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===Gear=== {| class="wikitable" |+ Common Gear |- ! Item !! Weight !! Cost !! Notes |- |Adhesive Patch || 1 || $20 || For quick repairs of E-suits and V-suits |- |Datapad, basic || 2 || $100 || Basic personal computer |- |Datapad, advanced || 5 || $1,000 || Advanced personal computer, grants +1 on related Electronics and Hacking rolls. |- |Earpiece commlink || 1 || $10 || Standard hands-free personal communicator |- |Universal translator || 2 || $500 || Allows fairly accurate real-time translation of all major languages |} [[File:JustifiersArmor.jpg|right]] {| class="wikitable" |+ Armor |- ! Item !! Armor Bonus !! Min. Str !! Weight !! Cost !! Notes |- | Body Armor || +2 || d4 || 4 || $200|| Covers torso, arms, legs. |- | Deflector Suit || +4|| d4 || 2 || $200 || Torso only |- | Energy Skin || +4 || - || - || +50% armor cost || See notes |- | Infantry Battle Suit, Light || +4 || d6 || 8 || $500 || Full suit |- | Infantry Battle Suit, Medium || +6 || d8 || 12 || $800 || Full suit |- | Powered Armor || +8 || d8 || 20 || $1,500 || See notes |- | Environmental Suit <br> (E-suit) || +1 || d4 || 8 || $500 || Full suit; see notes |- | E-suit, Armored || +3 || d6 || 10 || $1,000 || Full suit; see notes |- | Vacuum Suit <br> (V-suit) || +2 || d6 || 10 || $1,000 || Full suit; see notes |- | V-suit, Armored || +5 || d8 || 14 || $2,000 || Full suit; see notes |} *'''Body armor''' is typical of civilian security forces, and consists of densely-woven ballistic polymers. *'''Deflector suits''' are made of thick cloth covered with dense, laser-cut crystals designed to refract light. They provide a +4 armor bonus against lasers and similar attacks, but no bonus against any other damage type. Deflector suits impose a -2 penalty on Stealth rolls when worn. *'''Energy skin''' is a treatment that can be applied to any of the other armor suits, giving it the benefits of a deflector suit as well as the Stealth penalty. *'''Infantry battle suits''' *'''Powered armor''' is far too heavy and cumbersome to wear unpowered. It uses six standard batteries for power, and can operate for 24 hours on a full charge. It comes equipped with headlights and a commlink, and some version have integrated weapons systems. *'''Environmental suits''' are designed to protect their wearers from inclement environments, but not hard vacuum or attacks. They grant the wearer a +4 bonus against environmental hazards, such as extremes of heat and cold and toxic atmospheres. ''Armored E-suits'' are strategically reinforced with duralloy plates. *'''Vacuum suits''' are space suits, allowing the wearer to survive in space for up to 48 hours. Most come with a small headlight and a commlink. ''Armored V-suits'' are made from heavier duralloy fibers and reinforced with plates protecting vital areas. {| class="wikitable" |+ Weapons - Melee |- ! Weapon !! Damage !! Min. Str !! Weight !! Cost !! Notes |- | Molecular knife || Str+d4+2 || d4 || 1 || $50 || AP 4; see notes |- | Stun baton|| Str+d8 || d4 || 2 || $50 || Shock; 24 shots |- | Taser || 3d6 || - || 1 || $25 || Shock; 6 shots |- | Example || Example || Example || Example || Example || Example |} '''Notes''' *'''Molecular knife:''' This weapon's edge is honed to a single molecule, making it incredibly sharp but also relatively fragile. If the Fighting die ever rolls a 1, the edge becomes chipped and battered, and the weapon loses its AP and its damage bonus. Molecular weapons cannot be resharpened. *'''Shock:''' These weapons deal electrical damage. Shock weapons deal damage as normal, but all such damage is nonlethal. They are powered by a standard battery. [[File:LaserRifles.jpg|500px|right]] {| class="wikitable" |+ Weapons - Ranged |- ! Weapon !! Range !! Damage !! AP !! RoF !! Shots !! Min <br> Str !! Weight !! Cost !! Notes |- | Flechette pistol <br> "Needler" || 12/24/48 || 2d6 || 2 || 1 || 30 || - || 2 || $200 || |- | Flechette SMG || 12/24/48|| 2d6+2 || 2 || 3 || 60 || d6 || 4 || $400 || 3RB |- | Flechette Rifle || 24/48/96 || 2d8+1 || 4 || 3 || 60 || d6 || 8 || $900 || 3RB |- | Laser pistol <br> "Phaser" || 15/30/60 || 2d6 || 2 || 1 || 50 || - || 2 || $250 || Cauterize, overcharge |- | Laser SMG || 15/30/60|| 2d6 || 2 || 4 || 100 || d4 || 4 || $400 || Cauterize, overcharge, no recoil |- | Laser rifle || 30/60/120|| 3d6 || 2 || 3 || 100 || d6 || 8 || $1,000 || Cauterize, overcharge, no recoil |- | Plasma pistol <br> "Blaster" || 12/24/48 || 2d8 || - || 1 || 8 || d4 || 7 || $600 || Cauterize |- | Plasma rifle || 24/48/96 || 3d8 || - || 1 || 24 || d6 || 10 || $1,200 || Cauterize |- |} '''Notes''' *'''3RB:''' The weapon is capable of firing three-round bursts. This option consumes three shots instead of one and adds +1 to the shooter's Shooting and damage rolls. *'''Cauterize:''' The beams of laser weapons and the superheated gas of plasma weapons sears flesh on impact. Anyone incapacitated by a cauterizing weapon adds +2 to his Vigor rolls to keep from bleeding out. *'''No recoil:''' Since laser weapons fire coherent beams of light rather than solid projectiles, they have no recoil. *'''Overcharge:''' Since laser weapons are battery-powered, they can be overcharged to deal extra damage. An overcharged weapon consumes one additional shot per shot fired and deals +1d6 damage on a hit, but if any of the Shooting dice come up 1, the weapon overheats and cannot be fired for one full round. {| class="wikitable" |+ Vehicle-Mounted Weapons |- ! Weapon !! Range !! Damage !! AP !! RoF !! Shots !! Cost !! Notes |- | Gatling laser || 50/100/200 || 3d6+4 || 4 || 4 || 500 || $5,000 || Cauterize |- | Heavy Laser || 150/300/600 || 4d10 || 30 || 1 || 50 || $1M || Cauterize |- | Plasma Cannon || 100/200/400 || 6d8 || 12 || 1 || 20 || $1M || Cauterize |- | Example || Example || Example || Example || Example || Example || Example || Example |}
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