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== WEAPONS AND ARMOR == <font size=1>[https://wiki.rpg.net/index.php/SavageWorldAdvEd.FadingSuns Back to the Top]</font size></br> ===WEAPONS=== '''NEW WEAPON NOTES''' :'''Hold-Out''': Adds +2 to Stealth rolls to hide this weapon on your person. :'''Missile''': Missile are meant to be fired at armored vehicles (tanks) or aircraft and suffer a -4 Shooting against anything less then a Size of 4. The firer also suffers a -4 to their Shooting if the move (Pace 1+) and fire in the same round (like Snapshot but worst). :'''½ Handed''': Generally used two-handed but can be used one-handed for +1 step to the Str Min or -1 to the weapon attack rolls. :'''3-Handed''': This weapon requires 3 arms to use probably. With only two hands increase Min Str by 1 step and -2 to attack rolls with it. Melee Medieval and Modern Weapons can use stats and cost from SWAE pg. 72, along with Ranged Weapons and Black Powder Weapons costs from SWAE pg. 73. Use the Firebird as $ for making Wealth checks. Price convertion C (under $10/firebirds), Normal (under $100/firebirds) or Pricy (under $1,000/firebirds) '''AVAILABLE UPGRADES''': can be added to most weapons. *'''Advanced Alloy''': added to any primative bladed/cutting or stabbing melee weapon found in SWAE pg. 72 or Other Melee Weapons listed below. Adds +1 step to damage die and increase AP 2. Increase cost by +2 steps. Could be used for arrows and bolts also. Cost P for 20. *'''Masterwork''': weapons add +1 to Fighting, Shooting or Athletics (Throwing) depending on weapon type. Increase cost +1 step (minimum E) *'''Mastercrafted''': add +2 to attack type and +1 step damage dice of weapon type. Increase cost by +2 steps (minimum VE) '''OTHER MELEE WEAPONS''' {| class="wikitable" border="0" |- | '''NAME''' || '''DAMAGE''' || '''AP''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Grankesh Blade || Str+d8 || 1 || d10 || 4 || VE* || when wielding a pair gain +1 Parry |- | Grankesh Sword || Str+2d6 || 1 || d12 || 6 || VE* || Reach +1, 2-Handed |- |} '''OTHER RANGE WEAPON''' {| class="wikitable" border="0" |- | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Double Bow || 15/30/60 || 2d8 || 1 || 1 || 1 || d12 || 8 || VE* || 3-Handed |- |} : Arrows cost N for 20. : *Grankesh Blades, Swords and Double Bows only cost N for Vorox and require minimum Size 2 to wield without penalty. '''ADVANCED MELEE WEAPONS''' {| class="wikitable" border="0" |- | '''NAME''' || '''DAMAGE''' || '''AP''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Fangblade || Str+d12 || 2 || d8 || 4 || VE || Longsword unpowered |- | Fangblade axe || Str+2d8 || 2 || d10 || 6 || VE || Greataxe unpowered. Parry -1, 2-Handed |- | Flux blade || Str+d12 || 6 || d8 || 3 || MR (M) || Longsword unpowered. Ignores ½ attack penalty from energy shield, +1 Parry. |- | Mist blade || Str+d12 || 10 || d4 || 2 || R (M) || Ignores ½ attack penalty from energy shield, Parry +1, adds +5 Power Points to wielder’s Pool and +1 to Occult skill |- | Power axe || Str+2d8 || 4 || d10 || 5 || EE (M) || Battleaxe unpowered. Parry +1, ½ Handed |- | Power sword || Str+2d6 || 4 || d8 || 3 || EE (M) || Longsword unpowered. Parry +1 |- | Stun Gloves || Stun || n/a || d4 || 2 || P || Touch attack. Failed Vigor -2 check is Stunned. New Vigor -2 check at the end of each round |- | Vibrating-Blade || Str+d8 || 4 || d6 || 2 || E || Shortsword unpowered |- | Vibrating-Dagger || Str+d6 || 4 || d6 || 1 || E || Dagger unpowered |- | Vibrating-Spear || Str+d10 || 4 || d8 || 4 || E || Spear unpowered. Reach 1, 2-handed |- | Vibrating-Sword || Str+d10 || 4 || d8 || 3 || E || Longsword when unpowder |- | Wire-Blade || 2d8 || 6 || d4 || 1 || EE (M) || Targets parry -1 less without Notice check each round. Critcal fumble hits attacker |- | Zap baton || 2d6 || 2 || d4 || 2 || VE || Touch attack, Vigor -2 check or Distracted and Vulnerable until end of their next turn |- |} POWERCELL NOTES: Fangblade and Axes power call cost P wt. and last around 30 minutes of continuous use. A Flux Blades cell costs E wt. ½lb and lasts around 30 minutes of continuous use. A Mist Blade cell cost VE wt. ½lb and lasts around 1 hour. Power Axe and Sword cells cost E and wt. ½lb and last around 1 hour. Stun Glove and Zap Baton cells are C wt. ½lb and last around 30 minutes. Vibro weapon cells cost P wt. ½lb and last around 30 minutes. Wire-Blade cells Cpst P and wt. ½lb and last 30 minutes. Most can be recharged with a standard power generator. Requires a Repair skill check and 1 hour per hour of powercell's weight at a cost of C per hour. These weapons powercells are not interchangable.</br> '''SLUG THROWERS''' {| class="wikitable" border="0" | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Pocket Pistol || 8/16/32 || 2d4+1 || 1 || 1 || 8 || d4 || 1 || N || Hold-Out |- | Revolver || 12/24/48 || 2d6+1 || 1 || 1 || 6 || d6 || 3 || N || - |- | Heavy Revolver || 15/39/60 || 2d8 || 2 || 1 || 6 || d8 || 4 || N || - |- | Autofeed Pistol || 12/24/48 || 2d6+1 || 1 || 1 || 18 || d6 || 3 || N || - |- | Heavy Autofeed Pistol || 15/30/60 || 2d8 || 2 || 1 || 12 || d8 || 5 || P || - |- | Hand Cannon || 15/30/60 || 2d10 || 2 || 1 || 5 || d8 || 6 || P || ½ Handed |- | Machine Pistol || 12/24/48 || 2d6+1 || 1 || 3 || 30 || d6 || 4 || P || 3RB |- | SMG || 18/36/72 || 2d6+2 || 1 || 3 || 30 || d6 || 6 || P || 3RB, ½ Handed |- | Hunting Rifle || 30/60/120 || 2d10 || 1 || 1 || 6 || d6 || 10 || N || Snapeshot, 2-Handed |- | Assault Rifle || 24/48/96 || 2d8 || 2 || 3 || 40 || d6 || 9 || E || 3RB, 2-Handed |- | Sniper Rifle || 50/100/200 || 2d12 || 2 || 1 || 10 || d8 || 16 || VE (M) || Snapshot, 2-Handed |- | LMG || 40/80/160 || 2d10 || 2 || 3 || 100 || d8 || 24 || VE (M) || Snapshot, 2-Handed |- | Shotgun Pistol || 6/12/24 || 1-3d6 || 0 || 1 or 2 || 2 || d6 || 6 || N || Shotgun, ½ Handed |- | Pump Shotgun || 12/24/48 || 1-3d6 || 0 || 1 || 6 || d6 || 8 || N || Shotgun, 2-Handed |- | Combat Shotgun || 12/24/48 || 1-3d6 || 0 || 3 || 20 || d8 || 18 || E (M) || 3RB, Shotgun, 2-Handed |- | Splinter Rifle || 20/40/80 || 2d10 || 3 || 3 || 80 || d8 || 12 || VE (M) || 3RB, 2-handed |} AMMO NOTES: Standard rounds for a pistols and revolvers costs N for 50 rounds (1lb); for heavy pistols and SMG cost N for 40 rounds (1lb); for hand cannon, assault and hunting rifles cost for 30 rounds (1½lbs); LMG, sniper rifles and shotgun rounds cost N for 20 rounds (1½lb) and splinter rounds cost P for 20 rounds (1lb). Slug ballistic rounds are not interchangable.</br> '''Special Ammo''' * Charger Rounds - Any but Shotguns and Palm Pistols. Military grade 'charged' rounds have a micro-plamsa round. Adds +1d8 damage (raise adds another d10 instead of d6) and ignores ½ attack penalty from energy shields. Ammo cost is E for ½ the rounds and is considered military only. * Man-Stopper Rounds – Any but Shotguns. Dense heavy-core bullets; add +2 damage increase AP by another 1. Increase to P (or E with Splinter) for the same number of rounds. * Shaped Capsules Rounds– Any but Shotguns and Palm Pistols. Military grade shape-charged explosive rounds. Adds +1d6 an additional 4 to AP and ignores ½ attack penalty from energy shield. Ammo cost is E for ½ the rounds and is considered military only. * Solid Slug – Shotguns only. No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to ''Shooting''. Cost is the same as standard shotgun rounds but (2lbs). * Sunder Rounds – Shotgun only. As solid slug round but made to breach doors, bypass armor. Military grade explosive ammo. Add +1d10 damage, AP 8 and ignores ½ attack penalty from energy shields. Halves base Shotgun base range. Ammo cost is E for 20 rounds and (3lbs). Are considered military only. '''ENERGY WEAPONS''' {| class="wikitable" border="0" |- | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Palm Laser || 10/20/40 || 2d6 || 1 || 3 || 20 || d4 || 1 || E || Hold-out |- | Laser Pistol || 25/50/100 || 2d6+1 || 1 || 3 || 60 || d4 || 2 || E || - |- | Laser Carbine || 30/60/120 || 2d6+1 || 1 || 3 || 80 || d4 || 6 || E || ½ Handed |- | Laser Rifle || 40/80/160 || 2d6+1 || 1 || 3 || 100 || d6 || 8 || VE || 3RB, 2-Handed |- | Sniper Laser Rifle || 60/120/240 || 2d10 || 1 || 1 || 20 || d6 || 14 || VE || Snapfire, 2-Handed |- | Gatlin Laser || 30/60/120 || 2d8+1 || 1 || 4 || 800 || d8 || 30 || EE (M) || Snapfire, 2-Handed |- | Blaster Pistol || 12/24/48 || 3d6 || 3 || 1 || 12 || d6 || 4 || VE || Ignores ½ attack penalty from energy shields |- | Blaster Rifle || 20/40/80 || 3d8 || 3 || 1 || 30 || d8 || 12 || VE (M) || Ignores ½ attack penalty from energy shields. 2-Handed |- | Heavy Blaster Rifle || 24/48/96 || 3d10 || 4 || 1 || 10 || d10 || 28 || EE (M) || HW. Ignores ½ attack penalty from energy shields. Heavy Weapon, Snapfire, 2-Handed |- | Plasma Rifle || 20/40/80 || 5d6 || 20 || 1 || 20 || d12 || 54 || MR (M) || HW. Ignores ½ attack penalty from energy shields. Heavy Weapon, Snapfire, 2-Hand, see below |- | Flamer || Cone || 3d6 || * || 1 || 15 || d6 || 18 || P (M) || Suffers only a -2 penalty to attacks against an active energy shields. Blast Template range, 2-Handed |- |} : * Ignore Armor Points vs. unsealed (environmental or vacuum) armor. POWERCELL NOTES: Power cells for Palm Laser and Laser Pistols Wt. ¼lb and cost N, Laser Carbines Wt. ½lb and cost P, Laser Rifle and Sniper Rifles Wt. 1lb and cost P, Gatlin laser Wt. 10lb and cost E, Blaster Pistols Wt. 1lb and cost N, Blaster Rifles Wt. 3lb and cost P, Heavy Blaster Rifle Wt. 20lb and cost E, Plasma Rifles Wt. 30lb and cost VE, a Flamer fuel-cell wt. 5lbs and costs N. Power cells are not interchangable. Most can be recharged with a standard power generator. Requires a Repair skill check and 1 hour per hour of powercell's weight at a cost of C per hour.These weapons powercells are not interchangable.</br> ENERGY WEAPON NOTES :'''Cauterization''': all energy weapons cause cauterization and targets add +2 Vigor vs. Bleeding Out :'''Laser Weapons''': Laser weapons do not suffer a recoil penalty for multiple attacks in a round (except Gatlin Lasers). Lasers are also recoilless and do not impose extra disadvantages when fired in z-g environments. :'''Plasma''': Plasma weapons are dangerous and unsafe to be fire around unprotected (deals ½ base damage to shooter and everyone within a SBT of shooter unless wearing an Armored Void suit or sealed Bindermail or Cerametal Steel armor). Plasma weapons deal damage in SBT around the target area. Plasma weapons tend to overheat; whenever an attacker rolls a 1 on their Shooting die (regardless of Wild die), he suffer ½ the basic damage if not protected as above. It takes one round of not firing to cool down to be safely to fired again, otherwise suffer full damage if fired before then to firer and everyone in a SBT. Wielders should wear the armor listed above to operate safely. [[File:SWN.rifle.jpg]] '''EXOTIC FIREARMS''' {| class="wikitable" border="0" |- | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Anti-Matheral Gun || 40/80/160 || 4d8 || 20 || 1 || 10 || d10 || 25 || VE (M) || HW, SBT, Snapshot, 2-Handed |- | Grenade Launcher || 25/50/100 || varies || varies || 1 || 3 || d6 || 6 || E || Snapefire, see below |- | Grenade Rifle || 25/50/100 || varies || varies || 1 || 12 || d6 || 16 || E (M) || Snapefire, see below |- | Gryrojet Pistol || 15/30/60 || 2d8 || 8 || 1 || 8 || d8 || 8 || E (M) || HW, ½ Handed |- | Gryrojet Rifle || 30/60/120 || 2d8 || 8 || 1 || 20 || d8 || 14 || VE (M) || HW, 2-Handed |- | Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 2 || d8 || 24 || VE (M) || HW, Misssile, MBT, 2-Handed |- | Needler Pistol || 10/20/40 || 2d4 || 0 || 1 || 30 || d4 || 3 || P (I) || Hold-Out |- | Needler Rifle || 16/32/48 || 2d4 || 0 || 1 || 50 || d4 || 7 || E (I) || ½ Handed |- |} AMMO NOTES: Anti-Material Guns ammo costs E and weigh 4lbs for a full clip. Grenade Launchers and Rifles fire mini-grenades that wt. 1lb each but otherwise use stats and cost but range as Hand Grenades (see below). Gyrojet ammo cost P and weighs 2lbs for a full pistol clip and cost P and weigh 5lbs for rifles. '''''Boomer''''' rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, and add +1 to cost step the base ammo cost. '''''HEAT Seeker''''' rounds deal 3d6 damage no AP and adds +2 to ''Shooting'' checks to hit 'living' targets and vehicles that are powered on. Cost as base ammo. Gyrojet are military grade weapons. Missiles cost E and weigh 3lbs each. Needler pistols ammo weigh ½lb and cost P for a full clip and needler rifles wt. 1lb and cost P. Needer rounds are toxic and if causes at least a Shaken result, living targets must make a Vigor -2 (-4 if attacker got a raise) or suffer a Wound. On their next round must roll again vs. a Wound with the same penalties. Illegal. These weapons ammo are not interchangable.</br> ===EXPLOSIVES=== Hand Grenades when thrown always have a range of 5/10/20. Min Grenades cost the same and are fired by a Grenade Launcher and change wt. to 1lb. {| class="wikitable" border="0" |- | '''NAME''' || '''DAMAGE''' || '''AREA''' || '''AP''' || '''WT''' || '''COST''' || '''NOTES''' |- | Blast || 3d6 || MBT || 3 || 2 || N (M) || - |- | Concussion || 2d8 || LBT || 8 || 2 || N || - |- | Wire || 3d6 || MBT || 6 || 2 || P (M) || - |- | Plasma || 3d8 || SBT || * || 2 || E (M) || Ignores non-seal armor. Targets in area remaining on fire for 2d6 rounds taking base damage until extinguished |- | Smoke || n/a || LBT || n/a || 3 || C || Attacks in area and into suffer a -4 to Notice and attack rolls |- | Thermal Smoke || n/a || LBT || n/a || 3 || N || As above but also vs. Thermal vision |- | Tangler || n/a || SBT || n/a || 3 || N || Targets in area as Entangle (SWAE pg. 161) but attack roll vs. Agility or Strength (stronger -2 base) |- | Flash || n/a || MBT || n/a || 2 || N || Targets in area Agility -4 or be Blinded and Vigor -4 or be Distracted and Vulnerable for one round. Recovery check at the end of each round at -2 to each seperately. |- | Sleeping Gas || n/a || LBT || n/a || 3 || P || Targets in area Vigor -2 or Shaken and must make a second Vigor -4 or be Incapacitied for 2d6 minutes. Recovering from Shaken as normal. Gas last 3d6 rounds. |- | Tear Gas || n/a || LBT || n/a || 3 || P || Targets in area Vigor -4 or Blinding and Shaken for 1d6 rounds. Recovery after at Vigor -2 at the end of each round. Gas last 3d6 rounds. |- |} Utility Chemicals and Other Explosives *'''Glue Sprayer''': an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled (N). Wt. 3lbs, Cost N. *'''Dynamite''': Dam: 2d6, Wt. 2lbs., SBT. Can be combined with more sticks to increase damage and template size. 2 Sticks Damage 3d6; 4 Sticks Damage 4d6 and MBT; 8 Sticks Damage 5d6 and LBT. Each additional +4 sticks adds +1d6 damage. Wt. 2lbs and Cost C each stick *'''Explosive Paste Sprayer''': Damage 4d6, AP 8 and requires a Repair check to set (can form a Small or MBT, or cone burst with seperate Repair check). Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with Repair check. Wt. 2lb, Cost P (M) *'''Plastic Explosives''': Damage 4d6, AP 4, Wt. 1lbs., SBT and requires a Repair check. Can be combined. 2lbs. Damage 6d6; 3lbs. Damage 8d6, MBT and Heavy Weapon; 4lbs. Damage 10d6, LBT. Each additional +2lbs adds +1d6 damage. Remote detonator and Timers cost N each with a range of 500” or set up to two hours. Wt. 1lb, Cost P (M) *'''Thermite Burning Bar''': Damage 4d6, AP 4, Heavy Weapon, Continuous damage 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and Repair skill check to set property. Wt. 1lb, Cost E (M) *'''Charge Pack''': simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates 3 rounds after fuse pulled. Damage: 4d8, AP 5, Heavy Weapon, MBT. Wt. 10lbs, Cost P (M) *'''X-Bomb''': peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Damage: 6d10, AP 12, Heavy Weapon, can be set for any Burst Template (Small, Medium, Large or Cone with a Repair skill roll), timer from 1 round to 2 hours. Wt. 10lb, Cost E (M) *'''Mines''': Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 500 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a Large Burst Template. Both require a Repair check to set. Finding a mine requires a Notice roll at –4, and removing it is a Repair check at –2. Wt. 5lb, Cost E (M) ===ARMOR=== Medieval and Ancient Armor listed on SWAE pg. 69 and Modern Armor listed on SWAE pg. 70 and Shields (both Medieval and Modern) listed on SWAE pg. 71 works for most armor types found in the Known Weapons. Costs the same as with Weapons but also include Expensive (E) or under 10,000 firebirds. </br> Note also that these full armor impose a penalty to Athletics (Swimming) equal to their AP-1 value and a penalty to Stealth equal to their AP -2. </br> NOTES: Armors upgrades available… *'''Advanced Alloy''' (Chain, Bronze or Plate or to any metal Medieval Shield): Adds AP+1 (for medieval shields adds +2 to the armor value vs. ranged attacks) and ignores up to 2 points of Armor Penetration from weapons. Increase cost by +1 step *'''Bulletproofing''' (Chain, Bronze or Plate or to any metal Medieval Shield): Lowers the damage of Slug Throwing firearms by 4 points. Increase cost by +1 step *'''Exoskeleton Frame''' (Bindermail & Cerametal Steel requiring Torso, Arms and Legs): Increases wearer's Strength +2 die steps. Each piece costs E each piece. *'''Fire Proofing''' (any. but requires protection on Torso, Arms, Legs and at least a hood/cap): Reduces the damage from flame based attacks by 6 points and counts as “sealed” vs. fire damage. Cost P for each peice. *'''HUD''': can be added to any helm. Displays various data on face-plate and +1 to any Skill reason gear that can be linked to it (Notice, Shooting, etc.). Cost E *'''Psychic Hood''': can be added to any cap or hood or helm. As Improved Arcane Resistant vs. Occult Powers. Cost EE *'''Sealed''': can only be added to and modern or advanced full suits of armor. Counts as environmental suit. Cost VE and adds +2lbs to weight. Updated to vacuum sealing increases cost to EE and adds +6lbs to weight. *'''Masterwork''': armor ignores 1 penalty to Athletics and Stealth and weighs 10% less. Cost +1 step *'''Mastercrafted''': armor ignorance 2 penalty to Athletics and Stealth and weighs 20% less. Cost +2 steps '''ADVANCED ARMOR TYPE''' {| class="wikitable" border="0" |- | '''NAME''' || '''ARMOR''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Synthailk Silk Jacket || 3* || d4 || 6 || P || Torso, arms |- | Sythailk Silk Pants || 3* || d4 || 4 || P || Legs |- | Sythailk Silk Cap/Hood || 2 || d4 || 1 || P || Head |- | Still-Silk Jacket || 4* || d4 || 8 || E || Torso, arms |- | Still-Silk Pants || 4* || d4 || 6 || E || Legs |- | Still-Silk Cap/Hood || 3 || d4 || 2 || E || Head |- | Voidsuit || 2** || d4 || 14 || P || Full body, see below |- | Armored Voidsuit || 5** || d8 || 28 || VE || Full body, see below |- | Bindermail Corselet || 6*** || d8 || 16 || VE || Torso |- | Bindermail Vambrance || 6*** || d8 || 12 || VE || Arms |- | Bindmail Greaves || 6*** || d8 || 14 || VE || Legs |- | Bindermail Helm || 4 || d8 || 8 || VE || Head. With faceplate down Armor is 6 but -1 to Notice/Shooting |- | Cerametal Steel Corselet || 8*** || d10 || 22 || EE || Torso |- | Cerametal Steel Vambrance || 8*** || d10 || 14 || EE || Arms |- | Cerametal Steel Greaves || 8*** || d10 || 18 || EE || Legs |- | Cerametal Steel Helm || 6 || d10 || 12 || EE || Head. With faceplate down Armor is 8 but -1 to Notice/Shooting |- |} NOTES : All advanced armor except Voidsuits includes the Bulletproofing upgrade automatically. : *These armors do not impose penalties to either Athletics (Swimming) or Stealth : **These armors impose an additional -1 penalty to bother Athletics (Swimming) and Stealth : ***These armors halve the penalties to Athletics (Swimming) and Stealth [[File:FadingSun.BattleRobes.jpg | 350px | right]] : Voidsuit have built in HUD in the helms and are vacuumed sealed for 12 hours. They ignore all environmental harzards except Extreme Radiation but then add +4 to the resistance checks. '''ADAPT BROTHERS BATTLE ROBES''' (powered armor from SFC): Great Armor, all locations; AP+10, Toughness +4. Increase Strength by +2 steps and Agility by +1 step. Pace 10 (Run d10). Sealed vs. vacuum for 8 hours. Visor includes Night Vision and Thermal Vision sight. Integral Starlight Vox caster LRCD and adds +4 to checks against extreme Radiation damage. Power cell 8 hours of continues use. Cost –n/a (Brother Battle award or R as they are very uncommon), Wt. 450 lbs. (weight ignored when suit is powered and running).</br> '''ENERGY SHIELDS'''</br> Energy shields are a special type of ultra-tech defensive devices, that when activated provide the wearer protection from being hit by attacks. An active energy shield imposses a penalty of -1 to hit from flux and mist blades, -2 to hit from hand and muscle-powered weapons and flame throws, -3 from bows, slings, etc. (including dart guns) but also against charged and shape charged rounds, blasters, plasma weapons, and finally a -6 to hit from slug throwers, lasers, and other fast projectiles. In cases of Agility checks to avoid area attacks they grants a +2 bonus the roll to avoid them and +4 Toughness vs. explosives (if the wearer failed their check to avoid the damage), etc but the have a 1-in-6 chance of 'burning out' (the number of rounds remaining drops to 0). They can even aid when the wearer of an active shield falls, adding +8 Toughness against fall damage but the chance of burning out the battier increases to a 3-in-6 chance. Energy shields last for a number of combat rounds based on how advanced they are. It takes a full round to active a energy shield.</br> Standard shields can only be worn with Synthailk armor or clothing (and other armor) weighting less then 10lbs total. A Dueling Shield maybe worn with Synthailk and Stillsynth or armor/clothing weighting less then 20lbs total. An Assault shield allows up to 40lbs of armor and clothing to be worn while a Battle Shield can be combined with any armor type (including Battle Robes). Standard and Dueling shields can be disguised as normal, if ornate, mundane items like jewelry.</br> Replacement Power Cell batteries cost N for a standard shield and dueling shield, E for an assault shield and VE for a battle shield. Replacing a spent battier with a new one require a Repair check and 10 minutes of work. Old batteries can only be recharged with a Repair roll -2 per 10 rounds and a fussion engine taking 4 hours to recharge 10 rounds.</br> For engery shields notes the 'Rounds' is the number of rounds that the shield will remain 'active' and providing its bonues to the wearer. These do not need to be continues rounds but the total number of rounds. {| class="wikitable" border="0" |- | '''NAME''' || '''MIN STR''' || '''WT''' || '''COST''' || '''ROUNDS''' |- | Standard || d4 || 1 || VE || 20 |- | Dueling || d4 || 1 || EE || 30 |- | Assault || d4 || 4 || MR || 50 |- | Battle || d6 || 8 || R || 80 |- |}
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