Chessmen: Equipment

Notes

  • Weapon Status: For each weapon here, there is a status listed.
  • Knight's Option: This means that there are no restriction on the weapon's use.
  • Queen's Knight Option: Queen's Knights may use this weapon without restriction, but King's Knights are prohibited from using it. Note: the use of an agency role can overcome this limitation.
  • King's Knight Option: Same as above, but reverse roles. A Queen's Knight is prohibited from use of the device. Note: the use of an agency role can overcome this limitation
  • Restricted: Use of this item by any agent requires an Agency Roll.
  • Standard Equipment: All field agents are assumed to have this piece of equipment. Unless a substitute is taken, the item is required.


Offensive Equipment

Battlestaff
Status: Queen's Knight Option

Developed as a heavy close combat weapon for Knight's who need that extra punch. The Battlestaff is derived from Lance technology, and is a slightly telescoping staff which can collapse from six feet to three at the push of a button. In appearance, the Battlestaff is a golden octagonal tube.

    (9) 6d6 HA, 0 END +1/2, OAF -1, STR Min (+5) -1 1/2, Two Handed -1/2. +1 OCV (32) (STR Min 9)
    (3) Stretching +1", 0 END +1/2, OAF -1, No Non-Combat -1/4 (7)
    Total Cost: 12

Blade Launcher
Status: Knight's Option

Appealing to the anti-gun slant of most Chessmen, the Blade Launcher fills the role of the occasionally used close combat weapon which doubles as an emergency ranged attack. It is housed on the back of the hand in a two-shot casing. This weapon can be combined with the Grapple Cord.

    (8) Multipower (22 Active), OIF -1/2, STR Min -1, Blade Weapon -1/4 (22)
    (1u) 1d6 RKA, Armor Piercing +1/2, 2 Charges -1 1/2 (22) (STR Min 7)
    (1u) 1d6 HKA, 0 END +1/2, Not If Both Charges Of RKA Have Been Used -1/4 (22) (STR Min 7)
    (3) Combat Level (1), OIF -1/2 (5)
    Point Cost: 13

Bow
Status: Knight's Option

This weapon is infamous for failing to stop the target. The Sniper Rifle is usually used in its place. It is a silent compound bow with stabilizers and sights.

    (19) 2d6 RKA, Armor Piercing +1/2, 16 Charges -0, OAF -1, STR Min -1, Two Handed -1/2, 1/2 DCV -1/4, Not Underwater -1/4. +2 OCV, +2 RMod (61) (STR Min 10)
    Point Cost: 19

Chain Knuckles
Status: Queen's Knight Restricted Option

This is a modified set of the standard gloves. Along the outside edge of the gloves is placed a motorized, rotating, slashing edge of chain. This weapon is noisy, messy, and of dubious effectiveness, but it has a certain intimidation effect which has kept it in the arsenal. However, all this concern has qualified the weapon for probationary status, and special dispensation is required from higher ups to use the weapon on a mission.

    (8) 1/2d6 HKA, Autofire +1/2, 0 END +1, OIF -1/2, STR Min -1, STR Doesn't Add -1/2 (25) (STR Min 5; +5 Autofire)
    Point Cost: 8

Dart Gun
Status: Knight's Option

Although this weapon is allowed for use by any Knight, you will rarely find it in the hands of a Queen's Knight. This gun uses compressed air to project a small dart containing many different payloads. It is effectively a bolt-action weapon to maintain total silence, so each dart must be loaded by hand.

    (14) Multipower (75 Active), OAF -1, STR Min (+5) -1 1/4, 2 Handed -1/2, Not Underwater Or High Winds -1/2, Activation Roll (14-, Jam) -1 (STR Min 10)
    (1u) Blackout, Darkness vs. Sight Group & Normal Hearing (1" Radius), Usable Against Others (x8 Mass) +1 3/4, Invisible +1, 1 Charge Lasting One Turn x4 -3/4 (75)
    (1u) Fear Gas, 12d6 Mind Control, Telepathic Link +1/4, 1 Charge x4 -1 1/4, Based On CON -1/2, Only vs. Air Breathers -1/2, One Command ("Be Afraid, Be Very Afraid") -1/2 (75)
    (1u) Knockout Poison, 3d6 EB, AVLD vs. Power Defense +1 1/2, Continuous +1, Uncontrolled +1/2, Invisible +1, 1 Charge Lasting One Turn x4 -3/4 (75)
    (1u) Razor, 2d6 RKA, Armor Piercing +1/2, Invisible +1, 1 Recoverable Charge x4 -3/4 (75)
    Point Cost : 18

Electrocution Gun
Status: Knight's Option

The idea here is to make a reliable knock-out weapon which has a decent range. The price was paid in the weapon's derringer style two-shot capacity. The weapon also has been made so small that it occasionally malfunctions, jamming the device.

    (13) 7d6 EB, NND vs. Insulation +1, 2 Charges -1 1/2, OAF -1, STR Min -3/4, Not Underwater -1/4, Activation Roll (15-, Jam) -3/4 (70) (STR Min 12)
    Point Cost: 13

Electromagnetic Pulse Grenade
Status: Knight's Option

Designed exclusively for power-armor villains. If one grenade doesn't do the trick, it should at least slow them down. Note that this weapon makes PRIMUS armor into so much scrap metal, and teams expecting PRIMUS resistance are usually equipped with one grenade apiece. Unfortunately, as each device is essentially a "clean" nuclear explosion, they are incredibly costly and amazingly large. Their distinctive size and shape has given rise to the nickname "frisbee."

    (21) 3d6 Power Drain vs. All Electrical Powers +2, OAF -1, 1 Charge -2, Not Underwater -1/4 (90)
    Point Cost: 21

Exoskeleton
Status: Queen's Knight Option

This is modification to the standard armor suit, placing a sophisticated internal reinforced servo-drive inside the costume. This unit can operate indefinitely, and multiplies the agent's strength by a factor of 15.

    (15) +20 STR, 0 END +1/2, OIF -1/2, Doesn't Affect Figured Characteristics -1/2 (30)
    Point Cost: 15

Fear Gas
Status: Knight's Option

Fear gas was a project designed by the United States government, but put on the back burner because of unpopularity. Chessmen learned the formula accidentally on a mission in 1983, and now it has a definite niche. One capsule fills a two meter sphere with hallucinogenic gas. The gas stimulates the fear centers of the brain and literally paralyzes through fright. Very nasty. It is used almost exclusively by King's Knights.

    (19) 15d6 Mind Control, Telepathic +1/4, AE-Hex +1/2, OAF -1, Based On CON -1/2, 1 Charge -2, Only vs. Air Breathers -1/2, Not Underwater Or High Winds -1/2, Activation Roll (14-) -1/2, Fragile -1/4, Range Based On STR -1/4, One Command ("Stand There and Be Afraid, Be Very Afraid") -1/2 (131)
    Point Cost: 19

Flash Bombs
Status: Knight's Option

A relatively standard device, and therefore unpopular, flash bombs release an intense magnesium flare which temporarily blinds the enemy. The flash created here is about 20 feet in diameter.

    (9) 2d6 Flash, Explosion (-1 DC/2") +3/4, 2 Charges -1 1/2, OAF -1, Range Based On STR -1/4 (35)
    Point Cost: 9

Light Saber
Status: Knight's Option:

Official Name: Asynchronous Phased Force Projector – Short Range. RAVEN developed force technology from the Dekarian orbiting starship. When Chessmen infiltrated that organization this technology was stolen and this weapon is the result. It is currently impossible to construct the proper alloy compositions necessary for a perfectly functional device, and the current Light Saber can fail unexpectedly.

    (13) 2d6 HKA, Armor Piercing +1/2, OAF -1, STR Min -3/4, STR Doesn't Add -1/2, Activation Roll (14-, Jam) -1. +1 OCV (50) (STR Min 10)
    Point Cost: 13

Freon Capsules
Status: Knight's Option

Another bizarre weapon out of Starguard labs. These capsules release a freon/liquid nitrogen combination which temporarily encases the target in ice. Not popular, but useful in certain circumstances.

    (6) 6d6 Entangle, Entangle has only 1 body -1/2, 2 Charges -1 1/2, , OAF -1, Fragile -1/4, Range Based On STR -1/4 (60)
    Point Cost: 13

Grapple Cord
Status: Knight's Option

This is a simple synthetic cord about 20 feet long which becomes a useful tool in the hands of a trained agent. It must be bought with the Blade Launcher.

    (3) Stretching +3", 2 Charges -1 1/2, OIF -1/2, Linked To Blade Launcher -1/2, Can Only Be Used To Grab Or Pull -3/4, No Non-Combat -1/4 (15)
    Point Cost: 3

Holdout Pistol
Status: Knight's Option

This is a tiny short-range pistol designed either for agents who prefer guns, or who have lost their primary weapon. It is hidden in the wrist guard, and ejects into the hand.

    (4) 1d6+1 RKA, 4 Charges -1, OAF -1, STR Min -3/4. -2 RMod (14) (STR Min 7)
    Point Cost: 4

Knockout Gas
Status: Knight's Option

Standard gas grenades which fill a six foot sphere.

    (20) 6d6 EB, NND vs. LS:Doesn't Breathe +1, AE-Hex +1/2, 4 Charges -1, OAF -1, Not Underwater Or High Winds -1/2, Range Based On STR -1/4 (75)
    Point Cost: 20

Lance
Status: Queen's Knight Option

The most legendary weapon of the Queen's Knights, the lance is nothing more than a telescopic staff which grows from about a foot to a maximum length of 15 feet. It is composed of ultra-light golden plastisteel.

    (8) 4d6 HA, 0 END +1/2, OAF -1, STR Min -1, 1 1/2 Handed -1/4. +1 OCV (23) (STR Min 4/8)
    (7) Stretching +2", 0 END +1/2, OAF -1, No Non-Combat -1/4 (15)
    Point Cost: 15

Nerve Disrupter
Status: Knight's Option

Designed to rescue an ailing King's Knight, the nerve disrupter is a long baton which attacks nervous impulses with stunning electricity. Recently the weapon has seen use among the Queen's Knights as well.

    (9) 4d6 HA, NND vs. Insulation +1, 0 END +1/2, OAF -1, STR Min -1, STR Doesn't Add -1/2 (30) (STR Min 6)
    Point Cost: 9

Some Knights have expressed a desire to apply Nerve Disrupter technology to other weapons. The first weapon of this type developed by Chessmen labs is the Nerve Tonfa.

    (2) Combat Level (1), OAF -1 (5)
    (4) 3d6 HA, 0 END +1/2, OAF -1, STR Min -1, Linked To NND -1/2 (14) (STR Min 4)
    Point Cost: 15

Neutrino Wave Generator
Status: Knight's Option

Developed by Starguard International, this weapon has at the same time received welcome praise, and scathing criticism. The weapon is a pistol sized device which creates a disruption field in any target, no matter what armor strength. Unfortunately, the weapon paid for a high rate of fire with a tendency to overheat, jamming the mechanism.

    (12) 5d6 EB, Penetrating +1/2, Autofire +1/2, 16 Charges -0, OAF -1, STR Min -3/4, No Knockback -1/4, Not Underwater -1/4, Activation Roll (14-, Jam) -1 (50) (STR Min 8; +5 Autofire)
    Point Cost: 12

Particle Rifle
Status: Queen's Knight Option

One of several weapons designed for Chessmen to handle large numbers of enemy agents, the particle rifle goes against almost every Queen's Knight tradition. It is a gun which is cumbersome to carry and difficult to use. However, it has its applications.

The rifle spews out over thirty high intensity particle beams per second, over a considerable area. With such a high rate of fire a hit on the target is assured. As a matter of fact, it is impossible to keep from hitting any friendly targets in the area. The weapon is stowed on the upper back and is pulled around when needed, locking into place on a hip mount to compensate for its considerable recoil.

    (24) 12d6 EB, AE-Cone (13" Side) +1, 16 Charges -0, OAF -1, STR Min -3/4, Two Handed -1/2, 1/2 DCV -1/4, Full Phase -1/2, Activation Roll (14-, Jam) -1 (120) (STR Min 15)
    Point Cost: 24

Sliver Gun
Status: Knight's Option

Every once in a while, a King's Knight comes along who refuses to be cast into the "lab rat" mold. The usual weapon for such an individual is the Sliver Gun, a high velocity magnetic railgun which fires steel needles capable of penetrating most armor. Unfortunately, any Knight who carries the weapon has to deal with the criticism of his fellows, who see him as a Rambo wanna-be.

    (18) 1d6+1 RKA, Armor Piercing +1/2, Autofire +1/2, 16 Charges -0, OAF -1, STR Min -3/4, Not In Magnetic Fields -1/4. +2 OCV (50) (STR Min 7; +5 Autofire)
    Point Cost: 18

Smoke Grenades
Status: Knight's Option

While not strictly offensive in nature, they are classed as a weapon. These are standard versions of a common theme, releasing an impenetrable inky cloud about twenty feet in diameter. The cloud usually lasts ten to twelve seconds, and does not block any unusual senses such as infrared, ultraviolet, or thermographic vision.

    (5) Darkness vs. Normal Sight (2" Radius), 2 Charges Lasting One Turn -1, OAF -1, Not In High Winds Or Rain -1/2, Range Based On STR -1/4 (20)
    Point Cost: 5

Sniper Rifle
Status: Queen's Knight Option

While Chessmen dislikes outright assassinations, they do realize the need for a weapon that can do the job and do it well. This weapon is chambered to fire a .460 Magnum round and has a built-in silencer and flash suppressor. The rifle has an effective range of 3/4 of a mile.

    (26) 2 1/2d6 RKA, Invisible To Sight & Hearing +3/4, +1 STUN Multiple +1/2, 6 Charges -3/4, OAF -1, STR Min (+5) -1 1/4, Two Handed -1/2. +1 OCV, +2 RMod (101) (STR Min 13)
    Point Cost: 26

A higher powered version of this weapon was used in the assassination of the Supreme Raven (Big Bird). The additions are as follows.

    Armor Piercing +1/2, 6 Charges x4 -1/4 (121)
    Point Cost: 32

Sonic Yo-yo
Status: Knight's Option

Officially this is Recoverable Sonic Missile, Type 1 (RSM), but the label of the Sonic Yo-yo has become far more widespread. Designed recently as a weapon against large numbers of enemy agents, the Sonic Yo-yo is a disk about an inch in diameter located on the palm of the Knight's gauntlet. When triggered it fires out on a thirty foot cord attached to the hand. Upon reaching maximum distance the disk releases a half-second sonic pulse which will stun most enemy agents with the 30' radius of effect. After the pulse is discharged the disk retracts automatically along the line to the Knight's gauntlet.

The weapon fires only four times, and is still experimental. Occasionally it jams and requires several seconds to return to working order. It is also quite expensive for a weapon that has only four shots. Nevertheless, the Sonic yo-yo is already very popular among the rank and file of the Knights.

    (20) 5d6 EB, NND vs. Hearing Flash Defense +1, AE (5" Radius) +1, 4 Charges -1, OIF -1/2, Activation Roll (14-, Jam) -1, 5" Range -1/4 (75)
    Point Cost: 20

Note: Defenses for the NND include: hard ear coverings (including most helmets), Flash Defense on the Hearing sense group, and covering your ears (half phase action which can be aborted to).

Spinnerets
Status: Knight's Option

These weapons are so expensive that beginning agents can only use them at the expense of any other weapon. Therefore, they have acquired a certain elite status, similar to those that the Lance and Shield Knights enjoy. The spinnerets are dual projectors of a synthetic fiber strand which enables the Knight to entangle a target, create fiber barriers, blind, or other effects. They are versatile and powerful, requiring extended training.

    (13) Multipower (40 Active), 16 Charges -0, OIF -1/2, Not Underwater Or In High Winds -1/2, Activation Roll (14-, Jam) -1, Must Have (KS:Spinnerets) -0
    (1u) 4d6 Entangle (40)
    (1u) 3d6 Entangle, Blocks Vision Group (40)
    (1u) 3d6 Entangle, Blocks Sound Group (40)
    (1u) 3d6 Entangle, Target And Entangle Take Damage +1/4 (37)
    (1u) 2d6 Entangle, Transparent To Damage +1/2 (30)
    (1u) 2d6 Entangle, AE (2" Radius) +1 (40)
    (1u) Stretching +8", Only For Grabs, Movement Or Throwing -1/4 (40)
    Point Cost: 20

Subsonics Generator
Status: Knight's Restricted Option

This stubby pistol is actually a powerful subsonic field generator. It unbalances the inner ear of the target and emits an audible low thrumming sound. The target is generally confused, his sense of balance impaired and his reactions slowed. The weapon is very experimental and quite touchy. Developers have been unable to keep it from occasionally exploding in use. Until this design flaw can be solved the weapon will be on the restricted list. The high energy cost of this weapon limits it to a 2 shot clip.

    (7) 3d6 SPD Drain, Ranged +1/2, 2 Charges -1 1/2, OAF -1, Fragile -1/4, STR Min -3/4, Activation Roll (14-, Jam) -1, Side Effect (4d6 EB, Explosive) -1/2 (45) (STR Min 10)
    Point Cost: 7

Targetbuster Rocket
Status: Queen's Knight Restricted Option

This weapon is restricted because of its obvious noise and mess. It is a one shot rocket launcher similar to a LAW, armed with a self guiding, armor-piercing warhead. It is designed to take out vehicles and power suits.

    (19) 4d6 RKA, Armor Piercing +1/2, No Range Penalty +1/2, 1 Charge -2, OAF -1, STR Min -3/4, Two Handed -1/2, Full Phase -1/2, 1/2 DCV -1/4, May Not Reload -1/4 (120) (STR Min 15; -5 If Braced)
    Point Cost: 19

Throwing Knives
Status: Knight's Option

No ordinary knives, these little darlings are radar guided and jet propelled. They are usually carried four to a set. Maximum range for the thrusters is 300 meters, but they are completely accurate out to that distance.

    (7) 1d6 RKA, No Range Penalty +1/2, Armor Piercing +1/2, 4 Charges -1, OAF -1, STR Min -1 (30) (STR Min 7)
    Point Cost: 7

Whip
Status: Knight's Option

This is a twenty foot long flexi steel-weapon which packs a powerful electric jolt. It is favored by King's Knights.

    (8) Stretching +3", 0 END +1/2, Only For Grabs, Pulling Or Whip Attacks -1/2, OAF -1, No Non-Combat -1/4 (22)
    (5) 3d6 HA, 0 END +1/2, OAF -1, STR Min -1 (14) (STR Min 4)
    (6) 8d6 HA vs. ED, 4 Charges Lasting One Turn -1/2, OAF -1, No Knockback -1/4, STR Doesn't Add -1/2, Linked To HA -1/2 (24)
    Point Cost: 19

Wire Launcher
Status: Knight's Option

In an attempt to capture more enemy agents, the Chessmen labs have developed this single-shot entanglement device. Utilizing the wrist housing, a single lead wire is fired to the target, followed by six gyro-guided grappling wires placed radially around the wrist. Though of limited range, the cables can be quite effective not only in capturing missions, but in tactical situations as well.

Unfortunately, the high tensile strength required for a reliable one-shot capture weapon requires wires of spun Buckminsterfullerenes, a very expensive material to process. Further, the gyro-guidance system is extremely delicate and has occasionally fails when activated.

    (16) 6d6 Entangle, Target And Entangle Take Damage +1/4, 1 Charge -2, OIF -1/2, Entangle Has 1 BODY -1/2, 4" Range -1/4, Activation Roll (14-) -1/2 (75)
    Point Cost: 16

Wrist Blasters
Status: Knight's Option

These are standard energy blasters: simple, reliable, and boring. The weapons are hidden in the wrist casing, and are fired by the depression of a stud with the thumb.

    (16) 6d6 EB, Armor Piercing +1/2, 8 Charges -1/2, OIF -1/2, STR Min -3/4 (45) (STR Min 10)
    Point Cost: 16


Defensive Equipment

Anti-Glare Shield
Status: Knight's Option

This is just a coating layered inside the standard Knight's helmet. It protects him from intense flashes.

    (5) Flash Defense (5), OIF -1/2
    Point Cost: 3

Armor
Status: Standard Equipment

A suit of two-layer protective stasis cloth covered by plexi-steel plates. The latest version of the armor uses the plates over the head, and from the shoulders down to the groin.

In addition, the helmet is equipped with a filter system which makes the agent resistant to normal gasses, and a scrambled one channel radio has been emplaced. By sub-vocalizing, the radio can be kept inobvious.

    (5) Armor 3 rPD/3 rED, OIF -1/2, Real Armor -1/4 (9)
    (7) Armor +6 rPD/+6 rED, OIF -1/2, Real Armor -1/4, Coverage: 3-5, 9-14 -3/4 (18)
    (3) LS:Breathe Gasses, OIF -1/2 (5)
    (3) Radio Listen & Transmit, IIF -1/4, Fragile -1/4 (5)
    Point Cost: 18

EGO Boosters
Status: Knight's Option

Designed for the war against DEMON, these pills stimulate the Knight's ego, allowing him to better resist the mind-altering abilities of the Morbanes.

    (9) 6d6 EGO Aid, Loses 5 cp/Hour +1/2, 1 Charge -2, OAF -1, Fragile -1/4, Self Only -1/2, Doesn't Improve EGO Roll -1/4 (45)
    Point Cost: 9

Force Field Belt
Status: Knight’s Option

A new piece of technology that was recently stolen from VIPER, the Force Field Belt is an addition that has been looked foreward to by the Knights. Each use of the belt burns out a high density power cell that must be replaced back at the base.

    (4) Force Field Belt, Force Field +6 rPD/+3 rED, OIF -1/2, 3 Charges Lasting One Minute -1/2 (9)
    Point Cost: 4

Intruder Circuits
Status: Knight's Option

Recently developed and not quite fully tested by the Technical Division, the Intruder Circuits are a layer of light mesh worn under the armor. Activated with a wrist switch, the field created by this mesh takes about three seconds to form. After that time, the Knight is rendered invisible to all normal observation greater than six feet away.

The Intruder Circuits has become one of the most popular devices in the Chessmen arsenal. However, their usefulness is limited since officer level agents in most Super Agencies have some sort of enhanced visual perception which allows them to detect the Intruder Field in use. Further, the mesh has been known to fuse when moisture accumulates inside the suit. This is quite painful for the Knight and renders the field useless until replaced.

Since the technology for this device is more advanced than anything seen in the arsenal of other super agencies, it is an absolute imperative that the Intruder Circuits do not fall into enemy hands.

    (18) Invisibility (Normal Sight), 0 END +1/2, Persistent +1/2, OIF -1/2, Burns Out If Comes In Contact With Water -1/2, Full Phase To Activate -1/4 (40)
    Point Cost: 18

Psi Screen
Status: Knight's Option

An energized metal mesh interfaced with the standard combat helmet. This is at the upper limit of Chessmen technology and, frankly, most of the Knights are wondering how it was developed at all.

    (5) Mental Defense (+10), OIF -1/2, Not vs. Magic -1/2 (10)
    Point Cost: 5

Reinforced Armor
Status: Knight's Option

In this version of the standard armor, the solid plates are extended to cover the entire body except for the armpits, neck, the backs of the knees, and portion of the thigh. An extra layer of stasis cloth is added in all locations, and the plating is coated with a hardening resin. Of course, it is impossible to maintain full agility in armor of this size and weight (9 kilograms).

    (10) Armor 6 rPD/6 rED, OIF -1/2, Real Armor -1/4 (18)
    (8) Armor +6 rPD/+6 rED, Hardened +1/4, OIF -1/2, Real Armor -1/4, Mass Limit -1/2, Coverage: 3-7, 9-15, 17-18 -1/2 (22)
    (3) LS:Breathe Gasses, OIF -1/2 (5)
    (3) Radio Listen & Transmit, IIF -1/4, Fragile -1/4 (5)
    Point cost: 24

Shield
Status: Knight's Option

Yeats wanted to provide a better defense for his men, and so the Chessmen techies came up with a Shield. Unfortunately, the Knights who used it all said the same thing: if they were going to carry around something as big and as heavy as this, it was going to dish out some damage as well as take it. Therefore, the edge was hardened and made useable as a weapon. The weapon takes so much time to train with, and is so expensive, that most knights who use it stick with it exclusively.

    (15) Multipower (45 Active), OAF -1, STR Min -1
    (1u) 2d6 HKA, 0 END +1/2 (45) (STR Min 15)
    (1u) 7d6 HA, Armor Piercing +1/2, 0 END +1/2 (42) (STR Min 10)
    (1u) Missile Deflection (All, +5 OCV), Adjacent Hexes +1/2 (45)
    (1u) Combat Levels (DCV) (2) & Armor +9 rPD/+9 rED, Hardened +1/4, Must Be Aware -1/2 (44)
    (2) Combat Level (1), OAF -1 (5)
    Point Cost: 21

Sunglasses
Status: Undercover Knight's Option

These are polarizing sunglasses which make an undercover knight impervious to most blinding flashes.

    (3) Flash Defense (+5), IAF -1/2 (5)
    Point Cost: 3

Undercover Armor
Status: Undercover Knight's Required

Kevlar weave clothing available in a variety of inconspicuous styles. The armor does not cover the head or hands.

    (8) Armor 6 rPD/6 rED, IIF -1/4, Real Armor -1/4, Coverage: 7-18 -3/4 (18)
    Point Cost: 8

Undercover Force Field Belt
Status: Knight’s Option

An upgrade from the standard Force Field Belt, this item is virtually undetectable. It is a leather belt unit that has two slim battery packs on the back. Each use of the belt burns out a high density power cell that must be replaced back at the base.

    (9) Undercover Force Field Belt, Force Field +6 rPD/+3 rED, Fully Invisible +1, IIF -1/4, 2 Charges Lasting One Minute -3/4 (18)
    Point Cost: 9


Miscellany

Autopepper
Status: Knight's Option

One of many healing devices, this one is intended to automatically inject stimulating chemicals into the agent's bloodstream when he is rendered near to unconsciousness.

    (10) 6d6 STUN Aid, Trigger (STUN <= 0) +1/4, 2 Charges Lasting Extra Phase -1 1/4, OIF -1/2, Only To Recover -1/2, Self Only -1/2 (37)
    Point Cost: 10

Explosive Implant
Status: Special

These tiny explosives are surgically implanted into the skull of all Rooks and Bishops. They detonate when the agent thinks a certain code-phrase, which they are well-trained not to think of unless they really mean it. The device automatically hits the head, inflicting double damage.

    (10) 4d6 RKA, Trigger (Thinking Code Phrase) +1/4, 1 Charge -2, Self Only -2, Expendable -2, No Range -1/2 (75)
    Point Cost: 10

Helmet Computer
Status: King's Knight Option

Recently developed by the labs, these are as much an aide to monitoring rooks and bishops as they are to Knights in the field. Equipped with various computer modules, this helmet unit records any data the Knight wishes and can also display maps of trailed locations, stopwatch functions, voice-controlled mathematical calculations and a library of custom data programmed by the wearer. The computer can instantly photograph and analyze written data and display a synopsis within seconds. As a sideline the unit is hardened against electronic power drains.

    18 INT...........10 x1 8 10 Eidetic Memory
    10 DEX...........10 x3 0 3 Absolute Time Sense
    3 SPD(1+DEX/10)..2 x10 10 3 Bump Of Direction
    Tot 18 3 Lightning Calculator
    Phases: 4, 8, 12 3 Speed Reading
    INT Roll: 13 5 Cramming
    DEX Roll: 11 3 Power Defense (5), Only vs. Electrical Effects -1/2 (5)
    51+Disads (51/5 = 10 Character Cost)
    Programs
    1 Map Movement
    1 Read & Synopsize
    33 Abilities Cost
    Point Cost: 10

Holographic Knight
Status: Knight's Option

A tiny holographic projector and digitized sound speaker is attached to a small adhesive capsule. When thrown the capsule impacts and breaks, attaching the projector to the target surface. Once attached the projector activates, creating one of several pre-programmed illusionary knights. To allow for a more accurate illusion, the projector can be customized instantly for the spatial allowances of the target area. This allows the hologram to act within a hallway or close chamber without error.

Each projector can be activated once, and goes through self-imposed destruction after twelve seconds of activity. The illusions include a lance-armed Knight engaged in defensive maneuvers, a gun-toting Knight filling the target area with machine gun fire, and a stealth minded Knight trying to sneak through the target area.

The Holographic Knight requires considerable pre-mission programming time, and is not always available for this reason.

    (10) Images (Normal Sight & Hearing), -8 PER Rolls, Trigger +1/4, AE (4" Radius) +1/2, 1 Charge Lasting One Turn -1 1/4, IAF -1/2, Fragile -1/4, Limited To Three Possible Illusions -1, One Hour Prep Time -2 1/2 (68)
    Point Cost: 10

Infrared Tracker
Status: Knight's Option

This is an enhanced version of the standard Infrared enhanced vision package, allowing a knight to follow the footprints of a target by observing the heat residue of his passage. It includes the Infrared package.

    (5) Tracking Scent, Based On Sight PER Roll Rather Than Scent -0, OIF -1/2, Skill Roll (Tracking -1) -1/2 (10)
    (2) Infrared Vision, OIF -1/2, Linked To Tracking Scent -1/2 (5)
    Point Cost: 7

Lens Cap
Status: King's Knight Option

A small camera built into a standard lens cap, this device can take a picture of a hallway or room and then be placed onto a security camera (the cap shrinks or enlarges to fit the camera lens properly). Thus, the camera reveals a normal room even if combat is taking place within it. It takes a few seconds for the picture to be taken and the lens emplaced. After that time, it will display the filmed scene for one hour. After that time, the cap will incinerate itself.

    (6) Images (Normal Sight), -4 PER Rolls, 1 Charge Lasting One Hour -1/2, OAF -1, Fragile -1/4, No Range -1/2, Can Only Present One Picture -1/2 (22)
    Point Cost: 6

Pain Pills
Status: Queen's Knight Restricted Option

These nasty little items can make a Knight fight on forever. The agent is immune to nearly any pain as long as the pills are in effect. However, they cause a terrible addiction, and Berserk rages as well, each time they are used. Special dispensation is required to use the "little black pills", or "black spots."

    (25) 75% Physical & Energy Resistant Damage Reduction, 2 Charges Lasting Five Minutes -1/2, OAF -1, Fragile -1/4, STUN Only -1/2, Side Effect [Berserk In Combat (14-/8-), Dependent On Drug Available Only From Chessmen Or Take 3d6 Every 5 Hours] -1, Feels No Pain (Not Informed Of STUN Or BODY Totals) -1/2
    Point Cost: 25

Radio Tracers
Status: Knight's Option

    Small bugs which come in right handy when the bad guy gets away. They transmit on the Chessmen scrambled band. As an option, these devices can be equipped with adhesives which will stick to the target.

    (2) Radio Transmit Only, IAF -1/2, Fragile -1/4 (3)
    Point Cost: 2
    (6) Clinging (STR 9), IAF -1/2, Fragile -1/4 (14)
    Point Cost: 8

Radios

    (3) Radio Hearing & Transmit, IAF -1/2, Fragile -1/4 (5)
    Point Cost: 3

    (6) High Range Radio, IAF -1/2, Fragile -1/4 (10)
    Point Cost: 6

Regenerative Tanks
Status: Headquarters Only

This cannot be carried by Knights on missions, but is included here for completeness. It is operated by two medical trained pawns. Most injuries received in the field can be healed through standard means (Shock Pills alone can heal 6 BODY and PS:Doctor will restore another 1 BODY per injury) but there are always serious cases. The standard treatment in these instances is the Regenerative Tanks, known to most Knights and Pawns as "the Snot Vats".

The Snot Vats are nine foot tanks filled with a greenish ooze. Chemicals within the tanks are stimulated by an electrical current, enhancing the body's natural regenerative processes by a factor of 180. During this procedure, the subject is unconscious and fed intravenously.

Every major Chessmen Base (currently there are twenty such bases) are equipped with Regenerative Tanks. They are absolutely safe, even when used by unqualified personnel.

    (2) Regeneration, 1 BODY Per Hour -3/4, OAF -1, Base Limits -1, Skill Roll (PS:Physician -1) -1/2 (10)
    Point Cost: 2

Sensory Packages
Status: Knight's Option

Any enhanced sense from Champions can be bought for Chessmen Knights. Each has the following limitations:

OIF -1/2

Shock Pills
Status: Knight's Option

These are designed to alleviate the immediate effects of shock trauma, and are frequently carried by pawns on bail-out assignments.

    (4) 3d6 Healing, 4 Charges Lasting Extra Phase -3/4, OAF -1, Fragile -1/4, Healing last 1 hr -1/2(15)
    Point Cost: 4

Spyder
Status: King's Knight Option

The spyder is a small robot about 3" long, equipped with sensors and a one-shot electrical retribution charge. It is controlled through a wrist console.

STR: -5 DEX: 18 CON: 3 BODY: 1 INT: 1 EGO: 0 PRE: 0
COM: 0 PD: 1 ED: 1 SPD: 4 REC: 0 END: 0 STUN: 0
Characteristic Cost: -38

    Abilities

    60 Automaton: Takes Only BODY
    5 Radio Listen & Transmit
    10 Eidetic Memory
    3 Bump Of Direction
    7 Running +1" (7" Total), 0 END +1/2 (9)
    10 Clinging
    67 Shrinking (5), 0 END +1/2, Persistent +1/2, Always On -1/2 (100) [-10 PER Rolls, +10 DCV, +15" Knockback]
    10 2d6 RKA, AE-Hex +1/2, 1 Charge -2, Activation Roll (14-, Jam) -1, No Range -1/2 (45)
    Abilities Cost: 172
    Total Cost: 134
    104+Disadvantages (104/5 = 21 Character Cost)
    20 x2 BODY From Electrical Attacks.
    10 DF:Mechanical Spider (Not Con, Noticed)
    Point Cost: 21

Suction Gear Status: Knight's Option

A set of climbing suction devices for the hands, feet, and knees.

    (5) Clinging (Base STR), OIF -1/2, 1/2 DCV Throughout -1/2 (10)
    Point Cost: 5

Tricorder Status: King's Knight Option

Designed by a Trekkie, this device can detect just about anything, given enough time. It requires a heads-up display inside the helmet of the agent, as the unit itself is a small box plated with armor and placed on the upper back.

    (22) Detect At Range, 360 Degrees, Setting Can Be Changed +2, One Turn -1, OIF -1/2 (54)
    Point Cost: 22

Underwater Ops Status: Knight's Option

    In the rare case of an underwater mission, these can be issued to agents. The unit includes a backpack which contains a recycling air mechanism.

    (3) LS:Breathe Underwater, OIF -1/2 (5)
    Point Cost: 3

Voice Scrambler
Status: Knight's Restricted

Option Although speaking is against regulations, this item was created by a Knight for emergency and rescue situations.

    (2) Mimicry(G) 11, OIF -1/2 (3)
    Point Cost: 2


Transportation

Black Knight Stealth Motorcycle
Status: Knight's Option

Christened the "Silent Knight" by pawn punsters, this is the vehicle of choice for agents driving on infiltration missions into enemy territory. Covered in black sound and radar absorbent material, this stealth machine sacrifices offensive weaponry. Like most agent vehicles, the Black Knight has a half-inch layer of Questonite, making it nearly invulnerable to frontal, rear, or under assaults.

VAL CHAR BASE COST PTS 119+DISADVANTAGES (119/5 = 24Character Cost)

    15 STR.............15 x1 0 DF:High-Tech Mototcycle (Con, Noticed) 10
    20 DEX.............10 x3 30 Watched:Chessmen (MoP, 11-) 10
    11 BODY............11 x2 0 Total Disadvantages: 20
    14* DEF..............2 x3 18 * - Doesn't Protect Passengers
    4 SPD(1+DEX/10)....3 x10 10 Phases: 3,6,9,12
    Tot 58 STR Roll: 12 OCV: 7

PTS SKILL/TALENT/PERK/POWER DEX Roll: 13 DCV: 7

    5 Size Increase (1)
    43 Running +19" (25" Total), x4 Non-Combat (43) (150 MPH)
    33 Invisibility (Normal Hearing & Radar), 0 END +1/2, Persistent +1/2, Always On -1/2 (50)
    Point Cost: 24

En Passant Combat Car
Status: Restricted

A unique prototype vehicle, this is a black Porsche that has been heavily modified by Pawns who have watched too many James Bond movies.
The En Passant has a hyper­alloy combat chassis, fully armored and very tough. On­board weaponry includes a six round mine dropper mounted rear and a variable weapon mount in the undercarriage. Systems include a radar warning receiver, automatic fire extinquishers, road surface sonar for the active suspension, hazard warning/auto braking systems in the hood, air conditioning, car alarm and stereo system.

The power plant is a Rolls Royce turbo compound V­8 variable geometry free piston engine acting as gas generator for a modified Starguard CAE J402 turbojet, burning a mixture of nitrous­doped high octane gasoline, meta­alcohol, ether, and acetone; an auxiliary tank of inhibited red fuming nitrous Oxide is available as a boost oxidant for up to 6 minutes.

VAL CHAR BASE COST PTS 213+DISADVANTAGES (213/5 = 43 Character Cost)

30 STR....................... 25 x1 5 DF:Slick Sports Car (Con, Noticed) 1
20 DEX...................... 10 x3 30 Watched:Chessmen (MoP, 11­) 10
18 BODY................... 13 x2 10 Requires Special Fuel & Maintenance (FG) 15
14 DEF....................... 2 x3 36 Total Disadvantages: 35
4 SPD(1+DEX/10).... 3 x10 10 Phases: 3, 6, 9, 12

Tot 91 STR Roll: 15 OCV: 7 Crew: 1

PTS SKILL/TALENT/PERK/POWER DEX Roll: 13 DCV: 5 Passengers: 1

    15 Size Increase (3) [800 Kg, ­3 Knockback]
    43 Running +19" (25" Total), x4 Non­Combat (43) (150 MPH)
    8 Running +5", 30 Charges Lasting One Turn +3/4, OIF:Nitrous Oxide ­1 (17) (180 MPH)
    6 High Range Radio Listen & Transmit, IIF ­3/4 (10)
    2 Sense Radar Lock­On, OIF ­1, Self Only ­1/2 (5)
    3 Change Environment (Put Out Fires), 2" Radius, OIF ­1, No Range ­1/2, Self Only ­1/2 (10)
    1 On Board Computer
    7 Range Modifiers (+4), IIF -3/4 (12)
    5 Telescopic Vision (+6), IIF -3/4 (9)

    51 Multipower (140 Active):Variable Weapon Mount, IAF ­1, 60 Degree Arc -1/2, Same Horizontal Level ­1/4
    5u .50 Caliber MG (F), 3d6 RKA, Autofire +1/2, +1 STUN +1/2, 250 Charges +1. +1 OCV (140)
    3u Stinger Missiles (F), 14d6 EB, Explosive +1/2, No Range Modifier +1/2, 2 Charges x2 ­1 1/4 (140)
    4u Flame Thrower (L), 3d6 RKA, Penetrating +1/2, Uncontrolled +1, Continuous +1/2, 16 Charges -0, Reduced By Range -1/2. +1 OCV (140)
    4u Mine Dropper (B), 11d6 EB, Armor Piercing +1/2, AE-Hex +1/2, Trigger (Touched By 50 Kg Or More +1/4, Personal Immunity +1/4, One Hex Row Directly Behind Vehicle ­3/4, 6 Charges ­3/4 (137)

On Board Computer (7/5 = 1 Character Cost)

    8 INT........................10 x1 -2 Phases: 7
    10 DEX......................10 x3 0 INT Roll: 11
    1 SPD(1+DEX/10)....2 x10 -10 DEX Roll: 11
    Tot -12

    14 Sense Road Hazards, Ranged, Discriminatory, +5 PER, IIF -3/4 (25)
    3 Combat Driving(D) 11

Program

1 Warn Of Incoming Hazards
1 Auto­Braking
19 Equipment Cost Point Cost: 43

Grandmaster Class Attack Helicopter Status: Restricted

The latest in Knight extraction equipment, lately developed after two pawns were shot down by a .50 caliber machine gun while flying a stolen Army attack helicopter. This is a complete revamping of the old copter, complete with turbo boosters and a three inch layer of Questonite. The vehicle can't match the missile load of other military helicopters in a knock­down fight, but for pawns working on distractions or extractions, nothing could be better.

VAL CHAR BASE COST PTS 221+DISADVANTAGES (211/5 = 44 Points)

40 STR....................... 40 x1 0 DF:Large Assault Helicopter (Not Con, Major) 20
20 DEX...................... 10 x3 30 Watched:Chessmen (MoP, 11-) 10
16 BODY................... 16 x2 0 Total Disadvantages: 30
15 DEF........................ 2 x3 39
4 SPD(1+DEX/10).... 3 x10 10 Phases: 3, 6, 9, 12

Tot 79 STR Roll: 17 OCV: 7 Crew: 2

PTS SKILL/TALENT/PERK/POWER DEX Roll: 13 DCV: 3 Passengers: 8

    30 Size Increase (6) [6.4 KT, -6" Knockback]
    56 Flight 23", x8 Non-Combat (276 MPH)
    ­12 Running ­6" (0" Total)
    2 Radio Listen & Transmit, OIF -1 (5)
    13 Baffle Pods, Invisibility (Radar), 0 END +1/2, Persistent +1/2, OAF -1 1/2, Always On -1/2 (40)
    22 Radar Sense, 360 Degrees, Discriminatory, Telescopic (+10), OIF -1 (45)

    52 Multipower (157 Active):Weapon Systems, OAF -1 1/2, 60 Degree Arc -1/2
    5u 20mm Vulcan (F), 3d6 RKA, Armor Piercing +1/2, No Range Penalty +1/2, Autofire +1/2, 250 Charges +1 (157) 4u Rocket Pods (F), 4d6 RKA, Explosion +1/2, No Range Penalty +1/2, 16 Charges -0 (120)
    Point Cost: 44

Note: Two pawns usually fly the copter, with the co-pilot occasionally a JG, net equipment 80 (60 if JG).

The Bobby Fischer

One of the New York Grandmasters has been equipped with a cloaking device stolen from an alien drop pod.

36 Cloaking Device, Invisibility (All Sight, Normal Hearing & Radar, No Fringe), 0 END +1/2, Persistent +1/2, OAF ­1 1/2 (90) 241+Disadvantages (241/5 = 48 Character Points)
20 DF:Large Assault Helicopter (Not Con, Major)
13 Watched:Chessmen (MoP, 14­)
Point Cost: 48
 

Jetpack Status: Knight's Option

Known affectionately as the "Fly­By Knight", this is a device recently developed from stolen DEMON Mechagent technology augmented with Starguard International assistance. It is a small jet thruster which straps on to the Knight's back. Since speed was a priority, the device is capable of enormous acceleration. So much so that special training in the device is required for its use. The thruster has an extremely efficient engine and an extensive range.

Using the Jetpack while in a fight is very difficult (all flight must be made at non­combat velocities, and the pack is bought as a vehicle. This lowers DCV to half at all times and OCV to half whenever the pack is actually used). The pack has been tested at a maximum velocity of 225 miles per hour with a 25 mps acceleration. It should be noted that these tests were done without human controllers. No one in the organization is yet qualified to fly the Jetpack.

VAL CHAR BASE COST PTS 90+DISADVANTAGES (90/5 = 18 Character Cost)

20 STR.......................10 x1 10 DF:Jet Pack (Not Con, Noticed) 15
23 DEX......................10 x3 39 Watched:Chessmen (MoP, 14-) 13
10 BODY...................10 x2 0 Total Disadvantages: 28
4* DEF........................2 x3 3 * ­ Doesn't Protect Passenger
5 SPD(1+DEX/10)..3.3 x10 17 Phases: 3, 5, 8, 10, 12
Tot 69 STR Roll: 13 OCV: 8 Crew: 1

PTS SKILL/TALENT/PERK/POWER DEX Roll: 14 DCV: 10 Passengers: 0

13 Shrinking (1), 0 END +1/2, Persistent +1/2, Always On ­1/2 (20)
48 Flight 30", x4 Non­Combat, Full Phase To Start -1/4, Skill Roll (Combat Pilot) -1/4, 30" Velocity Stall Speed -1/2 (65) (225 MPH)
­12 Running -6" (0" Total)
Point Cost: 18

Jump Jets
Status: Knight's Option

This item is for those people who like to be on the bounce all the time. The Jump Jets are a modification of the new rocket pack. The jets give a quick burst of upward velocity, combined with the wearers strength, to reach new heights in combat. Sensors in the unit also cause the jets to cut in upon landing to save to user from injury. The Jump Jets are still in the experimental stage, and occasionally fuel blockages will occur, disabling the jets.

    (10) Superleap +15", x2 Non-Combat, 0 END +1/2, OIF -1/2, Activation Roll (15-, Jam) -3/4 (22)
    Point Cost: 10

    A smaller version has been built with a limited number of charges in the jets.

    (5) Superleap +15", x2 Non-Combat, 8 Charges -1/2, OIF -1/2, Activation Roll (15-, Jam) -3/4 (15)
    Point Cost: 5

Knight Errant Attack Motorcycle Status: Knight's Option

This is an armed and armored attack vehicle intended for Knights who are cut off from Pawn support. A .50 caliber machine gun serves as primary armament, while a half inch layer of Questonite provides the defenses.

VAL CHAR BASE COST PTS 135+DISADVANTAGES (135/5 = 27 Character Cost)

15 STR........................ 15 x1 0 DF:High-Tech Mototcycle (Con, Noticed) 10
20 DEX....................... 10 x3 30 Watched:Chessmen (MoP, 11­) 10
11 BODY.................... 11 x2 0 Total Disadvantages: 20
14* DEF......................... 2 x3 18 * - Doesn't Protect Passengers
4 SPD(1+DEX/10)..... 3 x10 10 Phases: 3, 6, 9, 12
Tot 58 STR Roll: 12 OCV: 7 Crew: 1

PTS SKILL/TALENT/PERK/POWER DEX Roll: 13 DCV: 7 Passengers: 1

    5 Size Increase (1)
    39 Running +17" (23" Total), x4 Non­Combat (39) (138 MPH)
    53 .50 Caliber, 3d6 RKA, 250 Charges +1, Autofire +1/2, +1 STUN Multiple +1/2, OIF ­1, One Hex Row -3/4, Same Level ­1/4. +1 OCV, +4 RMod (151)
    Point Cost: 27

Mini-Parachute
Status: Knight's Option

With the addition of the Jetpack and Jump Jets to the Chessmen armoury, a new item has also been required. The Mini-Parachute is worn under an armor plate high on the Knight's back. The release is located near the left collar bone under a protective cover. An additional saftey precaution will cause the chute to open if the Knight is unconcious and falling from a hight of more than four meters.

    (3) Gliding 5", Trigger (STUN <= 0 And Altitude > 4 Meters) +1/4, 1 Recoverable Charge Lasting One Hour -0, OAF -1, Cannot Gain Altitude -1/4 (6)
    Point Cost: 3

Propeller Sled
Status: Knight's Option

This is designed for underwater operations. It is a torpedo­like engine which carries the Knight along for hours on end.

    (4) Swimming +6", 0 END +1/2, OIF ­1/2, Clumsy ­1/2 (9)
    Point Cost: 4

Notes on Weapon Familiarities

The following weapon familiarities include the corresponding Knight weapons:
Small Arms: (Additions)
Pistols (also includes Electrocution Gun, Holdout Pistol, Neutrino Wave Generator, Sliver Gun and Subsonics Generator)
Rifles (also includes Particle Rifle, Sniper Rifle and Dart Gun)
Common Melee: (Additions)
Swords/Blades (also includes Light Saber, Blade Launcher for hand to hand use only)
Fist­Loads* (also includes Chain Knuckles)
Clubs* (also includes Nerve Disrupter)
Common Martial Arts Melee: (Additions)
Staff (also includes Lance and Battle Staff)
Common Missile: (Additions)
Bows (also includes Sniper Bow)
Uncommon Missile: (Additions)
Wrist­Mounts (includes Blade Launcher, Sonic Yo-Yo, Spinnerets, Wire Launcher and Wrist Blasters)
Rocket Launcher (also includes Targetbuster Rocket)
Uncommon Melee: (Additions)
Whip (also includes Shock Whip)

* ­ Characters have these weapon familiarities for free

Chessmen Resources