Ranged Energy Weapons[]
Weapon | Range (in ft) | Spread | Damage | 1 charge = how many shots? | Rate of Fire | Reload Rate | Cost |
---|---|---|---|---|---|---|---|
Laser Blaster | 4000 | 0 | Fair Puncture | N/A | 1 | 5 | 8000 |
Laser Rifle | 10,000 | 0 | Excellent Puncture | N/A | 1 | 5 | 10,000 |
Laser Cannon | 3000 | 10' | Good Puncture | N/A | 1 | 5 | 9000 |
Laser Repeater | 6000 | up to 50' | Fair Puncture | N/A | -5 | 5 | 15,000 |
Ion Blaster | 2000 | 0 | Fair Mauling | N/A | 1 | 5 | 10,000 |
Ion Rifle | 4000 | 0 | Excellent Mauling | N/A | 1 | 5 | 15,000 |
Ion Cannon | 3000 | 20' | Good Mauling | N/A | 1 | 5 | 10,000 |
Ion Repeater | 3500 | up to 30' | Fair Mauling | N/A | -3 | 5 | 11,000 |
Plasma Blaster | 3000 | 0 | Fair Fire | N/A | 1 | 5 | 14,000 |
Plasma Rifle | 8000 | 0 | Excellent Fire | N/A | 1 | 5 | 15,000 |
Plasma Cannon | 4000 | 10' | Good Fire | N/A | 1 | 5 | 15,000 |
Plasma Repeater | 7500 | up to 40' | Fair Fire | N/A | -5 | 5 | 16,500 |
Plasma Shotgun | 500 | 40' | Good Fire + Knockback / Knockdown | N/A | 1 | 5 | 16,000 |
Melee Energy Weapons[]
Weapon | Type | Damage | Melee Range | Special Effect | Cost |
---|---|---|---|---|---|
Laser Cutlass | Mauling | Good | 5' | N/A | 21,000 |
Electroblade | Sharp+Electric | Fair | 5' | Stun 1 full round per rank of damage | 14,500 |
Special Grenades[]
Weapon | Range | Splash* | Damage | Vehicle Damage | Group Damage** | Reload Rate | Cost |
---|---|---|---|---|---|---|---|
Ion Grenade | 35' | 50' | Good Mauling | Good | 3 | 1 | 120 each |
Plasma Grenade | 35' | 50' | Good Fire | Fair | 5 | 1 | 250 each |
Sticky Grenade*** | 35' | 5' | none | None | 0 | 1 | 75 each |
- Reduce one rank in damage based on how many feet away the target is from ground zero, based on Splash range. For example, if a target is hit by a bazooka, he takes Excellent Mauling damage. If he is 30 feet away, he takes Good Mauling damage. If he is 60 feet away, he takes Fair Mauling damage. If he is 90 feet away, he takes Poor Mauling damage, and if he is 120 or further feet away, he is free from damage.
**Number indicated is number of additional deaths among opponent team; multiply by number of combatants wielding the weapon, then add to the number of opponents that originally would have died. For example, if a player character's attack originally would have been responsible for a loss of 5 opponents, and two of the people on his side were using Missile Launchers, add 16 to the losses among the enemy forces (meaning 21 opponents would die).
***Sticky Grenades are designed to be thrown at a body part, and they explode in a super-sticky glob that will incapacitate that body part.
Special Armor[]
Armor | Protection | Cost |
---|---|---|
Polyfiber Armor | Fair against all melee damage, fair against all energy weapons, Poor vs. all others |
5000 |
Multiphasic Armor | Fair against all damage including energy, Poor vs. Plasma |
7500 |
Reflective Armor | Fair vs. all damage, including energy, Good vs. Lasers, Poor vs. Ion |
8000 |
Refractive Armor | Fair vs. all damage. Good vs. Energy weapons, Poor vs. Plasma, Excellent vs. Lasers |
10,000 |
Light Military Armor | Fair vs. Energy Weapons, Good vs. other types |
15,000 |
Medium Military Armor | Good vs. all types, including Energy weapons, Fair vs. Ion |
30,000 |
Heavy Military Armor | Excellent vs. all types, Good vs. Energy weapons, Fair vs. Ion | 55,000 |
Heavy Mercenary Armor | Good vs. all types, Excellent vs. Energy Weapons, Good vs. Ion, Poor vs. Plasma |
45,000 |
Powered Armor | Excellent vs. all types, Good vs. Energy Weapons, Poor vs Ion. All STR and AGL rolls +1 rank |
200,000 |
Humanoid Mecha Armor | Exceptional vs. all types, Good vs. Energy Weapons, Fair vs. Ion. STR, AGL, and RFL rolls all +1 rank |
300,000 |
Special Equipment[]
Communicator: Uses Long Range scanning technology to communicate with ships and other
communicators set to the same frequency. Usual range allows them to reach ships in
orbit. 300 credits
Space Suit: Allows for the wearer to exist in the vacuum of space without suffocating or freezing. 1400 credits
TeleBelt: Allows the wearer to teleport to a pre-programmed location. 3500 credits
Cold Suit: Allows the wearer to stay at 98.6 degrees F in sub-zero temperatures. 900 credits
Heat Suit: Allows the wearer to stay at 98.6 degrees F in temperatures up to 1500F. 950 credits
Hazard Suit: Allows the wearer to be in the presence of radiation and other environmental hazards without being affected. 1250 credits
Rebreather: Allows the wearer to breathe for one hour in a situation where there is no oxygen. 800 credits
Psion Helmet: Increases a Psion’s psychokinetic output, giving them a +1 rank to all Psionic rolls. 4500 credits
Sci-Scanner: Allows for scanning an area around 2000 feet for any information that ship’s scanners might be able to discern, such as health of a subject, location of lifeforms, material
makeup, energy signatures, etc.. 6500 credits
Breathing Tank: Adds four hours of time to a rebreather’s time. 100 credits
Compu-Helmet: Allows for the wearer to have an uplink to the ship’s computer system, and overlays textual and visible displays in their line of sight. 8000 credits
Personal Shield Generator: Allows the wearer to raise an energy shield which will stop all energy weapons from reaching the wearer. It can take up to five Excellent hits before it goes down, and it needs to recharge for ten minutes before it can be brought back up whenever it goes down. 12,000 credits
C-47: Explosives which can be planted and explode after a set time limit expires, dealing Exceptional damage to everything in a 25 foot radius. 200 credits
Retro-Boots: Allow for easy moving in zero-gravity situations. 2500 credits
Anti-Grav Boots: Causes the wearer to remain attached to the floor in zero-gravity situations. 1800 credits
Jetpack: On one tank of fuel, this device will allow the wearer to fly at speeds of up to 10' per turn in any direction for one hour. 15,000 credits