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Devil's Ministry Armaments
Post date: 05/13/2010 - 20:55
Posted By: The Silent

Devil's Ministry Armaments

SOFT COMPANY REPORT 001720
DEVIL'S MINISTRY ARMAMENTS SOFT COMPANY

INSIGNIA

A steel trident on a diagonally bisected field of red & black. Commonly worn only by Contract Killers & Company Salesmen.

ITEM ONE

DMA was founded by Krupp, a former SLA Operative with specialized training in the fields of Weapon Maintenance and Design. Krupp had strong ties to the Berenyi Light Arms Company and is believed to have stolen technology from them when he left.

ITEM TWO

Krupp had a spotty record as an operative, due to repeated accusations that he shielded and supplied Black Market operations with SLA Industries Hardware. Krupp is certainly guilty of these crimes now and uses his connections to distribute these goods. An extermination warrant has been filed for his elimination. It remains unfufilled to this date.

ITEM THREE

Krupp has hired two of the most dangerous Props on the street to work for his company and has supplied them with all available weaponry. The first is known as Steel Viper and is a Shaktar who emphasizes speed and skill over caliber and armour. Steel Viper is a trained killer and should be avoided by novice operatives. The second is known as Close-to-Hand, a Frother with a terrifying reputation on the street. He can wield any object in melee and is a frequent abuser of illegal Steroids, Bass, and Ultra-Violence.

ITEM FOUR

Devil's Ministry Armaments supplies other Soft Companies and Dark Night with custom weaponry, illegal ammunition (including advanced HEAP and HESH rounds) and a variety of explosives. It manufactures its own products, a primary reason for the attention SLA Industries has paid it. DMA is believed to have contacts in the industrial sector with accesss to Computer Automated Design machinery, automatically controlled lathes, etc. Where it obtains the actual materials for its designs (DMA products display a high level of integral electronics, high technology polymers & alloys, and the occassional biogenetic feature) is not exactly certain, but it is theorized that trade ties exist with off world suppliers. (Independant captains, the transport guilds, several soft companies (Killa Chassis is confirmed to have ties to DMA) and recycling agencies active downtown.

ITEM FIVE Panzerfaust 12mm automatic pistol

DMA's chief product is the 'Panzerfaust', a powerful 12mm automatic pistol significant for its high utility and stopping power. Making it even more dangerous is the availibility of a large number of custom 12mm ammunition types produced by DMA. The weapon is gyrostabilized to keep it steady, and possesses a moderate recoil for its caliber. Automatic fire is more severe on the users' arm, often requiring bracing the weapon on another hard object or nuke tendon implants.
The gun itself is constructed of durable polymers and alloy metals with an extremely solid feel to it. The gyrostabilizer ports are small, the primary indication of the active weapon being the small LED lights under the barrel of the gun. The battery is placed under the barrel in a shock proof casing and has a 6000 hour lifespan. The Panzerfaust's one construction flaw is the lack of a flash suppressor, creating a very large signature when fired. (The GM should implement bonuses to detect a firing Panzerfaust, especially in dark environments)
Preliminary analysis of this pistol is that it is serving as the gutter answer to the BLA Blitzer, providing the same sort of hitting power, custom importance and elite ammunition selections, the Berenyi Light Arms company supplies to the purchases of the BLA 046M. Prices are about 15,000 unis directly from the manufacturer and are higher if the weapons are purchased through another source. (Killa Chassis has exported several shipments of Panzerfausts offworld to sell to rebel forces operating on Warworld Niflheim.)
Weapon        CLIP   ROF      CALIBER     RECOIL       RANGE
Panzerfaust     15   1/3       12mm        8/10         20m
Gyrostabilization systemry gives the Panzerfaust a +1 to hit.      

ITEM SIX

DMA has a distributorship deal with Killa Chassis for the new 'Mindlock Gear' variant of the standard 00985DN exoskeletal armour. PV stopping power is raised by two to four points and ID is increased accordingly. Cost is unknown. It is believed that the armour features a built-in drug injection system and it has proved difficult for Ebb powers to affect the wearers.
Apparently, Killa Chassis has used some form of biogenetic material to affect the ceramic / alloy plating which interferes with the Ebb's generations. This growing trend of possession of facets of Biogenetic technology among Soft Companies is a very disturbing fact and KARMA and Cloak are working in concert to solve the problem. The exact details of the interference of the armor are currently uncertain, but they are more effective against the more complex ebb powers. (Celydreahd, Senses Perception, Voice of the Ebb, etc.)

ITEM SEVEN

DMA is believed to be working on an entire line of brand new ammunition, explosives, and submachineguns designed to handle SLA-Operatives that will be mass produced for the arms purchasing public. Information will be posted as it becomes available.

DATA SUMMARY

DMA is a small corporation that relies upon an impressive reputation and a high level of firepower to stay solvent. DMA has many friends on the street and its products always have markets. Several Props have sponsorship deals with DMA and carry custom weaponry manufactured to their tastes.

ADVICE TO OPERATIVES CONFRONTING DMA PERSONNEL

DMA Contract Killers are few in number, but long on firepower and attitude. Handle them carefully and keep healing supplies close to hand. DMA Contract Killers have complete access to HEAP, HESH, and the rumored new Mandrake bio-boosted round. (information forthcoming) They have shown an aptitude for using command detonated mines, smoke and pyrotechnics to distract operatives and draw them away from the scene of the attack. DMA Contract killers have shown true subtlety in the use of their equipment, but far less in social and interpersonal fields, doubtlessly influenced by the fact that most of the personnel hired by DMA as contract killers are to some degree Sociopathic and disdainful of the company of others.
The BLA sub-company has assumed the responsibility of annhilating DMA after appealing for the opportunity to Slayer himself. Battles between BLA & DMA contract killers should be avoided by operatives, due to the extreme ordanance levels utilized in the conflicts between the two parties. Last month's battle between Red Leer (DMA Contract Killer) and Victor Corgo (BLA's Chief Contract Killer) left three Downtown apartment buildings in ruins and left eighty-five civilians injured or killed. Neither combatant was seriously injured.

INFORMATION COMPILED BY
ALEXIA, SCL 6.0 WRAITH RAIDER
DEATH SQUAD


SOFT COMPANY REPORT 001728
Subject: Ammunition types exclusive to Devil's Ministry Armaments. Subject One : Mandrake "Bio-boosted" Infectant Ammunition
This new ammunition relies upon a bio-organic structure to increase wound fragmentation and tissue damage, yet it retains most of it its penetrating power. How DMA got this technology is uncertain, but it is believed to have been a BLA prototype that Krupp took with him. It is produced only in the 12mm calibre and is commonly found in conjuction with DMA Panzerfaust automatic pistols. The Mandrake uses a bio-polymer structure able to maintain its rigidity and soaked with an infective agent known as the "Mandrake" virus - believed to be a nano-mechanical virus and a possible hold-out from the conflict wars. The bio-polymers catch the air and create a loud whistling sound known as the "shriek of the mandrake" when fired.
Mere Kick Start or low rank Ebb ability Healing will not suffice to cure the infection and the wound! 313 & 714 Stormers have only a 20% chance of infection and 711 Stormers have a 10% rate of infection. The infection rate for the remaining population is about 90%.
The infection blossoms about one day after wounding and the first thing it does is re-open the wound, regardless of how it was healed. Karma scientists have nearly definitively proven that nanomachines are impregnated within the biogenetic structure of the round and it is these which cause the next phase of activity.
This is known as the "Stigmata" phase of the infection and is quite hideous to witness as little tears begin to open themselves across the wound area, and then the tears begin to bleed as they grow in size. This wound will not heal naturally and the nanomachines serve to disrupt any Ebb powers attempted on the wound, excepting Healing & Purification at the fourteenth rank. Kick Start will send the nanomachines into regression, with about a 20% of curing the virus. Hospital treatment is necessary.
The infection continues to spread, doing about one point of damage every five minutes. It is not really transmutable. Although rarely lethal, it is quite gruesome and painful and SLA Ops everywhere fear the shriek of the Mandrake as it pierces the air.........

Mandrake rounds are Pen 6 Dam 6 Ad 1 and Cost about 200 unis on the street directly from the DMA tent in the black market. Prices far higher when purchasing from middlemen and dealers. Targets recieving a wound from a Mandrake round are considered infected with the Mandrake nanovirus.

Subject Two: Devil's Ministry Armaments Trident rounds

Another brand new development by DMA, these 12mm rounds contain numerous small Flechette projectiles that are expelled into the target upon round contact. Preliminary investigation shows that this has only a minor improvement on damage for poorly aimed fire, but if the rounds can all be induced to strike at the proper angles, massive tissue damge can result as the flechettes tear through the target, shattering, tumbling and fragmenting as they penetrate.
Trident rounds are Pen 7 Dmg 7 Ad 2 and cost about 125 unis on the street. They add +2 damage for each point above 20 on the attack roll to hit, versus the normal one. (i.e. Operative Mortis of Team Adirondack Squad is struck by a Trident round fired by Close to Hand. Close to Hand rolls a total of 32 to hit as he has placed the gun against Mortis' head. He adds 24 points of damage instead of the usual 12. Not suprisingly, Mortis dies. Two minutes later LAD arrives, takes one look and doesn't even try to bother with a bodybag.) Subject Three: Devil's Ministry Armaments Pistol Grenades
One of DMA's more insidious products, the pistol grenades represent a means of circumventing the standard SLA Industries restrictions against launched-explosive technology.
To prepare to fire the pistol grenades, a grenade adaptor is fitted to the muzzle of the weapon. (one round task, weapon maintence 4, passive difficulty) This does not impede normal firing, but will prevent the use of silencers, retro-fitted recoil baffling, etc. Secondly, regular 12mm rounds should be used. (HESH & HEAP are a very bad idea at this stage) Finally, the pistol grenade is attached. (two phase task, weapon maintence 1, passive difficulty, subtract 5 to do in one phase)
Launched explosive attacks are conducted with a normal to-hit roll. Should the user miss, deviation is the amount failed by on the to-hit roll, multiplied by two. Roll 4d10 & take the highest two for the direction of deviation.
DMA Pistol Grenades have a primary blast radius of 3m and a secondary blast radius of 6m. Fragmentation is poor due to the small grenade so the primary agents are concussion and shock.
Pistol Grenades are Pen 1 Blast 6 and Cost about 200 unis on the street directly from Devil's Ministry Armaments. A grenade adaptor runs about 1,000 unis. REPORT COMPILED BY
TEAM ADIRONDACK "WE EXIST ONLY TO DIE"


SOFT COMPANY REPORT 002500
Subject: Devil's Ministry Armaments Personnel

SUBJECT ONE: "Steel Viper"

Chief of security for Devil's Ministry Armaments. Wears black Silverback armour believed to have been taken from his father's corpse. Steel Viper is a medium sized Shaktar, but incredibly fast for one of his kind, reaching the higher end of the Ganz-Hagen reflex scale created to test the capabilities of projects 23, 711, 313, and 714s. His father was a loyal servant of SLA Industries, who was assassinated by Stigmartyr operatives for accessing restricted information in an attempt to track the Serial Killer known as the Void.
Steel Viper prefers passby attacks, hitting his opponent on the way through. He is skilled with blades and pistols, avoiding the heavier firepower that so many soft companies pay so much for. Steel Viper's equipment is top of the line and he has full access to the best of DMA's products, meaning that he often uses DMA specific rounds such as the Mandrakes and
Rumour on the street has it that Krupp worked with Steel Viper's father and attempted to take in the son when the Father died. Steel Viper swore that he would spend five years on the streets, searching for the truth as a prop, and then would return. Krupp was sorry for the youth, but allowed him to go. Five years later, during a storm, Steel Viper returned, dressed in his father's Silverback, bleeding from a six-inch gash across his chest, pursued by a Dark Finder. Krupp took the Dark Finder out with his Blitzer during a firefight throughout the Morrington apartments and then attended to the boy's wounds. After this, Steel Viper swore loyalty to Krupp and has remained at his side since then.
Steel Viper has seen beyond the veil and is aware of some of the truth behind SLA Industries. He knows about the treatment of the homeless and how SLA Industries has them poisoned. He is aware of the training and mindset of SLA operatives and the brutal methods they use to suppress the soft companies. He knows that the future Dark Night and Thresher promise for Mort is one no more enlightened than the current one. He even claims to know something about just where all that lost Conflict War technology went.....

SUBJECT TWO : "Close-to-Hand"

Chief of assassinations for DMA. Ex-Prop, with a track record working for the Empire Soft Companies and bouncing in the Tavern sector. It was in the Tavern sector he earned his rep of being able to fight with whatever was "close-to-hand", thus yielding his moniker. Close-to-Hand was bribed away from Empire by Krupp and has joined the company to direct the Contract Killers it employs.
Close-to-Hand is a nightmare in combat. He generally wears a long, tattered, green Company Militia Coat over Mindlock gear, filled with holsters and sheaths. He abuses Ultra-Violence profusely and in combat he tends to forget to reload, the source of his fascination with packing multiple handguns. Close-to-Hand is a qualified expert in ALL classes of weapons taught at the Meny institute, from broken bottles to plasma ejectors. He normally carries no less than two MAC Knifes, a DMA Panzerfaust automatic pistol, a DN 74 automatic pistol (HEAP ammunition of course) and several grenades. When "properly" outfitted for a mission, Close-to-Hand can trigger metal detectors just by looking at them. In combat, he tends to stagger onwards, emptying weapons into people, drawing new ones, using those and then picking up the tools of his dead foes.
Close-to-Hand has a wide network of contacts on the street and is still associated with the Empire Soft Company, sealing DMA's contract with them to provide ammunition and explosives by killing one of their worst rivals, the Bridges of Mort Central theatre company. Close-to-Hand tends to see violence as its own solution, and is never uncomfortable with the idea of a bloodbath, or for that matter, the idea of full-scale assaults on hardened positions. He is frightening because he can use any object as a weapon with maximum effectiveness.

REPORT COMPILED BY
KIBBLES-N-BITS SQUAD "If it can survive the fire, than the lead will get it."


SOFT COMPANY REPORT 002515
Subject: Devil's Ministry Armaments E-Class Weaponry Division
It has come to the attention of SLA Industries that DMA is redeveloping improved versions of the old Stormwave energy weapons for the new era on Mort. Reports have trickled in on Warworlds Muspell & Niflheim of rebel troops equipped with Particle accelerator small arms that bear the DMA stamp of manufacture. Serial numbers would indicate that these are design prototypes, as yet not mass produced.
There is also the disturbing report that a new model of plasma ejector has been encountered by Mort-based operatives during the past month. One of the test bed platforms was a Killa Chassis Dancing Dragon, the other a Thresher First-Step powersuit. Devil's Ministry Armaments has altered the traditional firing design of the plasma ejector, greatly improving it. The current DMA design incorporates an energy-cartridge system in which single-use "batteries" (referred to as "plasma slugs") are used to provide the source of the plasma discharge. The strain on the generator is strongly now and the weapon can fire at a reliable semi-automatic pace. A belt feed holds up to forty plasma slugs for the weapon.
Cooling problems have been tackled by creating a rifle-size housing for the weapon. The rifle can now fire reliably once every 1.2 seconds and a governor has been implemented to insure that this rate-of-fire is maintained. The lengthened barrel has also allowed DMA to "shape" the plasma discharge more, giving it more penetrative capability at the cost of some of its armour-destroying "splash" radius. The laser guide beam has also been powered-up, making the plasma fire much more accurate and allowing it to maintain its existence at longer ranges.
A terrifying weapon, fortunately it will be expensive and is currently only in the prototype stage. The current rifle housing is very heavy and will require a power-chassis, angel deathsuit or similar device to carry for extended periods of time.
WEAPON            CLIP     ROF  RECOIL  RANGE  Tiamat Plasma-Rail Rifle
40 (b)    *     0      20m      * 
Tiamat Plasma Burst  Penetration (5) Damage (15) Armor Damage (5)    
The clip is belt fed. The Tiamat can fire once every other phase. (one phase to cool & charge between shots) Requires a power chassis to operate. Use standard projectile ranged weapon penalties & standard energy weapon burn damage rules.
The new particle accelerator's details are as yet undefined. No Mort prototypes have been encountered and the Warworld reports are under Company Militia jurisdiction.

REPORT COMPILED BY MECHANICAL MICE SQUAD