Equipment

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A player may purchase equipment, weapons, and general provisions for the characters before adventuring begins; but will also visit shops and traders during their travels.

Contents

Projectile Weapons

Bolt Guns

Bolt guns are basic projectile weapons. A bolt is a bullet. Some are just slugs, some are amour piercing, and some are exploding rounds.

Gauss guns

Gauss weapons are coilguns that fire projectiles. The only sound a gauss weapon makes is the sound of the projectile traveling through the air. Pistols have long barrels for maximum coil length.

Railguns

Railguns are magnetically accelerated guns (MAGs) and fire projectiles at very high velocity. Railguns can even be used in a vacuum and as such have made popular alternatives for cheap ship-mounted weaponry. Standard railguns do not quite reach the speed of sound, although it is said that modifications can be done to help them break the sound barrier. The downside of a railgun is that they are very bulky and have tremendous recoil. A PHY of at least 5 is needed to wield a railgun without some sort of bracing or permanent mount. Even then, expect heavy bruising.

Energy Weapons

Blasters

Blasters shoot low energy, short burst laser blasts. Ammo clips are simply batteries. They have no recoil at all and are popular for the number of shots each battery is good for. That, and the cool pew pew noise they make.

Plasma guns

Plasma is hot molten energy shot in short, fast pulses. They use similar battery packs to blasters, but they require much more energy per shot, so one ammo pack doesn't last anywhere near as long as a blasters'. Plasma blasts are not as narrow focus as blasters or lasers, and leave big scorch marks on whatever they hit. Plasma guns have no recoil at all, but do tend to overheat if used for long periods. They are very expensive and very difficult to come by in IGC space.

Laser guns

Lasers shoot highly focused energy beams and have no recoil. Illegal in most core IGC worlds.

Vector Arms Corp

VAC is a subsidiary of Vector Heavy Industries

Pistols

Weapon Name Type Mag Damage Cost
Thunderbolt P45 (VA-P45) Bolt 12 2d 250
Thunderbolt P90 (VA-P90) Bolt 15 2d+1 320
Pilgrim H70 (VA-H70) Blaster 300 3d 1600
Pilgrim H80 (VA-H80) Blaster 375 3d 1800
Energon Q8 (VA-Q8) Plasma 40 4d 12,000
Energon Q10 (VA-Q10) Plasma 50 4d 13,900

Rifles

Weapon Name Type Mag Damage Cost
Thunderbolt R40 (VA-R40) Bolt 30 2d+4 1200
Thunderbolt R60 (VA-R60) Bolt 30 2d+6 1550
Firebrand K75 (VA-K75) Blaster 500 3d 3600
Firebrand K85 (VA-K85) Blaster 700 3d 4500
Energon QR8 (VA-QR8) Plasma 200 5d+16 19,900
Energon QR9 (VA-QR9) Plasma 275 5d+20 24,900
Thunderbolt II R250 (VA-R250) Bolt 40 2d+5 1900
Thunderbolt II R280 (VA-R280) Bolt 40 2d+8 2300

Armour

Different armour types protect against different types of weapons, and will often be completely useless against other types. For example, kevlar is very good at protecting against low velocity (relatively) projectiles, hence it gets a bonus against Bolt type weapons. Armour that has a listed protection type uses the default save tiers (1 & 3) against those weapons. All other weapons cause the armour save to suffer the penalties listed at Table 3.2.

Armour Type Prot Type Armour Cost
Rflek jacket L 3d 3000
Miltek kevlar vest Bo 2d 500
Miltek light combat suit Bo 2d+2 1200
Miltek combat armour Bl,Bo,G 4d 4500
Vector nanofibre mesh (NFM) Bs 3d 750
Vector kevlar vest Bo 2d+1 550
Odyssya riot suit Bo 1d+3 380
Odyssya battle suit Bo,G 2d+3 1790
Odyssya combat armour Bs,P 3d+2 3700


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