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Comprehensive Weapon and Armor Guide

The document describes various weapons, armor and equipment available at different levels, including statistics like damage classes, ranges, shots, damage dice, upgrades, costs and more. There are ranged weapons like pistols, rifles, shotguns and energy weapons as well as melee weapons like swords, shields and exotic weapons. Armor covers different body locations and provides hit points and armor ratings with various upgrades.

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Jw Sq
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0% found this document useful (0 votes)
94 views6 pages

Comprehensive Weapon and Armor Guide

The document describes various weapons, armor and equipment available at different levels, including statistics like damage classes, ranges, shots, damage dice, upgrades, costs and more. There are ranged weapons like pistols, rifles, shotguns and energy weapons as well as melee weapons like swords, shields and exotic weapons. Armor covers different body locations and provides hit points and armor ratings with various upgrades.

Uploaded by

Jw Sq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd

Weapons, armor, drop pod

Level 0 Weapons
Dagger [25$] Damage Class 2
A short handle with an energy blade that wraps around the fist. If upgraded becomes a short blade
straight on one side and curved on the other.
R=1, Shots=1, D=d6, Penetration=1, 1 hand
Upgrades
• Wrist mount—Can use with 0 hands.
• Long blades—D=d8
• Double Blades—Shots=2

SNG [25$] Damage Class 1


Similar to a large pistol its small size, light weight, and burst fire makes it ideal for indoor fighting.
R=20, Sh=2, D=d6, Clip=5, 1 hand
Upgrades
• Extended clip—Clip=8
• Blue Light—Gives +2 IQ to spot illusions that the light falls on.
• Recoil suppression—Shots=3

Hand grenades Damage Class 2


A metal cylinder, a pin, and an explosive charge. Pull pin, toss, and boom.
R=15, Shot=1, 1 use, can arc the throw, [25$ each]
When buy choose 1 type
• Basic—D=2d8, blast=1
• Pyro—D=2d6, blast=1, sets area on fire. Those in fire take +d6 to their armor rolls from all
non-fire sources
• Shrapnel—D=d10, blast=2
• Shock—D=d10, blast=2, those in pass a RES test or loose 1 action.
• Cryogenic—D=d6, blast=1, all in the blast suffer Frost for 2 turns

Pistol [50$] Damage Class 1


Small guns designed for minimum size. If upgraded can be mounted on your wrist and can reload
without costing spirit. Sadly low power.
R=20, Sh=1, D=d6, Clip=5, 1 hand
Upgrades
• Revolver—Clip=6, D=d8
• Wrist mount—Can use with 0 hands
• Auto-loader—Can reload for 1 action without using spirit

Shield [25$]
A hand held metal plate ment to protect the holder. Good for shoot outs.
1 hand, 10 HP, Armor=2+
-All attacks to your front arc hit the shield.
Upgrades
• 0Reinforce—HP +10
• Armored—Armor=3+
• Bash—R=1, SH=1, D=d8. If hits punches foe back 2 spaces.
Spirit Gauntlet [475$] Damage Class 1
Built with circuits that allow the user to alter the space around them. Various effects are possible.
1 hand, allows the usage of alterations. Can use one alteration ability a turn [per glove]
Upgrades
• Double coils—When use an alteration power that does damage it does +d6 to the armor roll.
• Crystal matrix—Lowers spirit costs by 1 to a minimum of 1.
• Bracer design—Make this take 0 hands so can use other weapons.

Level 1 weapon
Bow [200$] Damage Class 1
Bent metal and string. Launches arrows at high speed.
R=10, SH=1, D=d12, 2 handed, silent, flash-less.
Upgrades
• Compound Bow—R+10
• Triple arrow head—Penetration +1
• Serrated edge—D +d6

Chakram [125$] Damage Class 1 [throw] or 2 in melee


A metal disk usable in hand to hand or ranged combat. Replaces your gun and melee weapon if have
more then 1 and can have up to 4. Can use with spirit gloves.
R=8+[STR level *4], SH=1, D=d12, 1 hand, silent, no flash. If holding 2 can make 3 melee attacks as
2 actions. For ranged you throw them. For 1 spirit can recall all the Chakram to you.
Upgrades
• Ricosha—When you throw a Chakram, if it does 2+ D it returns to you.
• Motorized spin—Damage gets +d8
• Trick shot—Can hit up to 3 foes in a line. If try get -2 accuracy on each. If fail to pass a foes
armor the attack stops. Chakram will not return to you after.
• Venom—If enchanted [alteration skill] the Chakram[s] stays enchanted for the entire mission.

Sword [150$] Damage Class 2


Basic handle with a sharpened metal blade attacked. Do to weight, size, and balance are very easy to
hit with.
R=1, Sh=1, D=2d10, Accuracy +1, 1 handed
Upgrades
• Superior grip—Accuracy=+3
• Boost—For 1 spirit get +d8 to armor roll for rest of turn
• Stabilizer—When use boost get penetration +1

Rifle [325$] Damage Class 1


Long barreled bolt action rifle. Has the best range of the weapons we can readily produce. Can be
modified for sniper work.
R=30, Sh=1, D=2d8, clip=3, 2 hand
Upgrades
• Scope—If use 2 actions on an attack this weapons range becomes 50
• Silencer—Makes no noise when fired
• Extended clip—Clip=5

Halabird [300$] Damage Class 2


A long staff with a blade at the end. Excellent reach and effective at hitting multiple foes. Bit heavy
and unwieldy.
R=2, Sh=1, D=d12, Arc-2, 2 hands
Upgrades
• Power swing—Arc=3
• Boost—For 1 spirit get +d8 to armor rolls for rest of turn.
• Edged—Penetration +1

Shotgun [300$] Damage Class 1


Instead of bullets these guns fire clusters of pellets. Not very good at range but can hit several foes if
they're close enough.
R=18, Sh=1, D=d20, Clip=4, 2 hand, reload takes 2 actions, spray-2
upgrades
• Combat shotgun—Reload only takes 1 action
• Fletching rounds—Spray=3
• Drum clip—Clip=6, requires combat shotgun

Level 2 weapons

LMG—Light machine gun [575$] Damage Class 1


A light machine gun. Large clip and powerful bullets. Until upgraded hard to keep under control.
R=20, Sh=d3, D=d10, Clip=10, takes 2 actions to reload, 2 handed
Upgrades
• Stabilizer I—Shots become d2+1
• Stabilizer II—Requires version 1. Shots=3
• Heavy rounds—Penetration +1

Flamer [550$] Damage Class 2


A pressurized tank, a hose, and a gun that acts as a nozzle. Sprays flaming fuel over targets.
R=12, sh=1, D=d10, Clip=15, 2 hand, can't reload, stream, ignite.
Upgrades
• Double tanks—Clip=30
• Superior nozzle—Shots=2
• Cryonics—Replaces ignite with frost

Level 3 weapons

Mark VII tactical rifle [900$] Damage Class 1


A weapon designed for advanced missions. Has a variety of options that can be added to it.
R=20, Sh=1, D=d6, Clip=5, 2 hands
Upgrades
• Laser pointer—Accuracy +2
• Springs—Shots=2
• Long Barrel—R=30
• Large rounds—D=d8
• Long Clip—Clip=8
• Anti-armor rounds—Penetration=2
• Mount—Holds 1 of these mount weapons [change between missions]. These can;t be reloaded
◦ Flamer—R=10, shots=1, D=d8, Clip=1, steam
◦ Grenade—R=20, Sh=1, D=d8, Blast=1

Flesh ripper [900$] Damage Class 2


A chainsaw developed into a close combat weapon. One side has a fully exposed chain. The other has
a short guard and handle to help control it.
R=1, Sh=3, D=d6, Penetration=0, 2 handed
upgrades
• Hard edges—D=d8
• Superior motor—Pen +1
• New Alloys—Pen +1
• New Chains—Pen +1

Mini Gun [900$] Damage Class 2


Multiple barrels spun by a motor. Fires a lot of rounds quickly. A heavy weapon but excellent at
killing foes.
R=20, Sh=4, D=d8, Clip=30, Pen=1, 2 hand, can't reload
Upgrades
• Ammo pack—Clip=45
• Rip through—If target dies any extra shots will hit foe behind them
• point blank—Can use in melle range

Force baton [500$] Damage Class 2


R=1, SH=1, D=d12, Pen=2, 1 hand
Uses a mix of a shield generator and pistons to violently break targets apart.
Upgrades
• High focus impact—If your attack does no damage the foe's armor gets -1 to that location.
• Vibrato field—If target has protection [or similar] this attack destroys d6 protection instead of
just 1.
• Backlash—If roll the highest number on the damage die cause 1 more damage loss.

Level 4

Laser Rifle Damage Class 1


R=20, SH=1, D=2d6, clip=Infinite
Fires a beam of concentrated light. Burns through the target. Limited to 1 shot an attack.
Upgrades
• D +d6
• D +d6
• D +d6
• D +d6

Hand Cannon Damage Class 1


R=10, Sh=1, D=d12, Clip=6
-A large caliber weapon. Also counts as a pistol.
Upgrade
• Shots +1
• D +d12
• If roll highest number on a D die foe looses 1 action

Claw Blades Damage Class 2


R=1, SH=2, D=2d8
-A gauntlet that lets you punch a dagger into the foe
Upgrades
• Double wield—This takes both hands but you now have two claws. After an attack roll a d6.
On a 4+ you can make a free attack with them.
• Penetration +1
• Accuracy +1
• open slot—Can use with a pistol [gets the 0-hand mod for free]
• Circuitry—Can use with a spirit gauntlet.

Armor
Basic armor
Torso—14 HP, Armor 4+/9+
Legs—10 HP, Armor 3+/7+
Arms—8 HP, Armor 3+/7+
Supply Pack—holds 5 items
Upgrades
• Supply pack—Holds 5 items. Start with 1 for free and can buy one
• Torso plates—Torso armor +0/+1
• Leg plates—Leg armor +0/+1
• Arm plates—Arm armor +0/+1
• Shoulder lamp—Provides light
• System Alpha—Torso HP +2
• System Beta—Leg HP +1
• System gamma—Arm HP +1
◦ If have Alpha, beta, and gamma—All location get +1 more HP and move +1
• Leg servers—Move +1
• Multi purpose explosive—A small demotion charge. Can blast holes in walls and doors. Can
be used as a mine that has blast=1 and D=2d6.
• Black plates—Adds protection to your armor. Any hit will break 1, but only 1.
◦ Torso version—Give 3 protection to torso
◦ Leg version—Gives 2 protection to each leg
◦ Arm version—Gives 2 protection to each arm.
▪ If have all 3 all locations get +1 protection.
• Nano mussel—Strength +1
• Neural booster—Dexterity +1
• Brain chip—IQ +1
• Soul storage—Spirit +2
• Damned back pack—Spirit +5
• Grenade belt—Hold 3 grenades instead of 1
• Leg pack—Can hold up to 5 quick patches. Only get 1 free a mission.
• Ammo pocket—First 2 reloads a mission don't cost spirit.

Ogre armor--$2200, requires level 3


Larger heavier version of the standard body armor.
torso—28HP, Armor 5+/11+
Legs—20/20 HP, Armor 4+/9+
Arms—16/16 HP, Armor 4+/9+
Comes with a plasma rifle and concussion spear as its only weapon options.

Plasma rifle—Special Damage Class 1


Theoretical weapon that fires magnetically contained orbs of super heated gas.
R=18, Sh=4, D=d6, Pen=2, Clip=3, 1 hand
Recharges 1 round every 2 turns. Can't be reloaded otherwise.
Upgrades
• Large battery—Clip=5
• Thermal charger—Recharges 1 round after every round.
• Refocus—Costs 2 upgrades—D=d10.

Concision spear—Special Damage Class 1


A spear vibrated at high speed to shatter bones.
R=1, Sh=1, D=d20, Pen=2, 1 hand
upgrades
• Long reach—R=3
• Electrocution—D=d20+d12
• Blunt force—Arc 2

Vehicles

Insertion Cube [free]


Basically an armored box. On 1 side door 'A' is a portal to base. Door 'B' leads to the outside, Door A
can't be activated if door B is open. Besides being your way into a mission it also holds 25
spirit refills, Using them takes 1 action and fills your spirit [on a 1 to 1 basis].

Black Bart [500$]


An insertion cube with a defense turret, Its in the cube [limiting vision] but attacks foes it can see.
R=8, Sh=3, D=d12, Clip=100, can shoot twice a round.

War hound [1200$]


An insertion cube that defends its self. Once lands guns deploy on the corners by door B. They have a
270 degree firing arc and shoot at foes. Both shoot twice a turn. The guns have R=30, Sh=1,
D=d20, Pen=3, Clip=55

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