Вы находитесь на странице: 1из 4

Name Gyrojet Pistol Gyrojet Rifle Gyrojet Carbine Cone Rifle 15mm Heavy Cone Rifle 20mm Infinite

Repeater 20mm Stat Rifle 20mm Holdout Needler Needler Razor Gun Needle Rifle Dart Rifle Tangler Tangle Rifle Laser Pistol Laser Carbine Laser Rifle Laser LMG & Laser MMG & Laser HMG & Blast Pistol Blast Carbine Blast Rifle Blast LMG & Blast MMG & Blast HMG & Sonic Disruptor Disruptor Carbine Disruptor Rifle Energy Disruptor E.D. Carbine E.D. Rifle Fusion Pistol Fusion Rifle Stunner Stun Carbine Stun Rifle

OCV +1

Rmod -1 +1 +1

-2 -1 +1 +2 +1 +1 -1 +1 +2

-1 +1 +1

-1 +1 -1 +1 -1 +1 -1 +2 +1 +1

Damage 1 D6 1 D6 1 D6 2D6 2D6+1 3D6 3D6 1D6+1^ 1D6+1^ 1 D6^ 1 D6^ 1 D6^ 3D6E 3D6E 1 D6 2D6 2D6 2D6+1 2D6+1 2 D6 2D6 2D6 2D6+1 2 D6 3D6 3D6+1 2D6 2D6+1 2D6+1 2D6+1 2 D6 2 D6 2D6+1 2 D6 10D6N 10D6N 12D6N

TL 7 7 7 8 8 9 9 7 7 7 7 6 7 7 7 7 7 7 7 7 8 8 8 8 8 8 7 7 7 8 8 8 9 9 8 8 8

Notes +1 LR AF 5 AF 5 AF 5, -1 LR AF 5, AP, -2 LR AF 10, Pen, FP, -4 LR, $ AF 5, Pen, FP, -3 LR, +1 TL for Pen AP, +3 LR, AP, +2 LR 2AP, +2 LR 2AP, -1 LR AP, -1 LR Entangle, +1 LR Entangle, -1 LR AF 3, IPE, +2 LR AF 5, IPE AF 5, IPE, -1 LR AF 10, FP, -2 LR, $ AF 10, FP, -4 LR, $, +1 TL for Pen AF 10, FP, -4 LR, $, +1 TL for Pen AF 3, CE 1 Hex, +1 LR AF 5, CE 1 Hex AF 5, CE 2, -1 LR AF 10, CE 2, FP, $, -2 LR, +1 TL for Pen AF 10, CE 2, FP, $, -2 LR, +1 TL for Pen AF 10, CE 2, FP, $, -4 LR, +2 TL for Pen +2 LR AF 5 AF 5, -1 LR +1 LR AF 5 AF 5, -1 LR AF 3, +1 LR, Penetrating AF 5, -1 LR, Penetrating Does no BODY Does no BODY Does no BODY, -1 LR

STR min 5 7 7 13 15 18 18 3 3 5 8 8 10 12 5 8 8 18# 20# 23# 10 12 13 20# 23# 25# 3 5 5 3 5 5 3 5 3 5 5

$ Weapon is autofire only and must fire maximum burst.

# Weapon may require harness, see equipment. ^ Weapon may utilize special ammo such as poisons. IPE: Invisible Power Effects (sight and hearing) CE: Change environment, smoke. This smoke blocks laser fire. LR: Lightning Reflexes FP: Full Phase AF: Autofire TL: Tech Level &: Heavy Weapon. All heavy weapons are +1 STUN multiple Standard selective fire weapons (those with AF that are not AF only) may fire either 1, 3 or their maximum number of shots as a single action. These are referred to as single shot, burst and autofire. The Next Generation optional rule: All weapons of TL 7 or greater have a high tech version available, add 1 to TL and multiply the cost by 5. Everything else remains the same.

Armor 1 5 5 5 -2 1 7 8 8 -1 1 7 9 9 LBA (LBA protection is -2 on locations 5, 6, 17 and 18) 2 3 4 5 6 5 6 7 8 9* 6 7 8 8 8 6 7 8 8 8 -1 -1 CBA Combination (-3 LOW, Hardened vs Lower Tech) 2 3 4 5 6 7 8 8 9* 10* 8 9 9 10 10 9 9 10 10 11 -1 -1 -2 -2 -2 CBA Exoskeleton (-5 LOW, Hardened vs Lower Tech) 2 3 4 5 6 7 8 8 9* 10* 9 10 11 11 11 10 10 11 11 12 7 10* 8 8

TL PD ED LR

TL PD ED LR

7 11* 11 11 -2 7 11* 12 12

TL PD ED LR

TL PD ED LR

Beltscreen 9 10 15

Screens (Hardened vs Lower Tech) Battlescreen 7 Not vs Melee 12 Not vs Melee 17 Must be installed in CBA

Notes on armor The Tech Level numbers have been taken directly from the Space Opera volume 2 book. It does, however, pose a few problems. First of all, there are multiple types of TL 9+ armor, while only a single weapon is TL 9 and none are TL 10+. The Next Generation optional rule above was created to partially alleviate this discrepancy. It still does not adequately solve the problem in my view, so I propose doing the following to all armor marked with *. First, reduce its TL by one. Second, because this makes some armor types identical, change the following: For LBA, armors marked with * have full coverage in all locations. For CBA E, these armors may mount a heavy weapons harness at no DEX penalty. These additions, coupled with the Next Generation weapons rule should make everything more balanced. Remember that the key to making these things work is relative rarity of super-high tech items. Tech 10 and 11 equipment should be very expensive and only available at the highest tech markets. General Notes on Weapons and Armor When a hit is scored, compare the TL of the weapon to the armor. If the weapon is higher, the armor is considered Ablative; if it is two higher it is considered STUN and BODY Ablative. If the

armor is higher the attack is considered Reduced Penetration. If the armor is two higher, double the defense for determining STUN reduction only in addition to the former adjustment. All armor of TL 7 or higher has 5 pts Power Defense. Melee Weapons Weapon Monofilament Vibroblade Forceblade Coagulator Neuronic Whip Paralysis Rod Laser Sword Light Sword OCV TL 7 8 8 7 7 7 8 9 STR min 10 varies@ 11 10 10 10 13 10 DMG 1 D6 +1 DC 2D6 2D6 9D6N 4D6E 2D6 2 D6 Notes AP, +2 LR, +1 Stretching AP, see below AVLD Power Defense Entangle, see below +2 LR, & +4 LR, 2AP, +2 TL for Pen, &

+1 +2

Vibroblades have a STR min of 1 higher than the appropriate sized regular blade, and do 1 DC more damage. They are powered and affect PD. Forceblades, Laser Swords and Light Swords affect ED. They have a variable length from .5 meters and 2 meters, and can be adjusted with a thumb switch. At maximum length they have 1 stretching. Paralysis Rods' entangle fades 1D6 every 12 segments, to a minimum of 1D6. Laser Swords and Light Swords do not add STR to damage. Light Sword cannot be used untrained, Laser Sword has a maximum OCV of 2 untrained. Light Sword is Penetrating, Laser Sword is Penetrating versus armor 2 TL lower. Hardened cannot stop this advantage unless the armor is of a higher TL. Other Equipment Thought Mask: 10 pts Mental Defense, OIF, Independent. Thought Screen: 20 pts Mental Defense, OIF, Independent. Jump Belt: 10 Superleap, OIF, 0 END, Independent. Contragrav Harness (all are OIF, Indepependent, 0 END, Turn Mode) AAA AA A B C 30 Flight 25 Flight 23 Flight 21 Flight 18 Flight

Sneaksuit: Invisibility sight, hearing, OIF, Independent, Bright Fringe Starship Procedures To crew a ship the appropriate professional skill should be purchased. This is not required, however, but it does allow a character to understand all of the nuances of being a part of a starship crew.

To pilot a ship the Transport Familiarity is required. This allows basic piloting knowledge, and grants the System Ops: Helm skill at 8- for free. Most characters will want a much greater knowledge than this, however. Starship operating procedure is divided into five sections, each with its own Systems Op skill. Tactics is also required to captain a ship in a competent manner. Each skill operates a specific system, and more detail is listed in the Starship Combat section. Systems Ops: Helm, 3 pts, INT. This skill is necessary to operate the helm of any starship. When a standard piloting roll is required, this is the appropriate skill. Systems Ops: Sensors, 3 pts, INT. This skill is necessary to operate and maintain the sensor arrays of starships. Systems Ops: Weapons, 3 pts, DEX. This skill encompasses the WF: Starship Weaponry and also allows maintenance and basic weapon system troubleshooting. System Ops: Engineering, 3 pts, INT. This skill is used to maintain and repair ships engines. There are two types, FTL and TISA. They are separate skills. Systems Ops: Communications, 3 pts, INT. This skill allows the operation and maintenance of communication systems. Other useful skills: Navigation: Space, Tactics. Weapon Groups Weapon groups will be divided as follows: a single weapon (eg Blast Pistol) 1pt, a small arms group (eg Blast Small Arms) 2 pts, or a full weapon type (all Blasters), 3 pts. Melee weapons are separate groups. Vibroblade requires the appropriate blade skill as well.

Вам также может понравиться