ZeroSpace 3e EN:Equipment: Difference between revisions

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==Short Range Weapons==
==Short Range Weapons==


Short range weapons are typically useful up to a distance of 10 meters. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the power level (PL) rating of the weapon. A character with Agility 3 wielding a pistol (PL 2) would have an attack value of 5.
Short range weapons are typically useful up to a distance of 10 meters. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the power level (PL) rating of the weapon. A character with Agility 3 wielding a pistol (PL 2) would have an attack value of 5.


Blasters usually have a "[[ZeroSpace_3e_EN:Actions#Stunning|stun]]" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.
Blasters usually have a "[[ZeroSpace_3e_EN:Actions#Stunning|stun]]" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.
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#[[ZeroSpace_3e_EN:Actions#Stunning|Stunning]]
#[[ZeroSpace_3e_EN:Actions#Stunning|Stunning]]
#[[ZeroSpace_3e_EN:Actions#Terrifying|Terrifying]]
#[[ZeroSpace_3e_EN:Actions#Terrifying|Terrifying]]


==Medium Range Weapons==
==Medium Range Weapons==

Revision as of 10:07, 10 May 2019

Arrow up 16x16.png Contents

Characters use equipment to make their efforts more successful. Equipment makes it easier to pick a lock, repair a vehicle, hack a computer, hurt someone, or resist being hurt. Unless otherwise noted, equipment has a power level (PL) rating of 1, adding 1 to the character's action value (AV) when attempting a skill roll.

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. All equipment requires periodic maintenance, but this usually happens when it is convenient for the character. If a tool or weapon ceases to function at an inconvenient time, the character will probably be granted a plot point by the GM.

Burst Fire Weapons

Weapons which fire multiple times per round, such as repeating blasters, usually grant a bonus die, and they might or might not do more damage than their single-shot equivalents (PL 4 instead of PL 3, for example). However, 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 Ranged Combat roll. There's no "roll damage three times" mechanic like some game systems have.

Explosives

Unless otherwise indicated, explosive attacks inflict damage to everyone within short range (10 m) of the target. The attacker rolls once for the explosion. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

Penetrating

If an attack is penetrating, any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.

Reactive

If a defense is reactive, any of the defender's dice that show a "1" are re-rolled until the die rolls higher than 1.

Armor

Armor provides protection against most forms of physical or energy damage. The defense value (DV) of a character wearing armor is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the power level (PL) rating of the armor. As always, this 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 defensive properties, 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.


Table: Armor
Type PL Cost Notes
Light Tactical Attire 1 400 Cr Maximum Agility 8
Medium Tactical Attire 2 800 Cr Maximum Agility 7
Heavy Tactical Attire 3 1,600 Cr Maximum Agility 6
Light Assault Armor 4 2,000 Cr Maximum Agility 5
Medium Assault Armor 5 4,000 Cr Maximum Agility 4
Heavy Assault Armor 6 8,000 Cr Maximum Agility 3

Energy Shields

Energy shields provide protection against most forms of physical or energy damage. The defense value (DV) of a character with an energy shield is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the power level (PL) rating of the energy shield. As always, this 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.

Heavier shields restrict a wearer's movements. The effective Agility of a character using an energy shield may be limited.


Table: Energy shields
Type PL Cost Notes
Ludax Safety Shield 1 1,600 Cr Maximum Agility 8
Vizilian Lucent Shield 2 3,200 Cr Maximum Agility 7
Zniss Personal Protection Screen 3 6,400 Cr Maximum Agility 6
Zniss Professional Protection Screen 4 8,000 Cr Maximum Agility 5
Koltsov Interference Generator 5 16,000 Cr Maximum Agility 4
Shadefan Exo Force Field 6 32,000 Cr Maximum Agility 3

Close Combat Weapons

The attack value (AV) of a character making a Close Combat (Brawn) roll is equal to their Brawn plus the power level (PL) rating of the weapon. A character with Brawn 2 wielding a knife (PL 1) would have an attack value of 3.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Close Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Close combat weapons
Type PL Cost Notes
Club 1 15 Cr
Knife 1 25 Cr
Spear 1 60 Cr
Staff 1 15 Cr Two-handed, no sweep attack penalty
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 sweep attack penalty
Vibroknife 3 250 Cr
Siobhan Battlestaff 3 750 Cr Two-handed, no sweep attack penalty
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 sweep attack penalty
Kroy War Sword 5 2250 Cr Two-handed, no sweep attack penalty
  1. Stunning


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.

The attack value (AV) of a character using a psiblade is equal to their Brawn plus the PL of the weapon. A character with Brawn 2 wielding a psiblade (PL 5) would have an attack value of 7.

Damage from a psiblade is penetrating: any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.

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 one Endurance.

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 one Endurance.

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 making a Close Combat roll while holding a psistaff or psilance with one hand incurs a penalty die on their attack.


Table: Psiblades
Type PL Cost Notes
Psiblade 5 5000 Cr2 Penetrating1
Psistaff 5 10,000 Cr2 Two-handed, no sweep attack penalty, Penetrating1
Psilance 5 5500 Cr2 Two-handed, Penetrating1
  1. Penetrating
  2. 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.


Table: Psiblade colors
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. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the power level (PL) rating of the weapon. A character with Agility 3 wielding a pistol (PL 2) would have an attack value of 5.

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 making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Short range weapons
Type PL Cost Notes
Pocket Blaster Pistol 2 300 Cr
Target Blaster Pistol 2 450 Cr attack bonus1 if attacker does not move
Blaster Pistol 3 500 Cr
Repeating Blaster Pistol 3 2000 Cr attack bonus1 (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 (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
  1. Bonuses And Penalties
  2. Exploding
  3. Sensory
  4. Stunning
  5. Terrifying

Medium Range Weapons

Medium range weapons are typically useful up to a distance of 100 meters. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the power level (PL) rating of the weapon. A character with Agility 2 wielding a rifle (PL 4) would have an attack value of 6.

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 making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Medium range weapons
Type PL Cost Notes
Light Repeating Blaster Rifle 3 2000 Cr Two-handed, attack bonus1 (fires multiple rounds at target)
Pain Rifle 4 450 Cr Two-handed, Stunning4
Sporting Blaster Rifle 4 800 Cr Two-handed, attack bonus1 if attacker does not move
Repeating Blaster Rifle 4 4000 Cr Two-handed, attack bonus1 (fires multiple rounds at target)
Heavy Blaster Rifle 5 1000 Cr Two-handed
Heavy Repeating Blaster Rifle 5 6000 Cr Two-handed, attack bonus1 (fires multiple rounds at target)
Wrist Rocket 8 350 Cr Single use
Pacification Cannon 8 800 Cr Two-handed, Exploding2, Sensory3, Stunning4
  1. Bonuses And Penalties
  2. Exploding
  3. Sensory
  4. Stunning


Long Range Weapons

Long range weapons are typically useful up to a distance of 1,000 meters. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the power level (PL) rating of the weapon. A character with Agility 3 wielding a cannon (PL 6) would have an attack value of 9.

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 making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Long range weapons
Type PL Cost Notes
Sniper Blaster Rifle 5 9000 Cr Two-handed, attack bonus1 if attacker does not move, Penetrating3
Light Blaster Cannon 6 3000 Cr Two-handed, fires every other round
Heavy Blaster Cannon 11 4500 Cr Two-handed, Exploding2, fires every other round
  1. Bonuses And Penalties
  2. Exploding
  3. Penetrating


Tools

The action value of a character attempting a skill is equal to one of the character's attributes (Agility, Brawn, etc.) plus the power level (PL) rating of the tools being used. Simple or multipurpose equipment, such a general-purpose handheld computer or a pocket multitool, generally have a PL of 1. Ordinary equipment, such as a reasonably complete box of tools or a handheld computer with programs for specified tasks, would have a PL of 2. Special-purpose or very high quality equipment, such as a device designed specifically to bypass a particular model of security lock, would have a PL of 3.

Table: Tools
Type PL Cost
Breather 1 250 Cr
Commlink 1 200 Cr
Datapad 1 1000 Cr
Dronelight 1 10 Cr
Covert Tracking Device 2 1000 Cr
Fire Suppressor 1 25 Cr
Handcuffs 3 15 Cr
Holocam 1 3000 Cr
Macrobinoculars 1 600 Cr
Multi-tool 1 250 Cr
Navcomp 2 500 Cr
Nightvision Goggles 2 1000 Cr
Surveillance Microdrone 2 5000 Cr