home home news news columns columns features features

<– Back to corporations

Ellington General Ordinance, Inc.

by G.H. Metz (WolfStar@aol.com)

Corporate Leadership

CEO: Melissa Gwyn
VP Matrix Development: Asia Raven
VP Tactical Equipment Development: Jacob Thorne
VP Vehicle Development: Terri Chamberlain
VP Cybernetics Development: Jeffrey Donaday
CFO: Christopher Marlin

History

Founded in 2042, Ellington General Ordinance was a tightly held private corporation founded by Jerome Ellington. Based in Philadelphia, UCAS, the company has until recently only supplied weapons and equipment to various military and corporate security organizations, mostly in other countries. After Ellington’s death, miraculously of old age, his will left 53% to Ellington’s closest relative, Melissa Gwyn. She has since expanded the business into other markets, bringing on board both Asia Raven and Jacob Thorne to head these departments up. Christopher Marlin was Ellington’s best friend, and Jeff Donaday his student, and both were considered trustworthy enough to remain in the corporate structure. Last year, Ellington General Ordinance began selling on the open market.

Weapons and Armor

Weapons

RF-10 Heavy Pistol

This weapon is designed around a 10mm caseless round, enabling a greater ammo capacity than in a normal pistol this size. It is also capable of a high-speed three round burst that causes very little recoil.

Type/Conceal Ammo Mode Damage Weight Avail Cost Street Index
Heavy/6 20(c) SA/BF 8M* 1 4/24hrs 750nY 1.5

Equipment: Smartlink II

* Because of the rapid cycle time for bursts, the rounds follow the same path. Damage for a 3 round burst is only 10S, instead of the normal 11S; however, recoil penalty is only +1. May be fitted with an extended clip (30 rounds, -1 conceal).


RF-23A Submachinegun

An SMG version of the RF-10, the RF-23A also uses 10mm caseless rounds to provide a whopping 50 rounds per standard clip (75 round extended clips available)! It has the same cyclic rate as the -10 in burst fire, but must slow down in full auto mode or the weapon will overheat.

Type/Conceal Ammo Mode Damage Weight Avail Cost Street Index
SMG/5 50(c) SA/BF/FA 8M 3 6/36hrs 1350nY 2

Equipment: Smartlink II, Imp. Gas Vent III
Use rules for the RF-10 when in Burst Fire Mode only, use SRII for FA rules. May be fitted with an extended clip (Conceal -2, 75 rounds)


RF-47MW

Based on a design philosophy similar to that of the Steyr AUG-CSL, the RF-47MW is reminiscent of the M-16 used by the old United States in the second half of the 20th century. It breaks down into several different components, and has several advantages over the AUG-CSL such as multiple clips, clip-inserted belt feed, SmartlinkII, and multiple caliber barrels.

Type/Conceal Ammo Mode Damage Weight Avail Cost Street Index
H.Pistol/7 10(c) SA 8M 1.5 * * *
SMG/5 10/20(c) SA/BF 8M 2.5 * * *
Carbine/4 10/20(c) SA 8S 3 * * *
Ass. Rif./3 10/20(c) SA/BF/FA 8M 4 * * *
Sniper/3 10(c) SA 8S 4.5 * * *
LMG/- Belt BF/FA 8M 5.5 * * *
MMG/- Belt BF/FA 9S 6.5 * * *
  • Avail: 12/7 days, Cost: 6000nY for the entire package (includes carrying case, light barrel, sniper barrel, heavy barrel, pistol clip, rifle clip, and belt clip. all parts are discreetly color coded.), Street Index: 2.5. Light and heavy barrels equipped with Improved Gas Vent IV integral (does not include pistol), sniper barrel outfitted with integral silencer. Carbine and MMG are the only two modes capable of using the heavy barrel. All modes include Smartlink II.

Explanation of Multiple Clips: On all weapons marked 10/20(c), the weapon is equipped with both the clip in the pistol grip and a rifle clip. A lever switch is mounted above the pistol grip, enabling the user to carry multiple payloads easily for dealing with multiple targets.


RF-83V Minigun

Designed specifically for vehicles such as helicopters that have a limited amount of space available, this Medium Machinegun class minigun is the same weight as a Light machinegun class weapon and is only slightly larger.

Type/Conceal Ammo Mode Damage Weight Avail Cost Street Index
MMG/- Belt FA 9S 18 N/A 55,000nY N/A

Notes: Treat as an LMG for purposes of mounting on vehicles (takes up only 1 weapon point instead of 2), but after 5 turns of continuous fire the gun may begin to overheat; roll a number of dice equal to 10 minus the number of consecutive turns the weapon has been firing against a target number equal to the number of turns the weapon has been firing to see if the ammo begins to cook off; after 10 turns, the gun will explode.

For example: Rigger Bob has been firing his RF-83V at the bad guys chasing him for five turns. At the end of the 5th turn, Bob rolls (10-5=)5 dice against a target number of 5 to see if any of the ammo explodes; he only needs one success. The next turn he’s rolling (10-6=)4 dice against a target number of 6, then 3 dice against a target number of 7, etc. If the gun is not fired on or before the fifth turn, it can go for another 4 turns without a roll. After the fifth turn you need to let the gun sit for 1 turn +1 turn for every turn beyond 5.

Armor

Besides manufacturing the various types of armor that are common on the open markets, Ellington General Ordinance also manufactures several security and military armor variants for corporations who want top-notch security, but are unable to afford the cybernetic enhancements for a large security force. Ellington General Ordinance provides through their Wireflight security and military armor series a cost effective way to “cyber up” your security, while giving the men and women who protect you some of the best protection available today.

NOTE: The user of any suit of Wireflight armor must be equipped with a Datajack. All suits are equipped with a rudimentary life support system (2 hours) and a 4 hour battery pack. For an additional 5,000nY plus a one-time, 15,000nY installation cost, all suits can be equipped with a system derived from Gridlink™. The battery is retained as a backup system in case of power loss. All Wireflight armor packages come with these options, as well as a tactical marker beacon allowing for unit co-ordination by the commanding officer.

NOTE: All bonuses to Reaction and Initiative are NOT Compatible with Wired or Boosted Reflexes; choose whichever gives you a higher bonus. The bonus from Reaction Enhancers are applicable, at half normal Reaction bonus. Don’t even THINK about Move-by-Wire, the battle armor has a tendency to short out the control systems of Move-by-Wire, causing a grand mall seizure until the move-by-wire unit is shut off or removed.


Wireflight 1-B Light Security Battle Armor

Type Ballistic Impact Weight Avail Cost Street Index
L. Security 7 6 12+Body 18/20Days 65,000nY 3

Equipment: Hearing Amplification, Hearing Damper, Low-light, Flare compensation, Commlink II, Crypto-circuit HD L2, Smartlink II.

Attribute Bonuses: +2 Reaction, +1d6 Initiative.


Wireflight 2-B Medium Security Battle Armor

Type Ballistic Impact Weight Avail Cost Street Index
M. Security 7 7 14+Body 20/20Days 93,500nY 3

Equipment: Orientation System, Hearing Amp/Damp, Display Link, Lowlight, Flare Comp, Thermographic, Optical Mag 1, Commlink IV/Crypto IV, Smartlink II.

Attribute Bonuses: +2 Reaction, +1d6 Initiative.


Wireflight 3-B “Commandant” Heavy Security Battle Armor

This variant is usually reserved for the commanding officer and contains several options geared towards his or her needs.

Type Ballistic Impact Weight Avail Cost Street Index
H. Security 8 7 16+Body 24/28Days 185,000nY 3.5

Equipment: Same as Wireflight 2-B, except upgrade to Optical 3, and include Scramble Breaker IV and a Battletac comp.

Attribute Bonuses: +2 Reaction, +1d6 Initiative


Wireflight “Velocity” Series

The Velocity series of battle armors are based on military armor frames, and are generally reserved for commando and special forces units. These suits have proven very popular amongst elite military and mercenary units, as the overall cost of the armor is cheaper than comparative cybersystems, both in nuyen and essence. All Wireflight Velocity Models come with an ammo storage bin and belt feeder with standard clip interface. Ammo capacity is 1 100-round belt (2 100-round belts for Series 3-A). Like the rest of the Wireflight line, a Datajack is required, but for the Velocity series, an I/O SPU is HIGHLY recommended.* Weapons are available at an extra, though discounted, cost.

*Characters attempting to use Velocity battle armor without an I/O SPU suffer a -4 to reaction, as well as are unable to access the Tactical Computer. A Level 1 I/O SPU reduces the penalty to -3. Level 2 reduces the penalty to -2 and grants access to the Tactical computer, level 3 reduces it to -1, and a Level 4 I/O SPU eliminates all penalties. The only exception to this is anyone with a Vehicle Control Rig; such characters are at -2 with a Level 1 VCR, -1 with a Level 2 VCR, and no penalty with a Level 3 VCR. An I/O SPU can be used to offset the penalty at a level of 1 per level of the SPU. Characters with a Level 3 or 4 Encephalon suffer no penalties regardless of other cyberware (or lack thereof). Wireflight Velocity battle armor is considered hard armor.


Wireflight Velocity 1-A Light Military Battle Armor

Type Ballistic Impact Weight Availability Cost Street Index
L. Military 12 10 15+Body Keep Dreaming, Chummer 599,000nY See Availability

Equipment: Orientation System, Tactical Computer I, Commlink VIII, Crypto VIII, Scramblebreaker VI, Select Sound Filter III, Amp&Damp, Spatial Recognizer, Lowlight, Thermo, Image Link, Flare Comp, Optical 3, Eyelight, 2 retractable spurs (1 per arm), Smartlink II.

Attribute Bonuses: +4 Reaction, +2d6 Initiative


Wireflight Velocity 2-A Medium Military Battle Armor

Type Ballistic Impact Weight Availability Cost Street Index
M. Military 14 11 17+Body Keep Dreaming, Chummer 899,000nY See Availability

Equipment: Orientation System, Tactical Computer II, Commlink IX, Crypto IX, Scramblebreaker VII, Select Sound Filter IV, Amp&Damp, Spatial Recognizer, Lowlight, Thermographic, Image Link, Flare Comp, Optical 3, Eyelight System, 2 retractable spurs (1 per arm), Smartlink II.

Attribute Bonuses: +1 Strength, +1 Quickness (Does not increase Reaction), +4 Reaction, +2d6 Initiative.


Wireflight Velocity 3-A Heavy Military Battle Armor

Type Ballistic Impact Weight Availability Cost Street Index
H. Military 16 12 19+Body Keep Dreaming, Chummer 1,299,000nY See Availability

Equipment: Orientation System, Tactical Computer II, Comlink X, Crypto X, Scramblebreaker VIII, Select Sound Filter V, Amp&Damp, Spatial Recognizer, Lowlight, Thermographic, Flare Comp, Image Link, Optical 3, Eyelight System, 2 Retractable Spurs (1 per arm), Smartlink II, Articulate Weapon Arm.

Attribute Bonuses: +3 Strength, +3 Quickness (does not increase Reaction), +6 Reaction, +3d6 Initiative.


Battle Armor Creation Rules

I can see several of you drooling over your keyboards as I sit here typing this. Well, stop. Because it’ll be very unlikely that you can afford one.

Ground Rules

Armor MUST be sealable; ie, include a helmet. It cannot be concealable. In fact, you’re pretty much limited to Security and (assuming your GM is insane enough to let you have it) Military armor. The requirements in working gear are as follows: General Facility, Cyberware Shop, Electronics Shop. Using that, you are at +4 to all target numbers to build/repair the armor. This drops to +2 if one of the shops is upgraded to a facility, and to +0 if both shops are upgraded to a facility.

New Skill: Battle Armor B/R: 2 Dots on the Skill Web from Ground Vehicles B/R, moving away from Reaction. Required to build your own Battle Armor (you can TRY with Ground Vehicle B/R, but I wouldn’t recommend it). Also required is an Electronics B/R of 3 or more.

Dice Rolls

Dice rolls are made when installing a piece of equipment. Roll Battle Armor B/R against a target number equal to the rating of the device plus any modifiers, and Electronics B/R against the same number to integrate it into the control systems.

The Basics

As I’m sure most of you already guessed, battle armor is simply high-grade body armor with cyberware thrown in. It’s a step down from what most would call full-fledged power armor, because of the way it works. Power armor has pressure sensors and the like everywhere so that it moves with you and enhances you. Battle armor, on the other hand, is like handing you an outer skin layer with all the cyberware built in, and giving you a method of controlling it. It’s a lot like rigging, only all of your motor functions are not cut off, just…. split into two directions.

Building the Armor

Buy your armor. Tack on an extra 15,000 for a four-hour battery supply (low voltage designed to simulate a bioelectric feed so it’s really small), control systems, the helmet, and a 2 hour air supply. Next, Buy Your Cyberware. Simple enough? Okay. Your limitations: The “Essence” of the armor is equal to the suit’s Impact armor rating - NOT including the helmet, as there’s not enough room, what with a HUD (100Mp) already installed. The HUD can be used as an Image Link, display for an Orientation System, etc. The bonus? Cyberware costs are HALVED. This is because you don’t need to achieve the same levels of microminiaturization if you aren’t installing it in a human body.

Extras

No Alpha, Beta, Delta, Gamma, Omega, etc. grade cyberware. Never mind being cost prohibitive, you don’t have the advantage of tailoring it for the unique genetic makeup of your armor suit. Sorry.

Damaging Cyberware: Cyberware is damaged as normal in Security Grade Battle Armor; in Military Grade, the attack MUST penetrate and the attacker must have rolled enough successes to stage up once “over” Deadly.

Limitations on Cyberware

Use common sense, folks. Boosted reflexes is a chemical treatment, so it won’t work. Move-by-Wire, forget it. Reaction Enhancer replaces part of your spinal column, so no. Bonelacing, cyberlimbs, cybertorso, and armor upgrades are out (The GM may allow armor upgrades, but I recommend DOUBLING the cost instead of halving it). Pretty much anything that you can’t reasonably see being operable in a suit of armor instead of flesh and blood, go for it.

If you pay the full price for a Smartlink system, it’ll feed through the suit’s gloves into your own, instead of through the datajack. When you’ve been getting info one way all of your life, getting it another way can be a wee disorienting.


Any questions, comments, remarks, or hate messages: wolfstar@juno.com