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Gear of the BPRD

Page history last edited by Michael 2 months, 3 weeks ago


Vehicles

 

Inflatable Sport Boat

 

     These can be entirely collapsed into carry bags; their transoms are able to carry small outboard motors. They have oars, towing rings, grab handles, a drain system, foot pump for inflating, etc. There are also "dinghy" versions, with fittings to be lifted onto yachts, etc.

     Most of their material is synthetic rubber, resistant to chemicals, high temperatures, and UV light.

 

  • The 8' long model is 4.5 feet wide, weighs 53 pounds (without motor, up to 4 HP), and can carry 662 pounds or 3 people.

  • The 10' long model is 5' wide, weighs 77 lbs without motor (max 10 HP rating), and can carry 1257 pounds or 5 people.

  • The 12' long model is 5' 8" wide, weighs 93 pounds without motor (max 15 HP rating), and can carry 1367 pounds or 6 people.

 

Inflatable Rescue Boat

 

     Similar to the sport boat, these are built of more durable and thicker materials, and can be inflated more quickly. Designed for use in surf, frozen lakes, fast moving rivers, etc., it can also be dropped from aircraft. It has a heavy-duty transom for bigger motors than the sport boats, and a flexible 6 gallon fuel tank (if a motor is carried).

    Fast inflation from a SCUBA tank takes about a minute (there's a mounting spot for a 12 liter tank). These boats are normally available in red, black, white, olive green or gray.

 

  • 12' 9" long, 5' 6" wide, weight without motor 119 pounds (max motor 30 HP, max motor weight 150 pounds), can carry 7 people or 1433 pounds.When deflated and folded, it's 55" long by 28" wide by 13" high.

 

Logging Work Boat

 

 

     16' long, 8' wide boat, with 175 HP diesel engine driving a 360 degree reversible Olympic drive -- top speed probably about 10 mph. These are used to sort and push logs within the booming pond or at a lumber mill. The hull (all the parts painted black) are built of 3/8" thick steel, with heavy ribs on the outside, and five sets of jagged "log teeth" at the bow and on each side of the bow. The boat's center of gravity is well below the water line -- they right themselves quite quickly.

      The cab has one seat, for the operator. The cab is open at the back, but the front, sides and top are sturdy aluminum (not as sturdy as the hull); the windows are bulletproof plastic; steel bars or a guard screen can be fitted across them for additional operator protection. Work light pointing in all directions, a CB radio, a depth finder, and lots of tow posts, lifting lugs, etc. Weight about 6.5 tons.

      Carried on a fifth-wheel semi-trailer.

 

Motor Home

 

original art by William Wardrop

 

     A recreational vehicle, 30' 6" long and 96" wide, weighing a bit more than seven tons empty. It's been constructed with some armor, weapons, sensors, communications gear, and other gizmos at the referee's discretion.

 

Pontoon Boat

 

 

 

     20' long, 8' wide pontoon boat, 50 HP outboard motor -- top speed 21 mph. Aluminum hull and pontoons, live fish well, fresh water tank and tap, awning, console controls, depth finder and fish finder, 600 watt inverter, AM/FM/CD stereo, storage under seats, captain's chair (along right side) and three fishing chairs (two forward, one aft), four "side gates" (one on each side). Storage tarps included. Maximum rated load 1800 pounds or eight people.

     Carried on a tandem-axle trailer with a regular "automotive" ball hitch.

 

Weapons

 

      Silver ammunition is readily available for BPRD rifles, pistols, submachine guns and shotguns.

 

Pump Shotgun

 

 

     A pump-operated 12 gauge shotgun, with a very short (14") barrel. The tubular magazine can hold 4 shells, and is slow to reload (one shell at a time). Weight 6 pounds loaded.

     Game mechanics:  the rate of fire is one (1) shot per round; range 10/20/30 yards. Slugs do 4d6 damage, but will not penetrate more than 8 points of armor. Shot shells count each die separately against armor:  buckshot does 4d6 damage at close range (10 yards), 2d6 damage at medium range (20 yards), and 1d6 damage at long range (30 yards); #7 birdshot does 4d2 damage at close range, 2d2 at medium range, and 1d2 at long range. For a not-long-barrel shotgun, the pellets will all hit one location of a person at close range. Malfunction value is 00.

 

Semi-Auto 9mm Pistol

 

 

     The standard sidearm of  U.S. Treasury Department agents, and the BPRD. The magazine holds 13 rounds. Mass loaded, along with a spare magazine, 2 pounds.

      Game mechanics:  the rate of fire is two (2) shots per round; the range is 20 yards. The damage done is 1d10. Malfunction on 99.

 

Semi-Auto .45 ACP Pistol

 

 

     Until the mid-1980s, the standard handgun of the U.S. military. The magazine holds 7 rounds. Mass loaded, along with a spare magazine, 2.5 pounds.

      Game mechanics:  the rate of fire is one (1) shot per round; the range is 20 yards. The damage done is 1d10+2. Malfunction on 00.

 

Submachine Gun

 

 

     A Micro-Uzi submachine-gun. These were introduced in 1986, and fire 9mm cartridges. It can fire single shot, or full auto; there's a folding shoulder stock. Weight is 3.5 pounds loaded. It can use any of the 9mm Uzi magazines, but is normally found with a 20 round "flush" magazine, or the 25 round magazines.

     A leather holster for the folded weapon is available.

     Game mechanics:   rate of fire is either two (2) shots per round, or one burst; the range is 15 yards in semi-auto, 8 yards when fired in full-auto. Damage is 1d10. Malfunction number is 98.

 

Assault Rifle

 

 

     By the late 1980s, this is probably an M16A2. The usual magazine hold 30 rounds of 5.56mm ammunition. The weapon fires either single shots, or 3 round bursts. Weight is 7.5 pounds loaded, plus spare loaded magazines at 1 pound each.

     Telescopic sights or night-vision gear can be mounted on the carry handle, but this rifle is not as accurate at long ranges as the "proper" sniper rifle (see below)

     Game mechanics:  rate of fire is one (1) shot per action, or one 3-round burst per melee round; the range is 90 yards. Damage done is 2d8. Malfunction number is 97.

 

C1A1 Rifle

 

     The standard infantry rifle of the Canadian Army. They fire semi-automatic only, from a 20 round magazine. It has a carry handle, and can accept a bayonet and a telescopic sight. Weight is 11 pounds loaded; spare loaded magazines weigh 1.6 pounds each.

     Game mechanics:  rate of fire is one (1) shot per round; the range is 110 yards. Damage is 3d6+4. Malfunction number is 99.

 

Sniper Rifle

 

 

     A semi-automatic sniper rifle, with a folding stock, and fitted with a variable-power (x3 to x9) telescopic sight. A detachable box magazine holds 20 rounds of 7.62mm NATO match-grade ball ammunition. A suppressor, bipod, sling and bayonet can be fitted. Weight is 12 pounds loaded, with the sight shown; spare loaded magazines weigh 1.5 pounds each. The suppressor weighs 2 pounds; the bipod weighs 1.5 pounds.

     A night vision sight (the "Starlight scope") can be mounted, in place of the telescopic sight; it weighs just under 4 pounds (2.5 pounds more than the usual telescopic sight). Note that the Starlight scope can actually be used in daylight as well, though in any case it doesn't give as much accuracy as the regular scope.

     Game mechanics:  rate of fire is one (1) shot per round (though careful aiming will slow this down); the range is 180 yards with match ammunition and the telescopic sight. If using the suppressor, or the night vision sight, the range is only 150 yards. Damage is 3d6+4; the Malfunction value is 99.

 

Small Machine Gun

 

 

     A miniature copy of an air-cooled M1919A4 machine gun.

     The air-cooled version of the M1919 machine gun itself weighs 10 pounds, and the tripod adds another 4 ½ pounds. A 100 round cloth belt of .22 LR ammunition is 1 yard long, weighs about a pound. The water-cooled version probably weighs 16 to 18 pounds with water ...

     Game Mechanics:  damage is 1d6, but the gun can fire a "burst" of 5 rounds. Range for "full skill" is 40 meters (though that is presuming you're looking over the sights, rather than holding the weapon "Rambo style".

 

Small Submachine Gun

 

 

      The short-barreled version of the American 180 machine gun, introduced in 1972  These fire .22 LR cartridges. It can fire single shot, or full auto at a high rate of fire; there's a side-folding shoulder stock (which ends up just under the drum magazine when folded). Weight is 10 pounds loaded; the 177 round drum weighs 45 pounds. From the late 1980s, there are also drums holding 1265, 220 or 275 rounds of ammuntion.

     Game mechanics:   rate of fire is either two (2) single shots per round, or one burst of 10 rounds; the range is 15 yards in semi-auto, 8 yards when fired in full-auto. Damage is 1d6. Malfunction number is 97; the most common malfunctions are sluggish cycling (only one round fired per cocking of the gun), or contrarily uncontrolled automatic fire (runaway gun).

 

Taser or Stun Gun

 

 

     Tasers shoot a couple of barbed darts at the end of conductive tether lines; they can also be used in "probe" mode, similar to a stun gun that has to be pushed against the skin. Once the dart is fired and a circuit achieved, the device provides a series of electrical pulses for 5 seconds.

      The TE86 is a fairly current model, introduced in 1986, with an output of about 6 watts. The darts are propelled by gunpowder, not compressed air (that comes in the 1990s, along with laser dot projectors to help with aiming). The cartridge (holding four darts and their wires) has to be reloaded after two shots. The absolute maximum range is 7 yards (the length of the wires); effective range (at full skill level) is about 5 yards. There's a flashlight built into the front of the TE86. Weight with battery and one cartridge is about 1 pound; a replacement cartridge is about 1/4 pound.

      If the resistance between the barbs is too high (as occurs when one barb fails to attach, or if one or more barbs embed in a non-conductive surface) the electricity will arc from one wire to the other, or between the electrodes on the front of the taser unit. At these times, the presence of arcing so close to the user presents a hazard -- especially in the presence of flammable or explosive liquids or vapors.

      Touching a person being struck by a taser (if you aren't insulated) can result in some shock, but not the full effects.

      Game mechanics:  the darts do 1d2 damage; if they get past armor or thick hide, a mammalian target must make a CONx1 roll to remain un-stunned. There isn't much information about effects on non-mammals. Reliability is about 98%.

 

25mm Flare Gun

 

 

     Fires low-velocity, low-pressure 25mm shells of various types, out to about 70 yards. It's unrifled, so not very accurate. Weight is 2 pounds empty; 25mm flares each weigh 0.25 pounds (close enough for BPRD gaming).

     Rounds include:

    • tear gas or smoke:  will penetrate about 2 points of armor.

    • flare or parachute flare:  for signalling or illumination, or setting fires.

    • wooden stake:  for use against vampires ... probably about 1d6 damage.

     Game mechanics:  CoC range 5 yards (so it's hard to hit a person at range). Reloading takes a full melee round. Malfunction value 00.

 

25mm Heavy Flare Gun

 

     Fires medium-velocity 25mm shells of various types, out to about 200 yards. It can also use "regular, low-velocity" 25mm flares. It's unrifled, so not very accurate compared to a rifle. Weight is 8 pounds empty; 25mm "high velocity" flares each weigh 0.5 pounds (close enough for BPRD gaming).

     Rounds include:

    • tear gas or smoke:  will penetrate about 10 points of armor!

    • flare or parachute flare:  for signalling or illumination, or setting fires.

    • wooden stake:  for use against vampires ... probably about 3d6 damage.

     Game mechanics:  CoC range 25 yards (so it's hard to hit a person at range). Reloading takes a full melee round. Malfunction value 00.

 

37mm Flare Gun

 

 

     Fires low-velocity, low-pressure 37mm shells of various types, out to about 100 yards. It's unrifled, so not very accurate. Weight is 4 pounds empty; 37mm flares each weigh 0.4 pounds (close enough for BPRD gaming).

     Rounds include:

    • tear gas or smoke:  will penetrate about 5 points of armor.

    • flare or parachute flare:  for signalling or illumination, or setting fires.

    • wooden stake:  for use against vampires ... probably about 2d6 damage.

     Game mechanics:  CoC range 10 yards (so it's hard to hit a person at range). Reloading takes a full melee round. Malfunction value 00.

 

Grenade Launcher

 

 

     Fires 40mm shells of various types, out to about 400 yards. A skilled user can hit a window-sized target out to 300 yards. Weight is 4 pounds empty; 40mm shells each weigh 0.5 pounds (close enough for BPRD gaming).

     Rounds include:

    • tear gas or smoke:  will penetrate about 5 points of armor.

    • flare or parachute flare:  for signalling or illumination, or setting fires.

    • high explosive fragmentation:  for attacking infantry with blast and fragments

    • high explosive shaped charge:  has a shaped charge and some fragments.

     Game mechanics:  high explosive fragmentation does 4d6 damage (blast and fragments). High explosive shaped charge rounds do 3d6 damage out to 3 yards, minus 1d6 per yard beyond 3 yards; "to the front" it ignores 20 points of armor. CoC range 20 yards (so it's hard to hit a person at range), but the maximum range the shells will fly is a bit more than 400 yards. Reloading is a minor action. Malfunction value 00.

 

Explosives and Incendiaries

 

     For BPRD purposes, all the grenades weigh 1 pound. Throwing range from a standing position is (STR-4) x6 yards.

 

Hand Grenade

 

     Fuse delay 4 seconds. When it explodes, it throws fragments which are dangerous out to 40 yards.

     Game mechanic:  4d6 at 4 yards, minus 1d6 per yard beyond 4 yards; malfunction rate 99-00.

 

Stun Grenade

 

    

       A "flash-bang" grenade. Some eject a few small sub-munitions which explode over a second or so; in any case their explosion is very loud and bright. Delay 2 seconds.

      Game mechanic:  POT 4d6 rolled for each person within 3 yard (or 6 yards in confined spaces); victims must roll their Hit Points vs. the POT and check results:

 

  • fumble:  stunned for 3 rounds

  • fail:  stunned for 2 rounds

  • succeed:  stunned for 1 round

  • special:  not affected

 

     If a victim is wearing earplugs or other hearing protection, add +5 to their Hit Points when determining result.

 

Tear Gas Grenade

 

     Emits CS gas for 1 minute. Delay 2 seconds.

     Game mechanic: effects start a round or two after exposure. Treat as a POT 15 poison.

 

Smoke Grenade

 

     Emits smoke for 1 minute -- various colors are available. Delay 2 seconds.

 

Thermite Grenade

 

     Fuse delay is 2 seconds. It burns for 40 seconds, creating 2200 C flame, and will burn through 0.6" of armor steel. Flammable materials within about 2 yards will be ignited.

 

Plastic Explosive

 

     A slab of C4, with double-sided adhesive tape on one side. It's wrapped in olive drab mylar. Various pyrotechnic or electric fusing systems are available. Weight 1.2 pounds.

     Game mechanic: blast damage is 5d6, -1d6 per 3 yards distance.

 

Other Gear

 

Cable Ties

 

     Two nylon strap ends pass through a central locking block; they must be cut (or burned, melted, or otherwise broken) for removal. Also called flex-cuffs, tie-ties, etc., they are able to resist a strain of 250 pounds. They can be applied to wrists or ankles, and can be linked together.

     They are usually removed with paramedic's shears, although there are specialized flexicuff-cutters available.

     Ordinary steel police handcuffs are stronger (up to 500 pounds of pull), but it's difficult to carry a lot of them at once.

 

Other Restraints

 

     Belly chains, leg irons or braces, ankle hobbles, goggles with opaque plastic covers, transport hoods, and other means of dealing with dangerous, combative persons are available. Some of them can withstand up to 1,500 pounds of pull.

     The most extreme versions look somewhat like wheelchairs, but are clearly not "individual equipment".

 

Cuff-Aide

 

     A pair of mesh mittens, they are secured in place and prevent detainees from grabbing items, scratching people, etc.

 

Death Whistle

 

 

     Only recently re-discovered, the vendor claims these were used in grim rituals of the Aztec people.

 

Dive Gear

 

     This isn't a detailed list. In freezing water, dry suits would be needed. The "spare air tank" is listed separately.

 

  • dive watch

  • depth gauge

  • wrist compass

  • slate and graphite pencil

  • mesh bag for small items

  • waterproof diving lamp

  • rescue strobe light

  • swim fins

  • weight belt

  • face mask

  • snorkel

  • wet suit, if needed

  • hoods, if needed

  • life preserver/bouyancy compensator vest

  • demand regulator, with secondary "octupus" mouthiece

  • air tanks and manifold

  • dive log book

 

Flashlights

 

 

     Sturdy aluminum-body electric torches. The larger one uses two D-cell batteries, the smaller "mini" uses two AA-cell batteries. Weight 1.5 lbs (large) and 0.25 pounds (mini).

 

Fulu Talisman

 

    Red calligraphy on yellow paper; the calligraphy is partly Chinese characters, partly cult secrets. They have various uses -- bringing luck, etc. -- but the usual ones obtained by the BPRD are supposed to bind or drive off demons and evil spirits.

 

 

Gas Mask

 

 

     The silicone rubber mask has connections for microphones, to be used with radios. It's usually the MCU-2A/P, and comes in small, medium or large size, carried in a nylon carrier bag, along with two of the disposable filter canisters.

     Weight of the mask with filter canister, 1.9 pounds.  If you bring the carrier bag and a spare (second) canister along, it's 2.5 pounds.

     Keep in mind the mas won't provide oxygen, nor will it filter out some actual gases.

     Gas masks exist for police dogs and horses; some of these could be employed by the BPRD's more unusual staff members.

 

GPS Receiver

 

 

     The first hand-held GPS receiver. The number of satellites is not sufficient for full-time coverage in the 1989-1990 period -- "full coverage expected in the near future." Not very useful in polar regions. It will show the coordinates, altitude, and a route with up to 100 waypoints.

    Cost in 1989 was around $3,000. Weight is 1.75 pounds.

     The standard U.S. military GPS receiver from 1988 to 1993 was the AN/PSN-8 which weighs about 20 pounds!

 

Hag Stones

 

     Any naturally-occurring stone with one or more naturally-created holes through it. Also known as adder stones, witch stones, or serpent's eggs.

     The Celts and Britons felt they provided luck and success, and cured diseases. Invisible creatures can be seen through the hole.

     Commercially found in rural "rockhound" shops, or a gem shows. Artificial hag stones don't seem to work; the known hag stones have holes created by hydraulic action in streams or the sea shore. The BPRD certainly has enough for every member.

 

   

a hag sight, deployed (left) and folded (right)

 

     A few, with the right size rock and hole, have been mounted on flip-up weapon sights.

 

Hooligan Tool

 

 

     A sturdy firefighters' tool, good for opening doors and prying things.

 

Individual First Aid Kit

 

     Usually includes hand sanitizer, 2 pairs of surgical gloves, adhesive tape, a tourniquet, an elastic bandage, a square bandage, and a field dressing. Weight including pouch, 1 pound.

 

Kevlar Vest

 

     A Class II protective vest, weight 4 pounds. This is typical of what patrolmen wear under their shirts in the 1989 period. It's not concealed unless you're wearing a heavy coat or jacket.

     Game mechanics:  9 points of armor, it protects the front and back of locations 11 and 12 (not location 10 -- the bottom of the vest is about at the belt line).

     Vests with the same protection level are made for police dogs.

 

Lucky Candles

 

 

     The vendor claims that, when lit, they bring prosperity and luck!

 

Mobile Telephone

 

cell phone

 

     Radio-telephones use a limited-capacity network that had been around since the 1950s, mostly in urban areas. They weight about 10 pounds, and are usually installed in cars. Talk time on a "portable" version (with shoulder bag) is 30 minutes.

     Cell phones, introduced in 1983, have by 1989 gone down in size a bit -- instead of the original Motorola 8000X "brick", a new Nokia is only 1.6 pounds. Until 1989, cell phones were not "pocket" sized.

      There are 4 million cell phone subscribers in 1990; cell coverage in the U.S. is best around Chicago, Los Angeles, San Francisco, Seattle, and Baltimore/Washington.

 

Night Vision Goggles

 

     A pair of electronic light-amplifying devices, held in a plastic "mask" in front of the wearer's eyes by a set of straps. The focus at distances of "arms length" is very poor, so the wearer can't read hand-held text, see weapon sights, etc. The amplifiers work on visible and infrared light; there's a small infra-red lamp built into the mask, between the lenses. The lamp can be turned off by the user, if they are worried about being spotted by infra-red sensors.

     The AA batteries will power them for a couple of nights. Weight about 2 pounds.

 

Polaroid Camera

     An instant camera (600 series) with manual focus (there's an auto-focus version, using sonar to find distances); the battery is inside the film pack.  It has a pop-up flash, which always operates. There are 10 color prints in a pack; the images are 3-1/8" x 3-1/8". The camera weighs about 2 lbs, film packs weigh about 1.5 ounces each.

      The camera comes in a bag with a shoulder strap, and a pouch to hold film packs.

 

Police Walkie-Talkie

 

 

      A "Saber I" series hand-held portable radio. There are speech-encrypted versions.  It has 12 channels, with 2 to 6 watts of transmit power, and a range of a few miles. Weight is 1.5 pounds.

      The BPRD would only use these if their wrist-radios weren't appropriate.

 

Spare Air Tank

 

 

     Introduced in 1979, this small air tank contains 1.7 cubic feet of air, enough for 21 breaths of air at sea level. There's a small dial gauge, a holster and lanyard, a mouthpiece, and a refill adapter (not usually carried while diving or in the field). Weight 1.5 pounds.

     Slightly larger and heavier models are available.

 

Wrist Radio

 

 

     A radio the size of a large wristwatch, which performs all the functions of any other radio. It's super high-tech! It probably also functions as a pager and emergency locater beacon.

 

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