Difference between revisions of "Equipment"

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! Ammo !! Tech Level !! Cost !! Special
 
! 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.
+
| 5x Scope || 3 || 50 || Firing without aim action -1.
|-
+
| 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
+
| 10x Scope || 4 || 150 || Firing without aim action -1.
 
|-
 
|-
| 12 Gauge Buckshot || 4 || 3 / Crest || +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range.
+
| 15x Scope || 4 || 350 || Firing without aim action -1.
|-
+
| 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
+
| IR Scope (10x) || 5 || 500 || Firing without aim action -1, counters 2 points of darkness penalties.
 
|-
 
|-
| 10 Gauge Buckshot || 4 || 1 Firebird || +1 attack per range (including short), -1 damage per range beyond short, -10% medium range, -20% long range.
+
| Target Assist Imaging System || 6 || 1000 || Firing without aim action -1, each aim action adds +2.
 
|-
 
|-
| 10 Gauge Slug || 4 || 3 Firebirds
+
| Quick-Sight (2x mag) || 4 || 200 || Firing without aim action -1, first aim action 1 tick faster.
 +
|-
 +
| Silencer (Pistols) || 4 || 350 || Is that a whisper?
 +
|-
 +
| Suppressor (Rifles) || 4 || 550 || Nope
 
|}
 
|}
 
  
 
== Gear ==
 
== Gear ==

Revision as of 08:31, 3 August 2014

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
5x Scope 3 50 Firing without aim action -1.
10x Scope 4 150 Firing without aim action -1.
15x Scope 4 350 Firing without aim action -1.
IR Scope (10x) 5 500 Firing without aim action -1, counters 2 points of darkness penalties.
Target Assist Imaging System 6 1000 Firing without aim action -1, each aim action adds +2.
Quick-Sight (2x mag) 4 200 Firing without aim action -1, first aim action 1 tick faster.
Silencer (Pistols) 4 350 Is that a whisper?
Suppressor (Rifles) 4 550 Nope

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.