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