Difference between revisions of "Equipment"
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Ammunition is categorized by caliber (although for flavor we use metric designations as well). There are various types of ammunition for each type, however anything but the basic rounds should be considered exoticly rare. | Ammunition is categorized by caliber (although for flavor we use metric designations as well). There are various types of ammunition for each type, however anything but the basic rounds should be considered exoticly rare. | ||
− | === Pistol Ammunition === | + | === Pistol Ammunition === |
+ | After shotguns and the two flavors of hunting rifles, pistols are the most common slug gun found in Fading Suns. The .22 is easily the rarest and the most common military sidearm is the trusty .40 caliber. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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| .40 Hollow Point || 4 || 1 Crest || Up to 2 less damage can go to Temporary Wounds. If target deflection 2+, +1 deflection. | | .40 Hollow Point || 4 || 1 Crest || Up to 2 less damage can go to Temporary Wounds. If target deflection 2+, +1 deflection. | ||
|- | |- | ||
+ | | .40 Magnum || 4 || 1 Crest || +1 Damage, +25% Range, +2 Recoil | ||
+ | |- | ||
| .40 Vorox Claw || 5 || 1 Firebird || +2 Damage. | | .40 Vorox Claw || 5 || 1 Firebird || +2 Damage. | ||
|- | |- | ||
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|- | |- | ||
| .47 Hollow Point || 4 || 1 Firebird || Up to 2 less damage can go to Temporary Wounds. If target deflection 2+, +1 deflection. | | .47 Hollow Point || 4 || 1 Firebird || Up to 2 less damage can go to Temporary Wounds. If target deflection 2+, +1 deflection. | ||
+ | |- | ||
+ | | .47 Magnum || 4 || 1 Firebird || +1 Damage, +25% Range, +2 Recoil | ||
|- | |- | ||
| .47 Vorox Claw || 5 || 2 Firebirds || +2 Damage. | | .47 Vorox Claw || 5 || 2 Firebirds || +2 Damage. | ||
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− | === Rifle Ammunition === | + | === Rifle Ammunition === |
+ | Rifles ammo is generally larger with significantly more powder and thus a lot more room to modify. The standard military round is the 7.62mm and also enjoys the most options. 5.56 is cheaper to produce (less material) but lacks the energy to reliably penetrate more modern alloys. 8.3mm is reserved for snipers and big game hunters since it tends to over-penetrate smaller targets. 13mm is largely used in anti-materiel applications since its far too expensive for most other purposes. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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− | === Shotgun Ammunition === | + | === Shotgun Ammunition === |
+ | Big badaboom. Buckshot is the standard chunk salsa maker of the universe and forgives a lack of skill. Birdshot is cheap and ubiquitous but quickly loses velocity over distance and doesn't tolerate armor. Slugs are for military applications and thus rare and expensive. | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Ammo !! Tech Level !! Cost !! Special | ||
+ | |- | ||
+ | | 20 Gauge Buckshot || 4 || 1 Talon || +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range. | ||
+ | |- | ||
+ | | 20 Gauge Birdshot || 4 || 2/Talon || +2 attack per range (including short), -2 damage per range beyond short, -20% medium range, -40% long range, Armor +2 Deflection. | ||
+ | |- | ||
+ | | 20 Gauge Slug || 4 || 1 Wing | ||
+ | |- | ||
+ | | 12 Gauge Buckshot || 4 || 3 / Crest || +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range. | ||
+ | |- | ||
+ | | 12 Gauge Birdshot || 4 || 3 / Wing || +2 attack per range (including short), -2 damage per range beyond short, -20% medium range, -40% long range, Armor +2 Deflection. | ||
+ | |- | ||
+ | | 12 Gauge Slug || 4 || 1 Crest | ||
+ | |- | ||
+ | | 10 Gauge Buckshot || 4 || 1 Firebird || +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range. | ||
+ | |- | ||
+ | | 10 Gauge Slug || 4 || 2 Firebirds | ||
+ | |} | ||
+ | |||
+ | |||
+ | == Weapon Mods == | ||
+ | 'Cuz shadowrun in 4998 is fun | ||
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- |
Revision as of 08:26, 3 August 2014
Contents
Overview
This section details any and all equipment not covered by the various core books.
Ammunition
Ammunition is categorized by caliber (although for flavor we use metric designations as well). There are various types of ammunition for each type, however anything but the basic rounds should be considered exoticly rare.
Pistol Ammunition
After shotguns and the two flavors of hunting rifles, pistols are the most common slug gun found in Fading Suns. The .22 is easily the rarest and the most common military sidearm is the trusty .40 caliber.
Ammo | Tech Level | Cost | Special |
---|---|---|---|
.22 Light Pistol | 4 | 3/Talon | |
.32 Pistol | 4 | 3/Wing | |
.32 Hollow Point | 4 | 1 Crest | Up to 2 less damage can go to Temporary Wounds. If target deflection 2+, +1 deflection. |
.40 Heavy Pistol | 4 | 3/Crest | |
.40 Hollow Point | 4 | 1 Crest | Up to 2 less damage can go to Temporary Wounds. If target deflection 2+, +1 deflection. |
.40 Magnum | 4 | 1 Crest | +1 Damage, +25% Range, +2 Recoil |
.40 Vorox Claw | 5 | 1 Firebird | +2 Damage. |
.47 Ultra Heavy Pistol | 4 | 3/Firebird | |
.47 Hollow Point | 4 | 1 Firebird | Up to 2 less damage can go to Temporary Wounds. If target deflection 2+, +1 deflection. |
.47 Magnum | 4 | 1 Firebird | +1 Damage, +25% Range, +2 Recoil |
.47 Vorox Claw | 5 | 2 Firebirds | +2 Damage. |
.47 Plasma Capsule | 6 | 4 Firebirds | +1 Damage TN, Energy Damage. Damage rolls 0-3 Penetrate shields. |
Rifle Ammunition
Rifles ammo is generally larger with significantly more powder and thus a lot more room to modify. The standard military round is the 7.62mm and also enjoys the most options. 5.56 is cheaper to produce (less material) but lacks the energy to reliably penetrate more modern alloys. 8.3mm is reserved for snipers and big game hunters since it tends to over-penetrate smaller targets. 13mm is largely used in anti-materiel applications since its far too expensive for most other purposes.
Ammo | Tech Level | Cost | Special |
---|---|---|---|
5.56mm Light Rifle | 4 | 3/Wing | |
5.56mm Full Metal Jacket | 4 | 1 Talon | Damage rolls of 1 ignore armor. |
5.56mm Hollow Point | 4 | 1 Wing | Up to 2 less damage can go to Temporary Wounds. If target deflection 2+, +1 deflection. |
7.62mm Rifle | 4 | 3/Crest | |
7.62mm Full Metal Jacket | 4 | 1 Wing | Damage rolls of 1 ignore armor. |
7.62mm Hollow Point | 4 | 1 Crest | Up to 2 less damage can go to Temporary Wounds. If target deflection 2+, +1 deflection. |
7.62mm Magnum | 4 | 1 Crest | +1 Damage, +25% Range, +2 Recoil |
7.62mm Vorox Claw | 5 | 1 Firebird | +2 Damage |
7.62mm Sunder Slug | 6 | 3 Crests | Damage rolls of 1/2/3 ignore armor |
7.62mm Plasma Capsule | 7 | 2 Firebirds | +1 Damage TN, Energy Damage, Damage rolls 0-3 Penetrate shields. |
8.3mm Heavy Rifle | 4 | 1 Crest | |
8.3mm Full Metal Jacket | 4 | 3 Wings | Damage rolls of 1 ignore armor. |
8.3mm Hollow Point | 4 | 1 Firebird | Up to 2 less damage can go to Temporary Wounds. If target deflection 2+, +1 deflection. |
8.3mm Magnum | 4 | 1 Firebird | +1 Damage, +25% Range, +2 Recoil |
8.3mm Vorox Claw | 5 | 2 Firebirds | +2 Damage |
8.3mm Sunder Slug | 6 | 3 Firebirds | Damage rolls of 1/2/3 ignore armor. |
8.3mm Plasma Capsule | 7 | 4 Firebirds | +1 Damage TN, Energy Damage, Damage rolls 0-3 Penetrate shields. |
10mm Exploding Tip Caseless | 5 | 1 Firebird | Sarge is dead man, let's get the fuck out of here |
13mm Anti-Materiel Rifle | 4 | 1 Firebird | |
13mm Plasma Capsule | 7 | 10 Firebirds | +1 Damage TN, Energy Damage, Damage rolls 0-3 Penetrate shields. |
3.5mm Tungsten Carbide Slug | 5 | 10 Firebirds |
Shotgun Ammunition
Big badaboom. Buckshot is the standard chunk salsa maker of the universe and forgives a lack of skill. Birdshot is cheap and ubiquitous but quickly loses velocity over distance and doesn't tolerate armor. Slugs are for military applications and thus rare and expensive.
Ammo | Tech Level | Cost | Special |
---|---|---|---|
20 Gauge Buckshot | 4 | 1 Talon | +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range. |
20 Gauge Birdshot | 4 | 2/Talon | +2 attack per range (including short), -2 damage per range beyond short, -20% medium range, -40% long range, Armor +2 Deflection. |
20 Gauge Slug | 4 | 1 Wing | |
12 Gauge Buckshot | 4 | 3 / Crest | +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range. |
12 Gauge Birdshot | 4 | 3 / Wing | +2 attack per range (including short), -2 damage per range beyond short, -20% medium range, -40% long range, Armor +2 Deflection. |
12 Gauge Slug | 4 | 1 Crest | |
10 Gauge Buckshot | 4 | 1 Firebird | +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range. |
10 Gauge Slug | 4 | 2 Firebirds |
Weapon Mods
'Cuz shadowrun in 4998 is fun
Ammo | Tech Level | Cost | Special |
---|---|---|---|
20 Gauge Buckshot | 4 | 1 Talon | +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range. |
20 Gauge Birdshot | 4 | 2/Talon | +2 attack per range (including short), -2 damage per range beyond short, -10% medium range, -20% long range, Armor +1 Deflection. |
20 Gauge Slug | 4 | 1 Crest | |
12 Gauge Buckshot | 4 | 3 / Crest | +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range. |
12 Gauge Birdshot | 4 | 3 / Wing | +2 attack per range (including short), -2 damage per range beyond short, -10% medium range, -20% long range, Armor +1 Deflection. |
12 Gauge Slug | 4 | 1 Crest | |
10 Gauge Buckshot | 4 | 1 Firebird | +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range. |
10 Gauge Slug | 4 | 3 Firebirds |
Gear
The following gear has been added to the game in addition to what is in the core book. Mostly these function with the new rules presented.
Tools and Kits
There are more kits/tools than these, basically there's one for anything that requires tools. These are the ones I had the time to think/care about.
Item | Rating | Tech Level | Cost | Special |
---|---|---|---|---|
Medkit, Primitive (Clean water, clean linens, herbs) | 0 | 1 | 5 Talons | |
Medkit, Basic (Alcohol, Gauze, antibiotics) | 1 | 3 | 5 | |
Medkit, 1st Republic (cauterizing agents, Spray-on-Bandages, Regenerative gels) | 2 | 5 | 250 | |
Medkit, 2nd Republic (Nanites and stuff) | 3 | 7 | 900 | |
Physik Tools, Primitive (Bone tools, twine, sticks, clay pot) | 0 | 1 | 5 talons | |
Physik Tools, Basic (Scalpel, Magnifying Glass, Stethoscope) | 1 | 3 | 45 | |
Physik Tools, 1st Republic (Laser knives, Micro-imagers, Chemical Analyzers) | 2 | 5 | 550 | |
Physik Tools, 2nd Republic (Nanites, Serum, Tri-corders) | 3 | 7 | 1450 | |
Engineer Tools, Primitive (Abacus, Ruler, Lever, Scale) | 0 | 2 | 5 Talons | |
Engineer Tools, Basic (Dewalt, Air Tools, Welding rig, Voltmeter) | 1 | 4 | 55 | |
Engineer Tools, 1st Republic (Laser welders, Basic Fabricators, Grid Analyzers) | 2 | 5 | 500 | |
Engineer Tools, 2nd Republic (Tricorders, Replicators, Field Generators) | 3 | 7 | 2000 |
Healing Technology
Waiting to heal naturally can really suck if majorly injured.
Item | Rating | Tech Level | Cost | Special |
---|---|---|---|---|
Regenerative Solution | - | 5 | 15 | When used as a part of any Remedy or Physick roll adds +4. |
Serum (per shot) | - | 6 | 50 | Auto-stabilize wound, heal 3 damage, counts as a 3 success “Treat Fresh Wounds” action. Only 1 dose per wound. |
Serum Injector (Empty) | - | 6 | 35 | Holds 4 charges. 10 tick action to use, no roll but if interrupted or take reaction lose charge. |
Nano reconstructors | - | 7 | 175 | Injected. Healing 3x as many boxes. Lasts 5 days, requires 3x food consumption. |