Contents | Rations (2D6 MREs, +1D6 HP) |
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Generate gear
Armor |
Exoskeleton frame
1 ARMOR |
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Vehicle |
ATV/snowmobile
3 HP, 2 ARMOR |
---|---|
Attachments |
Homing missiles
1D6+2 DAMAGE, 1D6 missiles
Integrated weapons
1D6 DAMAGE, 1D6 weapons
Homing missiles
1D6+2 DAMAGE, 1D6 missiles |
Skin | Appealing asymmetry |
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Vehicle |
Nuclear icebreaker
30 HP, 4 ARMOR |
---|---|
Attachments |
Front-mounted ram
No crash self-damage
Gunner seats
0 DAMAGE, 1D6 seats
Mounted grenade launcher
1D6 DAMAGE |
Vehicle |
Light util. vehicle (e.g. Jeep, UAZ)
12 HP, 1 ARMOR |
---|---|
Attachments |
Mine dropper
1D6 DAMAGE, 1D6 mines
Front-mounted ram
No crash self-damage
Chemical weapon system
2D6 DAMAGE to area |
Item | Cassette tape |
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Vehicle |
Spaceship
40 HP, 3 ARMOR |
---|---|
Attachments |
Gunner seats
0 DAMAGE, 1D6 seats
Chemical weapon system
2D6 DAMAGE to area
Side hazards (e.g. spikes, laser jets)
3 DAMAGE |
Cyclops Gadget |
Dissolving ammunition
For high-profile assassinations or missions which require leaving no trace of an agent's presence, CYCLOPS uses proprietary “dissolving ammunition" which contains a strain of specially-cultivated alien bacteria capable of rapidly metabolizing lead (as well as flesh, to a certain extent—dissolving ammo deals an additonal 1 DAMAGE). Dissolving ammo is a finite resource, so you should either track your shots directly (dissolving ammo clips have 6 shots), or use the abstract ammo tracking rules (p. 73). |
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Vehicle |
Battleship
30 HP, 3 ARMOR |
---|---|
Attachments |
Integrated weapons
1D6 DAMAGE, 1D6 weapons
Chemical weapon system
2D6 DAMAGE to area
Homing missiles
1D6+2 DAMAGE, 1D6 missiles |