The Salvage of the Kaine/Gear
Weapons[edit]
For in-ship combat flechette weapons are normally used to avoid catastrophic damage to hull or vital equipment.
Ranged Weapons | dmg | range | wgt | AP | Cost | Notes |
---|---|---|---|---|---|---|
Flechette Carbine | 2d6 | 20/40/80 | 1 | 0 | 100 | +2 damage vs unarmoured targets |
Flechette Pistol | 2d4 | 12/24/48 | 0.5 | 0 | 50 | +2 damage vs unarmoured targets |
Stun Gun | - | 6/12/24 | 1 | 0 | 150 | special |
Cutting Laser | 3d6 | 1/2/4 | 4 | 6 | 150 | Laser, can’t move and fire |
Laser: Range penalties apply to damage as well, range is doubled outside of Atmosphere
Stun Gun: Enemies hit by the Stun Gun must make a Vigor roll (at -2 if you hit with a raise) or become Stunned.
Space suits[edit]
Type | bonus | wgt | cost | Notes |
---|---|---|---|---|
Basic Suit | 1 | 1 | 100 | Air d6 |
EVA Suit | 2 | 3 | 250 | Air d8, Jets d8 |
Combat Suit | 3 | 3 | 300 | Air d8, Hardy |
all suits are vacuum-sealed, and come with head-mounted flashlights |
Air: Every hour, roll this die. On a 1, reduce it by a die type. If it would be reduced below d4 set it to d1, and it will automatically run out the next time you would roll it. Stressful activity, such as a combat encounter, forces you to roll Air at the end of it. If you suffer a Wound while in your suit, reduce your Air by a die-type. A successful Repair roll can reverse the loss of Air, but only Air lost to Wounds.
Jets: Suits with Jets can choose to fly up to double Pace while in zero gravity. Doing so requires a Piloting roll. On a failure gain the Drifting condition. Every time the jets are used, roll the Jets die and reduce it by a die type if you roll a 1. If it would be reduced below d4 set it to d1, and it automatically runs out the next time you use the jets.
Flashlights: Ignore darkness penalties, so long as you’re looking at the object you’re interacting with. You still suffer half the normal illumination penalties when trying to Notice objects or enemies, as only the area directly in front of you is illuminated.
Hardy: A second Shaken result does not cause a Wound.
Suit Modifications | wgt | Cost | Effect |
---|---|---|---|
Extra Thrusters | 0.5 | 50 | Adds Jets d4, or increases Jets by one die type |
\- Cutting Edge | 1 | 150 | Using Jets grants a +1 bonus to Athletics rolls, +1 to jet-related Piloting rolls. |
Air Tank | 0.5 | 50 | Increases Air by one die type |
Darkvision | 0 | 50 | Ignore up to 4 points of Illumination penalties |
Self-Sealing | 0.5 | 100 | When Wounded, instead of losing a level of Air you are only forced to roll Air. |
Gecko Boots | 0.5 | 50 | Allow the user to walk on any surface in zero-g, acting as if they were walking on the ground. |
Tools[edit]
Tools and More | wgt | Cost | Effect |
---|---|---|---|
Modular Repair Kit | 0.5 | 100 | Tools needed for Repair/Electronics rolls |
\- Cutting Edge | 0.5 | 200 | Grants a +1 bonus to Repair/Electronics rolls |
Integration Rig | 0.5 | 100 | Syncs with a ship’s computers, allowing you to Hack any system without physically connecting to the ship |
\- Cutting Edge | 0.5 | 200 | Grants a +1 bonus to Hacking rolls. |
Library Codex | 0.5 | 50 | A collection of ten-thousands of books, in a usb the size of your finger. +1 to Academics and Science rolls. |
Medical Kit | 1 | 100 | Everything you need for Healing rolls. |
\- Cutting Edge | 1 | 200 | +1 bonus to Healing rolls, can roll at -2 to Heal as a single action |