0% found this document useful (0 votes)
512 views5 pages

Character Creation and Equipment Guide

This chapter describes equipment available to characters, including weapons, armor, and integrated functions/upgrades. A variety of melee weapons from different technology levels are described, along with their stats. Armor is also described and provides soak ratings against damage. Higher technology weapons negatively impact the soak of lower tech armor. Integrated functions and upgrades allow combining equipment abilities for an increased cost.

Uploaded by

c
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
512 views5 pages

Character Creation and Equipment Guide

This chapter describes equipment available to characters, including weapons, armor, and integrated functions/upgrades. A variety of melee weapons from different technology levels are described, along with their stats. Armor is also described and provides soak ratings against damage. Higher technology weapons negatively impact the soak of lower tech armor. Integrated functions and upgrades allow combining equipment abilities for an increased cost.

Uploaded by

c
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Chapter Two: Equipment
  • Aliens and Adversaries
  • Science Fiction Genres

CHAPTERCREATION

CHARACTER TWO

CHAPTER TWO: EQUIPMENT

31
CHAPTER TWO
Likewise, the 1920s would be TL 2.5 because they have airplanes
and cars, but no computers.
CHAPTER TWO: EQUIPMENT Integrated Functions: Various equipment can be
integrated with just about any other equipment by
A character begins play with 5,000 Credits, or more if s/he has spending extra credits. For example, a suit of heavy
the Rank power. Equipment labeled 2H indicates that the body armor can be made to be High-G Force resistant,
weapon is wielded in two hands. Note that some weapons and include a diagnostic scanner. To figure out how
only have a limited number of shots before they must be much an integrated suit costs, add the costs of all the
reloaded or recharged. Reloading a weapon takes an components together, and increase it by 50%. This is
entire page unless noted otherwise. Some weapons because the components have to be made especially
utilize a battery—replacing a battery takes 1 page as compact. Thus, in the above example, the cost of the
well. Grenades are weapons that detonate themselves, suit would be 10,500 credits (7,000 x1.5= 10,500).
and are destroyed when used. Some weapons can be Upgrades: Similar to integrated functions, upgrades
used to “burst” fire by rattling off an entire full load of are small bonus features that can be added into a
ammo in a single panel. This is called the “spray and piece of equipment. The descriptions of the various
pray” method of firing, as you sacrifice accuracy for upgrades appears after the weapons section.
the chance to strike more targets. Effectively, this
gives you a -1 Agility to hit, but increases the radius of Weapons
the attack by 1. A weapon that has “burst 2” can burst
twice, each time, using up half of a full load of ammo,
Archaic Weapons Descriptions
a “burst 3” weapon could burst 3 times, each using a Dagger: A short two-edged knife, good for stabbing or
third of the ammo, etc. cutting. Daggers can also be thrown, with a range in
Technology Level (TL) In some campaigns, Narrators squares equal to the thrower’s Brawn.
might want to limit how much technology the characters Gauntlet: Technically a piece of armor, it allows one to
have access to. The most thorough way to do this is to do lethal damage with a punch.
look through each item of technology and decide whether
Sword/Mace/Axe: A longer, heavier version of the
or not it is allowed in the campaign, but this is a tedious
knife, developed during the Bronze Age (TL !).
process. An easier way is by setting a cut-off Technology
Some swords have two edges, some have a single edge.
Level.
Technology is rated with a numerical value. The higher the Archaic & Modern Armor (half the soaking effect against TL4 or higher weapons)
Technology Level (TL), the more advanced the technology. Light 10 Soak 100 Credits TL0 Half-Soak against gunpowder weapons
Below is a chart of the Technology Levels and examples (Leather)
of advancements from that level. Of course, your home Medium 20 Soak 400 Credits TL1 Half-Soak against gunpowder weapons
(Chain)
campaign might have exceptions to the guidelines below.
Also, if the time period you are using seems to be between Heavy 30 Soak 800 Credits TL1 Half-Soak against gunpowder weapons
(Plate)
two different TLs, feel free to assign a decimal to denote
this. For instance, the 17th Century would probably be Kevlar 20 Soak 200 Credits TL3
TL 1.5, because early firearms have been invented, but A shield (allows one to use “Shield Deflect” power, but cannot reflect attacks, and is ineffective
against TL4 or higher weapons.) 100 Credits. A character without the Shield Deflect power
swords are still used, and trains and steam-power have can still benefit from a shield. It grants a +1 Dice bonus to defense rolls by simply getting in
yet to be used. the enemy’s way. Attacking with a shield does +0DM stun damage.

TL Era Sample Technologies


0 Stone-Age stone, bone, or wooden tools, bow & arrows
1 Medieval metal tools, chain mail, swords, crossbows
2 Industrial firearms, steam-power, trains
3 Modern computers, combustion engine, flight, nuclear power
4 Near-Future artificial intelligence, cybernetics, computer-neural interface, vibroblades
5 Interplanetary Travel cold-fusion power, space travel near light speed, energy guns
6 Intergalactic Travel anti-matter power, faster-than light space travel, energy blades, energy shielding, teleporters
7 Extragalactic Travel wormhole generation
8 Time Travel time machines

32
CHAPTER TWO
Vibroblade/Axe: This is either a sword or axe adaptation of the
affects soaking damage as normal, and some machines have Vibroknife technology, using ultrasonic frequencies to make the
special protection against EMPs. If an EMP causes a “wound” in sharp blade even more lethal. These weapons are preferred by
a machine, it suffers double the ordinary penalties, as crucial space pirates who use them in close quarters when boarding
systems begin shutting down. A machine brought down to enemy ships.
0 Hits by an EMP must undergo very serious repairs, as Heavy Vibroblade/Axe: This is simply a two-handed,
its main computer is fried. It requires a 30 computers/ larger version of the Vibroblade or Axe.
programming check followed by a 30 technology/repair
Vibro-Lance: A sturdy ultrasonic blade is attached to
check to even begin “healing” a machine shut down by
a long pole to create a Vibro-Lance. These weapons
EMP. Such repairs take a triple the usual time, as fused
are often carried by guards. Though it is not
circuits are slowly replaced, wiring redone, etc.
as powerful as a heavy vibro-axe, it
The EMP Cannon is used to send a powerful, wide- has better reach, allowing defenders to
angled pulse of electromagnetic energy for a short hold a corridor even when
range. It is best used to clear corridors of enemy outnumbered.
machines.
Concussion Flail:
EMP Blaster: The EMP blaster is a lighter weapon Resembling a medieval
than the EMP Cannon, doing less damage to only a mace and chain,
single target, but having a superior range and using the Concussion Flail
less battery life with each shot. uses gravity altering
Light Quantum Rocket Launcher: technology to dramatically
A one-handed rocket launcher, increase its mass at the point
which still packs a great of impact, making it much
deal of power into its more powerful than its ancient
shots. The Light Quantum counterpart. The cable that holds
Rocket Launcher does the head of the concussion flail is
damage as if it were 1 size reinforced with a small force field
larger than it is, making it a that makes it nearly unbreakable,
great weapon for damaging enemy and it is useful for entangling
enemies.
vehicles.
Energy Whip: An energy whip is a
Heavy Quantum Rocket Launcher: The futuristic
thinwire held by an insulated handle. When
equivalent of the bazooka, this weapon does damage
a switch is depressed, the wire glows with a sheath
as if it were 2 sizes larger, making it capable of taking out
of plasma, as energy crackles along its length. The
even heavy tanks or bombers. Its great radius also makes it
whip appears to increase in both mass and width
an effective anti-personnel weapon.
when it is turned on. The intensity of the whip can be altered,
Energy Grenade: An advancement on the modern grenade, the so that it instead delivers a stunning electrical shock instead of
Energy Grenade bursts in a violent wave of blaster energy. It can superheated plasma with every swing, making it useful for taking
be hurled 2xBrawn squares, or fired from a grenade launcher. prisoners. Like the more ancient whip, an energy whip can be used
Stun Grenade: This is an energy grenade that has been outfitted to with the Snatch and Entangle powers.
deliver stun damage instead of lethal, and to spread the explosion Energy Blade: A classic science fiction weapon, the Energy Blade
wider. is essentially a sword made out of energy—force, lasers, plasma—
EMP Grenade: The EMP Grenade is designed to take out enemy whatever the setting dictates. Like the bastard sword of old, the
machinery, robots, and vehicles while avoiding human casualties, Energy Blade is designed to be wielded one or two-handed. Energy
as an EMP Cannon. blades are extremely effective at cutting even through high-tech
armor. Soak values against attacks by energy blades are halved
Plasma Grenade: An even more deadly improvement on the
(except soak granted from size or energy fields).
energy grenade, it also affects a larger radius.
Stun Stick: A baton that can be charged with electricity to
Vibroknife: High tech metallurgy provides a razor-sharp, ultra-
incapacitate its victim. It does stun damage. It works on a similar
hard cutting edge for this knife, while a motor in the handle causes
principle to the modern cattle prod.
the blade to vibrate at ultrasonic frequencies, increasing its killing
power.

38
ALIENS AND ADVERSARIES
x5 dmg; Vibroknife x5 dmg
30 Hits/20 Soak (x5 Dmg); Special equipment (for instance, a Medic will carry a
Startrooper Heavy Assault Force DL 11 med-pack, an engineer will carry computing tools, etc).
100 Hits/20 Soak
The heavy assault force are the first troops to disembark into battle
when a transport lands on a planet, and they are the last ones to Star Marines DL 11
leave. In battle, their purpose is to punch holes in the enemy lines
While Startroopers are recruited to fight on
(or fly behind them) and cause chaos among their ranks. In spite of
planets, Star Marines are meant exclusively to
their advanced equipment and training, however, the assignments
fight in space, often serving as boarding parties
of Heavy Assault troopers often lead to very high casualty
for (or repelling them from) enemy vessels.
rates among them.
B2(3) A3 M2 Ave Atk 18 Ave Def 18
B2(3) A3 M1 Ave Atk 18, Ave Def 18
Blaster Carbine Tech. +1DM; Sword Tech
Heavy Armor Familiarity; Jetpack 3 (9
+1DM; Martial Arts 1 (punch, kick, throw,
squares); Pistol Tech. +2 DM; Martial Arts 2
leg sweep); Heavy Armor Familiarity
(punch, kick, choke, throw, uppercut, martial
block (def 24 vs. unarmed attacks)) Skills: Athlete+1/Aerobatics,
Stealth/Hide, Security/Locks,
Skills: Military/Gunner, Athlete/Aerobatics, Drive/
Engineering/Demolitions
Steering,
Blaster Carbine x7 dmg, Vibroblade
Equipment: Blast Cannon Range 10, x5 Dmg,
x6 dmg, Power Armor, integrated with
Radius 1; Blaster Pistol x6 Dmg; Power Armor
Vacuum seal and air supply, 1 Energy Grenade
w/ Built-in Jetpack and Rebreather; Vibroknife x6
x6 dmg, Range 6
dmg; 1 Energy Grenade
40 Hits/40 Soak
30 Hits/40 Soak
Thief DL 9
Startrooper Regular DL 7
Thieves can be either likeable rogues or vile cut-
The rank and file soldiers are the
throats. In either case, Heroes may find themselves
Startroopers, a standard military order
forced to deal with them—as enemies or allies.
used to take and maintain a hold on
enemy planets. B1 A3 M2 Ave. Atk 21 Ave Def 21
B2 A2 M1 Ave Atk 21 Ave Def 14 Skillful 2; Attack Weak Point; Vibroknife Tech. +1DM; Keen
Hearing
Medium Armor Familiarity; Carbine Tech
+1 Hit, +1 DM; Martial Arts 1 (punch, kick, Skills: Stealth+1/Palming, Athlete/Climbing, Streetwise/Gather
throw, choke) Information, Security+1/Locks, Deception/Lying, Computers/
Hacking, Technology/Sabotage
Equipment: Blaster Carbine x7 dmg; Medium Body Armor;
Vibroknife x5 dmg; 1 Energy Grenade Equipment: Vibroknife x4 dmg
30 Hits/30 Soak 30 Hits
Startrooper Officer DL 18
Specially trained Startroopers are experts in certain fields. A
Startrooper officer might be a tank pilot, a medic, or a command
officer, for example. The officer’s specialization is represented by
skill slots left to the Narrator to fill in.
B2 A2 M3
Medium Armor Familiarity; Carbine Tech +1 Hit, +1DM; Martial
Arts 1 (punch, kick, throw, choke); Blaster Pistol Technique +1 Hit,
Skillful 1
Skills: Athlete/Running, +One additional physical skill at +1
Multiplier, Military/Command, +Three additional mental skills.
Equipment: Light Body Armor; Blaster Pistol (x6 Dmg); Vibroblade

101
Science Fiction Genres
whichever is lower. When firing within an atmosphere, the range is
100 squares. Rail-guns do +4DM. It is recommended that the players work with the Narrator to cre-
ate “appropriate” powers. For “magic” Mecha, consult the BASH!
Transform: 2pts. A Mecha with this power can change into
Fantasy Edition rules on Magic powers. For “clockwork/steam-
another type of vehicle or even a building. When this power is
powered” Mecha, look at the powers in the Steam-Punk rules in
taken, just what the Mecha can turn into is decided. A Mecha
BASH! Fantasy Edition. However, these powers should have the
cannot transform into anything larger or smaller than itself.
usual effects from the Mecha’s size affect them (normally, magic
and steam-punk powers are not effected by the user’s size).
Twists on the Genre
Not Everybody in the game uses Mecha- Normally, in a Mecha Sample Mecha
based campaign, every Hero would be a Mecha pilot, but this
does not have to be the case. What if one of them is the fleet Standard Infantry Mecha Size 1 Wound Thresh-
commander, or the mechanic? old 30
If you want to run a game These mass produced Mecha were designed
where characters having Mecha to assist tanks in planetary combat. They are
is an exceptional thing, you faster, and more accurate, though probably
could have a disadvantage: No less sturdy.
Mecha. This may not mean that B3 A2 M2
the character is unable to pilot a Toughness 3 (+30 Soak), Built-In
Mecha—just that they simply do Weaponry 2 (Sword), Leap (60 squares),
not have one to pilot. However, if EMP resistance 2 (30 soak vs. EMP)
they lack the pilot skill, then they actually won’t
be able to pilot one. Equipment: Sub-Machinegun (x5 Dmg,
Range 200, Radius 1), Vibro-Blade (x6 Dmg)
Living Mecha: It is possible that in the world
in which you are playing, the Mecha are not 30 Hits/35 Soak (Pilot has 30 hits, B2 A2 M2)
mindless machines that use humanoid pi- Mecha Sky-Corps Size 1
lots. What if the Mecha are artificial Wound Threshold 20
life-forms, as in the Transformers
franchise? In that case, the Heroes These Mecha are designed to transform into
would not get to make 2 characters—they fighters between engagements. They are issued
would get to make a single character—their to people with training in both dogfighting and
Mecha. In addition to the Mecha advan- hand to hand Mecha combat.
tages and disadvantages, they would have ac- B2 A3 M3
cess to ordinary Advantages and Disadvantages,
Toughness 2 (+20 Soak), Fly 4 (120
as long as they are reasonable that the Mecha could have that.
Squares), Rail-Gun, Transform (into fighter)
For instance, giant robots with emotions might have a phobia,
but it would not make sense that they could have an allergy. In Equipment: Assault Rifle (x6 Dmg, Range 300, Burst rate 2),
addition, Living Mecha have skills, just as ordinary characters do. Extendable Vibro-Lance (x4 dmg, Reach 2), Rail-Gun (x7 Dmg,
Also, Living Mecha can take Mundane powers as well as Me- Range 100 (or 10 Grids))
chanical and Mecha powers. Note, despite the name, the Living 100 Hits/25 Soak (Pilot has 100 Hits, B1 A3 M3)
Mecha should have the Unliving advantage (unless they are in
fact a biological construction) since they have no internal organs, Shiva Class Mecha Size 2 Wound Threshold 30
don’t require food, etc. Superior in everyway to the Standard Infantry Mecha, the Shiva
class is faster, stronger, and better all around. With its extra arms,
Unusual Technology Mecha: The rules for Mecha-Pilots
it can bring more weapons to bear on the enemy. They are usually
genre was assuming that Mecha were man-made products of high
issued to commanding officers of infantry divisions.
technology. However, they might be something different. What
if Mecha are clockwork machines or even golems infused with B3 A3 M2
magic? If this is the case, the powers presented in the Mechani- Toughness 3 (+30 Soak), Running 2 (150 squares), Scan, Extra
cal powers section or the Mecha powers section might not all be Arms, EMP resistance 1 (20 Soak vs. EMP)
appropriate. A Mecha that exists in a steam-powered TL2 world
Equipment: Two Heavy Vibro-Blades (x7 Dmg, Reach 2), Two Sub-
would not be able to use a blaster carbine!

121

31
31
CHARACTER CREATION
CHAPTER TWO
CHAPTER TWO: EQUIPMENT
32
CHAPTER TWO
32
CHAPTER TWO: EQUIPMENT
A character begins play with 5,000 Credits, or more if s/he has 
the Rank power.  Eq
38
CHAPTER TWO
38
affects soaking damage as normal, and some machines have 
special protection against EMPs.  If an EMP cause
101
101
ALIENS AND ADVERSARIES
x5 dmg; Vibroknife x5 dmg
30 Hits/20 Soak
Startrooper Heavy Assault Force    DL 11
The heavy a
121
121
Science Fiction Genres
whichever is lower.  When firing within an atmosphere, the range is 
100 squares. Rail-guns do

You might also like