New Equipment


Characters may design special weapons. But to avoid that my campaign be spoiled by too deadly weapons, I only entitle the players to slightly amend the characteristics of the weapons detailed in the Player Book.
As a rule of thumb, I allow the player to modify a standard weapon to do one level higher damage (D4 becomes D6, D6 becomes D8,...), but that weapons suffers instead a one level malus on Accuracy and the Range is halved. Optical Scope (needs aiming 1 action, Acc 1 step bonus (+ aiming bonus), Hide +1)
Laser Scope (needs aiming 1 action, Acc 2 step bonus (+ aiming bonus), Hide +1)
Silencer (Range is halved, Damages -1, Hide +1)
Folded Stock (Acc 2 step malus, Hide -1, Mass -1) Armor Piercing (AP) : Target's armor less effective (A becomes G, G becomes O) but damage is also less effective (roll under system : A becomes G, G becomes O, and O becomes A with mortal becoming wounds).

High Explosive (HE) : Damage more effective (roll over system : O becomes G, G becomes A, and A becomes O with wounds becoming mortal) but target's armor also more effective (O becomes G, A becomes A).

Flechette : Range doubled, one step bonus on Accuracy, but damage rolled under (as per Armor Piercing).

Neutralizing Torpedo
On impact, this Missile covers the target with a strong electromagnetic field, which neutralize the powered equipments for a short time. The target is considered as having no power during such period, and therefore not able to use any powered equipment. Ordinary : 1D4 phases, Good 1D6+1 phases, Amazing 1D8+2 phases. The armor of the target reduces such duration.


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