ZeroSpace 4e EN:Equipment: Difference between revisions

From OGC
Jump to navigation Jump to search
m (Text replacement - "KM4_SKILL_BONUS" to "KM4_STANDARD_BONUS")
 
(87 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[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]]
{{TOC right}}
{{TOC right}}
{{WIP}}


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 level of 1, adding +1 to the character's Action Value or Defense Value, or inflicting 1d6+1 points of damage.
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.
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.
 
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 equipment level, to a maximum of 10. If a piece of equipment is technologically inferior to New Commonwealth standard (such as gear from the Dominion), subtract 1 from its equipment level, to a minimum of 1.
 
==Special Weapon Types==
 
===Area===
 
Area attacks inflict damage to everyone within a certain distance of the target -- everyone within 5 meters, typically. The attacker rolls once for the attack.
 
===Auto===
 
A character may attempt to hit a target by spraying the area with multiple shots. This is called "suppressing fire". Suppressing fire inflicts one less point of damage for each +1 bonus to the attacker's Action Value. If the attacker chooses to gain a +5 bonus, they would inflict 5 fewer points of damage if the attack is successful. Only weapons with "auto" in the notes are capable of suppressing fire.
 
<blockquote>
====SIDEBAR: What, no burst fire?====
 
Note that a weapon which fires multiple times per turn, such as a machinegun, usually inflicts more damage than its single-shot equivalent. However, the attack is only resolved once. Whether the points of damage from an attack are inflicted by one discrete injury or twelve, it's all just one attack. There's no "roll damage three times" mechanic like some game systems have.
</blockquote>
 
===Blinding===
 
A successful blinding attack renders the target unable to see clearly. A blinded character incurs a +{{KM4_SKILL_BONUS}} DV penalty on any task or attack, and they fail any Mental Combat attack rolls. Additionally, any normal attack or alteration attack against a blinded character receives a +{{KM4_SKILL_BONUS}} bonus, unless the target has [[ZeroSpace_4e_EN:Gifts#Blindfighting|Blindfighting]] or [[ZeroSpace_4e_EN:Powers#Blindsight|Blindsight]].
 
To recover from a blinding attack, the target must use a standard action to attempt a Brawn + Survival roll against 8 + the equipment level of the attack. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the blinding attack. If the target has not recovered from the blinding attack by the end of the scene, then they recover from it shortly thereafter.
 
===Piercing===
 
Damage Resistance, Alteration Resistance, and Mental Resistance are less effective against piercing attacks. The target's resistance against the attack is reduced to one-half of its normal value (round down, even if the fraction is more than one-half, to a minimum of 1).
 
===Stunning===
 
Some attacks are normal, but nonlethal. The points of damage are deducted from the target's Endurance rather than from their Health. If a character with zero Endurance suffers additional points of Endurance damage from another attack, the damage is treated as points of Health damage. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.
 
===Terrifying===
 
A successful terrifying attack causes the target to involuntarily cower or run away (defender's choice). If the character chooses to cower, any attacks against them receive a +{{KM4_SKILL_BONUS}} bonus. if the character chooses to run away, they receive a +{{KM4_SKILL_BONUS}} bonus to their Defense Value (because they are running).
 
To recover from a terrifying attack, the target must use a standard action to attempt a Presence + Survival roll against 8 + the equipment level of the attack. If the target has Mental Resistance, they may add it to this roll.
 
If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.


==Armor==
==Armor==


Armor protects characters from attacks. A character with armor has Damage Resistance (DR), which is subtracted from the points of damage an attacker does. The character takes the remaining points of damage.
The '''Damage Resistance (DR)''' provided by armor is equal to its '''Equipment Level +{{KM4_STANDARD_BONUS}}'''. For example, Equipment Level 2 armor grants 5 points of Damage Resistance (2 + {{KM4_STANDARD_BONUS}} = 5). If the character has more than one source of Damage Resistance, '''only the highest value applies'''.
 
The Damage Resistance provided by armor is equal to its equipment level +{{KM4_SKILL_BONUS}}. If the character has more than one source of Damage Resistance, only the highest value applies. Armor does not provide Alteration Resistance or Mental Resistance unless that is called out in its notes.




Line 58: Line 15:
|-
|-
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Level
! class="aligncenter"|DR
! class="aligncenter"|DR
! class="aligncenter"|Max AGL
! class="alignright"|Cost
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Pilot's jacket
| class="alignleft"|Starship Uniform
| class="aligncenter"|1
| class="aligncenter"|4
| class="aligncenter"|4
| class="aligncenter"|9
| class="alignright"|--
| class="alignright"|250 Cr
| class="alignleft"|Encrypted Radio
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Light tactical armor
| class="alignleft"|Light Tactical
| class="aligncenter"|1
| class="aligncenter"|4
| class="aligncenter"|4
| class="aligncenter"|9
| class="alignright"|1,600 Cr
| class="alignright"|50 Cr
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Concealable
|-
|-
| class="alignleft"|Medium tactical armor
| class="alignleft"|Heavy Tactical
| class="aligncenter"|2
| class="aligncenter"|5
| class="aligncenter"|5
| class="aligncenter"|8
| class="alignright"|2,000 Cr
| class="alignright"|250 Cr
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Concealable under outerwear
|-
|-
| class="alignleft"|Heavy tactical armor
| class="alignleft"|Light Assault
| class="aligncenter"|3
| class="aligncenter"|6
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignright"|4,000 Cr
| class="alignright"|1,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Light assault armor
| class="alignleft"|Heavy Assault
| class="aligncenter"|4
| class="aligncenter"|7
| class="aligncenter"|7
| class="aligncenter"|6
| class="alignright"|8,000 Cr
| class="alignright"|2,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Medium assault armor
| class="alignleft"|Peacekeeper
| class="aligncenter"|5
| class="aligncenter"|8
| class="aligncenter"|8
| class="aligncenter"|5
| class="alignright"|16,000 Cr
| class="alignright"|6,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Not concealable
|}
 
 
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"|Heavy assault armor
| class="alignleft"|Toxic Environmental
| class="aligncenter"|9
| class="alignright"|1,500 Cr
| class="aligncenter"|4
| class="alignleft"|Environmental Immunity, Alteration Resistance
| class="alignright"|15,000 Cr
| class="alignleft"|Not concealable
|}
|}


==Shields==
==Shields==


Energy shields protect characters from attacks. The character receives a Damage Resistance bonus equal to the equipment level of the energy 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 shields grant their full DR bonus against the first successful attack in a scene. The second attack in a scene, the shields grant one less than their full DR bonus. This continues until the DR bonus granted by the shields is reduced to zero. The shields will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.
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.




Line 117: Line 118:
|-
|-
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|DV
! class="aligncenter"|Level
! class="aligncenter"|Max AGL
! class="aligncenter"|DR Bonus
! class="alignright"|Cost
! class="alignright"|Cost
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Personal safety shield
| class="alignleft"|Safety
| class="aligncenter"|+1
| class="aligncenter"|1
| class="aligncenter"|9
| class="aligncenter"|1
| class="alignright"|70 Cr
| class="alignright"|400 Cr
| class="alignleft"|Not concealable
|-
| class="alignleft"|Light Tactical
| class="aligncenter"|1
| 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"|Light combat shield
| class="alignleft"|Peacekeeper
| class="aligncenter"|+2
| class="aligncenter"|5
| class="aligncenter"|8
| class="aligncenter"|5
| class="alignright"|100 Cr
| class="alignright"|8,000 Cr
| class="alignleft"|Not concealable
|}
 
 
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"|Medium combat shield
| class="alignleft"|Environmental
| class="aligncenter"|+3
| class="alignright"|600 Cr
| class="aligncenter"|7
| class="alignleft"|Environmental Immunity
| class="alignright"|250 Cr
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Heavy combat shield
| class="alignleft"|Riot Charge
| class="aligncenter"|+4
| class="alignright"|1,200 Cr
| class="aligncenter"|6
| class="alignleft"|Damaging Aura
| class="alignright"|2,500 Cr
| class="alignleft"|Not concealable
|}
|}


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


Hand-to-hand weapons are typically useful up to a distance of one meter, and they affect a single target. Hand-to-hand weapons are targeted with and opposed by Brawn + Hand-to-hand Combat. A successful attack reduces the target's current Health. Damage Resistance is effective against a hand-to-hand weapon. Hand-to-hand weapons inflict the points of damage which exceed the target's Damage Resistance.
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.  
 
When making a Hand-to-hand Combat attack, the character may add their skill level, their equipment level, or their Power Level to the roll (if using a power). Equipment level also dictates the damage the weapon does with an attack. A weapon's damage is equal to 1d6 + its equipment level.


Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a +{{KM4_SKILL_BONUS}} DV penalty on their attack roll.
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"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hand-to-hand weapons
|+Table: Hand-to-hand Weapons
|-
|-
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Acc
! class="aligncenter"|Level
! class="alignleft"|Damage
! class="aligncenter"|Damage
! class="alignright"|Cost
! class="alignright"|Cost
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Light pole arm
| class="alignleft"|Simple Weapon
| class="aligncenter"|+1
| class="aligncenter"|1
| class="alignleft"|1d6
| class="aligncenter"|1d6 + 1
| class="alignright"|
| class="alignright"|--
| class="alignleft"|May be thrown
|-
|-
| class="alignleft"|Light bludgeon
| class="alignleft"|Light Tactical Blade/Club
| class="aligncenter"|+0
| class="aligncenter"|2
| class="alignleft"|1d6+1
| class="aligncenter"|1d6 + 2
| class="alignright"|
| class="alignright"|40 Cr
| class="alignleft"|May inflict stunning
|-
|-
| class="alignleft"|Light blade
| class="alignleft"|Heavy Tactical Blade/Club
| class="aligncenter"|+1
| class="aligncenter"|3
| class="alignleft"|1d6+1
| class="aligncenter"|1d6 + 3
| class="alignright"|
| class="alignright"|120 Cr
| class="alignleft"|
|-
|-
| class="alignleft"|Medium pole arm
| class="alignleft"|Light Assault Blade/Club
| class="aligncenter"|+1
| class="aligncenter"|4
| class="alignleft"|1d6+1
| class="aligncenter"|1d6 + 4
| class="alignright"|
| class="alignright"|400 Cr
| class="alignleft"|May be thrown, Two-handed
|-
|-
| class="alignleft"|Medium bludgeon
| class="alignleft"|Heavy Assault Blade/Club
| class="aligncenter"|+0
| class="aligncenter"|5
| class="alignleft"|1d6+2
| class="aligncenter"|1d6 + 5
| class="alignright"|
| class="alignright"|1,200 Cr
| class="alignleft"|May inflict stunning
|}
 
 
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"|Medium blade
! class="alignleft"|Name
| class="aligncenter"|+1
! class="aligncenter"|Cost
| class="alignleft"|1d6+2
! class="alignleft"|Notes
| class="alignright"|
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy pole arm
| class="alignleft"|ATP Suppressor
| class="aligncenter"|+1
| class="alignright"|2,400 Cr
| class="alignleft"|1d6+2
| class="alignleft"|[[ZeroSpace_4e_EN:Powers#Brawn_Drain|Brawn Drain]]
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Heavy bludgeon
| class="alignleft"|Impact Flash
| class="aligncenter"|+0
| class="alignright"|1,200 Cr
| class="alignleft"|1d6+3
| class="alignleft"|[[ZeroSpace_4e_EN:Powers#Dazzle|Dazzle]]
| class="alignright"|
| class="alignleft"|May inflict stunning, Two-handed
|-
|-
| class="alignleft"|Heavy blade
| class="alignleft"|Monomolecular Edge
| class="aligncenter"|+1
| class="alignright"|4,800 Cr
| class="alignleft"|1d6+3
| class="alignleft"|Weapon is a [[ZeroSpace_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; illegal
| class="alignright"|
| class="alignleft"|Two-handed
|}
|}


Line 223: Line 241:
===Psiblades===
===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, 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 (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 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 [[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.


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 Danger Sense fails an attack roll with a psiblade by more than three, they strike themselves with the blade and lose one Health.
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.


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). 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.
The energy blade of a psiblade is a '''[[ZeroSpace_4e_EN:Actions#Piercing_Attacks|piercing attack]]'''.
 
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 suffers no ill effects.
 
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}} DV penalty on their 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 continuous 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.




Line 305: Line 314:
==Ranged Weapons==
==Ranged Weapons==


Ranged weapons are targeted with and opposed by Agility + Ranged Combat. A successful attack reduces the target's current Health. Damage Resistance is effective against a ranged weapon. Ranged weapons inflict the points of damage which exceed the target's Damage Resistance.
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'''.
 
When making a Ranged Combat attack, the character may add their skill level, their equipment level, or their Power Level to the roll (if using a power). Equipment level also dictates the damage the weapon does with an attack. A weapon's damage is equal to 1d6 + its equipment level.
 
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a +{{KM4_SKILL_BONUS}} DV penalty on their attack roll.
 
===Short Range Weapons===


Short range weapons are typically useful up to a distance of 10 meters. Someone attacking a target beyond this range incurs a +{{KM4_SKILL_BONUS}} DV penalty on their attack roll.
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'''.


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
Someone attacking a target '''beyond a weapon's intended range''' incurs a '''-{{KM4_STANDARD_BONUS}} AV penalty''' on their attack.
|+Table: Short range weapons (10 m)
|-
! class="alignleft"|Name
! class="aligncenter"|Acc
! class="alignleft"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
|-
| class="alignleft"|Light pole arm
| class="aligncenter"|+1
| class="alignleft"|1d6
| class="alignright"|
| class="alignleft"|May be used hand-to-hand, Two-handed
|-
| class="alignleft"|Recurve bow
| class="aligncenter"|+0
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Two-handed
|-
| class="alignleft"|Light crossbow
| class="aligncenter"|+1
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Two-handed
|-
| class="alignleft"|Medium pole arm
| class="aligncenter"|+1
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|May be used hand-to-hand, Two-handed
|-
| class="alignleft"|Light pistol
| class="aligncenter"|+0
| class="alignleft"|1d6
| class="alignright"|
| class="alignleft"|
|-
| class="alignleft"|Light submachine gun
| class="aligncenter"|+0
| class="alignleft"|1d6
| class="alignright"|
| class="alignleft"|Auto
|-
| class="alignleft"|Medium pistol
| class="aligncenter"|+0
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|
|-
| class="alignleft"|Light shotgun
| class="aligncenter"|+2
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Two-handed
|-
| class="alignleft"|Heavy pistol
| class="aligncenter"|+0
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|
|-
| class="alignleft"|Taser
| class="aligncenter"|+0
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Stunning
|-
| class="alignleft"|Medium shotgun
| class="aligncenter"|+2
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Two-handed
|-
| class="alignleft"|Heavy shotgun
| class="aligncenter"|+2
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Two-handed
|-
| class="alignleft"|Hand grenade, concussion
| class="aligncenter"|+0
| class="alignleft"|1d6+7
| class="alignright"|
| class="alignleft"|Area, Stunning
|-
| class="alignleft"|Hand grenade, fragmentation
| class="aligncenter"|+0
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Area
|-
| class="alignleft"|Flamethrower
| class="aligncenter"|+0
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Area (2 m × 10 m line), Terrifying, Two-handed
|}


'''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===
'''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'''


Medium range weapons are typically useful up to a distance of 100 meters. Someone attacking a target beyond this range incurs a +{{KM4_SKILL_BONUS}} DV penalty on their attack roll.
'''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"
{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
|+Table: Medium range weapons (100 m)
|+Table: Ranged Weapons
|-
|-
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Acc
! class="aligncenter"|Level
! class="alignleft"|Damage
! class="alignleft"|Damage
! class="alignleft"|Range
! class="alignright"|Cost
! class="alignright"|Cost
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Longbow
| class="alignleft"|Utility Sidearm
| class="aligncenter"|+0
| class="aligncenter"|1
| class="alignleft"|1d6+2
| class="alignleft"|1d6 + 1
| class="alignright"|
| class="alignleft"|Short
| class="alignleft"|Two-handed
| class="alignright"|200 Cr
|-
|-
| class="alignleft"|Heavy crossbow
| class="alignleft"|Utility Carbine
| class="aligncenter"|+1
| class="aligncenter"|1
| class="alignleft"|1d6+2
| class="alignleft"|1d6 + 1
| class="alignright"|
| class="alignleft"|Medium
| class="alignleft"|Two-handed
| class="alignright"|300 Cr
|-
|-
| class="alignleft"|Compound bow
| class="alignleft"|Utility Long Arm
| class="aligncenter"|+0
| class="aligncenter"|1
| class="alignleft"|1d6+3
| class="alignleft"|1d6 + 1
| class="alignright"|
| class="alignleft"|Long
| class="alignleft"|Two-handed
| class="alignright"|400 Cr
|-
|-
| class="alignleft"|Compound crossbow
| class="alignleft"|Light Tactical Sidearm
| class="aligncenter"|+1
| class="aligncenter"|2
| class="alignleft"|1d6+3
| class="alignleft"|1d6 + 2
| class="alignright"|
| class="alignleft"|Short
| class="alignleft"|Two-handed
| class="alignright"|400 Cr
|-
|-
| class="alignleft"|Medium submachine gun
| class="alignleft"|Light Tactical Carbine
| class="aligncenter"|+0
| class="aligncenter"|2
| class="alignleft"|1d6+1
| class="alignleft"|1d6 + 2
| class="alignright"|
| class="alignleft"|Medium
| class="alignleft"|Auto
| class="alignright"|600 Cr
|-
|-
| class="alignleft"|Light rifle
| class="alignleft"|Light Tactical Long Arm
| class="aligncenter"|+1
| class="aligncenter"|2
| class="alignleft"|1d6+1
| class="alignleft"|1d6 + 2
| class="alignright"|
| class="alignleft"|Long
| class="alignleft"|Two-handed
| class="alignright"|800 Cr
|-
|-
| class="alignleft"|Light assault rifle
| class="alignleft"|Heavy Tactical Sidearm
| class="aligncenter"|+1
| class="aligncenter"|3
| class="alignleft"|1d6+1
| class="alignleft"|1d6 + 3
| class="alignright"|
| class="alignleft"|Short
| class="alignleft"|Auto, Two-handed
| class="alignright"|1,200 Cr
|-
|-
| class="alignleft"|Heavy submachine gun
| class="alignleft"|Heavy Tactical Carbine
| class="aligncenter"|+0
| class="aligncenter"|3
| class="alignleft"|1d6+2
| class="alignleft"|1d6 + 3
| class="alignright"|
| class="alignleft"|Medium
| class="alignleft"|Auto
| class="alignright"|1,600 Cr
|-
|-
| class="alignleft"|Medium rifle
| class="alignleft"|Heavy Tactical Long Arm
| class="aligncenter"|+1
| class="aligncenter"|3
| class="alignleft"|1d6+2
| class="alignleft"|1d6 + 3
| class="alignright"|
| class="alignleft"|Long
| class="alignleft"|Two-handed
| class="alignright"|2,000 Cr
|-
|-
| class="alignleft"|Light machinegun
| class="alignleft"|Light Assault Sidearm
| class="aligncenter"|+1
| class="aligncenter"|4
| class="alignleft"|1d6+2
| class="alignleft"|1d6 + 4
| class="alignright"|
| class="alignleft"|Short
| class="alignleft"|Auto, Two-handed
| class="alignright"|4,000 Cr
|-
|-
| class="alignleft"|Medium assault rifle
| class="alignleft"|Light Assault Carbine
| class="aligncenter"|+1
| class="aligncenter"|4
| class="alignleft"|1d6+2
| class="alignleft"|1d6 + 4
| class="alignright"|
| class="alignleft"|Medium
| class="alignleft"|Auto, Two-handed
| class="alignright"|6,000 Cr
|-
|-
| class="alignleft"|Heavy rifle
| class="alignleft"|Light Assault Long Arm
| class="aligncenter"|+1
| class="aligncenter"|4
| class="alignleft"|1d6+3
| class="alignleft"|1d6 + 4
| class="alignright"|
| class="alignleft"|Long
| class="alignleft"|Two-handed
| class="alignright"|8,000 Cr
|-
|-
| class="alignleft"|Heavy assault rifle
| class="alignleft"|Heavy Assault Sidearm
| class="aligncenter"|+1
| class="aligncenter"|5
| class="alignleft"|1d6+3
| class="alignleft"|1d6 + 5
| class="alignright"|
| class="alignleft"|Short
| class="alignleft"|Auto, Two-handed
| class="alignright"|12,000 Cr
|-
|-
| class="alignleft"|Grenade, concussion
| class="alignleft"|Heavy Assault Carbine
| class="aligncenter"|+1
| class="aligncenter"|5
| class="alignleft"|1d6+7
| class="alignleft"|1d6 + 5
| class="alignright"|
| class="alignleft"|Medium
| class="alignleft"|Area, Stunning
| class="alignright"|16,000 Cr
|-
|-
| class="alignleft"|Grenade, fragmentation
| class="alignleft"|Heavy Assault Long Arm
| class="aligncenter"|+1
| class="aligncenter"|5
| class="alignleft"|1d6+2
| class="alignleft"|1d6 + 5
| class="alignright"|
| class="alignleft"|Long
| class="alignleft"|Area
| class="alignright"|20,000 Cr
|}
|}




===Long Range Weapons===
There are a bewildering number of weapon enhancements; a few are listed below. The effective '''Power Level of a weapon is its Equipment Level'''.
 
Long range weapons are typically useful up to a distance of 1 kilometer. Someone attacking a target beyond this range incurs a +{{KM4_SKILL_BONUS}} DV penalty on their attack roll.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Long range weapons (1 km)
|+Table: Ranged weapon enhancements
|-
|-
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Acc
! class="aligncenter"|Cost
! class="alignleft"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Sniper rifle
| class="alignleft"|Bio Safety Lock
| class="aligncenter"|+1
| class="alignright"|600 Cr
| class="alignleft"|1d6+3
| class="alignleft"|The person who sets the lock has [[ZeroSpace_4e_EN:Powers#Personal_Immunity|Personal Immunity]]
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Medium machinegun
| class="alignleft"|Freeze Gun
| class="aligncenter"|+1
| class="alignright"|1,200 Cr
| class="alignleft"|1d6+3
| class="alignleft"|A successful attack inflicts [[ZeroSpace_4e_EN:Powers#Hold|Hold]] in addition to [[ZeroSpace_4e_EN:Actions#Stunning_Attacks|stunning damage]]
| class="alignright"|
| class="alignleft"|Auto, Crew 2, Two-handed
|-
|-
| class="alignleft"|Light cannon
| class="alignleft"|Quantum Collimator
| class="aligncenter"|+1
| class="alignright"|4,800 Cr
| class="alignleft"|1d6+4
| class="alignleft"|Weapon beam/burst is a [[ZeroSpace_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; illegal
| class="alignright"|
| class="alignleft"|Fires every other round, Two-handed, Vehicle mounted
|-
|-
| class="alignleft"|Heavy machinegun
| class="alignleft"|Spectrum Shifter
| class="aligncenter"|+1
| class="alignright"|2,400 Cr
| class="alignleft"|1d6+4
| class="alignleft"|Weapon beam/burst is [[ZeroSpace_4e_EN:Powers#Invisibility|Invisibile]] to standard sensors; illegal
| class="alignright"|
| class="alignleft"|Auto, Crew 2, Two-handed
|-
|-
| class="alignleft"|Heavy cannon
| class="alignleft"|Subharmonic Paralyzer
| class="aligncenter"|+1
| class="alignright"|1,200 Cr
| class="alignleft"|1d6+5
| class="alignleft"|A successful attack inflicts [[ZeroSpace_4e_EN:Powers#Hold|Hold]] in addition to normal damage
| class="alignright"|
| class="alignleft"|Crew 2, Fires every other round, Two-handed, Vehicle mounted
|}
|}


==Field Kits==


==Other Equipment==
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:
 
Equipment grants a bonus equal to its level to the relevant rolls of the character using it. 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, would have an equipment level of 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have an equipment level of 3.


==Vehicles==
*Computing
*Engineering
*Investigation
*Medical
*Piloting
*Science
*Warfare


A character with special vehicles should usually buy them using a power, such as [[Bulletproof_Blues_4e_EN:Powers#Flight|Flight]], or with the [[Bulletproof_Blues_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.
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).


===Air===


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Air vehicles
|+Table: Field Kits
|-  
|-
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|DR
! class="aligncenter"|Level
! class="alignleft"|Health
! class="alignright"|Cost
! class="alignleft"|Top Speed
|-
|-
| class="alignleft"|Corporate Jet
| class="alignleft"|Field Kit, Level 1
| class="aligncenter"|6
| class="aligncenter"|1
| class="aligncenter"|6
| class="alignright"|300 Cr
| class="alignleft"|800 km/h
|-
|-
| class="alignleft"|Private Plane
| class="alignleft"|Field Kit, Level 2
| class="aligncenter"|6
| class="aligncenter"|2
| class="aligncenter"|6
| class="alignright"|600 Cr
| class="alignleft"|420 km/h
|-
|-
| class="alignleft"|Military Jet
| class="alignleft"|Field Kit, Level 3
| class="aligncenter"|6
| class="aligncenter"|3
| class="aligncenter"|12
| class="alignright"|1,200 Cr
| class="alignleft"|1,600 km/h
|-
|-
| class="alignleft"|Passenger Jet
| class="alignleft"|Field Kit, Level 4
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignleft"|800 km/h
|-
| class="alignleft"|Dirigible
| class="aligncenter"|4
| class="aligncenter"|4
| class="aligncenter"|6
| class="alignright"|2,400 Cr
| class="alignleft"|130 km/h
|-
|-
| class="alignleft"|Civilian Helicopter
| class="alignleft"|Field Kit, Level 5
| class="aligncenter"|5
| class="aligncenter"|5
| class="aligncenter"|6
| class="alignright"|4,800 Cr
| class="alignleft"|260 km/h
|-
| class="alignleft"|Military Helicopter
| class="aligncenter"|8
| class="aligncenter"|12
| class="alignleft"|480 km/h
|}
|}




===Street===
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.
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Street vehicles
|-
! class="alignleft"|Name
! class="aligncenter"|DR
! class="alignleft"|Health
! class="alignleft"|Top Speed
|-
| class="alignleft"|Mini
| class="aligncenter"|5
| class="aligncenter"|6
| class="alignleft"|160 km/h
|-
| class="alignleft"|Sports Car
| class="aligncenter"|5
| class="aligncenter"|6
| class="alignleft"|260 km/h
|-
| class="alignleft"|Bus
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignleft"|120 km/h
|-
| class="alignleft"|Police Car
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignleft"|225 km/h
|-
| class="alignleft"|Recreational Vehicle
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignleft"|130 km/h
|-
| class="alignleft"|Sedan
| class="aligncenter"|5
| class="aligncenter"|8
| class="alignleft"|210 km/h
|-
| class="alignleft"|Surveillance Van
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignleft"|180 km/h
|-
| class="alignleft"|Fire Truck
| class="aligncenter"|6
| class="aligncenter"|8
| class="alignleft"|130 km/h
|-
| class="alignleft"|Minivan
| class="aligncenter"|7
| class="aligncenter"|8
| class="alignleft"|190 km/h
|-
| class="alignleft"|Truck Tractor
| class="aligncenter"|7
| class="aligncenter"|9
| class="alignleft"|160 km/h
|-
| class="alignleft"|SWAT Van
| class="aligncenter"|8
| class="aligncenter"|9
| class="alignleft"|180 km/h
|-
| class="alignleft"|Armored Car
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignleft"|105 km/h
|-
| class="alignleft"|Security Limo
| class="aligncenter"|9
| class="aligncenter"|10
| class="alignleft"|180 km/h
|}
 
 
===Off-road===
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Off-road vehicles
|-
! class="alignleft"|Name
! class="aligncenter"|DR
! class="alignleft"|Health
! class="alignleft"|Top Speed
|-
| class="alignleft"|Motorcycle
| class="aligncenter"|5
| class="aligncenter"|1
| class="alignleft"|260 km/h
|-
| class="alignleft"|Pickup Truck
| class="aligncenter"|6
| class="aligncenter"|8
| class="alignleft"|180 km/h
|-
| class="alignleft"|Bulldozer
| class="aligncenter"|6
| class="aligncenter"|9
| class="alignleft"|11 km/h
|-
| class="alignleft"|Heavy Truck
| class="aligncenter"|7
| class="aligncenter"|9
| class="alignleft"|160 km/h
|-
| class="alignleft"|Snow Cat
| class="aligncenter"|9
| class="aligncenter"|6
| class="alignleft"|40 km/h
|-
| class="alignleft"|Snowmobile
| class="aligncenter"|9
| class="aligncenter"|2
| class="alignleft"|160 km/h
|-
| class="alignleft"|Main Battle Tank
| class="aligncenter"|9
| class="aligncenter"|16
| class="alignleft"|75 km/h
|}


==Vehicles==


===Water===
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.


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
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_STANDARD_BONUS}} AV penalty on their attack'''.
|+Table: Water vehicles
|-  
! class="alignleft"|Name
! class="aligncenter"|DR
! class="alignleft"|Health
! class="alignleft"|Top Speed
|-
| class="alignleft"|Jet Ski
| class="aligncenter"|5
| class="aligncenter"|3
| class="alignleft"|50 km/h
|-
| class="alignleft"|Fishing Boat
| class="aligncenter"|5
| class="aligncenter"|7
| class="alignleft"|40 km/h
|-
| class="alignleft"|Patrol Boat
| class="aligncenter"|6
| class="aligncenter"|9
| class="alignleft"|75 km/h
|-
| class="alignleft"|Go-fast Boat
| class="aligncenter"|5
| class="aligncenter"|7
| class="alignleft"|150 km/h
|-
| class="alignleft"|Battleship
| class="aligncenter"|8
| class="aligncenter"|15
| class="alignleft"|65 km/h
|-
| class="alignleft"|Destroyer
| class="aligncenter"|8
| class="aligncenter"|15
| class="alignleft"|80 km/h
|-
| class="alignleft"|Aircraft Carrier
| class="aligncenter"|8
| class="aligncenter"|14
| class="alignleft"|65 km/h
|}





Latest revision as of 12:00, 3 April 2024

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.