ZeroSpace 3e EN:Equipment
Nothing physically prevents a character in ZeroSpace from carrying weapons and driving vehicles: there is no character point cost associated with ordinary weaponry and vehicles. However, there may be legal or financial obstacles to obtaining such equipment, even if it's relatively commonplace. Weapons are unreliable and require periodic maintenance, but this usually happens when it is convenient for the character. If a weapon ceases to function at an inconvenient time, the character will probably be granted a plot point by the GM.
Armor
Armor provides protection against most forms of direct damage: anything which inflicts Endurance damage. The defense value (DV) of a character with armor is equal to their relevant defense attribute (Brawn or Agility) + 1, or the defense rating of the armor, whichever is greater. As always, this protection does not stack with energy shields or other forms of defense -- only the highest defense value applies.
Armor ranges from thin and light fabrics, virtually indistinguishable from ordinary clothing, to heavy self-contained suits which can't be mistaken for anything other than what they are. Assault armor often has additional features aside from its defense rating, such as life support, communication gear, and so on.
Heavier armor restricts a wearer's movements. The effective Agility of a character wearing armor may be limited.
Type | Defense Rating |
Cost | Notes |
---|---|---|---|
Light Tactical Attire | 1 | 400 Cr | Maximum Agility rank 8 |
Medium Tactical Attire | 2 | 800 Cr | Maximum Agility rank 7 |
Heavy Tactical Attire | 3 | 1,600 Cr | Maximum Agility rank 6 |
Light Assault Armor | 4 | 2,000 Cr | Maximum Agility rank 5 |
Medium Assault Armor | 5 | 4,000 Cr | Maximum Agility rank 4 |
Heavy Assault Armor | 6 | 8,000 Cr | Maximum Agility rank 3 |
Energy Shields
Energy shields provide protection against most forms of direct damage: anything which inflicts Endurance damage. The defense value (DV) of a character with an energy shield is equal to their relevant defense attribute (Brawn or Agility) + 1, or the defense rating of the energy shield, whichever is greater. As always, this protection does not stack with armor or other forms of defense -- only the highest defense value applies.
Energy shields can be incorporated in a variety of devices, from a belt to a pair of bracelets to a harness.
Shields which are stronger are less transparent. The effective Perception of a character using an energy shield may be limited.
Type | Defense Rating |
Cost | Notes |
---|---|---|---|
Ludax Safety Shield | 1 | 1,600 Cr | Maximum Perception rank 8 |
Vizilian Lucent Shield | 2 | 3,200 Cr | Maximum Perception rank 7 |
Zniss Personal Protection Screen | 3 | 6,400 Cr | Maximum Perception rank 6 |
Zniss Professional Protection Screen | 4 | 8,000 Cr | Maximum Perception rank 5 |
Koltsov Interference Generator | 5 | 16,000 Cr | Maximum Perception rank 4 |
Shadefan Exo Force Field | 6 | 32,000 Cr | Maximum Perception rank 3 |
Close Combat Weapons
The attack value (AV) of a character using a hand-to-hand weapon such as a club or a knife is equal to their relevant attack attribute (usually Brawn) + 1, or the attack rating of the weapon, whichever is greater. A knife with attack rating 1 wielded by a character with rank 2 Brawn would have an attack value of 3.
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs an attack penalty (-3) while they are doing so.
Type | Attack Rating |
Cost | Notes |
---|---|---|---|
Club | 1 | 15 Cr | |
Knife | 1 | 25 Cr | |
Spear | 1 | 60 Cr | |
Staff | 1 | 15 Cr | Two-handed, no attack penalty with sweep attacks |
Whip | 1 | 20 Cr | |
Hatchet | 2 | 35 Cr | |
Large Knife | 2 | 40 Cr | |
Machete | 2 | 40 Cr | |
Sword | 2 | 50 Cr | |
Crowbar | 2 | 25 Cr | Two-handed |
Stun Baton | 2 | 150 Cr | Stunning1 |
Axe | 3 | 70 Cr | |
Great Sword | 3 | 75 Cr | Two-handed, no attack penalty with sweep attacks |
Vibroknife | 3 | 250 Cr | |
Siobhan Battlestaff | 3 | 750 Cr | Two-handed, no attack penalty with sweep attacks |
Teelau Spinning Blades | 3 | 3250 Cr | Two-handed (one in each hand) |
Great Axe | 4 | 105 Cr | Two-handed |
Monoblade Sword | 4 | 1750 Cr | Variable length |
Vibrosword | 4 | 375 Cr | |
Vibroaxe | 4 | 500 Cr | |
Zahatar Double Vibroaxe | 5 | 1750 Cr | Two-handed, no attack penalty with sweep attacks |
Kroy War Sword | 5 | 2250 Cr | Two-handed, no attack penalty with sweep attacks |
Psiblades
Psiblades (also known as laser swords, star blades, sun swords, and so on) are close combat weapons which project a beam of energy approximately 9mm in diameter and from 50 cm to 150 cm long. When deactivated, the weapon appears as a cylinder 25 to 30 cm long. Because psiblades are usually handcrafted by the wielder, no two are alike. They may be ornate works of art or simple unadorned tools.
Damage from a psiblade is penetrating. When attacked by a psiblade, the defender's defense value (DV) is reduced by one-half (round in defender's favor).
Psiblades usually have a "stun" setting. It is safe to assume that a given psiblade has such a setting, even if the user never enables it.
Psiblades are dangerous to those without the power of Premonition. The blade of a psiblade has no mass, which makes it difficult for the wielder to know where the blade is when she is not looking directly at it. If a character without Premonition fails an attack roll with a psiblade by more than three, they strike themselves with the blade and lose an Endurance level.
Psistaves are essentially two psiblades attached at their bases. When deactivated, a psistaff appears as a cylinder 30 to 60 cm long (shorter psistaves typically extend in length to 50-60 cm when activated). A psistaff with both blades activated is even more dangerous to the wielder than a normal psiblade. If a character without Premonition fails an attack roll with a fully activated psistaff, even by one, they strike themselves with one of the blades and lose an Endurance level.
A psilance is essentially a psiblade on a long spear-like handle. Psilances are less maneuverable than psiblades and psistaves, and much less concealable, but are much safer to wield. A character without Premonition who fails an attack roll with a psilance suffers no ill effects.
As with other two-handed weapons, someone using using a psistaff or psilance with one hand incurs an attack penalty (-3) while they are doing so.
Type | Attack Rating |
Cost | Notes |
---|---|---|---|
Psiblade | 5 | 5000 Cr2 | Penetrating1 |
Psistaff | 5 | 10,000 Cr2 | Two-handed, no attack penalty with sweep attacks, Penetrating1 |
Psilance | 5 | 5500 Cr2 | Two-handed, Penetrating1 |
- Penetrating
- Not normally for sale
The energy blade of a psiblade is white when the weapon is first constructed, but gradually takes on a color based on the temperament of the user. Once this color is established, after a week or so of use, it does not change thereafter, even if the user does.
Color | Temperament |
---|---|
Red | In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety. |
Orange | In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions. |
Yellow | Indicates optimism, and easy-going nature, inspiration, and intelligence. |
Green | Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature. |
Turquoise | Indicates a sensitive, compassionate nature, that of a healer or a counselor. |
Blue | Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature. |
Indigo | Indicates a wielder of deep feeling, someone of profound intuition and sensitivity. |
Violet | Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament. |
Lavender | Indicates a wielder of great vision and imagination. |
Short Range Weapons
Short range weapons are typically useful up to a distance of 10 meters. The attack value (DV) of a character using a ranged weapon is usually equal to their relevant attack attribute (typically Agility) + 1, or the attack rating of the weapon, whichever is greater.
Exploding weapons are a special case: an exploding attack is a ranged attack that causes its damage to everyone within a certain distance of the center of the explosion (no attack roll is necessary). The radius of an exploding attack is usually equal to its attack rating in meters. The defense value of each target in the affected area is subtracted from the attack rating of the explosion: each target in the affected area loses one Endurance level for each three points of remaining damage (one Endurance level at 1-3, two Endurance levels at 4-6, etc.).
Blasters usually have a "stun" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs an attack penalty (-3) while they are doing so.
Type | Attack Rating |
Cost | Notes |
---|---|---|---|
Pocket Blaster Pistol | 2 | 300 Cr | |
Target Blaster Pistol | 2 | 450 Cr | attack bonus1 (+3) if attacker does not move |
Blaster Pistol | 3 | 500 Cr | |
Repeating Blaster Pistol | 3 | 2000 Cr | attack bonus1 (+3) (fires multiple rounds at target) |
Stunner | 3 | 350 Cr | Stunning |
Blaster Carbine | 4 | 900 Cr | Two-handed |
Flamethrower | 6 | 350 Cr | Two-handed, attack bonus1 (+3) (wide spray), Terrifying5 |
Pacification Grenade | 8 | 250 Cr | Exploding2, Sensory3, Stunning4, single use |
Fragmentation Grenade | 12 | 200 Cr | Exploding2, single use |
Shock Grenade | 12 | 250 Cr | Exploding2, Sensory3, single use |
Incendiary Grenade | 12 | 250 Cr | Exploding2, Terrifying5, single use |
Stun Grenade | 14 | 250 Cr | Exploding2, Stunning4, single use |
Medium Range Weapons
Medium range weapons are typically useful up to a distance of 50 meters. The attack value (DV) of a character using a ranged weapon is usually equal to their relevant attack attribute (typically Agility) + 1, or the attack rating of the weapon, whichever is greater.
Exploding weapons are a special case: an exploding attack is a ranged attack that causes its damage to everyone within a certain distance of the center of the explosion (no attack roll is necessary). The radius of an exploding attack is usually equal to its attack rating in meters. The defense value of each target in the affected area is subtracted from the attack rating of the explosion: each target in the affected area loses one Endurance level for each three points of remaining damage.
Blasters usually have a "stun" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs an attack penalty (-3) while they are doing so.
Type | Attack Rating |
Cost | Notes |
---|---|---|---|
Light Repeating Blaster Rifle | 3 | 2000 Cr | Two-handed, attack bonus1 (+3) (fires multiple rounds at target) |
Pain Rifle | 4 | 450 Cr | Two-handed, Stunning4 |
Sporting Blaster Rifle | 4 | 800 Cr | Two-handed, attack bonus1 (+3) if attacker does not move |
Repeating Blaster Rifle | 4 | 4000 Cr | Two-handed, attack bonus1 (+3) (fires multiple rounds at target) |
Heavy Blaster Rifle | 5 | 1000 Cr | Two-handed |
Heavy Repeating Blaster Rifle | 5 | 6000 Cr | Two-handed, attack bonus1 (+3) (fires multiple rounds at target) |
Wrist Rocket | 8 | 350 Cr | Single use |
Pacification Cannon | 8 | 800 Cr | Two-handed, Exploding2, Sensory3, Stunning4 |
Long Range Weapons
Long range weapons are typically useful up to a distance of 500 meters. The attack value (DV) of a character using a ranged weapon is usually equal to their relevant attack attribute (typically Agility) + 1, or the attack rating of the weapon, whichever is greater.
Exploding weapons are a special case: an exploding attack is a ranged attack that causes its damage to everyone within a certain distance of the center of the explosion (no attack roll is necessary). The radius of an exploding attack is usually equal to its attack rating in meters. The defense value of each target in the affected area is subtracted from the attack rating of the explosion: each target in the affected area loses one Endurance level for each three points of remaining damage.
Blasters usually have a "stun" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs an attack penalty (-3) while they are doing so.
Type | Attack Rating |
Cost | Notes |
---|---|---|---|
Sniper Blaster Rifle | 5 | 9000 Cr | Two-handed, attack bonus1 (+3) if attacker does not move, Penetrating3 |
Light Blaster Cannon | 10 | 3000 Cr | Two-handed, fires every other round |
Heavy Blaster Cannon | 16 | 4500 Cr | Two-handed, Exploding2, fires every other round |
Tools
Type | Cost |
---|---|
Breather | 250 Cr |
Commlink | 200 Cr |
Datapad | 1000 Cr |
Dronelight | 10 Cr |
Covert Tracking Device | 1000 Cr |
Fire Suppressor | 25 Cr |
Handcuffs | 15 Cr |
Holocam | 3000 Cr |
Macrobinoculars | 600 Cr |
Multi-tool | 250 Cr |
Navcomp | 500 Cr |
Nightvision Goggles | 1000 Cr |
Surveillance Microdrone | 5000 Cr |
A Note On Repeating Weapons
Weapons which fire multiple rounds, such as repeating blasters, usually grant an attack bonus (+3), and they might or might not do more damage than their single-shot equivalents (AR 4 instead of AR 3, for example), but the attack is only resolved once. Whether the damage from an attack is inflicted by one discrete injury or twelve, it's all just one attack roll. There's no "roll damage three times" mechanic like some game systems have.