///UPDATE: NEW ILLUSTRATIONS HAVE BEEN ADDED TO THE THIRD RAIL COMIC ART [MISCELLANEOUS] AND D:HT CHARACTER ARCHIVE GALLERIES, WHICH CAN BE VIEWED THROUGH THE COMICS AND SEQUENTIAL ART GATEWAY PORTAL. SEE THE D:HT CAMPAIGNS SECTION FOR THE LATEST ADDITIONS TO THE D:HT - COVERT OPERATIONS CAMPAIGN MISSION PROFILE, VIEWED THROUGH THE DYSTOPIA: HOSTILE TAKEOVER GATEWAY PORTAL. FINITY, TRDL'S WEB-BASED GRAPHIC SERIAL, BEGINS FALL 03.

Weapons described below are of special interest in the Dystopia: Hostile Takeover Campaign environment. For a complete list of weapons in this category, see the complete Ranged Weapons List

Keys: [TRDL] = Created by Third Rail Design Labs // [Shirow] = Adapted from the work of Masamune Shirow

Note: Most ranged melee weapons, including grenades, thrown edged weapons, and archery tools are sommonly understood and are not described below. In addition, many ranged melee weapons may be found in other categories, such as Exotics and Non-Lethal Weaponry.

Anti-personnel Kinetic Sphere: A truly bizarre misappropriation of spacer technology originally designed to improve EVA efficiency. The kinetic sphere is a 4cm rubberized metal spheroid, with an inertial amplifier housed within an energy-absorptive coil. The internal componentry of the sphere is designed to absorb and re-channel kinetic energy, as per it’s namesake. Once the sphere has built up enough kinetic energy (4 short bounces), it will continue to accelerate until it is either destroyed or slowed by water of foam. Depending on the size and configuration of the enclosed space in which the ball is released, the GM must determine the initial rate of the ball’s impact and resulting ricochet (generally 1 bounce per turn for a five square meter space) and the amplitude increases by one bounce per turn every round (3 bounces in the first round, 4 bounces in the second round, 5 bounces in the third round, etc.) The initial toss can be directional, and during the first round, the ball can be caught or deliberately deflected with an Athletics roll of 15 or greater. By the second round, the ball begins to cause damage upon impact, beginning with 1d6/2 with the first bounce of the second round, then 1d6 for the second, and increases by an additional 1d6 for each additional bounce. Impacts that causing damage that either exceeds the SDP of the object or cause 100% of total damage possible to an area of the body( ie. 8 pts to a limb, etc.) result in the ball passing through the object and continuing along the same trajectory. Dodging the ball begins at difficulty 10 in the 2nd round, and increases by +1 per turn, modified by the size of the room (elevator +15, small room +10, average room +5, warehouse +0, outdoors -5). After 4d6+4 bounces, the ball explodes causing 2d6 to a 2m area. Trajectory is roughly determined by the grenade table rolled twice: once for x direction, once for y, where logic allows. Note: the kinetic sphere only performs in a zero-gee environment. [3]

Bogardin Cutter Net: Memory metal razorwire compressed into a softball-sized grenade. The net expands on impact, then recompresses, slicing up targets caught in the blast radius. Reusable if well-cleaned. [4]

Bogardin Exploding Knife: A ganger favorite, this well-balanced throwing knife hides a small incendiary explosive in the handle. The detonator is twist-armed and utilizes a 4 second fuse.

Concussion Grenade: Damage is half real, half stun, negating SP effects of armor. Soft armors lose 2 pts of SP per impact. Hard armor only takes ¼ damage from the explosion. Equipment in range takes ½ damage as well. Similar common frag grenade in appearance, but nearly opposite in effect. [1]
Electro-Magnetic Pulse Grenades: Available in 5 weapons grades, in Hand, Shotgun, 25mm, and 40mm grenades.

EMP-1 Shocker Grenade: Produces a variable EMP pulse over small area, often with visual evidence of effect. Each type of equipment in the affected area, roll on the table below. Crash occurs temporarily (power x 40%) or permanently (power x 10%). Magnetic data is erased (power x 50%) and chip storage is destroyed (power x 20%).
[6]

1-2 System Unaffected

3-4 System reboot, offline for remainder of round

5 System offline for 1d6 turns

6 System offline for 1d6 minutes

Power Effect Range Cost

Mk 1 no damage impact 25

Mk 2 d6-1 damage 1m burst 75

Mk 3 d6+1 damage 1m burst 100

Mk 4 2d6 damage 2m burst 150

Mk 5 2d6 damage 3m burst 200

EMP-2 Waver Grenade: More conventional EMP technology, no visible evidence of effect. Each type of equipment in the affected area, roll on the table below. Crash occurs temporarily (power x 40%) or permanently (power x 10%). Magnetic data is erased (power x 50%) and chip storage is destroyed (power x 20%).

1 System Unaffected

2 System slows down, sluggish performance

3 Minor crash: System down for 1 round

4 Crash out: System GPFs and reboots, 2d6 rounds

5 Big crash: System reboots, then runs diagnostics: 1d6 minutes to restore

6 Fatal crash: System fails and requires technical service to restore (tech roll over 20)

Power Effect Range Cost

Mk 1 no damage impact 25

Mk 2 d6-1 damage 1m burst 75

Mk 3 d6+1 damage 1m burst 100

Mk 4 2d6 damage 2m burst 150

Mk 5 2d6 damage 3m burst 200

EMP-2 Flasher bomb: a 3kg bomb, awkward to throw (-2 WA to throw, ½ range) and upon detonation, a blinding flash during the EMP fusing is followed by a secondary explosion causing a concussive wave. Persons looking in the direction of the explosion within 5m (15m night) make Reflex roll (20) to avoid being blinded for 1d6 turns. Effects are as EMP-2, with the addition of 5d6 concussive damage (1/2 stun within 1m, all stun 1-4m, doubled indoors)
Air Burst Flachette Grenade: A lozenge-shaped grenade designed to be deployed with a 40mm grenade launcher. When fired, the grenade lands on it’s weighted end, and a secondary charge propels the top three-quarters of the grenade 1.5 meters vertically upwards, before it detonates, delivering drill-like flachettes over a 5m radius. Everyone within the blast area receives 1d6 flachettes, each doing 2d6 damage, soft armor ½ SP.
Flash Bang Grenade: A blinding, concussive explosive weapon with a 5m range, 15m indoors. All targets within range must make a Stun Save at -2 or become stunned and deafened for 4 turns, and make a Reflex check (Diff 20) to avoid being blinded for 2 turns. Anti-dazzle negates the need to test for blindness.