Credits
Author: Fraser Ronald
Publishing: Sword’s Edge Publishing
Open Game Content
Weapons
Colt Canada C7A2 assault rifle
Colt Canada (known as Diemaco before its purchase by Colt) manufactures versions of the AR15/M16 in Canada. These are the standard longarms of the Canadian Armed Forces. The C7 is a Canadian-made variant of the M16. The C7A2 is the most recent version, incorporating many advances as well as an integral optical sight, a three position collapsible stock, and a modular rail system.
Colt Canada C8 Special Forces Weapon carbine
Colt Canada, manufacturers of licensed versions of the AR15/M16 in Canada, produces a carbine version of the C7, the C8 carbine. With the increased use of Colt Canada weapons in the special operations forces of Europe and the growth of special operations capable units in Canada, Colt Canada developed a carbine specific to the needs of special operations forces. This is the C8 Special Forces Weapon (SFW). Among its specifications are a special chamber configuration and barrel, a three-position telescoping stock and an ambidextrous fire selector.
Game Notes: This weapon can have a 3-round burst setting, but it is not standard.
Colt Canada C8 Close Quarters Battle short assault rifle
The C8 CQB is a C8 carbine, further shortened and made more compact for ease of use in confined spaces. It is the most compact of the Colt Canada carbines, designed for urban combat and operations in built up areas. A short assault rifle, it is similar in size to a sub-machinegun but fires a rifle cartridge.
Game Notes: This weapon can have a 3-round burst setting, but it is not standard.
Heckler & Koch MP5K sub-machinegun
The MP5 family of sub-machine guns was developed from the Heckler & Koch G3. The MP5K sub-machinegun is a redesigned MP5 for CQB and concealment. It has no stock, but does have a large forward hand-grip as it is meant to be fired from handhold at all times. The MP5K can be fired in semi-automatic or full automatic modes, while the MP5KA4 also has a 3-round burst setting.
Game Notes: This weapon can have a 3-round burst setting, but it is not standard.
Heckler & Koch MP5SD6 silenced sub-machinegun
The MP5 family of sub-machine guns was developed from the Heckler & Koch G3. This version of the MP5 has an integral silencer. There are two chambers in the MP5SD silencer. One reduces the gas pressure and slows the bullets acceleration by allowing the gas to expand into the chamber. Because of this, the bullet remains at subsonic speeds and does not cause a sonic shockwave. The second chamber muffles the sound of the gas escaping. The MP5SD6 has a retractable stock.
Game Notes: This weapon has a 3-round burst setting. This weapon is suppressed.
Heckler & Koch MP7 personal defence weapon
The MP7 is part of a new breed of sub-compact automatic weapons termed personal defense weapons. The MP7's cartridge is a high-velocity round designed for use against armored opponents. While the 4.6mm round performs against armor better than the 9mm used in most submachine guns, it lacks the punch and stopping power of that round.
Game Notes: This weapon has +1 bonus to attack against opponents wearing armor or having natural armor.
Sig SAUER P226 autoloader pistol
This weapon is a redesign of the venerable SIG-Sauer P220. It was designed with combat in mind, and many law enforcement and military groups have adopted it as an official sidearm, including the US Navy SEALs, who chose it over the M9 9mm service autoloader.
Sig SAUER P228 autoloader pistol
The P228 is the compact version of the P226. It shares many internal components with the P226. The P228 was adopted by the military of the USA as the M11 and is carried by US military aviators as well as multiple SWAT, hostage-rescue teams and special operations forces around the world.
| Weapon | Damage | Critical | Damage Type | Range Increment | Rate of Fire | Magazine | Size | Weight | Purchase | Restriction |
|---|---|---|---|---|---|---|---|---|---|---|
| C7A2 | 2d8 | 20 | Ballistic | 85 ft | S,A | 30 box | L | 8 lbs | 17 | Mil. (+3) |
| C8 SFW | 2d8 | 20 | Ballistic | 65ft | S,A | 30 box | L | 7 lbs | 19 | Mil. (+3) |
| C8 CQB | 2d8 | 20 | Ballistic | 60ft | S, A | 30 box | L | 7 lbs | 20 | Mil. (+3) |
| MP5K | 2d6 | 20 | Ballistic | 40 ft | S, A | 15 box | M | 5 lbs | 19 | Mil. (+3) |
| MP5SD6 | 2d6 | 20 | Ballistic | 50 ft | S, A | 30 box | L | 7 lbs | 22 | Mil. (+3) |
| MP7 | 2d6 | 20 | Ballistic | 30 ft | S,A | 20 box | M | 4 lbs | 24 | Mil. (+3) |
| P226 | 2d6 | 20 | Ballistic | 40 ft | S | 15 box | S | 3 lbs | 16 | Res. (+2) |
| P228 | 2d6 | 20 | Ballistic | 30 ft | S | 13 box | S | 2 lbs | 17 | Res. (+2) |
Please note, the Restrictions listed are for the weapon in Canada, home of the Combined Special Reconnaissance Section. Fully automatic weapons are not available to the general public. Versions of the various military weapons firing in semi-automatic mode only are available with the Restriction lowered to Restricted (+2).
Weapon Accessories
Weapon accessories are listed by their standard designations, then its game term and weight is offered, followed by a brief description.
Advanced Combat Optical Gunsight (ACOG) – unlisted, 0.5 lb.
An ACOG differs from a standard scope in that it is designed for quick acquisition of a target. It is also sturdier than a standard scope. The magnification for most ACOGs is less than a standard scope, and as such, the character requires a move action rather than an attack action to acquire his or her target. An ACOG increases the range increment for a ranged weapon by one-quarter (multiply by 1.25).
PAQ-4 Laser Aiming Device - Laser Sight, 0.5 lb.
The laser aiming device is for the character’s longarm. This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. The PAQ-4 can be used during day or night, levels of illumination not affecting its utility within 30 feet.
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Removable Suppressor – Suppressor, 4 lbs.
This suppressor is for the character’s longarm. A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet’s firing, dramatically reducing the sound the weapon makes when it is used. When firing a suppressed longarm, opponents might hear the sound of the weapon’s mechanical action (Listen check, DC 15, to notice) or they might hear the supersonic bullet (unless using cold-loaded ammunition). However, it’s difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire.
Weapon Illuminator – Illuminator, 0.5 lb.
The weapon illuminator is for the character’s longarm. This is a small flashlight that mounts to a firearm, freeing up one of the user’s hands. It projects a beam 30 feet long and 15 feet across at its end.
Equipment
The equipment is listed as it is regularly known, then its designation in game terms and weight is offered, followed by a brief description.
The kits listed below are standard and can vary between individuals. All kits are dependant on mission profile and area of operation.
Worn/Carried 15.5 lbs (1 lb carried on load-bearing equipment)
Battle Dress Uniform (in local colours), including elbow and knee pads – fatigues, NA.
BDUs are rugged, comfortable, and provide lots of pockets. Often associated with olive drab, BDUs are also available in camouflage patterns: woodland, desert, winter (primarily white), urban (gray patterned), and black. When worn in an appropriate setting, BDUs grant a +2 bonus on Hide checks. They include appropriate combat boots, tactical gloves and a sturdy belt called a rigger belt. If necessary, the soldier would also wear sun, sand, or dust goggles. Depending on mission and climate, the individual may wear a soft hat—such as the wide brimmed hat known as a boonie hat—or balaclava.
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Body Armour - Light-duty vest, 8 lbs.
This armour includes a combat helmet with night vision mounting plate. A lightweight tactical vest designed for extended use.
Cold Weather Gloves – unlisted, NA.
These wool gloves have removable finger coverings. They are only carried when operating in areas with an average daytime temperature of less than 10 degree Celsius.
Identification Tags (Dog Tags) – unlisted, NA
The standard identification tag includes the bearers name, ranks, military identification number, blood type and religious preference. The information is stamped on a small piece of metal and worn on a metal chain around the individual’s neck. When involved in covert or clandestine operation, the identification tags will only include a coded identification number, blood type and sometimes religious preference.
Load-Bearing Equipment/ Load Bearing Vest – Mesh vest, 7 lbs.
Often known as combat webbing, this is a vest or—at its most basic—a pair of suspenders and a belt, on which equipment can be carried or attached. Modern special operations forces have customized load bearing vests, which are lighter and sturdier. This equipment includes a series of pockets for items such as a compass, spare ammunition magazines, pressure bandages, and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 40 pounds of equipment.
Load bearing equipment provides a +2 equipment bonus to Strength for the purpose of determining carrying capacity.
Multi-tool - Multipurpose Tool, 0.5.
This device contains a knife blade, several different screwdrivers, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool can lessen the penalty for making Repair, Craft (mechanical), Craft (electronic), or Craft (structural) checks without appropriate tools to –2 instead of the normal –4.
Notebook and pen – unlisted, NA.
This is a small, pocket-sized notebook filled with 50 pages of lined paper. A black ink pen is also carried as is a standard wood pencil.
Radio, tactical - Walkie-talkie, professional, 1 lb.
This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range. This military model allows a character to program in twenty different frequencies from thousands of choices—making it likely that the character can find a frequency that’s not being used by anyone else within range. The device is usually used with a voice-activated headset. It has a range of 15 miles.
Watch – unlisted, NA.
This is a wristwatch, usually a water- and pressure-proof digital watch with calendar and stopwatch. This is a base standard and many watches have various other features.
Fighting Kit (always carried, on all missions) 26 lbs.
Bayonet – Combat knife/Bayonet (fixed), 1 lb.
When not fixed, the bayonet acts as a combat knife. It is very rare for special operations forces to fix bayonets, but it is not beyond the realm of possibility.
Chemlights - Chemical light sticks (5), 1 lb.
This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 5 feet in radius. Once activated, it can’t be turned off or reused.
First Aid dressing and pouch - First Aid Kit, 3 lbs.
This First Aid kit contains enough supplies to treat an injury before transporting the injured person to a medical professional. A first aid kit can be used to help a dazed, unconscious, or stunned character by making a Treat Injury check (DC 15). A first aid kit can be used only once. Skill checks made without a first aid kit incur a –4 penalty.
Flashlight – Standard flashlight, 1 lb.
This sturdy metal flashlight projects a beam 30 feet long and 15 feet across at its end.
Flex cuff, package of 25s – Zip-tie handcuffs, 0.5 lb.
These cuffs would be used to restrain personnel under custody. These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points, and a break DC of 25. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Fragmentation grenade, 4 - Fragmentation grenade, 4 lbs.
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes. While fragmentation grenades are the most common, individuals may carry a variety of grenades, depending on the mission profile and expected opposition.
Hydration system – unlisted, 8 lbs.
A hydration system is a device intended to allow the bearer easy access to liquid in order to remain hydrated. Hydration systems include a flexible bladder, a hose to reach from the bladder to the bearer’s mouth, and a bite valve to start and stop the flow of liquids. The standard hydration system can carry 3 litres of liquid.
Iodine tablets – unlisted, NA.
Iodine tablets are used to purify water in cases of extreme need. It is more common to use mechanical means, such as reverse osmosis water purification units, but iodine tablets may be required if use of such units or re-supply is impossible or unavailable. Two tablets are required for each 1 litre of water. The plastic tablet canister holds 20 tablets.
Lensatic Compass – Compass, 0.5 lb.
Unlike a standard, navigational compass, the lensatic compass is more accurate. The lensatic compass includes the compass, a degree scale, a sighting unit that usually is used as the top cover, a thumb hook and a lens. Using the lens, sighting unit and degree scale, one can mark the bearing of a visual landmark so that if the landmark is obscured for no longer visible, due to trees, weather, or other condition, one can continue in the correct direction using the mark and compass North.
Magazines, 6 – box magazine, 3 lbs.
Each individual carries 6 magazines for the longarm. These magazines will be in easily accessible pouches on their load-bearing equipment.
Magazines, 2 – box magazine, 1 lb.
Each individual carries 2 magazines for the sidearm. These magazines will be in easily accessible pouches on the belt of the individual’s load-bearing equipment.
PVS-7D Night vision equipment - Night Vision Goggles, 3 lbs.
Night vision equipment uses passive light gathering to improve vision in near-dark conditions. Such equipment grants the user the ability to see in darkness, also called darkvision (range 120 ft.)—but because of the restricted field of view and lack of depth perception this equipment provide, it imposes a –4 penalty on all Spot and Search checks made by someone wearing them.
Night vision equipment must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision equipment).
Assault Kit (carried during most operations) 11 lbs.
Clothing – unlisted, 1 lb.
This change of clothing includes an undershirt, a polypropylene long sleeve undershirt, and two pairs of wool socks.
Field Pack – Backpack, 3 lbs.
The standard military field pack includes an internal frame and is made of tough water-resistant material. It has one or two central sections, as well as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear.
A field pack gives a character a +1 equipment bonus to Strength for the purpose of determining carrying capacity.
Meals, Ready to Eat, 2 days - unlisted, 3 lbs.
Meals, Ready to Eat., or MREs are compact packages of rations. Though generally disparaged by soldiers, the MRE is an advancement in both nutritional value and taste over previous military rations. Recent MREs include a chemical heating package that allows the food to be eaten hot without resorting to fire or stoves.
Personal hygiene kit – unlisted, 0.5 lbs.
This kit includes all the necessities for proper hygiene, including soap, toothpaste, toothbrush, etc.
Poncho, rain – unlisted, 1 lb.
This one-piece coat and hood is waterproof and is designed to slip over one’s head. A poncho can cover both the individual and the individual’s kit. The poncho can be rolled up or folded into a very small package.
Poncho liner – unlisted, 1 lb.
This liner is used when operating in areas where the average daytime temperature is less than 20 degrees Celsius. A liner is usually necessary when operating at night during inclement weather. It is not warm enough for use in winter climates or in areas with an average daytime temperature of less than 10 degrees.
Rifle Cleaning Kit – unlisted, 1.5 lbs.
This kit is used to maintain the individual’s longarm in proper fighting condition. A weapon should be cleaned each day without fail. No skill check or other mechanical action is required on the part of the player for the character to clean his or her weapon each day. It is assumed that if the character has a cleaning kit, that character will use it regularly.
Spare batteries – unlisted, NA.
These batteries are for the various electrical equipment the individual carries, such as a weapon illuminator or a tactical radio.
Extended Operations Kit (carried during operations with a projected duration of 24 hours or more) 24 lbs.
Ammunition, 150 rounds – unlisted, 4 lbs.
This is ammunition for the individual’s longarm. The ammunition container would include a magazine loader to allow the individual to load empty magazines.
Ammunition, 50 rounds – unlisted, 3 lbs.
This is ammunition for the individual’s sidearm. The ammunition container would include a magazine loader to allow the individual to load empty magazines.
Canteens, two– unlisted, 2.5 lbs each (5 lbs total).
Dehydration is a soldier’s worst enemy, so it is always important to have plenty of liquids on hand. These canteens supplement the water carried in the hydration system. Included with these canteens is a cup to drink from. These canteens have a capacity of 1 litre. These canteens would be carried in one’s field pack.
Clothing – unlisted, 1 lb.
This extra clothing includes long underwear or polypropylene coveralls, two undershirts, two pairs of wool socks.
Meals, Ready to Eat, 4 days - unlisted, 6 lbs.
Meals, Ready to Eat., or MREs are compact packages of rations, as described above.v For extended operations, more than 4 days worth of MREs may be packed.
Sleeping Bag - Sleeping bag, 4 lbs.
This lightweight sleeping bag rolls up compactly. It can keep a character warm even in severe weather and can also double as a stretcher in an emergency.
//Sleeping pad //– unlisted, 1 lb.
This is a thin mattress of foam covered in a sturdy, watertight material. It is carried with the sleeping bag.
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
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Raid on Ashkashem Copyright 2004 Sword’s Edge Publishing; Author Fraser Ronald
The Qalashar Device Copyright 2004 Sword’s Edge Publishing; Author Fraser Ronald
The Khorforjan Gambit Copyright 2005 Sword’s Edge Publishing; Author Fraser Ronald
Covert Forces Copyright 2005 Sword’s Edge Publishing; Author Fraser Ronald
Canada’s CSRS Copyright 2005 Sword’s Edge Publishing; Author Fraser Ronald
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