Jan 21, 2024 5:21 pm
This is a colaborative thread to update our gear stats, specially weapons and armor.
ARMOR AND VACUUM SUITS
Armor is a popular acquisition for adventurers as their lifestyle often puts them in harm’s way. Completely unarmored human combatants rarely last very long in a fight, and if an NPC, can be hit with a DC of 10. If it's a PC, they roll Reflex without any bonus to avoid hits, with the DC depending on the attacker.
If the character is wearing armor, though, the DC increases by the amount on the table below in case of NPCs or, in case of a PC, the relevant dice roll to avoid damage receives that value as a bonus.
Categories: Armor is classified into three categories: discreet armor, combat armor, and powered armor. Discreet armor is legally permissible in most places and can be worn in public without issues. Combat armor, distinguishable and heavier, is typically reserved for law enforcement, military personnel, and high-profile individuals. Those wearing combat armor may be seen as expecting serious threats. Powered armor is the heaviest protection and requires training. Wearers are immune to primitive weapons and unarmed attacks.
Skill Required: Some armors and vaccsuits have a required skill level in Zero-G. A character suffers a +5 increase in the DC for all skill checks when using armor or vaccsuits without the necessary training.
Weight: The mass of armour is distributed around the body when worn properly, thus reducing its effective weight. Use the second number when wearing it.
I will write a description for each armor and equipment in the table above soon.
WEAPONS
I will write a description for each weapon and equipment in the table above soon.
GRENADES AND OTHER EXPLOSIVES
To be written.
AMMUNITION
Power pack ($25, 0.1Kg): This standard rechargeable pack has enough power for around 50 shots from a blaster rifle or 100 from a blaster pistol. In this game, we don't track every blaster shot and occasionally having to reload is only dictated by the GM as a consequence of prolonged firefights. Otherwise, we can say that you recharge the pack automatically when you get back to your ship, shuttle or base.
Slugthrower ammo ($10, 0.1Kg): There are many disadvantages for chemical weapons, one of them is the need to buy and keep track of ammunition. A slugthrower clip only have 10 shots. Moreover, the rifle and pistol versions are not interchangeable.
Gauss ammo ($10, 0.1Kg): A gauss rifle shoots in bursts of 5-10 rounds each. A gauss ammo pack has enough for 8 bursts before you need to reload. Players also need to buy and keep track of Gauss ammunition.
ARMOR AND VACUUM SUITS
Armor is a popular acquisition for adventurers as their lifestyle often puts them in harm’s way. Completely unarmored human combatants rarely last very long in a fight, and if an NPC, can be hit with a DC of 10. If it's a PC, they roll Reflex without any bonus to avoid hits, with the DC depending on the attacker.
If the character is wearing armor, though, the DC increases by the amount on the table below in case of NPCs or, in case of a PC, the relevant dice roll to avoid damage receives that value as a bonus.
Categories: Armor is classified into three categories: discreet armor, combat armor, and powered armor. Discreet armor is legally permissible in most places and can be worn in public without issues. Combat armor, distinguishable and heavier, is typically reserved for law enforcement, military personnel, and high-profile individuals. Those wearing combat armor may be seen as expecting serious threats. Powered armor is the heaviest protection and requires training. Wearers are immune to primitive weapons and unarmed attacks.
Skill Required: Some armors and vaccsuits have a required skill level in Zero-G. A character suffers a +5 increase in the DC for all skill checks when using armor or vaccsuits without the necessary training.
Weight: The mass of armour is distributed around the body when worn properly, thus reducing its effective weight. Use the second number when wearing it.
Name | Category | Cost | Bonus against Energy | Bonus against Physical | Weight | Skill |
? | ? | ? | ? | ? | ? | ? |
I will write a description for each armor and equipment in the table above soon.
WEAPONS
Name | Cost | Damage | Weight |
Combat knife / baton | 50 | 1D4 | .25 |
Stun baton | 200 | 1D4 | 1.8 |
Sonic Crippler Rifle | 300 | 1D4 | 3 |
Hold-out pistol | 300 | 1d4+1 | 0.5 |
Hold-out blaster | 300 | 1d6+1 | 0.5 |
Slugthrower pistol | 200 | 2d4 | 0.5 |
Vibroknife | 200 | 2d6 | 0.4 |
Blaster pistol | 500 | 2d6 | 1 |
Electric pike | 1,000 | 3D4 | 2.8 |
Heavy blaster pistol | 750 | 3D4 | 1.3 |
Slugthrower rifle | 300 | 2D8 | 4 |
Vibrosword | 500 | 3D6 | 1.5 |
Blaster rifle | 1,000 | 2D10 | 4.5 |
Railgun (heavy) | 1,000 | 3D8 | 4.5 |
Sniper rifle (heavy) | 1,000 | 3D10 | 4 |
Gauss rifle (heavy) | 1,200 | 3D10 | 5 |
I will write a description for each weapon and equipment in the table above soon.
GRENADES AND OTHER EXPLOSIVES
To be written.
AMMUNITION
Power pack ($25, 0.1Kg): This standard rechargeable pack has enough power for around 50 shots from a blaster rifle or 100 from a blaster pistol. In this game, we don't track every blaster shot and occasionally having to reload is only dictated by the GM as a consequence of prolonged firefights. Otherwise, we can say that you recharge the pack automatically when you get back to your ship, shuttle or base.
Slugthrower ammo ($10, 0.1Kg): There are many disadvantages for chemical weapons, one of them is the need to buy and keep track of ammunition. A slugthrower clip only have 10 shots. Moreover, the rifle and pistol versions are not interchangeable.
Gauss ammo ($10, 0.1Kg): A gauss rifle shoots in bursts of 5-10 rounds each. A gauss ammo pack has enough for 8 bursts before you need to reload. Players also need to buy and keep track of Gauss ammunition.