Table of
Contents

Welcome to 
Olympus

The State of
the World

Game
Mechanics

Characters

Attributes 
& Skills

Actions &
Combat

Cybernetics

Equipment

What's New

Downloads

Game Design
Notes

Links

Guestbook

Email

VII. EQUIPMENT

    Melee Weapons

    Firearms

    Armor

    Computers

    Miscellaneous Gear

    Robots

    Vehicles

    Landmates
 
 
 

 

WEAPONS
I should begin by saying that I know absolutely nothing about guns.  Or explosives. Or knives.  Or armored powersuits.  And Masamune Shirow does.  Technology, particularly weapons technology plays a big part in Appleseed.  On this page, you'll find an introductory-level list of gear for an Appleseed game.  I've included links to some sites with more extensive lists as well as gun lists contributed by folks to The Matrix D6 RPG.  I will gladly post submissions and corrections if you send them in.  In the end, if there's something missing from this page, or it's just downright wrong, then do what all good GM's do:  make it up!

Terms:
Damage:  This is the standard damage that the weapon can do.  Simply roll the number of dice indicated and add any other modifiers.  Note:  the damage system does not follow WEG's D6L standard system, which is success-based.  Here, roll the dice and sum their value normally to establish the damage done..

Range:  The range in meters of a weapon.  Difficulties increase with greater distance (see Actions and Combat).

Scale:  Indicates the scale of the weapon when deciding damage.

Difficulty:  The difficulty number the user must equal or surpass in order to hit.

Concealability:  A measure of how difficult it is to conceal the weapon under clothes.  GM's may modify this depending on the kind of clothes worn (increased difficulty if only an evening gown is worn, bonuses is an overcoat is worn).

Complexity:  Some weaponry is particularly complicated to repair.  Add any complexity modifier to the base difficulty when such attempts are made.



MELEE WEAPONS
Typical Knife
Damage:  STR +2 (not +2D, just +2)
Range:  3/10/15 (thrown)
Scale: Character
Skill: Melee Weapons:  Knife, Thrown Weapons:  Knife
Difficulty: Easy
Concealability:  Very Easy
Note:  A typical knife can be thrown, but increase the difficulty by 5.  Knives are readily available in most of the world, though some states, including Olympus, have controls on openly carrying combat knives in public.

Combat Knife
Damage:  STR +1D+1
Scale: Character
Skill: Melee Weapons:  Knife (cannot be thrown)
Difficulty: Easy
Concealability:  Moderate (length tends to by 1-2 feet.
Note:  Knives are readily available in most of the world, though some states, including Olympus, have controls on openly carrying combat knives in public.

Sword
BDV: STR+2D
Scale:  Character
Skill:  Melee Weapons:  Sword
Difficulty:  Easy (2)
Concealability:  Difficult.
Note:  Most developed states have laws against carrying around swords in public.  However, swords are often used in the Badlands where ammunition for more advanced weaponry are scarce.

Club/Baseball Bat
BDV: STR +1D
Scale:  Character
Skill:  Melee Weapons:  Club
Difficulty:  Very Easy
Concealability:  Moderate
Notes:  Clubs are any blunt object made to hit something else hard.  GM's should alter the damage rating depending on the quality of the club.  For example, a broom stick might only do STR + 2 damage while a crowbar might do STR +2D.  Also note that if the object is not very strong, it will likely break when used as a weapon.
 

FIREARMS
As I said before, the guns listed here are very basic.  See the Ammunition list below for specialized ammo.  For  much more detailed lists of firearms, check out Joe's Gun Catalog or Aaron LaBow's weapons list in PDF or Word 2000 formats.  You can use the ranges given below for the weapons that Joe lists (or the ranges listed by Aaron).

Holdout Pistol
Damage:  3D
Ammo:  3 to 6.
Range: 1-5/15/25
Concealability:  Very Easy

Handgun
Damage: 4D
Ammo: 6 (revolver) to 12 (automatic)
Range: 3-10/25/50
ROF: 3 shots per round maximum. No burst.
Concealability: Very Easy

High-powered Handgun
Damage: 5D
Ammo: 6 (revolver) to 12 (automatic).
Range: 3-7/25/50
ROF: 2 shots per round maximum. No burst.
Concealability: Easy (7)
Notes: -1 pip to all "To-Hit" rolls.

Machine Pistol
Damage: 4D (see below)
Ammo: 15
Range: 3-7/15/25
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 5D+2 damage.
Concealability: Easy

Submachine Gun
Damage: 5D (see below)
Ammo: 30
Range: 6-10/20/50
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 6D damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 7D damage.
Concealability: Easy

Automatic Rifle
Damage: 7D (see below)
Ammo: 50
Range: 5-20/60/90
ROF:  Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 8D damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 9D damage.
Concealability: Very Difficult.

Pump Shotgun
Damage: 6D (buckshot) / 7D (solid slug)
Ammo: 5
Range: 2-5/10/20
ROF: 2 shots per round maximum.
Concealability: Difficult for full-barrelled shotguns. Moderate for sawed-off shotguns.
Notes: Sawed-off shotguns with buckshot do 7D damage at Point Blank range but suffer a -1D cumulative penalty to damage rolls for every 5 meters beyond the first.

Cyborg Pistol
Damage:  6D
Strength Required:  5D
Ammo:  15
Range:  5-15/50/80
Concealability:  Easy (about the size of a normal submachine gun).
Complexity: 1
ROF:  Maximum of three shots per found.
Notes:  A cyborg pistol is any gun that is too large for a normal human to lift without some kind of technological aid.

Heavy Cyborg Pistol
Damage:  7D
Strength Required:  7D
Ammo:  10
Range:  5-20/60/85
Concealability:  Moderate.
Complexity: 1
ROF:  Maximum of three shots per found.
Notes:  This is just a higher-caliber version of the "standard"  cyborg pistol.

Cyborg Rifle
Damage: 8D
Strength Required:  6D
Ammo:  40
Range:  5-30/80/110
Concealability:  Pretty much impossible.
Modifier:  The less expensive models have a problem with remaining stable and make it harder for the gunner to hit her target.  Depending on the quality of the weapon, the user will suffer anywhere from -2D to 0D to Firearms skills.
Complexity: 1
ROF:  Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 8D damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 10D damage.
Notes:  This is the standard issue rifle used by most full-body cyborgs and landmate pilots.  The gun can be fit with a variety of options, including being fit for a weapons link opic, flash dampener, targeting scope, etc. and can use a wide range of ammunition.

Heavy Cyborg Rifle
BDV:  9D
Strength Required:  7D
Ammo:  30
Range:  5-30/80/110
Concealability:  Pretty much impossible.
Modifier:  The less expensive models have a problem with remaining stable and make it harder for the gunner to hit her target.  Depending on the quality of the weapon, the user will suffer anywhere from -2D to 0D to Firearms skills.
Complexity:  2
ROF:  Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 10D damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 11D damage.
Notes:  This is a more advanced rifle used, usually used by special operatives and hard-hitting mercenaries.  It carries less ammunition, which can be a problem in prolonged firefights (Landmates rarely carry more than 1 or 2 spare clips).  The gun can be fit with a variety of options, including being fit for a weapons link opic, flash dampener, targeting scope, etc. and can use a wide range of ammunition.

AMMUNITION
Below is a quick list of special ammunition that will alter the effects of various firearms.  It is neither complete nor very realistic.  But, I think it'll work.

Standard Rounds:  Do the damage listed under each weapon.  These are the cheapest and most commonly used.

Armor Piercing (AP):  AP rounds reduce the target's armor by 1/2 for purposes of breaking through it (though the Armor still retains its original value).  This means that more damage is done to the structure of the target (usually the person's hit points).  However, AP rounds reduce a weapon's Damage rating by 1D.

HESH (High-Explosive Squash-Head):  HESH rounds are designed to mess up armor as much as possible but do not pass damage on to the armor's wearer.  HESH rounds do the -2D damage and all damage is taken by the armor.  Thus, a Heavy Pistol will do 3D damage to the target's armor.  Furthermore, the target must make an opposing Strength roll against the damage roll or be knock to its feet (if it has feet).  Note that if HESH rounds are used on an unarmored target, they do damage as normal rounds.

Baton Rounds:  Baton rounds can be loaded in specially modified weapons to deliver a stunning round.  The target must make a Resistance roll versus 6D stunning damage (10 seconds/2 rounds of stun for each EV point).  The target must also make an opposed Strength roll against 6D to avoid being knocked off her feet.



ARMOR
Leather
Type: Personal clothing.
Scale:  Character.
Armor Value:  6
Cost:  20-500 credits, depending on style..
Availability:  Easy.
Concealability:  Very Easy (but usually unnecessary).

Kevlar Vest
Type:   Personal body armor.
Scale:  Character.
Armor Value:  18
Cost:  $1000
Availability:  Common in developed nations, though some place controls on civilian purchases of armor.
Concealability:  Moderate.
Game Notes:  Reduces Dexterity-based rolls by 1 die.

Full Body Armor
Type: Unpowered SWAT/Military armor.
Scale: Character.
Armor Value:  22
Cost: $10,000
Availability:
Concealability:  Difficult.
Game Notes:  Wearer suffers -2D modifier to all Dexterity based rolls and -1D to all Instincts rolls based on Perception.

Gasium Armor
Type: Powered personal body armor
Scale: Character.
Armor Value:  25
Cost: $25,000 (blackmarket only)
Availability:  Rare. Usually only available to special forces personel.
Power:  8 hours of continual use.  Can be powered off (acts as Personal Body Armor).  Recharges in 5 minutes with low-powered battery or standard power outlet.
Concealability:  Difficult.
Game Notes:  Gasium armor is a lightly-powered personal armor that actually slightly increases a wearer's Strength, Dexterity and Constitution. The advantage from the armor grants the wearer a Boost each time he attempts a skill controlled by one those attributes.

Civilian Powered Armor
Type:  Powered Armor
Scale:  Character.
Strength:  4D with a Boost
Jumping Bonus:  +1D with a Boost
Dexterity:  Operator's Dexterity
Armor Value:  18 / 14 / 10 / 6
(When the AV is reduced to 3/4, the suit will begin to malfunction.  The wearer will suffer -1D to all actions until it reaches 1/2 AV.  At that point, the penalty increases to -2D.  Finally, at 1/4AV to 1 point, the wearer will suffer -3D.  When the AV reaches 0, what is left of the armor will freeze up.)
Complexity:  1
Optics:  Light Amp, Computer Link
Communications:  Comm Link, Broadband Receiver
Vocal:  Standard speaker.
Cost:  approximately $15,000 for standard suit.  Options may be added for an additional cost.
Notes:  These suits are a step below the standard landmate.  They are worn more like a suit of armor than they are piloted.  They come in a variety of shapes and sizes, with many different options available (see Conversions, below).  Most owners use them as "sport" models.  Some can be outfitted for use as scout or recon units (such as Hitomi's suit in Appleseed Volume 1: Book 1).  All such powersuits must also be registered with the Olympus authorities.
Author's Note:  I know that Shirow has a certain name for these kind of powersuits/landmates--I think I read it in the Databook (which I don't have with me right now). If someone knows the real name, email me).

ORC
Type:  Powered Armor
Scale:  Character
Strength:  5D with a Boost.
Jumping Bonus:  +2D
Dexterity:  Operator's Dexterity
Armor Value:  30 / 23 / 16 / 9
(When the AV is reduced to 3/4, the suit will begin to malfunction.  The wearer will suffer -1D to all actions until it reaches 1/2 AV.  At that point, the penalty increases to -2D.  Finally, at 1/4AV to 1 point, the wearer will suffer -3D.  When the AV reaches 0, what is left of the armor will freeze up.)
Complexity: 2
Optics:  Light Amp, Broad Spectrum, Magnification, Computer Link, Weapons Link, Thermal Optics, Camera
Communications:  Secure Commlink, Broadband Receiver, Direct cable connection, Recorder
Vocal:  Can be equipped with a loud speaker and translators as necessary.
Cost:  Not available to the general public.  $75,000-$100,000 on the black market.
Notes:  ORCS are used by special forces teams when they need to be more stealthy or maneuverability than landmates permit.  They are powerful units in their own right and are highly customizable to whatever a particular mission might require.



COMPUTERS
Computer technology in most of the developed world has far exceeded the limits of early 21st centuary machines.  Olympus, by far, boasts the most advanced computers, almost all of which have some degree of artificial intelligence.  It has also seemless integrated computer processing ability with human/bioroid brains.

The interface systems of most common computers render it so that even the beginning user can easily access the system.

More coming soon!



ROBOTS
Coming soon!


MISCELLANEOUS GEAR
Communications Gear
Portable phone
Secure Communicator
Decrypter
Wide-range Scanner
Scrambler
Translater

Optics
Goggles:  Each pair of goggles may have up to 4 options listed under Cybernetic: Optics.

Survival Gear
Food rations
Tent
Water Filtration Unit

Explosives
Grenades
Plastic Explosives
Mines

Miscellaneous Gear
Grapping line
Handcuffs
Backpack
SnifferThis device is used to sense if there are biological or chemical agents in a medium, such as air, water, food or soil.  The device is Very Easy to use and will detect dangerous, known chemicals and biological agents automatically.  It is about the size of a pocket calculator.



VEHICLES
Coming Soon!


LANDMATES
Landmates are operator-piloted armored suits designed to provide the pilot with superior protection, freedom of movement and firepower.  In Olympus, landmates are made available to the general public and widely used by law enforcement and the military.  Public landmates must be registered and cannot be equipped with heavy armor or weapons.  Landmates are still pretty expensive, but the low end domestic models are fairly affordable (It's a little like buying a suped up sport motorcyle, according to Shirow).  Repairs on landmates are still relatively expensive, and those citizens that keep them for private use usually know how to fix their own units.  Each part in a landmate is handmade but may be swapped between similar models.

To use a landmate, the operator must step up into the "cockpit" and fit her arms into the slave arms in the torso (this is why most landmates appear to have 4 arms).  The pilots legs fit into the thighs of the unit and the pilot's head is usually about in the middle of the torso.  The cockpit is the most heavily armored part of the unit (of course!).  Most pilots wear a thin suit of datafilm, but it is possible to wear a full suit of Gasium armor in the more advanced combat models.

Combat landmates are engineered for peak effeciency.  They are generally not intended for prolonged use without upkeep.  As such, they do not generally carry more than a couple of extra clips of ammunition.  There is a small cargo space in most units, where the pilot can keep a set of clothes and a small cache of personal equipment (pistol, communicator, etc.)

Below is a very preliminary list of Landmates.   I have not included any built-in weapons, though many landmates do carry integrated weaponry.  It appears that the more professional landmate designs opt against this, probably to so that the units remain more easily customizable for each mission.

I will be adding much more soon, but this should be enough to get you started.  Please remember that these need to be playtested.  So, tweak as needed!

Terms:
Strength:  Represents the wearer's Strength while in the Landmate.
Jumping Bonus:  to be added to all Jump attemps while the LM is worn.
Dexterity:  This is the Operator's effective Dexterity while in the LM.  Some high-quality LM's will augment the pilot's abilities.  If this value is higher than the pilot's normal skill levels, those skills are increased to equal this value.
Armor Value:  Protective points, as normal armor.
Hit Points:  Structural integrity of the suit.  When a LM is reduced to 1/4 points or less, each time it takes damage 1 die worth of those points (1D6) pass to the wearer.  Furthermore, the suit will suffer penalties just as a wounded person would.  So at 3/4 points, it reduces all the pilot's rolls by 1D.  At 1/2 and less, they are reduced 2D, etc.  When the HP's reach 0, the suit will cease to function and the pilot must roll a 1D6.  On a one, the suit will explode in 5d6 seconds causing 5D6x3 points of damage to anyone within 2 meters of it.
Complexity:  This is added to the base difficulty to repair the LM.
Optics:  A list of optical options available to the pilot.  See Cybernetics for a more complete description.
Communications:  A list of communications gear loaded into the unit.  See Cybernetics for more information.
Vocal:  An vocal hardware and software built into the machine.
Notes:  Additional information about the suit.

Domestic Landmate
Strength:  5D
Jumping Bonus:  +1D
Dexterity:  Operator's Pilot LM skill.
Armor Value:  20
Hit Points:  45 / 34 / 23 / 12
Complexity:  1
Optics:  Light Amp, Magnification
Communications:  Comm Link, Broadband Receiver, Recorder
Vocal:  Standard speaker.
Notes:  These suits come in a variety of shapes and sizes and are now widely available to the public.  Most can be easily modified by a knowledgeable mechanic.

Generic Combat Landmate
Strength:  7D
Jumping Bonus:  +2D
Dexterity:  Operator's Pilot LM skill.
Armor Value:  30
Hit Points:  60 / 45 / 30 / 15
Complexity:  2
Optics:  Broad Spectrum, Thermal Optics, Light Amp, Weapons Link, Magnification, Camera
Communications:  Secure Comm Link, Broadband Receiver, Recorder
Vocal:  Built-in Loudspeaker (masks the Pilot's voice).
Notes:  No suit is truly "generic" but this will serve as the standard for run-of-the-mill landmates.  Most professional groups, such as SWAT, ESWAT and the FBI will use more advanced suits such as the GUGES.

GUGES
Type:  Civilian advanced landmate.
Strength:  7D
Jumping Bonus:  +2D
Dexterity:  Operator's Pilot LM skill
Armor Value:  35
Hit Points:  65 / 49 / 33 / 17
Complexity:  2
Optics:  Computer Link, Thermal Optics, Light Amp, Magnification, Camera, Optical Extension (2 meters)
Communications:  Comm Link, Broadband Receiver, Recorder
Vocal:  Built-in Loudspeaker (masks the Pilot's voice).
Notes:  This is the standard, civilian model that Deunan purchases early in Book 1.  Once she joins ESWAT, it appears that she upgrades to more advanced models provided by the government.

GUGES-P
Type:  Combat landmate.
Strength:  7D
Jumping Bonus:  +2D
Dexterity:  Operator's Pilot LM skill + Boost
Armor Value:  35
Hit Points:  70 / 53 / 36 / 19
Complexity:  2
Optics:  Computer Link, Thermal Optics, Light Amp, Weapons Link, Magnification, Camera, Radar, Optical Extension (2 meters)
Communications:  Secure Comm Link, Broadband Receiver, Recorder
Vocal:  Built-in Loudspeaker (masks the Pilot's voice).
Options:  There is a police light set atop the head (presumably to make them easier to shoot at...).  Likely they can emit some kind of siren wail as well.
Notes:  This is the standard model worn by the rank-and-file beat cops in Olympus (those on the landmate team, anyway).  They are powerful suits, but are not as advanced as the GUGES-D worn by ESWAT and other special forces.

GUGES-D
Type: Advanced combat landmate.
Strength:  8D
Jumping Bonus:  +3D
Dexterity:  Operator's Pilot LM skill +1D
Armor Value:  40
Hit Points:  75 / 56 / 37 / 18
Complexity:  3
Optics:  Computer Link, Broad Spectrum, Thermal Optics, Light Amp, Weapons Link, Magnification, Camera, Radar, Optical Extension (2 meters)
Communications:  Secure Comm Link, Broadband Receiver, Recorder
Vocal:  Built-in Loudspeaker (masks the Pilot's voice)
Options:  The GUGES-D may be fit with a Flight Rig, shown in the color image to the right.  This uses anti-gravity technology to provide the unit with lift and silent thrusters for propulsion.  It is not intended for long flights, but can remain airborne for about 2 hours.  It may travel at about 200 mph, or 250 top speed (reduce flight sustainability by one half).  The Rig provides enough power to lift an additional landmate if need be (but not much more!).
Notes:  The GUGES-D appears to be the top-of-the-line landmate in Olympus (and, therefore, likely the world).  It is a highly advanced and complex piece of machinery engineered for peak performance.  As such, it need constance maitenance and is actually somewhat fragile (the fingers, for example regularly break).  The slave-arms are fitted with operational hands, allowing the pilot to perform fine motor tasks when necessary.  (Personal note:  Apologies to any delicate sensibilities that may be offended by Deunan's little outfit.  For some reason, as Appleseed progresses, Deunan's breasts get larger and her outfits get skimpier...!)