special Foregrip Support, which also integrates a mini-glow-rod tactical light (light out to 10 meters), and a laser pointer (+1 to-hit at 6 meters or less in daylight, 10m in low-light or darkness).

    Use of the Foregrip Support grants the weapon’s wielder the benefit of basic “Position” (-1 Range Penalty), as well as basic “Support” (-1 Range Penalty) per Position & Support rules on pg. 134 of the Hero’s Guide.

    Using the Tactical Sling in combination with the Fore Grip grants the weapon’s wielder the benefit of full “Position” (-2 Range Penalty), as well as full “Support” (-2 Range Penalty) per Position & Support rules on pg. 134 of the Hero’s Guide.

    The Departed House Rule: if the bonuses granted by the Tactical Sling and Foregrip Support overcome all range penalties, the benefit(s) translate into bonuses to-hit. Example: Lance Corporal Buklee is shooting at a target 100 meters away. His rifle’s base range increment is 44 meters, for a total of -6 to hit range penalty. The Merr-Sonn Targeter Ranging scope eliminates any range penalties for the first two range increments, reducing the range penalty to -2. Using both his Tactical Sling and Foregrip Support (-2 and -2 together) turns his -2 range penalty into a +2 to-hit.


    BlasTech T-21F2 (FireFly Special) Light Repeating Blaster
    Weapon Type: Blaster Rifle
    Proficiency Group: Blaster Rifles
    Cost: 2,000 Cr., as modified fair-market value: 4,500 Cr.
    Damage: 3d8
    Critical: 18-20
    Range Increment: 60 m
    Weight: 4.5 kg base, 5 kg as modified (scope).
    Type: Energy
    Multifire/Autofire: M/A
    Size: Large
    Hardness: 5
    WP: 5
    Break DC: 17
    Availability: Prevalent, Military

    The standard-issue Heavy Weapon for Ground Forces Heavy Weapons Squads, one per Heavy Weapons Team (two per platoon, for eight total for the Ground Force Company), it comes equipped with a Merr-Sonn Targeter Ranging Scope, which eliminates range penalties out to 120 meters, as well as a folding bipod (-2 range penalty). If the user has the Weapon Group Proficiency (Heavy Weapons) feat, deploying the bipod is a Free-Action; if not, it’s a Move Action.

    It also comes with a Tactical Sling that makes the large, heavy auto rifle much more comfortable to carry for extended periods, while still keeping the weapon close-to-hand for ready use (for encumbrance purposes, it’s weight is effectively cut in half: 2.3 kg for base model, 2.5 for “scoped”). Use of a Tactical Sling grants the weapon’s wielder the benefit of basic “Position” (-1 Range Penalty), as well as basic “Support” (-1 Range Penalty) per Position & Support rules on pg. 134 of the Hero’s Guide.

    The Departed House Rule: if the bonuses granted by the Tactical Sling or Bipod (cannot be used in combination) overcome all range penalties, the benefit(s) translate into bonuses to-hit.

    FireFly is looking into the possibility of adding a magazine-fed, under-barrel-mounted grenade launcher to its inventory of T-21s, for that little something “extra.”


    Merr-Sonn Deck SweeperF2 (FireFly Special) Stun Blaster
    Weapon Type: Light Repeating Blaster
    Proficiency Group: Blaster Rifles
    Cost: 2,000 Cr base, as modified fair-market value: 4,500 Cr.
    Damage: 1d10
    Critical: 20
    Range Increment: 24 m
    Weight: 4.5 kg
    Fort DC: 20
    Type: Energy
    Multifire/Autofire: -
    Size: Large
    Hardness: 5
    WP: 10
    Break DC: 15
    Availability: Common, Restricted
    Special: This weapon fires only 5 shots before it power pack needs to be replaced. When set on stun, this weapon fires stunning energy in a cone-shaped field 12 meters long and 12 meters wide at the far end. Anyone within that area must make a Fortitude save or be knocked unconscious for 1d4+1 rounds. Those who make the saving throw are stunned for 1 round.

    Back by popular demand, Merr-Sonn has reintroduced their potent stunner. This is the alternate weapon for Heavy Weapons Teams (all three members, as opposed to just the Team Leader for the T-21, meaning that up to 24 of them could potentially be fielded), issued during boarding actions, or for crowd control situations. While the FireFly E-11s and DL44s have potent stun settings, their limited range in stun mode (4 meters), and tightly focused stun-beam, makes them less-than-ideal for boarding actions, or crowd control.

    All FireFly Deck sweepers have replaced the fixed stock with a telescoping stock with six different “length” settings, allowing it to be comfortably fitted to each individual user. If the user has the Weapon Group Proficiency (Blaster Rifles) feat, deploying the stock is a Free-Action; if not, it’s a Move Action.

    All Deck Sweepers at FireFly come with a tactical sling that makes the rifle much more comfortable to carry for extended periods, while still keeping the weapon close-to-hand for ready use (for encumbrance purposes, it’s weight is effectively cut in half, or 2.3 kg. Use of a Tactical Sling grants the weapon’s wielder the benefit of basic “Position” (-1 Range Penalty), as well as basic “Support” (-1 Range Penalty) per Position & Support rules on pg. 134 of the Hero’s Guide.

    All Deck Sweepers at FireFly have a rail system under the barrel, that can take a FireFly Special Foregrip Support, which also integrates a mini-glow-rod tactical light (light out to 10 meters), and a laser pointer (+1 to-hit at 6 meters or less in daylight, 10m in low-light or darkness).

    Use of the Foregrip Support grants the weapon’s wielder the benefit of basic “Position” (-1 Range Penalty), as well as basic “Support” (-1 Range Penalty) per Position & Support rules on pg. 134 of the Hero’s Guide.

    Using the Tactical Sling in combination with the Fore Grip grants the weapon’s wielder the benefit of full “Position” (-2 Range Penalty), as well as full “Support” (-2 Range Penalty) per Position & Support rules on pg. 134 of the Hero’s Guide.

    The Departed House Rule: if the bonuses granted by the Tactical Sling and Foregrip Support overcome all range penalties, the benefit(s) translate into bonuses to-hit.

    Vibroblade
    Weapon Type: Melee Weapon
    Proficiency Group: Vibro Weapons
    Cost: 250 Cr., less bulk discount; as modified fair-market value: 562.5 Cr.
    Damage: 2d6
    Critical: 19-20
    Weight: 1.0 kg (including powercell)
    Fort DC: -
    Type: Slashing
    Size: Medium
    Hardness: 5
    WP: 5
    Break DC: 17
    Availability: Common, Restricted

    The standard FireFly Vibroblade, issued to Ground Forces; the base model is available to just about anyone else at FireFly who wants one.

    Vibrodagger/bayonet
    Weapon Type: Melee Weapon
    Proficiency Group: Vibro Weapons
    Cost: 200 Cr., less bulk discount; as modified fair-market value: 450 Cr.
    Damage: 2d4/2d4+2 (bayonet)
    Critical: 19-20
    Weight: 0.5 kg (including powercell)
    Fort DC: -
    Type: Slashing
    Size: Medium
    Hardness: 5
    WP: 2
    Break DC: 14
    Availability: Common, Restricted

    The standard FireFly vibrodagger/bayonet, issued to Ground Forces; it’s also available to just about anyone else at FireFly who wants one. The E-11F1 & F2 Rail System can take the vibrobayonet, mounting it just forward of the Foregrip Support.

    Merr-Sonn Stun Baton (Typical Stun Baton)
    Weapon Type: Melee Weapon
    Proficiency Group: Simple Weapons
    Cost: 500 Cr., less bulk discount; as modified fair-market value: 1,125 Cr.
    Damage: 1d6 (club)
    Critical: 20 (club)
    Weight: 0.5 kg (including powercell)
    Fort DC: 17
    Type: Bludgeoning (club)
    Size: Medium
    Hardness: 5
    WP: 5
    Break DC: 17
    Availability: Prevalent, Restricted

    The standard FireFly stun baton/”billy club,” issued to Ground Forces for routine security patrol and “Riot Duty.”

    Combat Gloves
    Weapon Type: Melee Weapon
    Proficiency Group: Simple Weapons
    Cost: 200 Cr., less bulk discount; as modified fair-market value: 350 Cr.
    Damage: +2
    Critical: -
    Weight: 0.5 kg
    Fort DC: 17
    Type: Bludgeoning
    Size: Small (typical); Medium for Large people, Tiny for Small people.
    Hardness: 5
    WP: 5
    Break DC: 14
    Availability: Prevalent

    The standard FireFly combat glove issued to Ground Forces; they’re also available to just about anyone else at FireFly who wants them.
    A. DuQuennes

    I am the one you warned me of.

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