Approaching Luna by MonorailNow approaching light manufacturing dome 12, located just outside Korolev dome, we hope you have enjoyed using Luna Monorail Systems - we run on time!


Smyth and Woss logo

Smyth and Woss, LTD is a small, Lunarian based company that sells what they term "Active Protection Devices" - or weapons, as the rest of the solar system calls it.

Admittedly, they're a strange pair, Adanq Smyth and Khardo Woss. Both Lunarians, their only interest is in developing new weaponry, and has started their company Smyth and Woss as a way of making the money they need to properly research their weaponry. But where one can't go anywhere without at least five different weapons on him (Smyth) and likes to use them as well, the other positively loathes carrying weapons around, and despairs at the thought of using them. As Woss uses to say: "If I enjoyed using weapons, I'd have joined a youth gang long ago".

Located in a so-called light manufacturing dome outside of the large banking dome Korolev, they own a small store front, with back rooms blasted deep into the regolith (moon rock), and (naturally) featuring hidden escape routes leading to getaway vehicles, should one of their customers come there with less than honest intentions.

About the S&W line of weapons:

Smyth and Woss are both fascinated with the properties of sound, harmonics, frequencies, and crystals (mostly for amplifying or being affected by sonics, but also as a material in and of themselves), and their weapons reflect this.

Further, Luna has strict laws governing personal protection devices - no explosives (can rupture a dome), no incendiary effects (fouls far too much atmosphere - always at a premium on Luna), and fairly low penetration values allowed on normal weapons (in order to avoid puncturing a dome), and Smyth and Woss' line of weapons reflects this.

They take a certain amount of pride in not selling anything but patented S&W weaponry, and thus will not sell "normal" weaponry. They're fully capable of repairing such weaponry, of course, and will do so for a fair compensation.

At this time, they do not export any of their weapons, instead preferring their customers to come to them, instead of the other way around. Further, they don't like to spend their time with anything but building new weapons systems - and the thought of wrangling with the Lunarian bureaucracy to get export permits and end user certificates would make even the most dedicated and argument-happy lawyer sick to his stomach.

Fortunately, they have a fairly steady client base on Luna, and is somewhat popular among the more "chic" crowd as well, as they are capable (and willing) of customizing their weaponry with decorations, engravings, new color schemes, and what have you. They can even customize the colors of the crystalline projectiles themselves - and they're happy to do it as long as they get paid. Actually, being able to spend lavish amounts of time on each weapon is exactly why they started S&W LTD.


Shop Security:

The security in the shop is apparently fairly light. However, all that gleams isn't gold, and apparently light doesn't mean it is light.

Two security droids are "on guard" at all times. One is disguised as a stuffed crocospider (a crocodile with six legs), and the other is disguised as the upper part of an ancient suit of full plate mail.

The crocospider droid moves by (obviously) crawling around on its six feet. Concealed in its eyes are two lasers, and hidden in its mouth is a heat gun mount (disabled). It is programmed to attack when certain code phrases are spoken by either Smyth or Woss, or if an unauthorized person draws a weapon inside the shop. There's a reason why there are holosigns all around saying "Do not draw weapons inside the premises".

Smyth or Woss can temporarily authorize a person to draw a weapon inside the premises of the shop. If either person is fired upon, that authorization is automatically revoked. The plate mail droid is programmed with the same operating imperatives, but with a slightly different set of weaponry - with a bolt gun hidden within its helmet and two mono swords within its torso, it is well suited (pardon the pun) to take the fight up close and personal. The plate mail droid moves by means of compressed-air jets, and as such is capable of being airborne due to Luna's low gravity.

The crocospider droid has the following stats:

The plate mail droid has the following stats: Further, the shop can be "sealed", dropping thick crysarmor in front of all windows in the shop (AC 3, must cause 80 points of damage to shatter the crysarmor), as well as establishing the equivalent of a field fence all around the shop. Inside, the work room areas can be separated from the shop itself with Integrated Harmonic Fields (a special S&W invention) - a powerful deterrent.

Of course, both Smyth and Woss are able to defend their shop themselves, but money is only money - better to run away so that one can make more weapons, than to be killed defending what is probably outdated stock anyways.


Product Line:

Crescent Blaster: The crescent blaster is somewhat similar to the bolt gun in size and shape, but is actually much closer to the crossbow than the bolt gun in its firing mechanism. Instead of launching a projectile by accelerating it with a powerful, alternating electromagnetic field like the needle gun and bolt gun, the crescent blaster launches its missiles (crescents) by means of a powerful spring mechanism that practically slams the crescent on its way toward the target. To further maximise the damage of the projectile, the crescent blaster itself also contains a sonic oscillator that will cause the crescent to vibrate at an incredible frequency, enhancing its already fantastic sharpness.

The crescent itself is a crescent-shaped, diamond-sharp artificial crystal. Although fairly large as projectiles go (about two and a half centimeter [one inch] from point to point on the crescent, and about one centimeter wide [0.4 inches]), it is surprisingly light. Therefore, the crescent does not penetrate rigid armor very well, causing all such armor to function as if it was two places better in AC (light body armor, heavy body armor, battle armor with or without fields) and inflicting only half damage on a successful hit.

The crescent blaster does have recoil, and as such is difficult to use in a 0-g environment. However, it is almost silent in operation - only an intense buzzing sound can be heard while the crescent is speeding towards its target (because of the induced oscillation). A crescent blaster contains a power pack capable of oscillating 36 projectiles before it must be changed. The crescent blaster may fire without oscillating its projectiles, but the damage potential of the crescent is drastically reduced (damage reduced to 1d2). The power pack resetting the firing mechanism of the crescent blaster is good for 72 shots before it, too, must be changed.

Shardlash: Combining the penetrating power of an oscillating crystal with the awesome power of a whip lash, the shardlash combines these two factors into one effective weapon.

The shardlash is tipped with an oscillating, razor-sharp shard of artificial diamond. As such, the shardlash is incredibly dangerous - and in the hands of a skilled user, even for others. Unless the character is specialized in the use of the shardlash, the character will have to roll an attack against himself if a natural "1" is rolled. Fortunately, the damage of the shardlash is reduced to 1d4 in such an attack.

The shardlash does not suffer from the same armor penetration problem of the crescent blaster, but has another peculiarity associated with it - as the shardlash does not depend on physical strength as much as coordination, there are no Strength bonuses for either to-hit or damage. However, the shardlash user may use his Dexterity missile bonus as a bonus when attacking with the shardlash.

Shatterstar: Basically, the shatterstar is a crystalline grenade that works in much the same fashion as a standard explosive grenade. That is not to say that it works in the same way, only that it fulfills the same function as an explosive grenade - in a manner consistent with the limitations given by the Lunarian environment.

Shaped somewhat like a crystalline, four-pointed star about 10 inches across, the shatterstar looks very exotic. It looks even more so if it has been accessorized to gleam in various colors. Coloring the shatterstar does in no way alter its game characteristics.

The shatterstar is an artificial crystal with exacting flaws introduced to it, causing the apparently stable structure to contain enormous pressures. In the core of the shatterstar, an oscillation device has been placed together with an impact fuse. When and if the shatterstar is activated, and then is struck by a strong blow, the fuse triggers the oscillation unit, whose oscillation will cause the shatterstar to immediately explode in a cloud of razor-sharp crystalline fragments.

As the shards of the shatterstar are fairly light, they do not penetrate rigid body armor well, causing only half damage (or one-fourth following a successful saving throw) to characters clad in a fully sealed rigid armor (light body armor, heavy body armor, battle armor with or without fields).

The scary thing about the shatterstar is its silent operation. Normally, an exploding grenade is accompanied by at least a very loud bang. Not so with the shatterstar - the only sound heard is the glassbreaking sound when it impacts on a hard surface.

The shatterstar works eminently well in vacuum.

Shatterstar thrower: The shatterstar thrower is not really a very hightech weapon, and looks somewhat out of place in S&W's shop.

Essentially a long, flexible armorplas-handle with a cone-shaped cup at the end, the shatterstar thrower is meant to extend the maximum range of a shatterstar through simple but efficient means.

The principle is the same as the woven glove used in the ancient jai alai game or, indeed, a handle used for throwing skeets in skeet shooting, the shatterstar thrower allows a thrower to increase the initial velocity given to the shatterstar, thereby allowing the shatterstar to be thrown further. A shatterstar thrown with a shatterstar thrower has a range of Strength x 8, maximum range 180 feet. If desperate, the shatterstar thrower can be used as a club.

Shatterblaster: Similar in design to a weapon over 3500 years old, the shatterblaster bears a striking resemblance to the ancient Chinese repeating crossbow.

The major innovation in the design is actually the projectile fired more than the firing mechanism, as it fires fairly small shatterstars - "explosive" projectiles that generates a cloud of razor sharp crystalline fragments similar to the cloud of shrapnel from an explosive grenade.

However, also these miniaturized shatterstars suffer from the same armor-penetration problem that the full-size shatterstars have - a shatterstar will inflict only half damage to anyone wearing rigid armor (light body armor, heavy body armor, battle armor with or without fields).

The two damage ratings of the shatterblaster represents the damage suffered by the being actually struck by the launched shatterstar, as opposed to those within the blast radius. There is no saving throw for the being struck by the launched shatterstar, but a saving throw for half damage is appropriate for any secondary targets.

The shatterblaster looks somewhat like a large rocket rifle without any protruding magazine, or, indeed, similar to an oversized version of the ancient and archaic pump-action shotgun.

Shokwhip: Combining a high-capacity battery, a powerful capacitor, and a long lash of woven plascord, the shokwhip is a personal melee weapon with style. Basically, this is a whip that uses electricity to boost its damage potential, possibly knocking out any hapless victim. However, as many armors are completely isolated against electricity attacks, this is more an oddity than anything else - at the GM's discretion, damage can be reduced or even nullified if a person wears a sealed space suit or similar, non-conductive armor. However, on some occasions the armor doesn't cover all of the target - in this case a called shot (giving a -4 penalty to the to-hit roll) may be appropriate to circumvent the armor.

Like the shardlash, the shokwhip depends more on skill and coordination than brute strength. As such, no strength-based bonuses are added either to the to-hit roll or to damage. However, the missile bonus from Dexterity can be added to the to-hit roll.

The battery in a shokwhip is good for 10 attacks, and can be recharged in about 45 minutes.

Vibrolance: Essentially a larger version of the vibrospear, the vibrolance consists of a long, flexible haft tipped with a sharp, pointed crystal oscillating at frigthtening speeds.

Actually, the name "lance" is a bit of a misnomer - though some crazy warrior or rocketjock might consider driving a motorcycle and using this weapon like its name suggests (inflicting horrible damage - both on the target and on himself when he is thrown off the motorcycle), the vibrolance is meant to be used as a large, vibro-enhanced polearm.

Due to the size of the tip, the vibrolance can also be used in a slashing fashion. It cannot be thrown, unlike the vibrospear. A slight humming sound can be heard when the vibrolance is in operation.

Vibrospear: The spear has changed little during the millennia, and the vibrospear is immediately recognizable - even for a hypothetical stone age human. Tipped with an artificial crystal that oscillates at immense speeds during combat to improve sharpness, the vibrospear's main innovation is its tip and not its design. The vibrospear can be thrown as well, at a range of Strength x 3, max range 100'. However, it is fairly expensive, so one should be certain of being able to retrieve the weapon afterwards. Targeting helmet: Originally a RAM design, Smyth and Woss has somehow gotten hold of the blueprints for the targeting helmet, and produces them for sale. However, they prefer to market their own innovation of the targeting helmet - the targeting visor - as Luna Security doesn't really like the production of targeting helmets, not to mention that it is the production of the targeting system itself that's interesting, not the routine laminating of the helmet shell.

The helmet throws up a laser-automated targeting grid on a visor before the user's eyes that greatly increases personal marksmanship. In game terms, anyone using a targeting helmet receives a +1 bonus to his to-hit roll when firing a ranged weapon.

Targeting visor: The targeting visor looks like large, thick, wraparound sunglasses. Utilizing the same targeting technology as the targeting helmet, the targeting visor can also be bought in versions incorporating the same functions as protective goggles, infrared goggles and macroglasses.

Smyth and Woss are proud of their targeting visor, as it is an improvement on the clumsy RAM-developed targeting helmet.


S&W developments not for sale:

Integrated Harmonic Field: When developing weaponry, one should also consider defensive measures against the weapons one build. This simple idea is the reason for the design of the Integrated Harmonic Field, or IHF for short.

Utilizing both the advances that Smyth and Woss have made in focusing and generating sonic waves, as well as technology similar to that of field fences, the IHF is a concentrated "window" of sonic energy potentially able to shatter anything that passes through it.

Obviously, it works best against crystalline projectiles - and is thus the perfect defense against the weaponry that Smyth and Woss have developed.

It automatically destroys any crystalline projectile, shattering it to harmless dust. Any non-crystalline "smart" projectile is potentially confused by the powerful shockwaves induced in it by the IHF, inducing a -0 to -5 (1d6-1) penalty on the attack roll if the attack passes through the IHF. Any canister or rocket armed with an impact fuse will be prematurely detonated 60% of the time if it contacts an IHF field.

Any living being passing through the IHF can be severely wounded by the experience. Not only must the being roll a saving throw against paralysis at a -3 penalty (in a normal atmosphere - in dense atmosphere the penalty may go as high as -6) or immediately pass out for 4d6 minutes.

At any rate, the being takes 3d8 points of damage from the vibrational shock, half that if a saving throw against explosion/plasma is passed. Of course, any crystalline reloads or armed grenades and suchlike can be either shattered to harmless, crystalline dust or detonate prematurely.

If a being is within a sealed battle armor or similar suits, and have turned off all external audio sensors, may make it through an IHF without any ill effects to the suit's bearer provided a saving throw against paralysis is made with a +2 bonus (taking the place of the saving throw to pass out).

Obviously, if an IHF is established in a vacuum, it is neutralized.

Disharmonizer: The disharmonizer is a smartsuit attachment designed to defeat an IHF. Consisting of a series of small "buttons" that are placed in a mesh on the smartsuit with two larger cones placed on each shoulder, the disharmonizer envelops the smartsuited being in a sound "envelope", allowing the being to pass through an IHF without any ill effects. The field extends about 2" from the body, so weaponry with crystalline projectiles that are hugged tightly to the body will also make it through an IHF with no ill effects.

A disharmonizer drains power at an alarming rate. It will count triple time against the battery life of a smart suit (i.e., one minute that the Disharmonizer is activated counts as three minutes).

Electroblaster: The electroblaster is still in development, though there exists two prototypes. The electroblaster launches ceramic spheres containing a powerful capacitor capable of storing immense amounts of electricity.

While the sphere is en route to its target, small, sharp metallic cones will pop out in all directions from the sphere, creating contact points through which the electricity can be unleashed.

If the sphere hits the target solidly, the metallic cones will penetrate to the flesh of the target and unleash a tremendous electric shock capable of knocking unconscious and possibly killing the target.

Two problems have been evident with this weapon - manufacturing the spheres is complicated and time-consuming, and there has been some trouble with the magazine feed to the launcher. When these problems are solved, Smyth and Woss have another unique personal defense device to offer their customers.

Smyth is currently advocating a change in firing mechanism to an electromagnetic one (similar to that found in bolt guns), and a reduction in the charge (and, subsequently, size) of the projectile, while Woss believes that the compressed-air firing mechanism will be the more reliable in the long run. The compressed-air tank in the electroblaster can fire 8 shots before it must be refilled (it cannot be replaced, as the electroblaster prototype isn't designed for that).

Shattercone: Essentially a projectile made of a stack of shatterstars, the shattercone is basically a super-large, cone-shaped projectile sharing the characteristics of the shatterstars.

The shattercone is designed by stacking shatterstars (without their center oscillator and impact fuse) on a spine consisting of an extra-large oscillator and impact fuse, and incorporating a certain amount of streamlining in the form of a stress-shaped "hood" that is the nose cone of the projectile. Obviously, the "hood" is designed using the same method as for shatterstars, and as such will add to the resulting cloud of crystal shards when the projectile is "detonated".

The main reason that Smyth and Woss hasn't put this product into their product line, is quite simple - it is very effective. Very effective. And as it shares the characteristics of the shatterstars - half damage vs targets in rigid armor (one-fourth damage if the saving throw is successful), this weapon would be most effective against a group of unarmored targets. Like, for instance, people queuing up to buy tickets to some event or other.

Thus, the shattercone is very efficient as a terrorist weapon, and Smyth and Woss does not design weaponry for terrorist use. The three projectiles and disposable launchers for the shattercone were made primarily to test a design. After considerable deliberation and analysis of the two testings of the weapon, both Smyth and Woss agreed that this weapon was not something they would like to have connected with the S&W LTD name.

Sonic Disruptor: The sonic disruptor is a logical off-shoot of the sonic stunner. Instead of utilizing the energy of sound waves to induce body shock to knock a person unconscious, the sonic disruptor utilizes sound energy to bruise and shred tissues, a potentially lethal mode of attack.

The sonic disruptor looks something like a large laser pistol, with far too thick a muzzle - somewhat reminiscent of an ancient "flashlight" mounted on a handle and sporting a trigger.

When the sonic disruptor fires, a powerful, basso sound accompanies the faintly shimmering blast of sonic energy that is released. The sonic disruptor will even damage structures (like jetcars and suchlike), but only at half efficiency, unless the target is something that is especially susceptible to damage from sonics (glass, crystal, etc.). The sonic disruptor will normally shatter any glass or crystal within 5' of the target, as the sound energy will be somewhat redirected by the target. Specially treated glass or crystalline materials may resist this shattering effect.

Obviously, the sonic disruptor is useless in a vacuum, unless it can actually get in contact with its target (i.e., pressing the muzzle to someone's back or spacesuit helmet).

The prototypes designed carry sonic modules for humans only, but are fitted for carrying up to two other modules. Standard sonic stunner modules can be used. Its power pack is of a standard type, and can be recharged in one hour.