There is equipment to be bought for practically everything, providing an Effect Value (EV) bonus to a skill roll. Cost is based on the bonus the item provides, but is also subject to very large fluctuations depending on the item's demand. Some of these items may also be available as Magic items, and may then be bought with XP, and given a measure of script immunity.
Examples include:
- A pair of Rayban's (+5 EV to Willpower, Cost 5).
- ACME Disguise kit (+5 EV to Disguise, Cost 5).
- Ballistic Targeting Computer (+5 EV to Gunnery, Cost 8).
- Military Scope (x1 EV multiplier, +5 EV to Guns while Aiming, Cost 8).
- Stethoscope and occlusion device (+5 EV to Medicine, Cost 5).
- Toyota XE with total modification kit (+5 EV to Drive, Cost 11).
- Top-of-the-line decking setup (+8 EV to Decking, Cost 13).
- Cyberdoc van reconfiguration kit (+5 EV to Cyberdoc, Cost 8).
- Elven Focusing Crystal (+5 EV Sorcery, Cost 8).
- Thin Leather Gloves (+5 EV to Pickpocket, Cost 5).
- Brûk-Corrin's Standard of Valor (+5 EV to Leadership, Cost 8).
- The Sword of Auregan (+5 EV to Willpower, Leadership and Intimidation, Cost 11)
- The Shield of Azzad Khan (+5 EV to Warlord, Cost 11).
- The Hand of Karach (+8 EV to Strange Powers, Cost 12).
- Very Light: +0 Damage, 3 Free points.
- Light: +3 Damage, 2 Free points.
- Medium: +5 Damage, 1 Free point
- Heavy: +7 Damage, Heavy.
- Large: +8 Damage, 2-Handed and Heavy
- Good Quality: Add 1 point.
- Inferior Quality: Add 1p Flaw.
1 |
2 |
3 |
4 |
5 |
6 |
8 |
10 |
|
+3 |
+5 |
+7 |
+8 |
+9 |
+10 |
+11 |
+12 |
|
Damage
|
Weapon
|
Perks and Flaws
|
+0 |
Unarmed |
Natural
|
+3 |
Fighting Glove |
Natural
|
+3 |
Small stone |
Bash, Short, Throwable
|
+5 |
Stone |
Bash, Heavy, Short
|
+8 |
Big stone |
2-Handed, Bash, Heavy, Impact, Short
|
+3 |
Small club |
Bash
|
+5 |
Hand Axe |
Chop
|
+7 |
Heavy Axe |
Heavy, Chop
|
+7 |
Axe |
2-handed, Chop
|
+8 |
Really big axe |
2-handed, Heavy, Chop
|
+9 |
Huge axe |
2-handed, Heavy, Chop, Tiresome
|
+3 |
Nun-chaku |
Chain, Multiple
|
+5 |
Club |
Bash
|
+7 |
Baton |
Stun
|
+7 |
Mace |
Bash, Heavy
|
+7 |
Flanged Mace |
Bash, Expensive
|
+7 |
Big club, Baseball bat |
2-handed, Bash
|
+8 |
Really Big club |
2-handed, Bash, Heavy
|
+9 |
Really Big war club |
2-handed, Bash, Expensive, Heavy
|
+5 |
Staff |
2-handed, Impact, Multiple
|
+3 |
Shield bash |
Shield, Bash
|
+3(+6) |
Halfspear |
Thrust, Throwable
|
+5(+8) |
Spear |
Thrust, Long, 2-handed
|
+7(+10) |
Polearm |
Thrust, Long, 2-handed
|
+7(+10) |
Pike |
Thrust, Set, Long, Heavy, 2-handed
|
+3(+5) |
Epee |
Thrust, Fast
|
+5(+8) |
Rapier |
Thrust, Sharp
|
+8 |
Heavy Rapier |
Heavy, Expensive
|
+4 |
Dagger |
Short, Sharp
|
+6 |
Shortsword |
Expensive, Sharp
|
+6 |
Cutlass |
Sharp, Short
|
+7 |
Sabre |
Sharp 2, Expensive 3
|
+8 |
Sword |
Sharp 3, Expensive 4
|
+9 |
Dull big sword |
2-handed, Heavy, Long, Dull, Expensive
|
+10 |
Really big sword |
2-handed, Sharp 2, Heavy, Long, Expensive 4
|
+9 |
Monofilament whip |
Fragile, Expensive, No defense, Sharp 4
|
+9 |
Monofilament dagger |
Short, Sharp 4, Fragile, Expensive
|
+12 |
Monofilament sword |
Sharp 7, Fragile, Expensive 5
|
+8 |
Chainsword |
Sharp, Chain, Heavy, Wounding 5, Expensive 6
|
+8(11) |
Vibrosword |
Bash, Thrust, Sharp 3, Expensive 4
|
+3 |
Powerknife |
Bash, Chop, Impact, Expensive 1
|
+5 |
Powerknife |
Bash, Chop, Impact, Expensive 2
|
+8 |
Powersword |
2-handed, Bash, Chop, Impact, Sharp 1, Expensive 4
|
+12 |
Plasmasword |
2-handed, Chop, Sharp 5, Expensive 7
|
+12 |
Lightsaber (Power-based) |
Chop, Sharp 7, Expensive 8
|
+16 |
Death glove |
|
+16 |
Singularity Sword |
|
Damage|AV|Perks & Flaws
|
Very Light |
+0 |
+3 AV |
Small
|
Light |
+3 |
+1 AV |
|
Medium |
+5 |
0 |
Sharp
|
Large |
+8 |
-1
|
Huge |
+10 |
-2
|
- Accurate: Progression 10 Attack.
- Bash: Attacks also cause 1(Progression 5) Shot point loss.
- Chop: Attacks cause an extra Wound on the first Wound.
- Chain: Attacks cause Critical on all doubles.
- Defensive: Progression 5 Defense.
- Fast: Progression 5 Initiative.
- Fine: +3 Damage, +1 AV (Expensive 2).
- Long: Opponent may not use Short Weapons for Attacks against you.
- Impact: Attacks also cause a Knockdown.
- Multiple: Extra Attack per 5 Outcome. 1 Extra Damage per Outcome 5. (2)
- Wounding: Extra Attack per 5 Outcome. Normal Damage. (5)
- Set: Double Damage vs Mounted, or when charging Mounted.
- Sharp: +1 Damage.
- Shield: Gain Free Active Defense once per round.
- Blunt: Lose the first Wound. (0)
- Shock: Inflict Progression 2 extra Shock points.
- Stun: Lose the first 4 Wounds, Cause 5(Progression 5) extra Shock points.
- Throwable (2): Weapon may be thrown Str x 3 m..
- Thrust: Progression 1/2 Damage against Armor.
- 2-handed: Requires double grip (or counts as Heavy, requiring (adds x 2) Str. Add any Str
- Burnout: Only works 3, 2, 1 Sequence(s).
- Dull: Raise require Margin for Wound by 1.
- Fragile: Cannot be used for Active Defense.
- Heavy: Weapon requires Str equal to the Damage add, but at least 6.
- Inaccurate: Progression 1/2 penalty to Attack AV.
- No Defense(2): No Passive Defense with Weapon.
- Oneshot: May not be used for snapshot attacks.
- Recharge: May only be used once every 2, 3, 4 Sequences.
- Slow: May not be used a Sequence where you Move.
- Short(1): Weapon cannot be used to parry Long Weapons. Weapon may be hidden.
- Tiresome: Weapon causes 1 point of Shot loss when used.
- Unwieldy: Requires space.
- Expensive: Raise cost by 1 (Either Resources or points).
/Old
Ranged Weapon Damage +0, 1 Free point.
As of now, only Steam Age weapons are done.
- Good Quality: Add 1 point.
- Inferior Quality: Add 1p Flaw.
- Precise: -5 Damage, +1 AV. (Rifle, Revolver)
- Imprecise: -1 AV, 1 Free point. (Musket, Pistol)
- Bashing Damage: Ignore first Wound. (Pellet Shotgun, Blunderbuss)
- Short Range: (Perception+Damage) /2 meters. Cost -1
- Medium Range: (Perception+Damage) x2 meters. Cost +0
- Long Range: (Perception+Damage) x (Perception+Damage) meters. Cost +1
All these weapons have Short(x1) -0, Medium(x2) -2 and Long(x4) Range -4.
Magazine: 1(0)/3(-1 lvl Damage)/10(-2 lvls Damage)/30(-3 lvls Damage)/Infinite(-4 lvls Damage) in magazine.
- 2-handed (-1): Weapon must be used in two hands.
- Awkward (-1): Weapon is difficult to use in close quarters.
- Fragile: Weapon breaks on doubles, or when used in close combat.
- Heavy X (-X): Strength Requirement increased by 2X (from 6), Damage+X.
- Reload (X): Weapon takes X Sequences to reload.
- Single Shot (1): Weapon may only be used to fire at one enemy per Attack Action.
- Slow (-1): Weapon causes 2 points of multi-action penalty.
- Counter (Hit) 5
- Counter (Attack) 8
- Counter (Defensive) 11
- Damage (2): Increase Damage by 1 level.
- Devastating (2): Increase Outcome by 5.
- Dual Damage (10): Does Damage twice (Type in parenthesis is other Damage type).
- Ignores Armor (10): Ignore all Armor
- Knockback (2): +5 Knockback.
- Knockdown on Hit (4)
- Knockdown on Roll (1)
- Knockdown on Shockpoints (2)
- Knockdown on Wound (1)
- Machine(5): (For each 5 Outcome gain an extra Hit, gain normal Damage).
- Piercing X (2X): Ignore X lvls of Armor. (All costs 10)
- Repeating(1): (For each 5 Outcome gain +1 Damage and an extra Hit).
- Small (-1 lvl of Magazine): You may hide weapon.
- Unblockable (10): Lowers Defense by 5.
(as Fu powers, except for Damage type which costs double).
Ancient
|
Str+0 |
Thrown Stone |
Thrown, Bashing Damage
|
Per+0 |
Wood Arrow |
Thrown
|
Per+5 |
Sling |
Single Shot, Short Range.
|
Per+0 |
Short Bow |
|
Per+10 |
Staff Sling, Spear Thrower |
2-handed, Strength 6
|
Str+5 |
Bow
|
Middle Ages
|
Per+5 |
Small Crossbow
|
Str+6 |
Steel Bow / Longbow
|
Per+6 |
Crossbow
|
Renaissance
|
Per+4 |
Black-powder pistol
|
Per+6 |
Arquebus
|
Per+20 |
Cannon?
|
Age of Reason
|
Per+6 |
Musket
|
Per+6 |
Blunderbuss
|
Per+7 |
Long Rifle
|
Steam Age
|
Let's begin here as it is the campaign-specific table...
|
Per+0 |
Light Revolver |
Ammo 6, Short Range, Reload 1
|
Per+5 |
Revolver |
Ammo 6, Short Range, Reload 2
|
Per+8 |
Heavy Revolver |
Ammo 6, Short Range, Heavy 1 (Str 6), Reload 2
|
Per+5 |
Light Shotgun |
Ammo 2, Spread, 2-handed
|
Per+5 |
Light Rifle |
Ammo 1, Accurate (+1 AV), 2-handed, Long Range, Single Shot
|
Per+8 |
Shotgun |
Ammo 2, Spread, 2-handed, Heavy 1
|
Per+8 |
Rifle |
Ammo 6, 2-handed, Heavy 2 (Str 8), Reload 1, Long Range, Single Shot
|
Per+5 |
Repeater Rifle |
Ammo 6, 2-handed, Heavy 1 (Str 6), Reload 2, Long Range
|
Per+13 (-5) |
Hunting Rifle |
Ammo 1, 2-handed (+1), Heavy 3 (Str 10) (+3), Reload 1 (+1), Long Range (-1), Single Shot (+1)
|
Heavy Weapons
|
Per+8 |
Gatling Gun |
Automatic Fire 5 (1 Attack/Margin), 2-handed, Heavy 4 (Str 12), Reload 3, Long Range
|
Esoteric Weapons
|
Per+5 |
Ray Gun |
Infinite Ammo, Prototype (Fail on double), Fragile, Short Range
|
Per+10 |
Energy Rifle |
Infinite Ammo, Prototype (Fail on double), Fragile, Heavy 2 (Str 8 required)
|
World Wars
|
Per+0 |
Light Pistol |
Ammo 9, Short Range
|
Per+5 |
Pistol |
Ammo 9, Short Range, Jam
|
Per+8 |
Revolver |
Ammo 6, Reload 1, Short Range
|
Per+5 |
Submachine Gun |
Ammo 20, Autofire, Inaccurate (-2 AV), Heavy 1 (Str 6)
|
Per+8 |
Carbine |
Ammo 10, 2-handed, Long Range, Heavy 1 (Str 6)
|
Per+10 |
Rifle |
Ammo 10, 2-handed, Long Range, Heavy 2 (Str 8)
|
Per+10 |
Machine Gun |
Ammo 30 (Infinite w/ Belt (causes Jam)), Autofire 1/4, 2-handed (Tripod), Long Range, Heavy 4 (Str 12), Reload 2
|
Heavy Weapons
|
Per+20 |
Heavy Machine Gun |
Ammo 30, 650 meters, Mounted
|
Per+13 |
Anti-Tank Rifle |
Ammo 1, 2-handed, Heavy 4 (Str 12), AP 4 (Pierce 12), Single Shot, Long Range, Slow, Setup 1
|
Per+25 |
Anti-Tank Grenade Launcher |
Ammo 1, Slow, -5 AV vs Personnel
|
Per+30 |
Bazooka |
Ammo 1, Slow, Reload 1, Heavy 1, -5 AV vs Personnel
|
Contemporary
|
Per+6 |
Heavy Pistol
|
Per+8 |
Heavy Submachine Gun
|
Near Now Future
|
Per+8 |
Superheavy Pistol
|
Per+10 |
CyberGun
|
Science Fiction
|
Per+6 |
Laser Pistol
|
Per+7 |
PPG
|
Per+12 |
PPG Rifle
|
Per+10HE |
MicRoc Rifle
|
Per+20HEAP |
Plasma Rifle
|
Per+11 |
Laser Rifle
|
Per+5 |
Pistol
|
Per+7 |
Heavy Pistol
|
Per+9 |
Superheavy Pistol
|
Space Opera
|
Per+5* |
Phaser Stun
|
Per+5 |
Phaser
|
Per+7 |
Phaser Wide Beam
|
Per+9 |
Phaser Maximum
|
Per+10 |
Phaser Rifle
|
Per+7 |
Disruptor
|
Per+12 |
Disruptor Rifle
|
Artillery
|
Ancient
|
Catapult |
+30
|
Ballista |
+20
|
Middle Ages
|
Trebuchet |
+40
|
Renaissance
|
Bronze Cannon |
+20-+40
|
Age of Reason
|
/Old
|
Protection |
Examples
|
+1 |
Cloth Armor, Leather
|
+2 |
Thick Leather, Studded Leather
|
+3 |
Cuirbouilli, Ringmail
|
+4 |
Chainshirt
|
+5 |
Splintmail
|
+6 |
Lorica segmentata, Bulletproof vest
|
+7 |
Iron Cuirass, Chain Dress
|
+8 |
Steel cuirass, Reinforced protective vest
|
+9 |
Chainmail
|
+10 |
Half plate, Encounter suit, Protective coveralls, Imperial Guard Armor
|
+11 |
Reinforced chainmail
|
+12 |
Full plate armor, Reinforced protective coveralls, Space Marine Scout armor
|
+13 |
Heavy plate armor
|
+14 |
Maximilliam armor, Door suit, Near future armor
|
+15 |
Encounter suit w/ shields
|
+16 |
Space Marine armor, Heavy near future armor
|
+17 |
Overcharged Encounter suit
|
+18 |
Near future assault armor
|
+19 |
Reinforced near future assault armor
|
+20 |
Space Marine Terminator armor, Anti-Death Field
|
Armor may not be pierced or ignored. This may be partial.