ZeroSpace 4e EN:Equipment: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_4e_EN:Contents]] [[ZeroSpace_4e_EN:Contents|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_4e_EN:Contents]] [[ZeroSpace_4e_EN:Contents|Contents]]
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{{WIP}}


Lower tech equipment is generally rated lower than higher tech equipment. If a piece of equipment is technologically superior to New Commonwealth standard (such as gear from the Old Commonwealth), add +1 to its accuracy, damage rating, damage resistance, and defense rating. If a piece of equipment is technologically inferior to New Commonwealth standard (such as gear from the Dominion), subtract 1 from its accuracy, damage rating, damage resistance, and defense rating.
Characters use equipment to make their efforts more successful. As characters have Power Level, equipment has Equipment Level. Equipment is rated by its effectiveness and complexity, from Equipment Level 1 to Equipment Level 5. Simple or multipurpose equipment, such as a Swiss army knife, generally has an Equipment Level of 1. Ordinary equipment, such as a reasonably complete box of tools, has an Equipment Level of 3. Special-purpose or very high quality equipment, such as a complete surgical theatre, has an Equipment Level of 5. When the character attempts a task, the character may '''add their Equipment Level''' to their Action Value, but only '''up to their skill level'''.


==Energy Shields==
There is '''no character point cost associated with ordinary equipment''' 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.


Energy shields provide protection against normal attacks, alteration attacks, and mental attacks. A character with an energy shield gains a skill bonus to their defense value equal to the defense rating of the energy shield.
==Armor==


Energy shields can be incorporated into a variety of devices, such as a belt or a pair of bracelets. Energy shields are also incorporated into better quality armor.
The '''Damage Resistance (DR)''' provided by armor is equal to its '''Equipment Level +{{KM4_SKILL_BONUS}}'''. For example, Equipment Level 2 armor grants 5 points of Damage Resistance (2 + {{KM4_SKILL_BONUS}} = 5). If the character has more than one source of Damage Resistance, '''only the highest value applies'''.


Energy shields lose effectiveness as they withstand attacks. The first attack against an energy shield in a scene, it grants its full skill bonus to the character's defense value. The second attack against an energy shield in a scene, it grants one less than its full skill bonus to the character's defense value. This continues until the skill bonus granted by the energy shield is reduced to zero. The energy shield will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Energy shields
|+Table: Armor
|-  
|-
! class="alignleft"|Type
! class="alignleft"|Name
! class="aligncenter"|Rating
! class="aligncenter"|Level
! class="aligncenter"|DR
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Ludax Safety Shield
| class="alignleft"|Starship Uniform
| class="aligncenter"|1
| class="aligncenter"|4
| class="alignright"|--
| class="alignleft"|Encrypted Radio
|-
| class="alignleft"|Light Tactical
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|
| class="aligncenter"|4
| class="alignright"|1,600 Cr
| class="alignleft"|Encrypted Radio, Night Vision
|-
|-
| class="alignleft"|Vizilian Lucent Energy Shield
| class="alignleft"|Heavy Tactical
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|
| class="aligncenter"|5
| class="alignright"|2,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
|-
|-
| class="alignleft"|Zniss Personal Energy Shield
| class="alignleft"|Light Assault
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|
| class="aligncenter"|6
| class="alignright"|4,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
|-
|-
| class="alignleft"|Zniss Professional Energy Shield
| class="alignleft"|Heavy Assault
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|
| class="aligncenter"|7
| class="alignright"|8,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
|-
|-
| class="alignleft"|Koltsov Energy Shield
| class="alignleft"|Peacekeeper
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|
| class="aligncenter"|8
| class="alignright"|16,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
|}
 
 
Armor does not normally provide Alteration Resistance or Mental Resistance. However, it is common for armor to integrate one or more field kits ([[ZeroSpace_4e_EN:Equipment#Field_Kits|see below]]), communications gear, environmental adaptation, and so on. The effective '''Power Level of a piece of equipment is its Equipment Level'''.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Armor Enhancements
|-
! class="alignleft"|Name
! class="alignright"|Cost
! class="alignleft"|Notes
|-
| class="alignleft"|Environmental
| class="alignright"|300 Cr
| class="alignleft"|Environmental Immunity
|-
| class="alignleft"|Extreme Cold Environmental
| class="alignright"|600 Cr
| class="alignleft"|Environmental Immunity, Cold Immunity
|-
| class="alignleft"|Extreme Heat Environmental
| class="alignright"|600 Cr
| class="alignleft"|Environmental Immunity, Heat Immunity
|-
| class="alignleft"|Field Kit
| class="alignright"|Varies
| class="alignleft"|see Field Kits, below
|-
| class="alignleft"|Grav Boots
| class="alignright"|300 Cr
| class="alignleft"|Clinging
|-
| class="alignleft"|Sentry Suite
| class="alignright"|300 Cr
| class="alignleft"|Ambient Awareness
|-
| class="alignleft"|Strength Augmentation
| class="alignright"|1,200 Cr
| class="alignleft"|Strike, Super Lifting
|-
| class="alignleft"|Thrusters
| class="alignright"|600 Cr
| class="alignleft"|Flight
|-
| class="alignleft"|Toxic Environmental
| class="alignright"|1,500 Cr
| class="alignleft"|Environmental Immunity, Alteration Resistance
|}
 
==Shields==
 
The character receives a '''Damage Resistance (DR) bonus equal to the Equipment Level''' of their energy shield. If the character has more than one Damage Resistance bonus, '''only the highest value applies'''. Shields do not normally provide Alteration Resistance or Mental Resistance.
 
'''Expert Tip: If the first attack penetrates your energy shield, run away.'''
 
Energy shields lose effectiveness as they withstand attacks. The shield grants its '''full Damage Resistance (DR) bonus against the first successful attack''' in a scene. The '''second attack''' in a scene, the shield grants '''one less than its full DR bonus'''. This continues until the DR bonus granted by the energy shield is '''reduced to zero'''. The energy shield will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Shields
|-
! class="alignleft"|Name
! class="aligncenter"|Level
! class="aligncenter"|DR Bonus
! class="alignright"|Cost
|-
| class="alignleft"|Safety
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|400 Cr
|-
|-
| class="alignleft"|Shadefan Exo Energy Shield
| class="alignleft"|Light Tactical
| class="aligncenter"|6
| class="aligncenter"|1
| class="alignleft"|
| class="aligncenter"|1
| class="alignright"|800 Cr
|-
| class="alignleft"|Heavy Tactical
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|1,600 Cr
|-
| class="alignleft"|Light Assault
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|2,000 Cr
|-
| class="alignleft"|Heavy Assault
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|4,000 Cr
|-
| class="alignleft"|Peacekeeper
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|8,000 Cr
|}
 
 
It is uncommon for energy shields to have further enhancements, but it is possible. The effective '''Power Level of a piece of equipment is its Equipment Level'''.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Shield Enhancements
|-
! class="alignleft"|Name
! class="alignright"|Cost
! class="alignleft"|Notes
|-
| class="alignleft"|Environmental
| class="alignright"|600 Cr
| class="alignleft"|Environmental Immunity
|-
| class="alignleft"|Riot Charge
| class="alignright"|1,200 Cr
| class="alignleft"|Damaging Aura
|}
|}


==Hand-to-hand Weapons==
==Hand-to-hand Weapons==


===Psiblades===
Hand-to-hand weapons are typically useful up to a distance of one meter, and they affect a single target. Making a hand-to-hand attack requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. When making a weapon attack roll, the character may add their Equipment Level to their Action Value, but only up to their skill level.
 
If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon ('''1d6 + Equipment Level'''). A successful attack '''reduces the target's current Health'''. The target's resistance Damage Resistance is deducted from the points of damage.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hand-to-hand Weapons
|-
! class="alignleft"|Name
! class="aligncenter"|Level
! class="aligncenter"|Damage
! class="alignright"|Cost
|-
| class="alignleft"|Simple Weapon
| class="aligncenter"|1
| class="aligncenter"|1d6 + 1
| class="alignright"|--
|-
| class="alignleft"|Light Tactical Blade/Club
| class="aligncenter"|2
| class="aligncenter"|1d6 + 2
| class="alignright"|40 Cr
|-
| class="alignleft"|Heavy Tactical Blade/Club
| class="aligncenter"|3
| class="aligncenter"|1d6 + 3
| class="alignright"|120 Cr
|-
| class="alignleft"|Light Assault Blade/Club
| class="aligncenter"|4
| class="aligncenter"|1d6 + 4
| class="alignright"|400 Cr
|-
| class="alignleft"|Heavy Assault Blade/Club
| class="aligncenter"|5
| class="aligncenter"|1d6 + 5
| class="alignright"|1,200 Cr
|}
 
 
There are a bewildering number of weapon enhancements; a few are listed below. The effective '''Power Level of a weapon is its Equipment Level'''.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hand-to-hand weapon enhancements
|-
! class="alignleft"|Name
! class="aligncenter"|Cost
! class="alignleft"|Notes
|-
| class="alignleft"|ATP Suppressor
| class="alignright"|2,400 Cr
| class="alignleft"|[[ZeroSpace_4e_EN:Powers#Brawn_Drain|Brawn Drain]]
|-
| class="alignleft"|Impact Flash
| class="alignright"|1,200 Cr
| class="alignleft"|[[ZeroSpace_4e_EN:Powers#Dazzle|Dazzle]]
|-
| class="alignleft"|Monomolecular Edge
| class="alignright"|4,800 Cr
| class="alignleft"|Weapon is a [[ZeroSpace_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; illegal
|}


Psiblades (also known as laser swords, star blades, sun swords, and so on) are hand-to-hand 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.


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===


Psiblades are dangerous to those without the power of [[ZeroSpace_4e_EN:Power#Danger_Sense|Danger Sense]]. The blade of a psiblade has no mass, which makes it difficult for the wielder to know where the blade is when they are 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 Health.
Psiblades (also known as laser swords, star blades, sun swords, and so on) are hand-to-hand weapons which project a beam of energy approximately 9mm in diameter and from 50 cm to 150 cm long. When deactivated, a '''psiblade''' appears as a cylinder 25 to 30 cm long. A '''psistaff''' is 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). Because psiblades are usually handcrafted by the wielder, no two are alike. They may be ornate works of art or unadorned tools.


A psistaves is 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 Danger Sense fails an attack roll with a fully activated psistaff, even by one, they strike themselves with one of the blades and lose one Health.
Psiblades are dangerous to those without the power of [[ZeroSpace_4e_EN:Powers#Danger_Sense|Danger Sense]]. If a '''character without Danger Sense fails an attack''' roll with a psiblade or psistaff, '''they strike themselves''' with the blade, and must roll damage as usual.


A psilance is 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 Danger Sense who fails an attack roll with a psilance suffers no ill effects.
A '''psilance''' is a psiblade on a long spear-like handle. Psilances are less maneuverable than psiblades and psistaves, and much less concealable, but are safer to wield. A character without Danger Sense who fails an attack roll with a psilance does not hit themselves with it.


As with other two-handed weapons, someone making a Hand-to-hand Combat roll while holding a psiblade with one hand incurs a -{{KM4_SKILL_BONUS}} skill penalty on their attack.
The energy blade of a psiblade is a '''[[ZeroSpace_4e_EN:Actions#Piercing_Attacks|piercing attack]]'''.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Psiblades
|+Table: Psiblades
|-  
|-
! class="alignleft"|Type
! class="alignleft"|Name
! class="aligncenter"|Acc
! class="aligncenter"|Level
! class="alignright"|Damage
! class="aligncenter"|Damage
! class="aligncenter"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Psiblade
| class="alignleft"|Psiblade
| class="aligncenter"|+1
| class="aligncenter"|5
| class="alignright"|1d6+4
| class="aligncenter"|1d6 + 5
| class="alignright"|5000 Cr<sup>1</sup>
| class="alignleft"|Weapon is a [[ZeroSpace_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; legality varies
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Psistaff
| class="alignleft"|Psistaff
| class="aligncenter"|+1
| class="aligncenter"|5
| class="alignright"|1d6+4
| class="aligncenter"|1d6 + 5
| class="alignright"|10,000 Cr<sup>1</sup>
| class="alignleft"|Weapon is a [[ZeroSpace_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; legality varies
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Psilance
| class="alignleft"|Psilance
| class="aligncenter"|+1
| class="aligncenter"|5
| class="alignright"|1d6+4
| class="aligncenter"|1d6 + 5
| class="alignright"|5500 Cr<sup>1</sup>
| class="alignleft"|Weapon is a [[ZeroSpace_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; legality varies
| class="alignleft"|Two-handed
|}
|}
#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.
The energy blade of a psiblade is white when the weapon is first constructed, but it gradually changes hue based on the temperament of the user. Once this color is established, after a hundred hours or so of use, it '''does not change thereafter''', even if the user or their temperament does.




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|}
|}


==Other Equipment==
==Ranged Weapons==
 
Making a ranged attack requires a successful '''Agility + Ranged Combat roll''' against 8 + Agility + Ranged Combat of the target. A successful attack '''reduces the target's current Health'''. Damage Resistance is effective against a ranged weapon. The target takes the '''points of damage which exceed their Damage Resistance'''.
 
Modern energy weapons usually have a "[[ZeroSpace_4e_EN:Actions#Stunning_Attacks|stun]]" setting. It is safe to assume that a weapon has such a setting, even if the user never enables it.
 
When making a weapon attack roll, the character may add their Equipment Level to their Action Value, but only up to their skill level. A weapon's '''damage is equal to 1d6 + its Equipment Level'''.
 
Someone attacking a target '''beyond a weapon's intended range''' incurs a '''-{{KM4_SKILL_BONUS}} AV penalty''' on their attack.
 
'''Short range weapons''', like pistols and other '''sidearms''',
*are most useful up to a distance of '''10 meters'''
*are moderately difficult to '''find with a search (DV 12)'''
 
'''Medium range weapons''', like shotguns and '''carbines'''
*are most useful up to a distance of '''30 meters'''
*are easy to find with a search: '''anyone with Investigation''' will find the item with a '''routine search'''
 
'''Long range weapons''', like rifles and heavier '''long arms'''
*are most useful up to a distance of '''100 meters'''
*can't be effectively concealed on a typical person or within a typical personal vehicle: '''anyone who looks''' will find the item
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
|+Table: Ranged Weapons
|-
! class="alignleft"|Name
! class="aligncenter"|Level
! class="alignleft"|Damage
! class="alignleft"|Range
! class="alignright"|Cost
|-
| class="alignleft"|Utility Sidearm
| class="aligncenter"|1
| class="alignleft"|1d6 + 1
| class="alignleft"|Short
| class="alignright"|200 Cr
|-
| class="alignleft"|Utility Carbine
| class="aligncenter"|1
| class="alignleft"|1d6 + 1
| class="alignleft"|Medium
| class="alignright"|300 Cr
|-
| class="alignleft"|Utility Long Arm
| class="aligncenter"|1
| class="alignleft"|1d6 + 1
| class="alignleft"|Long
| class="alignright"|400 Cr
|-
| class="alignleft"|Light Tactical Sidearm
| class="aligncenter"|2
| class="alignleft"|1d6 + 2
| class="alignleft"|Short
| class="alignright"|400 Cr
|-
| class="alignleft"|Light Tactical Carbine
| class="aligncenter"|2
| class="alignleft"|1d6 + 2
| class="alignleft"|Medium
| class="alignright"|600 Cr
|-
| class="alignleft"|Light Tactical Long Arm
| class="aligncenter"|2
| class="alignleft"|1d6 + 2
| class="alignleft"|Long
| class="alignright"|800 Cr
|-
| class="alignleft"|Heavy Tactical Sidearm
| class="aligncenter"|3
| class="alignleft"|1d6 + 3
| class="alignleft"|Short
| class="alignright"|1,200 Cr
|-
| class="alignleft"|Heavy Tactical Carbine
| class="aligncenter"|3
| class="alignleft"|1d6 + 3
| class="alignleft"|Medium
| class="alignright"|1,600 Cr
|-
| class="alignleft"|Heavy Tactical Long Arm
| class="aligncenter"|3
| class="alignleft"|1d6 + 3
| class="alignleft"|Long
| class="alignright"|2,000 Cr
|-
| class="alignleft"|Light Assault Sidearm
| class="aligncenter"|4
| class="alignleft"|1d6 + 4
| class="alignleft"|Short
| class="alignright"|4,000 Cr
|-
| class="alignleft"|Light Assault Carbine
| class="aligncenter"|4
| class="alignleft"|1d6 + 4
| class="alignleft"|Medium
| class="alignright"|6,000 Cr
|-
| class="alignleft"|Light Assault Long Arm
| class="aligncenter"|4
| class="alignleft"|1d6 + 4
| class="alignleft"|Long
| class="alignright"|8,000 Cr
|-
| class="alignleft"|Heavy Assault Sidearm
| class="aligncenter"|5
| class="alignleft"|1d6 + 5
| class="alignleft"|Short
| class="alignright"|12,000 Cr
|-
| class="alignleft"|Heavy Assault Carbine
| class="aligncenter"|5
| class="alignleft"|1d6 + 5
| class="alignleft"|Medium
| class="alignright"|16,000 Cr
|-
| class="alignleft"|Heavy Assault Long Arm
| class="aligncenter"|5
| class="alignleft"|1d6 + 5
| class="alignleft"|Long
| class="alignright"|20,000 Cr
|}
 
 
There are a bewildering number of weapon enhancements; a few are listed below. The effective '''Power Level of a weapon is its Equipment Level'''.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Ranged weapon enhancements
|-
! class="alignleft"|Name
! class="aligncenter"|Cost
! class="alignleft"|Notes
|-
| class="alignleft"|Bio Safety Lock
| class="alignright"|600 Cr
| class="alignleft"|The person who sets the lock has [[ZeroSpace_4e_EN:Powers#Personal_Immunity|Personal Immunity]]
|-
| class="alignleft"|Freeze Gun
| class="alignright"|1,200 Cr
| class="alignleft"|A successful attack inflicts [[ZeroSpace_4e_EN:Powers#Hold|Hold]] in addition to [[ZeroSpace_4e_EN:Actions#Stunning_Attacks|stunning damage]]
|-
| class="alignleft"|Quantum Collimator
| class="alignright"|4,800 Cr
| class="alignleft"|Weapon beam/burst is a [[ZeroSpace_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; illegal
|-
| class="alignleft"|Spectrum Shifter
| class="alignright"|2,400 Cr
| class="alignleft"|Weapon beam/burst is [[ZeroSpace_4e_EN:Powers#Invisibility|Invisibile]] to standard sensors; illegal
|-
| class="alignleft"|Subharmonic Paralyzer
| class="alignright"|1,200 Cr
| class="alignleft"|A successful attack inflicts [[ZeroSpace_4e_EN:Powers#Hold|Hold]] in addition to normal damage
|}
 
==Field Kits==
 
Field kits are standard equipment for starship crews in most of known space. A field kit typically takes the form of a few gadgets worn on the belt, shoulder, or thigh, along with a larger gadget, typically worn on a strap (always cross-body, for security). However, each field kit is tailored to the crew member's specialty (medical, tactical, scientific, etc.) and personal preferences. Some typical field kits are:
 
*Computing
*Engineering
*Investigation
*Medical
*Piloting
*Science
*Warfare
 
When the character attempts a task, the character may '''add their Equipment Level to their Action Value, but only up to their skill level'''. The Equipment Level of a standard field kit is typically equal to the Class of the starship it came from (maximum 5).
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Field Kits
|-
! class="alignleft"|Name
! class="aligncenter"|Level
! class="alignright"|Cost
|-
| class="alignleft"|Field Kit, Level 1
| class="aligncenter"|1
| class="alignright"|300 Cr
|-
| class="alignleft"|Field Kit, Level 2
| class="aligncenter"|2
| class="alignright"|600 Cr
|-
| class="alignleft"|Field Kit, Level 3
| class="aligncenter"|3
| class="alignright"|1,200 Cr
|-
| class="alignleft"|Field Kit, Level 4
| class="aligncenter"|4
| class="alignright"|2,400 Cr
|-
| class="alignleft"|Field Kit, Level 5
| class="aligncenter"|5
| class="alignright"|4,800 Cr
|}
 
 
In the Panglossian Era, field kits were less bulky. They typically took the form of a narrow "mobile" attached to the crew member's forearm or equivalent appendage. In use, the kit projected a holographic display around the crew member's head, above the character's hand, or what have you.


Equipment grants a skill bonus equal to its rating to the relevant rolls of the character using it. Simple or multipurpose equipment, such as a Swiss army knife, generally has a rating of +1. Ordinary equipment, such as a reasonably complete box of tools, would have a rating of +2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a rating of +3.
==Vehicles==


Lower tech equipment is generally rated lower than higher tech equipment. If a piece of equipment is technologically superior to New Commonwealth standard (such as gear from the Old Commonwealth), add +1 to its rating. If a piece of equipment is technologically inferior to New Commonwealth standard (such as gear from the Dominion), subtract 1 from its rating.
A character with special vehicles should usually buy them with the [[ZeroSpace_4e_EN:Gifts#Vehicles|Vehicles]] gift. However, any character with the appropriate background could conceivably own and drive ordinary vehicles. As with weapons, ordinary vehicles are unreliable and require periodic maintenance.


Vehicle weaponry is more powerful than the weapons carried by individuals, but not as powerful as the weapons mounted on starships. If a vehicle weapon is brought to bear '''against an individual''', the damage roll is '''increased by 6'''. Conversely, if a vehicle weapon is brought to bear '''against a starship''', the damage roll is '''decreased by 6 (minimum 0)'''. Vehicle weapons are useful up to a distance of 1 kilometer or more. Someone attacking a target '''beyond a weapon's standard range''' incurs a '''-{{KM4_SKILL_BONUS}} AV penalty on their attack'''.





Latest revision as of 17:32, 14 January 2023

Arrow up 16x16.png Contents

Characters use equipment to make their efforts more successful. As characters have Power Level, equipment has Equipment Level. Equipment is rated by its effectiveness and complexity, from Equipment Level 1 to Equipment Level 5. Simple or multipurpose equipment, such as a Swiss army knife, generally has an Equipment Level of 1. Ordinary equipment, such as a reasonably complete box of tools, has an Equipment Level of 3. Special-purpose or very high quality equipment, such as a complete surgical theatre, has an Equipment Level of 5. When the character attempts a task, the character may add their Equipment Level to their Action Value, but only up to their skill level.

There is no character point cost associated with ordinary equipment 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.

Armor

The Damage Resistance (DR) provided by armor is equal to its Equipment Level +3. For example, Equipment Level 2 armor grants 5 points of Damage Resistance (2 + 3 = 5). If the character has more than one source of Damage Resistance, only the highest value applies.


Table: Armor
Name Level DR Cost Notes
Starship Uniform 1 4 -- Encrypted Radio
Light Tactical 1 4 1,600 Cr Encrypted Radio, Night Vision
Heavy Tactical 2 5 2,000 Cr Encrypted Radio, Night Vision
Light Assault 3 6 4,000 Cr Encrypted Radio, Night Vision
Heavy Assault 4 7 8,000 Cr Encrypted Radio, Night Vision
Peacekeeper 5 8 16,000 Cr Encrypted Radio, Night Vision


Armor does not normally provide Alteration Resistance or Mental Resistance. However, it is common for armor to integrate one or more field kits (see below), communications gear, environmental adaptation, and so on. The effective Power Level of a piece of equipment is its Equipment Level.


Table: Armor Enhancements
Name Cost Notes
Environmental 300 Cr Environmental Immunity
Extreme Cold Environmental 600 Cr Environmental Immunity, Cold Immunity
Extreme Heat Environmental 600 Cr Environmental Immunity, Heat Immunity
Field Kit Varies see Field Kits, below
Grav Boots 300 Cr Clinging
Sentry Suite 300 Cr Ambient Awareness
Strength Augmentation 1,200 Cr Strike, Super Lifting
Thrusters 600 Cr Flight
Toxic Environmental 1,500 Cr Environmental Immunity, Alteration Resistance

Shields

The character receives a Damage Resistance (DR) bonus equal to the Equipment Level of their energy shield. If the character has more than one Damage Resistance bonus, only the highest value applies. Shields do not normally provide Alteration Resistance or Mental Resistance.

Expert Tip: If the first attack penetrates your energy shield, run away.

Energy shields lose effectiveness as they withstand attacks. The shield grants its full Damage Resistance (DR) bonus against the first successful attack in a scene. The second attack in a scene, the shield grants one less than its full DR bonus. This continues until the DR bonus granted by the energy shield is reduced to zero. The energy shield will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.


Table: Shields
Name Level DR Bonus Cost
Safety 1 1 400 Cr
Light Tactical 1 1 800 Cr
Heavy Tactical 2 2 1,600 Cr
Light Assault 3 3 2,000 Cr
Heavy Assault 4 4 4,000 Cr
Peacekeeper 5 5 8,000 Cr


It is uncommon for energy shields to have further enhancements, but it is possible. The effective Power Level of a piece of equipment is its Equipment Level.


Table: Shield Enhancements
Name Cost Notes
Environmental 600 Cr Environmental Immunity
Riot Charge 1,200 Cr Damaging Aura

Hand-to-hand Weapons

Hand-to-hand weapons are typically useful up to a distance of one meter, and they affect a single target. Making a hand-to-hand attack requires a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat of the target. When making a weapon attack roll, the character may add their Equipment Level to their Action Value, but only up to their skill level.

If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon (1d6 + Equipment Level). A successful attack reduces the target's current Health. The target's resistance Damage Resistance is deducted from the points of damage.


Table: Hand-to-hand Weapons
Name Level Damage Cost
Simple Weapon 1 1d6 + 1 --
Light Tactical Blade/Club 2 1d6 + 2 40 Cr
Heavy Tactical Blade/Club 3 1d6 + 3 120 Cr
Light Assault Blade/Club 4 1d6 + 4 400 Cr
Heavy Assault Blade/Club 5 1d6 + 5 1,200 Cr


There are a bewildering number of weapon enhancements; a few are listed below. The effective Power Level of a weapon is its Equipment Level.


Table: Hand-to-hand weapon enhancements
Name Cost Notes
ATP Suppressor 2,400 Cr Brawn Drain
Impact Flash 1,200 Cr Dazzle
Monomolecular Edge 4,800 Cr Weapon is a Piercing Attack; illegal


Psiblades

Psiblades (also known as laser swords, star blades, sun swords, and so on) are hand-to-hand weapons which project a beam of energy approximately 9mm in diameter and from 50 cm to 150 cm long. When deactivated, a psiblade appears as a cylinder 25 to 30 cm long. A psistaff is 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). Because psiblades are usually handcrafted by the wielder, no two are alike. They may be ornate works of art or unadorned tools.

Psiblades are dangerous to those without the power of Danger Sense. If a character without Danger Sense fails an attack roll with a psiblade or psistaff, they strike themselves with the blade, and must roll damage as usual.

A psilance is a psiblade on a long spear-like handle. Psilances are less maneuverable than psiblades and psistaves, and much less concealable, but are safer to wield. A character without Danger Sense who fails an attack roll with a psilance does not hit themselves with it.

The energy blade of a psiblade is a piercing attack.


Table: Psiblades
Name Level Damage Notes
Psiblade 5 1d6 + 5 Weapon is a Piercing Attack; legality varies
Psistaff 5 1d6 + 5 Weapon is a Piercing Attack; legality varies
Psilance 5 1d6 + 5 Weapon is a Piercing Attack; legality varies


The energy blade of a psiblade is white when the weapon is first constructed, but it gradually changes hue based on the temperament of the user. Once this color is established, after a hundred hours or so of use, it does not change thereafter, even if the user or their temperament 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.

Ranged Weapons

Making a ranged attack requires a successful Agility + Ranged Combat roll against 8 + Agility + Ranged Combat of the target. A successful attack reduces the target's current Health. Damage Resistance is effective against a ranged weapon. The target takes the points of damage which exceed their Damage Resistance.

Modern energy weapons usually have a "stun" setting. It is safe to assume that a weapon has such a setting, even if the user never enables it.

When making a weapon attack roll, the character may add their Equipment Level to their Action Value, but only up to their skill level. A weapon's damage is equal to 1d6 + its Equipment Level.

Someone attacking a target beyond a weapon's intended range incurs a -3 AV penalty on their attack.

Short range weapons, like pistols and other sidearms,

  • are most useful up to a distance of 10 meters
  • are moderately difficult to find with a search (DV 12)

Medium range weapons, like shotguns and carbines

  • are most useful up to a distance of 30 meters
  • are easy to find with a search: anyone with Investigation will find the item with a routine search

Long range weapons, like rifles and heavier long arms

  • are most useful up to a distance of 100 meters
  • can't be effectively concealed on a typical person or within a typical personal vehicle: anyone who looks will find the item


Table: Ranged Weapons
Name Level Damage Range Cost
Utility Sidearm 1 1d6 + 1 Short 200 Cr
Utility Carbine 1 1d6 + 1 Medium 300 Cr
Utility Long Arm 1 1d6 + 1 Long 400 Cr
Light Tactical Sidearm 2 1d6 + 2 Short 400 Cr
Light Tactical Carbine 2 1d6 + 2 Medium 600 Cr
Light Tactical Long Arm 2 1d6 + 2 Long 800 Cr
Heavy Tactical Sidearm 3 1d6 + 3 Short 1,200 Cr
Heavy Tactical Carbine 3 1d6 + 3 Medium 1,600 Cr
Heavy Tactical Long Arm 3 1d6 + 3 Long 2,000 Cr
Light Assault Sidearm 4 1d6 + 4 Short 4,000 Cr
Light Assault Carbine 4 1d6 + 4 Medium 6,000 Cr
Light Assault Long Arm 4 1d6 + 4 Long 8,000 Cr
Heavy Assault Sidearm 5 1d6 + 5 Short 12,000 Cr
Heavy Assault Carbine 5 1d6 + 5 Medium 16,000 Cr
Heavy Assault Long Arm 5 1d6 + 5 Long 20,000 Cr


There are a bewildering number of weapon enhancements; a few are listed below. The effective Power Level of a weapon is its Equipment Level.


Table: Ranged weapon enhancements
Name Cost Notes
Bio Safety Lock 600 Cr The person who sets the lock has Personal Immunity
Freeze Gun 1,200 Cr A successful attack inflicts Hold in addition to stunning damage
Quantum Collimator 4,800 Cr Weapon beam/burst is a Piercing Attack; illegal
Spectrum Shifter 2,400 Cr Weapon beam/burst is Invisibile to standard sensors; illegal
Subharmonic Paralyzer 1,200 Cr A successful attack inflicts Hold in addition to normal damage

Field Kits

Field kits are standard equipment for starship crews in most of known space. A field kit typically takes the form of a few gadgets worn on the belt, shoulder, or thigh, along with a larger gadget, typically worn on a strap (always cross-body, for security). However, each field kit is tailored to the crew member's specialty (medical, tactical, scientific, etc.) and personal preferences. Some typical field kits are:

  • Computing
  • Engineering
  • Investigation
  • Medical
  • Piloting
  • Science
  • Warfare

When the character attempts a task, the character may add their Equipment Level to their Action Value, but only up to their skill level. The Equipment Level of a standard field kit is typically equal to the Class of the starship it came from (maximum 5).


Table: Field Kits
Name Level Cost
Field Kit, Level 1 1 300 Cr
Field Kit, Level 2 2 600 Cr
Field Kit, Level 3 3 1,200 Cr
Field Kit, Level 4 4 2,400 Cr
Field Kit, Level 5 5 4,800 Cr


In the Panglossian Era, field kits were less bulky. They typically took the form of a narrow "mobile" attached to the crew member's forearm or equivalent appendage. In use, the kit projected a holographic display around the crew member's head, above the character's hand, or what have you.

Vehicles

A character with special vehicles should usually buy them with the Vehicles gift. However, any character with the appropriate background could conceivably own and drive ordinary vehicles. As with weapons, ordinary vehicles are unreliable and require periodic maintenance.

Vehicle weaponry is more powerful than the weapons carried by individuals, but not as powerful as the weapons mounted on starships. If a vehicle weapon is brought to bear against an individual, the damage roll is increased by 6. Conversely, if a vehicle weapon is brought to bear against a starship, the damage roll is decreased by 6 (minimum 0). Vehicle weapons are useful up to a distance of 1 kilometer or more. Someone attacking a target beyond a weapon's standard range incurs a -3 AV penalty on their attack.