Black/Blue Guard Equipment
Blaster Pistol-7d6 EB, +2 OCV, 2 clips of 6 charges, OAF-18 pts.
MP5SD3-1d6 RKA, +2 OCV, Autofire 5 (see Dark Champions for full details)-18 pts.
Flash Packs-3d6 Flash, 2 charges, OAF-3 pts.
Smoke Grenades-3" radius Darkness, 2 charges, OAF-3 pts.
Plasma Rifle-3d6 RKA, +1 OCV, 2 clips of 12 charges, OAF-24 pts.
In covert operations, operatives use the MP5SD3 (a conventional sub-machine gun) or the Blaster pistol along with Flash Packs and Smoke Grenades. On purely combat operations, operatives use the Plasma Rifles. While Black Guard operatives are expected to be able to undertake both kinds of operations, later recruits were often trained solely on the Plasma Rifles, and their skills tend towards purely combat oriented, as opposed to the infiltration skills of the early recruits.
Black/Blue Knight Suit:
3d6 RKA, OIF, 14- Burnout (lasers)-26 pts.
15KD/11EKD Armor, OIF (armored suit)-26 pts.
10" Flight, X2 NCM, OIF (boot jets)-17 pts.
85 END/5 REC END Reserve, OIF (power pack)-10 pts.
+20 STR, doesn't add to figured, OIF (strength enhancers)-10 pts.
Two Way Communicator, OIF (helmet communicator) -3 pts.
The Black Knight powered armor suit is issued to only a small number of select operatives. The suit's main weapon is a dual laser rifle mounted on the right arm. While not as accurate as the plasma rifles issues to Black Guard troopers, it is equally powerful, despite some problems with the power feeds (the Burnout). The armor is enough to defeat anything short on an anti-tank weapon and gives the operative a fighting chance against those. The boot jets enable tactical flight, but aren't capable of long-distance runs. The armor enhances the user's strength, giving him a real advantage in close combat. The power pack is enough to run the systems for a short action, and can recharge in a few minutes to full operational levels.