Equipment


There are a great variety of weapons, armor and equipment out in the verse that characters can obtain. Each piece of equipment you give a character comes with particular weaknesses and advantages, so choose carefully and think about how you want your character to develop. There are several things to take into account when picking equipment for your character. The first is the characteristics of the specific pieces of equipment available to your character, different weapons and armor benefit more or less from different combinations of skills and strengths.

When checking out different pieces of gear in the Gear Index, each piece will have several characteristics, some specific to the item, some specific to the type of item it is, and some general to all gear.


Qualities

Most Gear has a number of Qualities, these are either descriptions of special abilities equipment confers or keywords to describe some of the gear’s capabilities. The meaning of each quality can be found in the Gear Index and the lists below.

  • Characters hit must beat an Endurance+Fortitude(X) test or be affected by 1 stack of the Acid temporary condition.

  • If the character does not perform any movement actions during their turn, this item grants them +1 Stealth.

  • Whenever a character consumes a substance with this quality, at the end of the day they must make both an Endurance + Fortitude and an Insight+Willpower test where the difficulty is (X). If both tests are failed, the character gains the Hooked negative trait in relation to the substance. If a character consumes the same addictive substance more than once in the same day, the difficulty increases by 1 for each dose after the first.

  • This weapon is fully reloaded with a single piece of ammunition.

  • This weapon's attacks affect a radius of X * 5 feet around the targetted area as per the Area of Effect Attack rules. Attacks with this weapon take up 2 AP.

  • Characters hit must beat a Endurance (Fortitude X) or Insight (Perception X) test or receive the Blinded condition until the end of their next turn.

  • When this weapon is used against a barrier or structure, whatevever damage dealt over the barrier's AV is dealt to the first target in the attack's path on the other side of the barrier as long as it is within the weapon's range and would've been hit by the attack test.

  • This weapon requires 2 hands to hold and takes up two hand slots.

  • This weapon may fire a burst of X rounds as an action as per the Burst Fire rules. If a weapon has several Burst values from several sources/mods, they may each be used as an individual burst option or they may be used adding the burst value or one of more burst modes together.

  • This weapon requires a Insight (Perception 5) or Intelligence (Investigation 3) test to be detected, as opposed to the normal Insight (Perception 4) or Intelligence (Investigation 2) test to detect traps and mines.

  • This weapon is loaded Canister ammunition and gains whatever special quality the Canister loaded onto it may have. Canisters are not considered basic ammunition.

  • Add (X) Advantages to tests to resist Poison, Acid Burn, Corrosion and other chemical hazards or environments.

  • As their reaction, the character wielding this weapon may turn face a target entering X range and make an opportunity attack with against them with it.

  • You can wear this in a clothes slot or in an armor slot, but not both.

  • This item resists up to X points of Frost Direct Damage each turn and adds X Advantage dice to tests to resist cold environments and hazards. Several sources of coldproof stacks.

  • This weapon's attacks become ranged and automatically strike Mechanical units and targets wearing heavy armor.

  • Characters hit must beat an Endurance (Fortitude X) test or receive a stack of the Corroded condition.

  • On a critical hit, if the target takes any damage to their HP from this weapon, they must beat an Endurance (Vitality X), to a maximum difficulty of 3, or take an automatic wound.

  • Can be deployed as a free or 1 AP action and weights only 1 pound. Using the Clash Maneuver with this shield does not damage it, but disables it for 24 hours. Mods added to a deflector do not increase its weight and cannot be transplanted to other items.

  • Taking your time with with this attack allows it to ignore the armor of barriers and structures as well degrade enemy armor by 1 point for every 5 points of damage absorbed by AV.

  • This piece of equipment is encoded to the genetic code of its owner. Anyone other than the owner attempting to use it takes 2D6 points of direct shock damage at the beginning of each of their turns until they unequip the item.

  • This weapon may be controlled and moved as a drone as per the Control Drones action. The Drone mine has a passive evasion of 4 and moves 30 feet per turn while ignoring obstacles and terrain. If the drone mine is destroyed, it explodes as if it had been detonated.

  • While wielding two weapons with this quality, any bonus or quality that both weapons have that is marked as (Dual) can be applied to them.

  • This item can detect targets that produce energy signatures through a single non-reinforced wall or similar obstruction out to 60 feet. When present in or used in conjunction with a weapon, it ignores cover provided by smoke and reduces Stealth by 1 on mechanical targets.

  • This Item is destroyed or lost after X uses. Expendable gear does not take up a hand-slot, instead, expendable weapons take up and are used from an ammunition slot and expendable items are take up and are used from a belt slot.

  • This weapon's range is 5 feet greater during your turn.

  • Characters hit must pass an Insight (Willpower X) test or be affected the Afraid condition.

  • You can use Dexterity instead of Strength in order to hit with this weapon.

  • This item resists up to X points of Scorch Direct Damage each turn and adds X Advantage dice to tests to resist hot environments and hazards. Several sources of fireproof stacks.

  • It this item is damaged, results on the gear damage table gain a +1.

  • Characters hit take X points of Direct Damage. If any of that damage reduces the target's HP, they must pass an Endurance (Fortitude) test based on the HP lost of receive the Slow condition.

  • This weapon may only fire in Burst Fire mode.

  • Characters hit must pass an Endurance (Fortitude X)test or be pulled up to 15 feet towards the point of origin of the weapon or explosion (in case of a blast weapon) and is affected by the Prone condition.

  • As a free action, you can recall this item to your hand from up to 60 feet away. You cannot recall the item if it is being held by something or someone.

  • Characters hit may be affected by the Immobilized condition instead of damaged. Immobilized characters may use a Break action on their turn to attempt to beat the attacker in an opposed Strength/Dexterity (Grapple) test or be unable to perform any movement or free move actions. An enemy may only attempt to break free from this effect once per round. A gripped character can be dragged up to 15 feet as a 1 AP action if they lose an opposed Endurance(Fortitude) test vs their captor's Strength(Athletics)

  • This weapon cannot be knocked out of the character's hand unless they fall unconscious or they drop it willingly.

  • This item can detect targets that produce organic heat through a single non-reinforced wall or similar obstruction out to 60 feet. When present in a weapon, it ignores cover provided by smoke and reduces Stealth by 1 on organic targets.

  • This is object is not usually meant to be used as a weapon. Attacks with non-weapon objects that do not have this quality are considered unarmed attacks.

  • Characters hit must pass an Endurance(Fortitude X) test or be pushed back directly back 5 feet for every success they failed the test by. If a character is knocked back 15 feet or more and they collide with an object or another character, they take d3 points of direct damage per 5 feet traveled after the first 10. The character they collide with are hit by a damage test that deals 1D damage for every 5 feet traveled after the first 10.

  • Characters hit must pass an Endurance(Fortitude X) test or receive the Prone condition.

  • Non-mechanical characters hit (other than cyborgs and implanted humans) must pass an Endurance(Fortitude X) - to a maximum of 4- or be knocked unconscious and Out of the Fight. If the target has the Stunned condition they have major disadvantage on the test.

  • Laser weapons confer Advantage on Aim tests performed with them and do not threaten the area adjacent to the target when they miss.

  • Characters hit are automatically hit by attacks with the conductor quality until they spend 2 AP to remove the effect.

  • This item has magnetically locked plates to 'stick' to metallic surfaces. Walking on a surface while maglocked makes a charater Slowed. The Magnetic lock is not strong enough to resist knockback or knockdown effects.

  • This item is close to a work of art. Masterwork gear sells for double its normal price.

  • This item allows the wearer to see in the dark up to 60 feet out, however any perception or aim tests done while in a well lit area have major disadvantage.

  • For X rounds, any area affected by this attack will be blanketed in powerful sonic and subsonic pulses. Each target starting their turn or entering the area for the first time in their turn must a Fortitude(Endurance 3) test or be affected by the Stunned condition.

  • This weapon can overcharge, which unlocks a secondary profile and extra qualities marked with (Overcharge). At the end of the character's turn, if they have overcharged their weapon, they must roll 2d6. On a double, they must roll on the Gear damage table for the weapon.

  • Characters hit must pass an Endurance(Fortitude X) test or be affected by the Poisoned condition.

  • This weapon can overcharge to unlock a secondary profile and extra qualities, marked with (Powered). The wielder can choose to use elements from its 'Powered' profile as long as it has ammunition to do so.

  • This item needs to be set and primed as a 2 AP action before it can be used.

  • This weapon detonates if any enemy targets move within 5 feet of it at any point during their turn.

  • Characters hit must pass an Insight(Willpower)(X) test or be afflicted by the Berserk condition until the end of their next turn.

  • This weapon attacks at range. Ranged weapons usually cannot make attacks of opportunity but attempting to fire a ranged weapon while in melee range of an enemy triggers one. A ranged weapon may fire outside of its ideal range (up to 2x the maximum range) but doing so has a -2D penalty. All targets within 5 feet of the original target of a ranged attack are threatened, this means if the original target is missed, the attack is re-rolled against the closest threatened target instead.

  • If this weapon is thrown at a target within 30 feet, it can be pulled back to it's owner as a free action. The target may attempt to grab the thrown weapon as a reaction (Dexterity+Grapple(2)) when it is recalled, in which case an opposed Grapple test is required to succesfully recall the weapon.

  • This weapon needs to be reloaded by spending X AP in Reload actions. These reload actions may be split up over more than one turn but none of the weapon's ammunition is reloaded until all actions are completed.

  • This weapon detonates when it's owner performs a flick action or reaction to command it to do so.

  • If a character wielding this weapon is missed by a melee attack, they may use their reaction to perform a single melee attack against the attacking enemy. This attack does not benefit from abilities that generate extra attacks.

  • When Taking your Time on ranged attacks with this weapon, you gain an additional Advantage on your next Aim test.

  • Characters hit take X points of Direct Damage. If any of that damage reduces the target's HP, they must pass an Insight (Willpower) test based on the HP lost of receive the Afraid condition.

  • This ranged attack ignores stealth and cover as long as there is Line of Sight to the target.

  • This weapon may not be used until the character has spent X AP in set-up actions. If the character moves after the weapon has been set-up (with the exception of a 5 foot step free move), they will need to set the weapon up again before they can continue using it.

  • This attack deals an additional +1D damage whenever you score a critical hit.

  • This item takes up a hand slot as opposed to an armor slot unless mounted/implanted. A character can only benefit from the efffects of one piece of gear with this quality at a time. Shields only provide benefits on the wielder's front arc and armor provided by Shields does not degrade.

  • Attacks with Scorch Weapons, Frost Weapons, Arc Weapons, Resonance and Laser Weapons against this character's front arc take a -2D penalty on their damage tests.

  • Characters hit take X points of Direct Damage. If any of that damage reduces the target's HP, they must pass an Endurance (Fortitude) test based on the HP lost of receive the Stunned condition. Mechanical units receive twice the direct HP damage from Shock.

  • This item resists up to X points of Shock Direct Damage each turn and gains X advantages to resist to energy spikes and electrical discharges. Several sources of shockproof stacks.

  • Mechanical units (that are not cyborgs or implanted humans) in the area must pass a Fortitude(Endurance X) check or be knocked Out of the Fight for d3 rounds + 1 extra round for each success they failed the check by. A shutdown mechanical unit can be awakened if they take any damage or with an Intelligence(Mechacraft 2) Repair action.

  • This weapon may be switched to and from as a Free Action.

  • This weapon makes much less noise than a non-silenced counterpart and can be used in sneak attacks. Additionally, Silenced weapons grant an Advantage during take-down attempts.

  • This weapon requires no special proficiency.

  • Characters hit must pass an Endurance(Fortitude X) test or receive the Slowed condition.

  • For X turns, any area affected by this weapon or item will be covered in thick smoke. This smoke partially Line of Sight and firing into, out of or through counts as firing through full cover. (-2 penalty)

  • The character counts as being in partial cover even when in the open. Stealth stacks up to Stealth(2), with Stealth(2) counting as Full Cover. This cover does not interrupt templates.

  • Characters hit must pass an Endurance(Fortitude X) test or receive the Stunned condition.

  • This item is sturdy, well crafted and resilient. Superior Gear has its break difficulty increased by 1.

  • This area affects targets in a line X*5 feet long as per the Area of Effect Attack rules. Attacks with this weapon take 2 AP.

  • This weapon can be thrown with a Dexterity+Aim or Stength+Aim test with no penalties. The maximum ideal range of the weapon is up to 5 times your strength.

  • This weapon may be used by any character with Unarmed Fighting proficiency and does not prevent using maneuvers or abilities that require the character to not be holding a weapon.

  • Attacks with this weapon take 2 AP.

  • This item provides the character with a Vacuum sealed, space proofed environment and 8 hours of Oxygen. The Oxygen refills automatically over an 8 hour period in an environment with breathable air.

  • Characters hit gain the Vulnerable (+1) condition.

  • This item grants the Ward(+1) condition when used.


Weight & Carrying Capacity

All gear has a certain weight, a character can carry an amount of weight equal to their (Strength + Endurance + Athletics Ranks) *10. If a character is carrying more than their max carrying capacity, their encumbrance increases by 2 and a character can never carry more than twice their maximum carrying capacity.

Price

The price of item in credits. Keep in mind that this is the price most merchants will buy the item at from the players. Outside of character creation, prices will usually be two to four times the price described in the gear index, depending on the rarity and availability of the item in the place its being purchased.

Mods

Most items can be modified to better suit the owner’s needs. Modifying an item usually requires a crafter of some sort, the modification in question and sometime of work. The modifications available for each item are described in the Gear Index under the entry for each base piece of gear. Items can fit a certain number of modifications which varies based on the base item. Rare items that can fit extra modifications can also be given out by the GM or purchased during character creation. However, they are far more costly and harder to find than the regular versions.


Weapons

Sometimes, even if a character is skilled at guile and has amazing social skills, a peaceful solution to conflict simply won’t be in the cards. In those cases, characters will be forced to draw their weapons and resolve the situation through other means. After the Blackout, the abundance of Feral and Rim Worlds, the cramped spaces within ships, facilities and space stations and the proliferation of reactive plating in armor has led to a renaissance in ancient melee weapons, so it's not uncommon to see pirate and mercenary crews sporting longsword and scraped together plate style armor alongside advanced shield generators and laser rifles.

Just like all other equipment, Weaponry has specific characteristics to consider when picking what is best for a character.

Size

Weapons have a size category which can be one handed, two handed or heavy. This affects how many action points the weapon takes to use and what the character can hold while having it equipped. For example, a character would be unable to hold a two-handed weapon and a shield at the same time. All Bulky weapons are considered two-handed.

Some weapons may have more than one size type, which means the character can chose to wield the weapon one or two handed, having two slightly different profiles that correspond with how they are being wielded.

Attack

All weapons will have an attack section which determines what Attribute + Skill combination is used hit enemies with this weapon as part of an Attack Test. alternatively, some weapons may give you a choice of two or more combinations depending on the situation.

Damage

This section indicates how many dice are rolled, upon a successful hit, to determine the amount of damage the weapon deals to an enemy as part of a Damage Test. In some cases, this section might say Strength, which means you check your character’s strength attribute and roll a number of dice depending on that

Clip & Ammunition

If the weapon uses any type of ammunition, the clip size and specific ammunition type used will be in this section.

Range

This section is comprised of two parts, minimum and maximum effective range. Using a weapon under its minimum effective range will have a -2 modifier on their attack test. Likewise, ranged weapons can be fired up to twice their maximum effective range, but doing so will also have a -2 modifier on the attack test.


Armor & Clothing

At any given time, each character is able to equip a single set of clothing and a single set of armor, as well as a few other accessories. Just like any other gear, Armor & Clothing will have some specific traits.

Armor Value (AV)

Some sets of clothing and most armor offers some degree of protection to the wearer, which is represented by its Armor Value. Whenever a damage test is rolled against the character, the test’s results are compared to the Armor Value of the character. The difference between Damage Test and the Armor Value determines the direct damage dealt to the character.

The Armor Value of clothes and armor is not cumulative. Armor Value from Shields is cumulative but only benefits the character if they are being attacked on their front arc and does not degrade unless the Shield is broken. Similarly, Armor Value granted by training or other abilities does not degrade.

Damage Resistance (DR)

Most armor offers something called Damage Resistance. These are extra, temporary HP that the armor offers the wearer when it’s in top shape. Whenever a character takes damage, that damage will be first allocated to the gear’s Damage Resistance and only once that is gone, hurt the character themselves.

Whenever Armor undergoes emergency repairs on the field, any armor damage they repair over the maximum is converted to damage resistance up to the maximum amount allowed by the armor.

As opposed to Armor Value, Damage Resistance is cumulative from all pieces of gear the character has equipped. If a character has any Natural Damage Resistance, it recovers when they take a long rest

Encumbrance

Armor, how much you are carrying and some gear will add encumbrance to a character, this represents the difficulty moving or performing certain tasks when Gear is too heavy or restrictive. Encumbrance works on a scale and the effects depend on the total encumbrance a character has. You can check the effects of encumbrance in the following table.

0

1

2

3

4

5

6+

Max Passive Evasion: 5

Max Passive Evasion: 4

Max Passive Evasion: 3. -1 Modifier on Sneak, Athletics and Evasion tests. -5ft Running speed

Max Passive Evasion: 2. -1 Modifier on Sneak, Athletics and Evasion tests. -10ft Running speed

Max Passive Evasion: 1. -2 Modifier on Sneak, Athletics and Evasion tests. -15ft Running speed

Max Passive Evasion: 1. -2 Modifier on Sneak, Athletics and Evasion tests. -20ft Running speed

Max Passive Evasion: 1. -3 Modifier on Sneak, Athletics and Evasion tests. -25ft Running speed

Equipment Damage

Sometimes gear will receive damage due to various factors, from an enemy Equipment Break maneuver to the character taking damage, or simply GM criteria.

Characters need to test on the gear damage table in the following circumstances;

  • A specific piece of gear takes damage due to a failed Skill Challenge

  • A specific piece of gear will be damaged if struck by a successful Equipment Break combat maneuver.

  • The GM determines the equipment would be damaged.

  • Optional Rule: Equipment may be damaged whenever a character is struck by a critical hit

When targeted by an Equipment Break maneuver, the Enemy character must perform a strength test, if they match or beat the difficulty required to break a piece of gear, they then roll in the corresponding Equipment damage table.

When a piece of gear receives a result of 3+ on the damage table it is considered Damaged. Each result of in the damage table also has instructions as to how the damage must be repaired. If a damaged weapon or piece of gear is damaged again before being repaired, it is now Broken. Broken gear cannot be used or repaired in the field and needs a full day for repairs.


Equipment Damage Tables

Ranged Weapon Difficulty 2
D6 Effect Repair
1-2 Misfire!
Weapon fires in a random direction determined by a d6, striking the first target in the shot's path.
N/A
3-4 Jam!
Weapon cannot fire.
Perform two full reloads on the weapon (does not consume ammunition).
5 Bent
Attacks with this weapon have Major Disadvantage.
Difficulty (3) Mechacrafting or Crafting test and 1 hour of work.
6 Badly Damaged
Attacks with this weapon have Major Disadvantage.
Difficulty (3) Mechacrafting or Crafting test; 1 Material, Component (for Firearms), or Advanced Component (for Tech Weapons); and 4 hours of work.
Melee Weapon Difficulty 3
D6 Effect Repair
1-2 Dropped
Drop weapon within 5 feet in a direction determined by the GM.
N/A
3-4 Warped
Attacks with this weapon are made at Disadvantage.
Difficulty (3) Mechacrafting or Crafting test and 1 hour of work.
5 Bent
Attacks with this weapon have Major Disadvantage.
Difficulty (3) Mechacrafting or Crafting test and 1 hour of work.
6 Badly Damaged
Attacks with this weapon have Major Disadvantage.
Difficulty (3) Mechacrafting or Crafting test, 1 Material or Advanced Component (for Tech Weapons), and 4 hours of work.
Explosives Difficulty 2
D6 Effect Repair
1-2 Unstable
Weapon will explode in 6 seconds or at this initiative count next round, with +1 Blast range.
N/A
3-5 Dead Fuse
Weapon may not be used.
Difficulty (3) Mechacrafting or Crafting test and 1 hour of work.
6 Damaged Casing
Weapon loses any Blast or Template qualities.
Difficulty (3) Mechacrafting or Crafting test, 1 Component and 1 hour of work.
Rig Difficulty 2
D6 Effect Repair
1-2 Discharge
All ongoing ECM from this rig end. Wielder takes d6 Shock damage.
N/A
3-4 Dead Battery
All ongoing ECM from this rig end. Rig may not be used.
Consume 1 Power Cell.
5 Bluescreen
All ongoing ECM from this rig end. Rig may not be used.
Difficulty (3) Datacrafting test and 1 hour of work.
6 Badly Damaged
All ongoing ECM from this rig end. Rig may not be used.
Difficulty (2) Mechacrafting test, Difficulty (3) Datacrafting test, 1 Advanced Component, and 4 hours of work.
Light/Medium Armor & Shields Difficulty 3
D6 Effect Repair
1-2 Heavy Blow
Target is knocked down and Stunned(1).
N/A
3-4 Warped
Gear gains +1 Encumbrance
Difficulty (3) Mechacrafting or Crafting test and 1 hour of work.
5 Shredded
Loses d6 maximum AV
Difficulty (3) Mechacrafting or Crafting test, 1 Material, and 1 hour of work.
6 Badly Damaged
Cannot be used until repaired.
Difficulty (3) Mechacrafting or Crafting test, 2 Materials, and 4 hours of work.
Heavy/Powered Armor Difficulty 4
D6 Effect Repair
1-2 Heavy Blow
Target is knocked down and Stunned(1).
N/A
3-4 Warped
Gear gains +1 Encumbrance
Difficulty (3) Mechacrafting or Crafting test and 1 hour of work.
5 Shredded
Loses d6 maximum AV
Difficulty (3) Mechacrafting or Crafting test, 1 Material or Advanced Component (for Powered Armor), and 1 hour of work.
6 Badly Damaged
Cannot be used until repaired.
Difficulty (3) Mechacrafting or Crafting test, 2 Materials or 2 Advanced Components, and 4 hours of work.
Prosthetic Implant Difficulty 3
D6 Effect Repair
1-2 Dead Battery
Implant cannot be used.
Consume a Power Cell.
3-4 Fizzled
Implant can still be used but provides no special abilities.
Difficulty (3) Mechacrafting test and 1 hour of work.
5 Broken Servos
Implant cannot be used.
Difficulty (3) Mechacrafting or Crafting test, 2 Components, and 1 hour of work.
6 Badly Damaged
Implant cannot be used.
Difficulty (3) Mechacrafting or Crafting test, 2 Components and 1 Advanced Component, and 4 hours of work.