AMK-02 GW GRAVITON (aka 'HEAVY LOAD GUN')
STANDRAD SETTING: Power: 3 1/2d6 RKA
Modifiers: Area of Affect: One Hex (+ 1/2), +2 RMod (+6 pts), 3 Shots (-1 1/4), OAF (-1)
STR Min: 10
Active Cost: 88 points
Real Cost: 27 points
HI-POWER SETTING: Power: 4d6 RKA
Modifiers: Area of Affect: Megahex (+ 3/4), +2 RMod (+6 pts), 3 Shots (-1 1/4), OAF (-1)
STR Min: 30
Active Cost: 111 points
Real Cost: 34 points
Weapon is bought as a Multipower, costing 39 points, with two ultra slots. Slot one (standard) costs 3 and slot two (hi-power) costs 3 points.
Total: 40 points
Notes:The Graviton is a massive weapon that measures 14" long and weighs eight and a half pounds. It is capable of destroying small entities with a single shot. Use of the weapon on humans is stricktly forbidden. In the original series, only Kiddy could fire the Graviton on the hi-power setting.
The Graviton is bought as a Multipower, with the first slot being the 'standard' setting and the second being the 'hi-power' setting. Both slots use the same magazine. The Graviton is presumed to fire a round that detonates into a spherical gravity 'pulse' shredding anything within its radius of affect. Due to the extreme effects of this weapon, it will suck up dust and debris upon detonation and is known to leave hemispherical craters after impact..
The "Megahex" is not a standard 4th Edition Advantage. Basically, it is a AoE: One Hex with a 1 Hex increased radius. Basically this means the attack affects the center hex and all 6 hexes that are adjacent to that hex. Total coverage of the atatck is 7 hexes..
If the Graviton is fired at full power, the character doing so takes 1d6 of normal damage for every 3 STR they have less than 30. You do not get to apply your defenses to this damage. So, if a 10 STR character fires the Graviton, they take 6d6 of damage directly. This will average out to 6 BODY and 21 STUN, more than enough to disable the average person's arms.
HBG-35 HI-POWER BLASTER (c. 2028)
CREATURE SETTING: Power: 2 1/2d6 RKA Energy
Modifiers: +1 OCV (5 pts), +1 RMod (+3 pts), 6 Shots (-3/4), OAF (-1)
Active Cost: 48 points
Real Cost: 17 points
BASIC SETTING: Power: 1 1/2d6 RKA Energy
Modifiers: +1 OCV (5 pts), +1 RMod (+3 pts), 12 Shots (-1/4), OAF (-1)
Active Cost: 33 points
Real Cost:15 points
Weapon is bought as a Multipower, costing 19 points, with two ultra slots. Slot one (creature) costs 1 and slot two (basic) costs 1 point.
Total: 21 points
Notes: The HBG-35 is bought as a Multipower, with the first slot being the 'creature' setting and the second being the 'basic' setting. Both slots use the same energy cell, but the 'creature' setting consumes it twice as fast. The base cost of the Multipower is bought with a -1/2 limitation to reflect the variable nature of the blaster's energy cell.
This pistol resembles a revolver, although the cylinder doesn't rotate and the weapon is reloaded by placing a new energy clip under the barrel. In Side 4, conversation between Mana and Lebia makes it sound as if the HBG-35 fires projectiles, such as 'holy water' rounds. This makes little sense when you consider that the pistol has two settings (basic and creature) and that the creature settings consumes shots at twice the rate of the basic setting. For the purposes of Silent Möbius Zeta, the pistol is considered and energy weapon.
The HBG-35 is the standard sidearm of the AMP as of 2026.
CRESTRING ARMS CO. BLASTER (c. 2024)
Power: 2d6 RKA Energy
Modifiers: +1 RMod (+3 pts), 12 Shots (-1/4), OAF (-1)
Active Cost: 33 points
Real Cost: 15 points
Notes: This pistol appears only briefly, in Silent Möbius: The Movie I and in flashbacks during Side 5. It is fairly powerful, although not as powerful as the newerer HBG-35. Officers could carry this older weapon, if they desire it.
STUNSTICK
Power: 5d6 EB
Modifiers: NND (+1) Defense is being grounded or insulated or having a non-human nervous system, +1 OCV (+5 pts), No Range (-1/2), 6 charges (-3/4), OAF (-1)
Active Cost: 55
Real Cost: 17
Power: 3d6 of Drain (DEX)
Modifiers: Linked to NND (-1/2), 6 charges (-3/4), OAF (-1)
Active Cost: 30
Real Cost: 9 points
Total Cost: 26 points
Notes: The AMP Stunstick is a combination nightstick and cattle prod. Lebia says that is can release 40,000 volts, which should be enough to stun the average human. It can also be used as a normal nightstick. The stunstick works quite well on humans, but is of little help agaisnt supernatural creatures.
RESTRAINTS: Power: 6d6 Entangle: 6 DEF 1 Body
Modifiers: Fixed Result (-0), Entangle is Transparent to Attacks (+1/2), Entangle only has 1 Body (-1/2), Entagle only affects two paired limbs (-1/2), No Range (-1/2), Target must be effective DCV of 0 to attach (-2), One recoverable Charge (-1 1/4), OAF (-1)
Active Cost: 90 points
Real Cost: 14 points
Notes: These are simple, high-quality handcuffs. Since all you have to do to effectively get out of them is break the connecting chain, the Entangle only has 1 BODY. Note, 6 DEF also means the (in theory) the restraints can hold 30 STR characters such as your typical megadyne (ie.synthetic human). It should also be noted that none of the SMZ character sheets have the restraints listed, since their use doesn't come up very often.
AMP ARMORED JACKET
Power: 4 DEF Armor
Modifiers: Locations 8-14 (-1), OIF (-1/2)
Active Cost: 12 points
Real Cost: 5 points
Notes: This is the standard uniform jacket of the AMP. It is knee-length, with long sleeves and is made out of a puncture and tear resistant armored fabric.
AMP ARMORED DRESS COAT
Power: 4 DEF Armor
Modifiers: Locations 7-16 (-3/4), OIF (-1/2)
Active Cost: 12 points
Real Cost: 5 points
Notes: This is an ankle-length coat worn for dress situations that still may involve a dangerous environment. There is a black version of this coat that is not armored and used for official functions.
AMP BOOTS
Power: 5 DEF Armor
Modifiers: Locations 15-18 (-1 1/2), OIF (-1/2)
Active Cost: 15 points
Real Cost: 5 points
Notes: The boots are made from white, knee-high leather. The sole is reinforced and a rigid plate is locked over the front of the leg, providing proteection from bullets, edged weapons and clawed limbs. As a variant, characters could use similar armor on their forearms.
AMP CLOAK: The shoulder plates and gorget are DEF 6. The cloak itself is DEF 4 and covers the body from shoulder to knee. Exact defensive value will depend on angle of attack. Back or side usually gets full value, front means 11- activation to see if it got past the opening. The hood is DEF 3 and covers the sides and back of the head. The cloak is considered Hardened vs acidic materials, such a Mega-Tokyo's acid rains.
(Some weapon technical information provided by John Prenis. Thanks to Rob Rutherford for assistance on stunstick design.)
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