ZeroSpace 4e EN:Equipment: Difference between revisions
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===Blinding=== | ===Blinding=== | ||
A successful blinding attack renders the target unable to see clearly. The Difficulty Value of any task or attack attempted by a blinded character is increased by +{{KM4_SKILL_BONUS}}. Additionally, a blinded character | A successful blinding attack renders the target unable to see clearly. The Difficulty Value of any task or attack attempted by a blinded character is increased by +{{KM4_SKILL_BONUS}}. Additionally, a blinded character fails any Mental Combat attack rolls. | ||
Attacking a blinded character with a normal attack or an alteration attack is easier than usual. If | Attacking a blinded character with a normal attack or an alteration attack is easier than usual. If a target can't perceive an attacker (and the target doesn't have [[ZeroSpace_4e_EN:Gifts#Blindfighting|Blindfighting]] or [[ZeroSpace_4e_EN:Powers#Blindsight|Blindsight]]), the attacker receives a +{{KM4_SKILL_BONUS}} bonus. The attacker does not receive a bonus with mental attacks. | ||
To recover from a blinding attack, the target must use a standard action to attempt a Brawn + Survival roll against 8 + Power 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. | To recover from a blinding attack, the target must use a standard action to attempt a Brawn + Survival roll against 8 + Power 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. |
Revision as of 16:01, 1 October 2022
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 rating of 1, adding +1 to the character's skill roll or defense.
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 accuracy, damage rating, damage resistance, and defense rating, 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 accuracy, damage rating, damage resistance, and defense rating, 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 damage for each +1 bonus on the skill roll. If the attacker chooses to gain a +5 bonus, they would inflict 5 less damage if the attack is successful. Only weapons with "auto" in the notes are capable of suppressing fire.
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 damage from an attack is 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.
Blinding
A successful blinding attack renders the target unable to see clearly. The Difficulty Value of any task or attack attempted by a blinded character is increased by +Template:KM4 SKILL BONUS. Additionally, a blinded character fails any Mental Combat attack rolls.
Attacking a blinded character with a normal attack or an alteration attack is easier than usual. If a target can't perceive an attacker (and the target doesn't have Blindfighting or Blindsight), the attacker receives a +Template:KM4 SKILL BONUS bonus. The attacker does not receive a bonus with mental attacks.
To recover from a blinding attack, the target must use a standard action to attempt a Brawn + Survival roll against 8 + Power 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 (rounded down, to a minimum of 1).
Stunning
Some attacks are normal, but nonlethal. The damage is applied to the target's Endurance rather than to their Health. If a character with zero Endurance suffers additional Endurance damage from another attack, the damage is treated as 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 +Template:KM4 SKILL BONUS bonus. if the character chooses to run away, they receive a +Template: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 + Power 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 provides Damage Resistance (DR) against normal damage, but it doesn't help against mental attacks or alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.
Name | DR | Max AGL | Cost | Notes |
---|---|---|---|---|
Pilot's jacket | 4 | 9 | 250 Cr | Not concealable |
Light tactical armor | 4 | 9 | 50 Cr | Concealable |
Medium tactical armor | 5 | 8 | 250 Cr | Concealable under outerwear |
Heavy tactical armor | 6 | 7 | 1,000 Cr | Not concealable |
Light assault armor | 7 | 6 | 2,000 Cr | Not concealable |
Medium assault armor | 8 | 5 | 6,000 Cr | Not concealable |
Heavy assault armor | 9 | 4 | 15,000 Cr | Not concealable |
Shields
Energy shields help characters to divert attacks. A character with a shield gains a bonus to their defense value.
Energy shields lose effectiveness as they withstand attacks. The first attack against a shield in a scene, it grants its full bonus to the character's defense value. The second attack against a shield in a scene, it grants one less than its full bonus to the character's defense value. This continues until the bonus granted by the shield is reduced to zero. The shield will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.
Name | DV | Max AGL | Cost | Notes |
---|---|---|---|---|
Personal safety shield | +1 | 9 | 70 Cr | Not concealable |
Light combat shield | +2 | 8 | 100 Cr | Not concealable |
Medium combat shield | +3 | 7 | 250 Cr | Not concealable |
Heavy combat shield | +4 | 6 | 2,500 Cr | Not concealable |
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 damage which exceeds the target's Damage Resistance.
Each weapon has an accuracy rating and a damage rating. The accuracy rating is added to the action value of the character using the weapon. The damage rating indicates the dice that are rolled if the attack is successful.
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 -Template:KM4 SKILL BONUS penalty on their attack roll.
Name | Acc | Damage | Cost | Notes |
---|---|---|---|---|
Light pole arm | +1 | 1d6 | May be thrown | |
Light bludgeon | +0 | 1d6+1 | May inflict stunning | |
Light blade | +1 | 1d6+1 | ||
Medium pole arm | +1 | 1d6+1 | May be thrown, Two-handed | |
Medium bludgeon | +0 | 1d6+2 | May inflict stunning | |
Medium blade | +1 | 1d6+2 | ||
Heavy pole arm | +1 | 1d6+2 | Two-handed | |
Heavy bludgeon | +0 | 1d6+3 | May inflict stunning, Two-handed | |
Heavy blade | +1 | 1d6+3 | Two-handed |
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 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 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.
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.
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.
As with other two-handed weapons, someone making a Hand-to-hand Combat roll while holding a psiblade with one hand incurs a -Template:KM4 SKILL BONUS penalty on their attack.
Type | Acc | Damage | Cost | Notes |
---|---|---|---|---|
Psiblade | +1 | 1d6+4 | 5000 Cr1 | Two-handed |
Psistaff | +1 | 1d6+4 | 10,000 Cr1 | Two-handed |
Psilance | +1 | 1d6+4 | 5500 Cr1 | 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.
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
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 damage which exceeds the target's Damage Resistance.
Each weapon has an accuracy rating, a damage rating, and a range. The accuracy rating is added to the action value of the character using the weapon. The damage rating indicates the dice that are rolled if the attack is successful. The range is the maximum range at which the weapon is useful.
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 -Template:KM4 SKILL BONUS 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 -Template:KM4 SKILL BONUS penalty on their attack roll.
Name | Acc | Damage | Cost | Notes |
---|---|---|---|---|
Light pole arm | +1 | 1d6 | May be used hand-to-hand, Two-handed | |
Recurve bow | +0 | 1d6+1 | Two-handed | |
Light crossbow | +1 | 1d6+1 | Two-handed | |
Medium pole arm | +1 | 1d6+1 | May be used hand-to-hand, Two-handed | |
Light pistol | +0 | 1d6 | ||
Light submachine gun | +0 | 1d6 | Auto | |
Medium pistol | +0 | 1d6+1 | ||
Light shotgun | +2 | 1d6+1 | Two-handed | |
Heavy pistol | +0 | 1d6+2 | ||
Taser | +0 | 1d6+2 | Stunning | |
Medium shotgun | +2 | 1d6+2 | Two-handed | |
Heavy shotgun | +2 | 1d6+3 | Two-handed | |
Hand grenade, concussion | +0 | 1d6+7 | Area, Stunning | |
Hand grenade, fragmentation | +0 | 1d6+2 | Area | |
Flamethrower | +0 | 1d6+3 | Area (2 m × 10 m line), Terrifying, Two-handed |
Medium Range Weapons
Medium range weapons are typically useful up to a distance of 100 meters. Someone attacking a target beyond this range incurs a -Template:KM4 SKILL BONUS penalty on their attack roll.
Name | Acc | Damage | Cost | Notes |
---|---|---|---|---|
Longbow | +0 | 1d6+2 | Two-handed | |
Heavy crossbow | +1 | 1d6+2 | Two-handed | |
Compound bow | +0 | 1d6+3 | Two-handed | |
Compound crossbow | +1 | 1d6+3 | Two-handed | |
Medium submachine gun | +0 | 1d6+1 | Auto | |
Light rifle | +1 | 1d6+1 | Two-handed | |
Light assault rifle | +1 | 1d6+1 | Auto, Two-handed | |
Heavy submachine gun | +0 | 1d6+2 | Auto | |
Medium rifle | +1 | 1d6+2 | Two-handed | |
Light machinegun | +1 | 1d6+2 | Auto, Two-handed | |
Medium assault rifle | +1 | 1d6+2 | Auto, Two-handed | |
Heavy rifle | +1 | 1d6+3 | Two-handed | |
Heavy assault rifle | +1 | 1d6+3 | Auto, Two-handed | |
Grenade, concussion | +1 | 1d6+7 | Area, Stunning | |
Grenade, fragmentation | +1 | 1d6+2 | Area |
Long Range Weapons
Long range weapons are typically useful up to a distance of 1 kilometer. Someone attacking a target beyond this range incurs a -Template:KM4 SKILL BONUS penalty on their attack roll.
Name | Acc | Damage | Cost | Notes |
---|---|---|---|---|
Sniper rifle | +1 | 1d6+3 | Two-handed | |
Medium machinegun | +1 | 1d6+3 | Auto, Crew 2, Two-handed | |
Light cannon | +1 | 1d6+4 | Fires every other round, Two-handed, Vehicle mounted | |
Heavy machinegun | +1 | 1d6+4 | Auto, Crew 2, Two-handed | |
Heavy cannon | +1 | 1d6+5 | Crew 2, Fires every other round, Two-handed, Vehicle mounted |
Other Equipment
Equipment grants a 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.
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.
Vehicles
A character with special vehicles should usually buy them using a power, such as Flight, or 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.
Air
Name | DR | Health | Top Speed |
---|---|---|---|
Corporate Jet | 6 | 6 | 800 km/h |
Private Plane | 6 | 6 | 420 km/h |
Military Jet | 6 | 12 | 1,600 km/h |
Passenger Jet | 6 | 7 | 800 km/h |
Dirigible | 4 | 6 | 130 km/h |
Civilian Helicopter | 5 | 6 | 260 km/h |
Military Helicopter | 8 | 12 | 480 km/h |
Street
Name | DR | Health | Top Speed |
---|---|---|---|
Mini | 5 | 6 | 160 km/h |
Sports Car | 5 | 6 | 260 km/h |
Bus | 6 | 7 | 120 km/h |
Police Car | 6 | 7 | 225 km/h |
Recreational Vehicle | 6 | 7 | 130 km/h |
Sedan | 5 | 8 | 210 km/h |
Surveillance Van | 6 | 7 | 180 km/h |
Fire Truck | 6 | 8 | 130 km/h |
Minivan | 7 | 8 | 190 km/h |
Truck Tractor | 7 | 9 | 160 km/h |
SWAT Van | 8 | 9 | 180 km/h |
Armored Car | 9 | 9 | 105 km/h |
Security Limo | 9 | 10 | 180 km/h |
Off-road
Name | DR | Health | Top Speed |
---|---|---|---|
Motorcycle | 5 | 1 | 260 km/h |
Pickup Truck | 6 | 8 | 180 km/h |
Bulldozer | 6 | 9 | 11 km/h |
Heavy Truck | 7 | 9 | 160 km/h |
Snow Cat | 9 | 6 | 40 km/h |
Snowmobile | 9 | 2 | 160 km/h |
Main Battle Tank | 9 | 16 | 75 km/h |
Water
Name | DR | Health | Top Speed |
---|---|---|---|
Jet Ski | 5 | 3 | 50 km/h |
Fishing Boat | 5 | 7 | 40 km/h |
Patrol Boat | 6 | 9 | 75 km/h |
Go-fast Boat | 5 | 7 | 150 km/h |
Battleship | 8 | 15 | 65 km/h |
Destroyer | 8 | 15 | 80 km/h |
Aircraft Carrier | 8 | 14 | 65 km/h |