Lock-N-Load©
guide to weapons and armor

DISCLAIMER-
The following information is a shortened and modified list of weapons and armor allowed in The Arena. It is not a comprehensive or complete list of weapons, and is not intended to be used with the Battlelords Of The 23rd Century© role-playing game. For a listing of Battlelords© RPG items, CLICK HERE to go to the ODS Products Catalog.


Lock-N-Load© "QUICK JUMP"
Armor Hand Weapons
Pistols Rifles
Shotguns Grenades
Laser Pistols Laser Rifles
Flamethrowers Pulse Cannons

Armor
NAME THRESHOLD INTEGRITY ABSORPTION COST NOTES
Leather 1 8 4 10
Chain 2 20 4 20
AKM 3 90 20 50
BP-2 3 20 8 30
Cub 3 120 70 80
AKMB 4 120 40 100
Guisarme 4 150 40 150 Adds +7 to movement
Plate 4 42 4 30
Reflection 4 130 25 120 Threshold=8 vs. lasers
Bear 5 100 130 150
Flex 5 210 50 130

Ablative Liner- Ablative lining may be purchased at a cost of 3 character points per point of lining (no limit). Ablative lining protects against lasers only, as lasers are unaffected by normal absorption, infilicting straight body damage after passing through the threshold. In a gaming perspective, it is worn by the combattant underneath the armor (similar to long underwear).

Repairing Armor
Armor may be repaired between games by any survivors. The cost to repair armor is ¼ the original price, and may be more if the GM thinks the armor really got shot to hell.

A Note About Armor
There may be some of you out there who have played other RPGs where armor doesn't matter. There are some RPGs that allow characters to dodge, and avoid being hit completely. Let me just say, that this is not the case in Battlelords©. Here, there is no dodge, and the chance of you taking a hit is entirely dependent on the ability of your opponent and the difficulty of the shot taken. While the character form will allow you to submit a character WITHOUT purchasing armor, I strongly urge you NOT to do it. If you do, I guarantee that you will be a quick kill for the other contestants.

Hand Weapons
NAME ROF DAMAGE COST
Axe 1 1-6 + str 5
Dagger 2 1-4 + str 5
Longsword 1 1-8 + str 10
Two-Handed Sword 1 2-12 + str 20

Pistols
NAME ROF Ammo DAMAGE COST
.22 1 6 1-6 5
.38 1 6 2-7 10
.357 1 6 2-8 10
.44 Magnum 1 6 3-9 15
Colt Anaconda 1 13+1 4-10 20
9mm Baretta 3 15+1 1-6 25
IMI Eagle 2 9+1 2-8 20
Nightstalker 2 6 4-16 60

Rifles
NAME ROF Ammo DAMAGE COST
M-16 3 30+1 2-8 30
TK-7A 3 20+1 3-12 40
Barett 82 1 11+1 4-24 45
Uzi 4 32 1-6 35

Shotguns
NAME ROF Ammo DAMAGE COST
Remington M870 1 5+1 3-12 40
Marsral 12g 2 5+1 2-12 50
Pancor 3 12 3-12 70

Laser Pistols
NAME ROF Ammo DAMAGE COST
OLC 1 10 1-6 50
BS-2 2 10 2-7 60
Savage-B 3 15 2-8 85

Laser Rifles
NAME ROF Ammo DAMAGE COST
M16-L 1 30 1-8 70
M18-L 2 30 2-8 80
RKM 1 50 3-12 100

Pulse Cannons
NAME ROF Ammo DAMAGE COST
PC-6 1 25 3-18 130
M-20 1 25 4-24 150
Mentar 1 25 5-30 200
RP-4 Masher 2 25 5-30 300

Flamethrowers
NAME DURATION ROF Ammo DAMAGE COST
A-2 1 round 1 10 2-12 55
Blazer 3 rounds 1 100 4-16 110
-SPECIAL NOTES

Grenades
NAME DAMAGE COST
M-75 Frag 1-4/1-4 15
M-85 Frag 1-6/1-4 20
M-95 Frag 2-8/2-12 30
Plasma 4-16/3-18 50
Super Plasma 4-24/4-24 100
Plasma Seduction 6-36/8-48 150
M-80 Smoke smoke 0

Grenades- The first number under damage is the damage from each fragment, while the second number represents concussion damage. Grenades cover a 3 square radius from the point of impact (walls negate damage), and targets are hit with 2-8 fragments depending on range (8 if in same square, -2 each additional square away). Concussion damage affects only the target square and the squares immediately adjacent.

Selling equipment
Any equipment may be sold back to the store by any surviving players. Equipment is sold back for 1/3 the original price, with no exceptions.