ZeroSpace 4e EN:Equipment

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(NOTE: This is a work in progress.)

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.

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.

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.

Blinding

A successful blinding attack renders the target unable to see clearly. A blinded character incurs a +3 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 +3 bonus, unless the target has Blindfighting or 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 +3 bonus. if the character chooses to run away, they receive a +3 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 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 provided by armor is equal to its equipment level +3. 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.


Table: Armor
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 protect characters from attacks. The character receives a Damage Resistance bonus equal to the equipment level of the energy shields.

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.


Table: Shields
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 points of damage which exceed the target's Damage Resistance.

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 +3 DV penalty on their attack roll.


Table: Hand-to-hand weapons
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 Danger Sense fails an attack roll with a psiblade by more than three, they strike themselves with the blade and lose one Health.

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.

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 +3 DV penalty on their attack.


Table: Psiblades
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
  1. 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.


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

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.

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 +3 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 +3 DV penalty on their attack roll.


Table: Short range weapons (10 m)
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 +3 DV penalty on their attack roll.


Table: Medium range weapons (100 m)
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 +3 DV penalty on their attack roll.


Table: Long range weapons (1 km)
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 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

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

Table: Air vehicles
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

Table: Street vehicles
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

Table: Off-road vehicles
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

Table: Water vehicles
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