Weapons, Armor, and Other Equipment Rogue Weapons *RCT-12: tranquilizer pistol; 9 darts of 12 mg. khadii toxin. -Range: 50 m. -Damage: 1d4, 1d6 (per dart) rounds sedated for leg hit, 1d8 for arms, 1d12 for torso, 1d20 + 1d3 for head. *Note: 100 mg. of khadii toxin is lethal to medium-size characters. If such a character is injected with 100 or more mg. at one time, the character's HP is reduced to zero. -Pre-requisite: Equipment Option Advanced Weapons (Light) *RRP-22: revolving pistol; 6 rounds of .22 mm. ammo. -Range: 100 m. -Damage: 5d10 (per shot) -Pre-requisite: Equipment Option Advanced Weapons (Light) *RCCP-35: closed-chamber pistol; 12 rounds of .9 mm. ammo. -Range: 100 m. -Damage: 6d10 (per shot) -Pre-requisite: Equipment Option Advanced Weapons (Medium) *SIP-1: closed-chamber pistol; 18 rounds of .32 mm. ammo. -Range: 70 m. -Damage: 8d12 (per shot) -Pre-requisite: Equipment Option Advanced Weapons (Medium) *SIP-2: semi-automatic sub-machine gun; 50 rounds (5 shots per round) of .22 mm. ammo. -Range: 50 m. -Damage: 5d20 (per round) -Pre-requisit: Equipment Option Advanced Weapons (Medium) *DG-10: automatic machine gun; 50 rounds (10 shots per round) of .32 mm. ammo. -Range: 100 m. -Damage: 5d20 + 3d10 -Pre-requisit: Equipment Option Advanced Weapons (Heavy) *DG-10-9: automatic machine gun/grenade launcher; 25 rounds (10 shots per round) of .32 mm. ammo/12 claw grenades. -Range: 100 m./50 m. -Damage: 5d20 + 3d10 (per round)/2d100 (per grenade) direct hit, 5d10 close proximity. -Pre-requisit: Equipment Option Advanced Weapons (Heavy) *SGT-111: pump-action shotgun; 9 rounds of 10 gauge shot ammo. *SGT-493: automatic shotgun; 12 rounds of 12 gauge shot ammo. *SGT-493-9: dual automatic shotgun; 10 rounds of 12 gauge shot ammo.
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