Gear and equipment

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.

NameCategoryCostBonus against EnergyBonus against PhysicalWeightSkill
???????


I will write a description for each armor and equipment in the table above soon.

WEAPONS

Name Cost Damage Weight
Combat knife / baton 501D4.25
Stun baton 200 1D4 1.8
Sonic Crippler Rifle3001D43
Hold-out pistol 3001d4+1 0.5
Hold-out blaster 3001d6+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.
Jan 22, 2024 1:59 am
Thoughts on grenades
The best skill for grenade throwing seems to be either (or both) demolitions and athletics.
NamecostDamageAreaweight
Pipe Bomb201D41.75
Phosphur 30*3.5
Shrapnel Grenade 45 1D6+1 Phys21
Energy grenade?602D4 Ener21
High Incendiary752D6 Ener21
Military 802D8 Phys31
Plasma Room Clearer1003D6 Energy32
Anti-Infantry Grenade1202D4E 2D6ph42

Last edited January 22, 2024 6:04 am
Jan 22, 2024 10:02 am
Great. We will use this exactly as above. Thanks

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