Converting Force and Destiny to Mass Effect - Equipment Chapter

By Vutall, in Star Wars: Force and Destiny RPG

Hello all! Just thought I would post up the Equipment chapter for the Mass Effect conversion I am working on.

So, you will note a lot of things are missing at the moment, mainly due to the fact the campaign I am going to run starts with the First Contact War between Turians and Humans, and only humans are playable.

You will also notice that some Omni-Tool things (like the Incinerator, Cloak, etc) are missing. These are going to be talent tree powers instead of equipment.

Multiple posts incoming! (Or click this link to see it all at once: https://docs.google.com/document/d/1CCESRSKDbB8EZuluV5k-aFxj339oPP4V6xm7jCux0wY/edit# )

Armor

All armor in this ruleset provides protection against toxic atmospheres or the vacuum of space for one hour. Additionally, all armor has a built in communicator, and haptic adaptive interface links for a wearers omni-tool.

An armor’s Shield Rating is an independent value that increases the wearer's Ranged Defense characteristic. It is important to note the Shield rating in addition to total ranged defense, as some items will ignore Shields. This value is cumulative, and will stack with other effects.

An armor’s Armor Rating increases the wearer’s Soak Value. It is important to note the Armor rating in addition to total soak, as some items will ignore Armor Rating.This value is cumulative, and will stack with other effects.

An armor’s Encumbrance rating is listed as if it was carried or transported. If worn, decrease the rating by 3.

Aldrin Labs Onyx Armor

Aldrin Labs is a human manufacturer based on the Luna colony. Providing basic, reliable equipment at an affordable cost has made them a primary supplier of armor, omni-tools and bio-amps to the Systems Alliance military. Their Onyx Armor is standard issue for all Alliance personnel and sets the standard for baseline protection. It provides a kinetic barrier shield to deflect incoming projectiles and lightweight ceramic plates to block shots or melee weapons that shields could not stop.

Shield: 2, Armor: 1, Price: 1,000, Encumbrance: 3, Hard Points: 2, Rarity 1

Kassa Fabrications Colossus Armor

A human-controlled private company, Kassa Fabrication is known to make some of the finest body armor in the galaxy. When it comes to personal protection suits, no expense is spared - as reflected in the exorbitant cost of their products. The Colossus Armor is their heaviest combat armor with reinforced kinetic barriers and heavy weight ceramic plating.

Shield: 4, Armor: 3, Price: 5,000, Encumbrance: 6, Hard Points: 4, Rarity: 7

Hahne-Kedar Predator Armor

Reliable and efficient, Earth-based Hahne-Kedar has become a major supplier to the Systems Alliance military. Their weapons are considered stock quality at best, though their armor lines are generally recognized as above average. The Predator Armor has extra capacitors for the best shields out of any armor line available. The trade off is to keep weight down, Hahne-Kedar had to use lighter weight ceramic plating than other top end manufacturers.

Shield: 5, Armor: 1, Price: 4,000, Encumbrance: 5, Hard Points: 4, Rarity: 5

Ariake Tech Mercenary Armor

An Earth-based electronics concern, Ariake Tech is best known for their high grade omni-tools. Recently they have branched out to develop a line of high grade armor with an enhanced ablative weave to provide extra protection. Known to most as Mercenary Armor, the armor is moderately priced and offers more protection than Systems Alliance standard issue Onyx Armor.

Shield: 3, Armor: 2, Price: 2,500, Encumbrance: 4, Hard Points: 2, Rarity 3

Combat Shield

Rarely seen on the battlefield, combat shields are large metal and ceramic composite handheld, body length protective devices used mostly by police forces to contain riots. They provide a means of keeping projectiles that are too slow to activate kinetic barrier shields off of the wielder, such as melee weapons, subsonic munitions, or thrown objects. Armor suits and their availability have led to few even bothering to learn how to wield a Combat Shield.

A character holding a Combat Shield gains +2 Melee Defense. This stacks with other sources. When utilizing the shield in combat, they may only ever spend one maneuver to move per round.

Shield: 0, Armor: 0 Price: 500, Encumbrance: 5, Hard Points, 0, Rarity: 6

Armor Attachments

Base Modifiers are applied immediately when installed.

Modification options are modifications to Upgrades that enhance the Upgrade. Listed Modification Options can be installed to an Upgrade by an individual if they have the supplies and the skill to do so. For the first Modification Option installed on an Upgrade, the user is required to make a Hard Mechanics check as well as spend 100 credits for supplies. Every Modification Option installed after the first increases the Mechanic check by 1 difficulty and costs an extra 100 credits (So the second would be a Daunting check and cost 200 credits). Modification Options can only be placed on Upgrades during gameplay, never during character creation. If this check is failed, the modification is destroyed. If a Despair is rolled during this check the modification and the Upgrade are both destroyed, Some Upgrades can be found or purchased with modifications already installed. The first number represents how many mods of that type can be installed.

Hard Points Required is how many hard points an armor must have to install the upgrade. Installed upgrades reduce a suits Hard Points by this number.

Each attachment may only be applied to an armor once.

Armor Plating

Hardened ceramic plates can be applied to body armor suits, increasing their effectiveness. Ablative coating is designed to chip away when impacted, redirecting the energy of incoming projectiles away from the body.

Base Modifiers: Armor +1, Modification Options: None, Hard Points Required: 1, Price: 5,000, Rarity: 3

Shield Interface

Installing VI systems that monitor incoming enemy fire to redirect energy to vulnerable points, maximizing the effectiveness of a suit's kinetic barrier shields. A secondary power source increases the rate at which a combat suit's kinetic barrier capacitors can be replenished. The greater the capacitor storage, the more potent the barrier.

Base Modifiers: Shield +1, Modification Options: None, Hard Points Required: 1, Price: 5,000, Rarity: 3

Medical Interface

Specialized microprocessors wired into a combat suit and numerous advanced medical technologies monitor and regulate all vital systems, releasing small, localized doses of medi-gel to maximize healing and minimizing recovery times for the user.

Base Modifiers: When the wearer is at less than half of their Wound Threshold, they automatically gain the benefit of medi-gel being applied This effect can only happen once per encounter and uses 2 medi-gel, Modification Options: (1 Increase uses per combat by 1.) (1 Reduce medi-gel used) (1 Innate Talent: Rapid Recover), Hard Points Required: 2, Price: 5,000, Rarity: 5

Motorized Joints

Mechanical augmentation utilizing servos and micro-gravimetric emitters increases the brute strength of the wearer, allowing them to deliver powerful blows when rifle butting or pistol whipping opponents.

Base Modifiers: Increases wearers Brawn by 1 (this does not increase Soak or Wound threshold), Modification Options: (2 Skill: Athletics) (2 Innate Talent: Brace), Hard Points Required: 2, Price: 5,500, Rarity: 3

Targeting System

Advanced VI systems built into the helmet of an armor provide targeting and imagery analysis from optical sensors and is displayed as a holographic heads up display that allows the wearer to see in low light, behind walls, or through smoke.

Base Modifiers: Removes up to two setback dice added to all Perception, Surveillance, Vigilance, and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision, Modification Options: (1 Skill: Vigilance), Hard Points Required: 1, Price: 1,750 Rarity: 6

Thermal Hazard Systems

Thermal Hazard Systems provides an armor with additional protection against high heat environmental hazards by using a VI to monitor a complex filament network of Bose-Einstein "cryo" condensates lines that run between a suits armor plating and its vacuum sealed lining.

Base Modifiers: Reduces the difficulty of Resilience checks made to resist the effects of fire and extreme heat by 1. Removes up to two setback dice added to checks due to extreme heat or fire, Modification Options: None, Hard Points Required: 1, Price: 1,000 Rarity: 1

Heat Recycling Systems

Utilizing the heat generated from a suits numerous systems and mass effect microgenerators that power kinetic barriers, a heat recycling system can turn usually unwanted thermal energy into a heat source when in arctic or cold environments.

Base Modifiers: Reduces the difficulty of Resilience checks made to resist the effects extreme cold by 1. Removes up to two setback dice added to checks due to extreme cold, Modification Options: None, Hard Points Required: 1, Price: 1,000, Rarity: 1

Omni-Tools

All omni-tools in this ruleset come with the following features built into them: flashlight, scanner, microfabricator for repairing, creating, or modifying equipment, medi-gel applicator, programing module, camera, video, audio and holographic communication, image projector, omni-gel storage, and a deconstruction module to break items into omni-gel

Hard points are used for Tech Talents, Attachments, and Omni-Blades.

Medi-Gel storage shows how many uses of medi-gel the omni-tool can carry.

Aldrin Labs Bluewire Omni-tool

Like their other standard issue Alliance equipment, Aldrin Labs has created a reliable and relatively cheap omni-tool that all soldiers in the galaxy wear. Due to its cost, civilians also utilize the Bluewire.

Cost: 100, Hard Points: 4, Medi-Gel storage: 2, Encumbrance: 0, Rarity: 1

Ariake Technologies Logic Arrest Omni-tool

Considered to be one of the better omni-tools on the market due to its expansive upgrade capabilities, the Logic Arrest is the primary reason Ariake Technologies is in business.

Cost: 1000, Hard Points: 8 Medi-Gel storage: 5, Encumbrance: 0, Rarity: 5

Sirta Foundation Chameleon Omni-tool

The Sirta Foundation is a human biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Sirta refuses on principle to produce weapons or similar "offensive" products, but they do offer basic protective or utilitarian items ranging from armor to omni-tools. The Chameleon is an excellent middle ground between the standard issue and the top of the line models for omni-tools with both increased upgrade capacity and medi-gel storage.

Cost: 500, Hard Points: 6, Medi-Gel storage: 3, Encumbrance: 0, Rarity: 3

Omni-Tool Attachments

Hard points required is how many hard points an omni-tool must have to install the upgrade. Installed upgrades reduce a suits Hard Points by this number. It is important to note that omni-blades and Tech Powers also require hard points to use.

Each attachment may only be applied to an omni-tool once.

Hacking Module

A hacking module contains specially programmed and highly individualized software to help an infiltrate almost any computer system. Additionally, hacking modules include universal access ports to ensure the user can always interface with any system.

Cost: 500, Hard Points Required: 1, Rarity: 6

Security Module

A security module contains a VI programmed with information on nearly every electronic lock in the known galaxy. Additionally, utilizing an omni-tools built in scanner and microfabricator, the VI can produce keys for almost all physical locks.

Cost: 1000, Hard Points Required: 1, Rarity: 7

Medi-Gel Storage Module

While all omni-tools have medi-gel storage and applicators built in, often times doctors, combat medics, and emergency medical technicians require a greater number of medi-gel uses than the average citizen.

Characters whose omni-tools are equipped with a this double the medi-gel capacity of their omni tool.

Cost: 200, Hard Points Required: 1, Rarity: 2

Communications Jamming Module

Enhancing the outgoing signal strength of an omni-tools wireless network capabilities, a communications jamming module can interfere with enemy transmissions. This interference can blanket a large area, or be pinpoint focused on one target.

Characters whose omni-tools are equipped with this module may either select all targets within Medium range. Those targets must make an Average difficulty Computers check to send or receive communications. If the character selects a single target, the distance is upgraded to Long range and the difficulty becomes Hard.

Cost: 400, Hard Points Required: 1, Rarity: 3

Communications Encryption Module

Almost all communications sent and received are transmitted through helmet or ear piece transmission devices. By linking an omni-tool with the device and dedicating bandwidth through an encryption module, transmissions become much more secure and harder to intercept.

Characters whose omni-tool has this module adds two setback dice to any attempts at decoding and understanding their transmissions.

Cost: 1,000, Hard Points Required: 1, Rarity: 5

Other Equipment

Medi-Gel

As a maneuver, medi-gel can be applied to a character to instantly heal them 5 wounds. Each use of medi-gel after the first within the same 24 hour period heals 1 less wound. For example, using three applications would heal 5, 4, and 3. The 6th application has no effect. Medi-gel can only be applied via an omni-tool. To reload an omni-tool that is out of medigel, a character must spend a maneuver.

Cost: 25, Rarity: 1

Biotic Amps

Biotic Amps are not used in this game.

Aldrin Labs Solaris Biotic Amp

The first human corporation to create biotic amps, Aldrin Labs Solaris Amp is surprisingly not inferior to other species of the galaxies amps. It is standard issue for all Alliance personnel, and any civilian Biotics usually use them due to their low price and ease to acquire.

Wielders of the Aldrin Labs Solaris Biotic Amp may count one black pip on the Force Dice as white instead, ignoring the strain damage usually taken from using a black pip.

Cost: 1000, Biotic Rating: +0, Rarity: 1

Weapons - Ranged

Auto Fire: A weapon with the Auto Fire characteristic may chose to use this characteristic at the time of making their attack roll. If they do, they increase their difficulty by one. If the attack hits, the wielder may sped to advantages to deal an extra hit (dealing weapon damage + uncanceled successes from the original attack roll). This effect may be triggered as many times as the character has advantages. One critical hit may be activated per hit. (Example, A successful attack is rolled with 2 success and 4 advantages using a weapon with autofire, crit rating 1, and damage 3. The wielder deals 8 base damage, then spends 1 advantage for a critical hit. They then spend 2 advantages to activate Auto Fire, scoring another hit to deal another 8 damage. They then spend their final advantage for a second critical hit, totalling 16 damage and 2 criticals)

Breach: A weapon with the Breach characteristic ignores a total of 10 Soak per Breach rating.

Cumbersome: If a character's Brawn rating is not equal or higher than a weapon with the Cumbersome characteristics Cumbersome rating, they increase the difficulty of using the weapon by 1 for each point. (Example Cumbersome 4 on a Brawn 2 would increase the difficulty by 2)

Penetrative: Weapons with the Penetrative characteristic ignore Shields equal to their Penetrative characteristic. (Example, Penetrative 2 vs Ranged Defense 4 (Shield 2) would roll their attack vs Ranged Defense 2 (Shield 0).

Vicious: When scoring a critical hit with a weapon that has the Vicious characteristic, add ten times the Vicious rating to the Critical Roll. (Example: Vicious 2 would add +20 to the roll.)

Hahne-Kedar Lancer Assault Rifle

Standard issue to Alliance soldiers, the Hahne-Kedar Lancer Assault Rifle is a well-balanced weapon useful for medium-range firefights. Its high rate of fire overwhelms enemy kinetic barrier shields and is the most common firearm on the battlefield.

Skill: Ranged (Heavy), Damage: 8, Crit: 3, Range: Medium, Encumbrance: 3, Hard Points: 4, Price: 1,500, Rarity: 3, Special: Auto-Fire, Penetrative 5,

Hahne-Kedar Storm Shotgun

The Hahne-Kedar Storm Shotgun fires a number of pellets per shot giving them high burst damage, which can quickly eliminate enemies. Shotguns have a large spread however, limiting their range. As a result, they are excellent tools for overwhelming enemies when advancing through a fight. Hahne-Kedar provides the Alliance this firearm alongside all their other weapons.

Skill: Ranged (Heavy), Damage: 10, Crit: 2, Range: Short, Encumbrance: 4, Hard Points: 3, Price: 3,000, Rarity: 4, Special: Vicious 5

Hahne-Kedar Kessler Pistol

Standard issue to all Alliance personnel as their sidearm, the Hahne-Kedar Kessler Pistol is your average, basic weapon. They are slightly more versatile than any other weapon, but they lack the speed of an assault rifle, the range of the sniper rifle, and the stopping power of a shotgun.

Skill: Ranged (Light), Damage: 7, Crit: 4, Range: Medium, Encumbrance: 1, Hard Points: 2, Price: 400, Rarity: 1, Special: None

Hahne-Kedar Avenger Sniper Rifle

Standard issue to Alliance designated marksmen, the Hahne-Kedar Avenger Sniper Rifle is issued for long-distance combat situations. Sniper rifles are generally equipped with targeting scopes, sport longer barrels, and pack a higher damage per round than most other weapons, but at the expense of being quite heavy and difficult to use on the move. Their special shaped rounds punch through armor, though kinetic barrier shields are still effective against them.

Skill: Ranged (Heavy), Damage: 10, Crit: 2, Range: Long, Encumbrance: 6, Hard Points: 4, Price: 5,000, Rarity: 6, Special: Breach 1, Cumbersome 3

Ranged Attachments

Base Modifiers are applied immediately when installed.

Modification options are modifications to Upgrades that enhance the Upgrade. Listed Modification Options can be installed to an Upgrade by an individual if they have the supplies and the skill to do so. For the first Modification Option installed on an Upgrade, the user is required to make a Hard Mechanics check as well as spend 100 credits for supplies. Every Modification Option installed after the first increases the Mechanic check by 1 difficulty and costs an extra 100 credits (So the second would be a Daunting check and cost 200 credits). Modification Options can only be placed on Upgrades during gameplay, never during character creation. If this check is failed, the modification is destroyed. If a Despair is rolled during this check the modification and the Upgrade are both destroyed, Some Upgrades can be found or purchased with modifications already installed. The first number represents how many mods of that type can be installed.

Hard Points Required is how many hard points an armor must have to install the upgrade. Installed upgrades reduce a suits Hard Points by this number.

Each attachment may only be applied to a weapon once.

Augmented Spin Barrel

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Bipod Mount

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Blaster Actuating Module

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Filed Front Sight

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Forearm Grip

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Marskman Barrel

Description

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Multi-Optic Sight

Description

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Shortened Barrel

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Spread Barrel

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Superior Weapon Customization

Description

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Telescopic Optic Sight

Description

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Weapons - Explosives

Blast: If the attack is successful, the target takes damage as usual and each character in the Engaged range band of the target suffers damage equal to the Blast rating (+1 for each uncanceled success). If the attack is not successful, the target takes no damage, but the wielder of the Blast weapon may spend 3 advantages to still deal the Blast damage to all characters in the Engaged range band of the target.

Breach: a weapon with the Breach characteristic ignores a total of 10 Soak per Breach rating.

Burn: A character hit by a weapon with the Burn characteristic is dealt additional damage over time equal to the weapon's base damage for a number of rounds equal to the Burn rating.

Concussive: A character hit by a weapon with the Concussive characteristic cannot perform any actions for a number of rounds equal to the Concussive characteristic.

Cumbersome: If a character's Brawn rating is not equal or higher than a weapon with the Cumbersome characteristics Cumbersome rating, they increase the difficulty of using the weapon by 1 for each point. (Example Cumbersome 4 on a Brawn 2 would increase the difficulty by 2)

Guided: If a character fails the attack roll with a weapon with the Guided characteristic, they may spend 3 advantages and at the end of the round they may make a check using Ability dice equal to the Guided characteristic rating. With a difficulty rating determined by comparing the weapons silhouette of 0 of vs the targets silhouette. If successful, the weapon hits and deals damage as normal.

Limited Ammo: A weapon with the Limited Ammo characteristic may be used to make a number of attacks equal to its Limited Ammo rating before it must be reloaded with a maneuver. Ammunition must be acquired and when purchased, only ammunition equal to the Limited Ammo characteristic is provided.

One Use: A weapon with the One Use characteristic may only be used one time and then are destroyed beyond repair.

Penetrative: Weapons with the Penetrative characteristic ignore Shields equal to their Penetrative characteristic. (Example, Penetrative 2 vs Ranged Defense 4 (Shield 2) would roll their attack vs Ranged Defense 2 (Shield 0).

Vicious: When scoring a critical hit with a weapon that has the Vicious characteristic, add ten times the Vicious rating to the Critical Roll. (Example: Vicious 2 would add +20 to the roll.)

M-560 Hydra Missile Launcher

Before the introduction of the M-560 Hydra, missile launchers either focused on bringing down a single armored target or simultaneously neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer needs to choose between the two. The Hydra releases a missile guided by an independent homing system that seeks out exposed enemies. On impact, three shaped charges per missile explode in sequence. The first overloads the target's kinetic barriers before the second destroys its armor, clearing a path for the third warhead to detonate inside the target.

Gunnery, Damage: 20, Crit: 2, Range: Extreme, Encumbrance: 7, Hard Points: 0, Price: 7,500, Rarity: 8, Special: Breach 1, Cumbersome 3, Guided 3, Limited Ammo 1 Penetrative 10

Missile

Used with the M-560 Hydra Missile Launcher, Missiles have no use on their own.

Encumbrance: 3, Cost: 1,000, Rarity: 8

M-14 Grenade

The Systems Alliance uses the Mark 14 grenade and is standard issue to all Systems Alliance personnel. It has stabilizing fins to be throw long distances. Highly explosive and on a 10 second timer than can be detonated early by an armors communication gear, grenades are primarily used to flush opponents out of cover.

Ranged (Light), Damage: 8, Crit: 4, Range: Medium, Encumbrance: 1, Hard Points: 0, Price: 50, Rarity: 1, Special: Blast 6, One Use, Vicious 1

M-14HE Grenade

The HE model of the M-14 Grenade is a high explosive variant used more for demolition and structural damage than as anti-personnel. Its stabilizing fins have been removed and instead the grenade features a shaped charge and thus does not threaten larger groups as the standard M-14 does.

Ranged (Light), Damage: 13, Crit: 3, Range: Short, Encumbrance: 1, Hard Points: 0, Price: 100, Rarity: 1, Special: Blast 4, Breach 1, One Use, Vicious 3

Cryo Grenade

A modification of the M-14 Grenade, Cryo Grenades utilize a Bose-Einstein "cryo" condensate and when they detonate, the area around them is flash frozen as the gasses escape. Like other variants of the M-14, Cryo Grenades have no stabilizing fins and must be used from a closer distance.

Ranged (Light), Damage: 4, Crit: 5, Range: Short, Encumbrance: 1, Hard Points: 0, Price: 750, Rarity: 1, Special: Blast 2, Concussive 3, One Use

Incendiary Grenade

A modification of the M-14 Grenade, Incendiary Grenades releases a thermal paste on detonation that clings to and burns through almost all substances. Like other variants of the M-14, Incendiary Grenades have no stabilizing fins and must be used from a closer distance.

Ranged (Light), Damage: 5, Crit: 5, Range: Short, Encumbrance: 1, Hard Points: 0, Price: 1000, Rarity: 1, Special: Blast 4, Breach 1, Burn: 3 One Use

Weapons - Melee

Breach: a weapon with the Breach characteristic ignores a total of 10 Soak per Breach rating.

Defensive: Adds a +1 Melee Defense bonus. This effect stacks with other sources of defense. Additionally, if two weapons with the Defensive property are wielded at the same time, their both add their bonus to Melee Defense.

Disorient: A weapon with the Disorient characteristic forces the target dealt damage by a disorient weapon to take a setback dice on all skill checks for a number of rounds equal to the Disorient value.

Pierce: A weapon with the Pierce characteristic ignores Soak equal to the Pierce rating.

Stun Setting: As an incidental, weapons with the Stun Setting characteristic may be activated to have all damage dealt as Strain instead of Wounds.

Superior: Weapons with the Superior characteristic automatically grants 1 advantage and increase their damage by 1.

Sunder: When rolling to attack with a weapon with the Sunder characteristic, the wielder may spend 1 Advantage to damage an opponent's equipment one step, Undamaged to Minor. Minor to Moderate. Moderate to Major, and Major to Destroyed. Destroyed equipment no longer may be used. The wielder may spend multiple Advantages per roll, and the attack does not need to have any successes to trigger this effect.

Vicious: When scoring a critical hit with a weapon that has the Vicious characteristic, add ten times the Vicious rating to the Critical Roll. (Example: Vicious 2 would add +20 to the roll.)

Omni-Blade

Omni-blades are a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent.

Omni-blades require 1 open hard point on an omni-tool to be used.

Skill: Brawl, Damage: +2, Crit: 3, Range: Engaged, Price: 100, Rarity: 0, Special: Breach 1

Knife

Despite nearly everyone having an omni-tool on their wrist with access to an omni-blade, some individuals prefer the weight of a solid metal knife in their hand. Easy to conceal and deadly sharp, it is a perfect weapon against unarmored foes.

Skill: Melee, Damage: +1, Crit: 3, Range: Engaged, Encumbrance: 1, Hard Points: 1, Price: 25, Rarity: 0, Special: None

Security Baton

A long hard plastic stick with an integrated shock discharger, Security Batons are used to incapacitate enemies from either knocking them out from brute force trauma or incapacitating muscles from electrical shock.

Skill: Melee, Damage: +2, Crit: 5, Range: Engaged, Encumbrance: 2, Hard Points: 0, Rarity: 2, Price: 50, Special: Disorient 2, Stun Setting

Combat Sword

There are few, if any who still practice the art of the sword. While effective since melee attacks are slow enough to bypass kinetic barrier shields, the armored combat suits almost all soldiers wear is nearly impossible to penetrate with a sword. There are some who are skilled enough to hit weak spots however, and the sight of someone wielding a metallic blade is not completely unheard of.

Skill: Melee, Damage: +4, Crit: 2, Range: Engaged, Encumbrance: 3, Hard Points: 3, Rarity: 5, Price: 750, Special: Pierce 1, Vicious 1, Defensive 1

Fireman’s Axe

Axe’s are most commonly found with those who either work in logging or as emergency services. Almost all emergency vehicles carry an axe, as well as every Systems Alliance vessel and outpost. They can be used in combat, though few if any actually know what they are doing and just swing with all their might.

Skill: Melee, Damage: +5, Crit: 2, Range: Engaged, Encumbrance: 4, Hard Points: 3, Rarity: 3, Price: 250, Special: Pierce 2, Sunder, Vicious 3

Melee Attachments

Base Modifiers are applied immediately when installed.

Modification options are modifications to Upgrades that enhance the Upgrade. Listed Modification Options can be installed to an Upgrade by an individual if they have the supplies and the skill to do so. For the first Modification Option installed on an Upgrade, the user is required to make a Hard Mechanics check as well as spend 100 credits for supplies. Every Modification Option installed after the first increases the Mechanic check by 1 difficulty and costs an extra 100 credits (So the second would be a Daunting check and cost 200 credits). Modification Options can only be placed on Upgrades during gameplay, never during character creation. If this check is failed, the modification is destroyed. If a Despair is rolled during this check the modification and the Upgrade are both destroyed, Some Upgrades can be found or purchased with modifications already installed. The first number represents how many mods of that type can be installed.

Hard Points Required is how many hard points an armor must have to install the upgrade. Installed upgrades reduce a suits Hard Points by this number.

Each attachment may only be applied to a weapon once.

Balanced Hilt

Description

Base Modifier: Grants the Accurate (+1) quality, Modification Options: (1 Accurate +1 Mod) (1 Decrease Encumbrance by 1 [to a minimum of 1] Mod), Hard Points Required: 2. Price: 1,500, Rarity: 5

Mono-Molecular Edge

Description

Base Modifiers: Decreases the weapon’s crit rating by 1 to a minimum of 1 (example from 5 to 4), Modification Options: (2 Pierce +1 Mods), Hard Points Required: 1, Price: 1,000, Rarity: 5

Serrated Edge

Description

Base Modifier: Grants the weapon the Vicious 1 Quality. If the weapon already has the quality, it increases it by 1, Modification Options: None, Hard Points Required: 1, Price: 50, Rarity: 1

Superior Weapon Customization

Description

Base Modifiers: Grants the weapon the Superior Quality, Modification Options: None, Hard Points Required: 1, Price: 5,000, Rarity: 6

Weighted Head

Description

Base Modifiers: Damage +1, Modification Options: (1 Damage +1), Hard Points Required: 2, Price: 250, Rarity: 3