====== Gear ====== Gear represents equipment that a Character can wield or wear, such as weapons and armor. The strengths of Gear are the offensive and defensive potential it can offer, along with its simplicity. Gear can be bought, used, upgraded or discarded at will, so long as the Character can afford it, though lacking the requirements for gear levies significant penalties. For each missing rank in a required Trait or Passive, the Character suffers a -5AP penalty when using that gear. \\ **__Gear Index:__** **[[system:armory:gear#weapons|Weapons]]** * [[system:armory:gear#weapons list|Weapons List]] * [[system:armory:gear#weapon mods|Weapon Mods]] * [[system:armory:gear#ammunition types|Ammunition Types]] \\ **[[system:armory:gear#armor|Armor]]** * [[system:armory:gear#armor list|Armor List]] * [[system:armory:gear#armor mods|Armor Mods]] ===== Weapons ===== Weapons are the primary method of dealing damage in combat, allowing Characters to defeat their foes. Most weapons deal one or more of three main damage types when used: * **Lethal damage** which directly __reduces enemy Health__ when making attacks. Lethal damage also reduces enemy armor, which must be penetrated before the target's Health can be damaged. * **AP damage** which __reduces enemy AP in their next turn__ for each attack made, reducing their ability to act or disabling them entirely. * **Stamina damage** which __drains enemy Stamina until they recover it__, and can render a target unconscious if their Stamina is depleted. These special effects simulate attacks which can unbalance, knock down, or tranquilize a target, restricting their actions and in some cases disabling them completely. There are also several weapon [[system:armory:gear#weapon_mods|modifications]] and alternative [[system:armory:gear#ammunition_types|ammunition]] loads which grant various benefits. Please see their respective sections below for details. Each piece of **Gear** or **Aug** requires a given level of the **Carry** or **Acuity** passives to equip. Characters who do not meet the requirement may still attempt to use the item, but will suffer a __penalty of -5AP for each missing point in a required Passive__. This penalty is applied once per round, any time the equipment is used. Augs cannot be installed if the requirements are not met. ( see the **[[system:traits#trait_map|Trait Map]]** for details on Passives) ==== Weapons List ==== [[system:armory:gear#gear|Back to Top]] * {{:system:carry0_v1-1.png?nolink&600|}} \\ * {{:system:carry1_v1.1.png?nolink&600|}} \\ * {{:system:carry2_v1.1.png?nolink&600|}} \\ * {{:system:carry3_v1.1.png?nolink&600|}} \\ * {{:system:carry4_v1.1.png?nolink&600|}} \\ * {{:system:carry5_v1.1.png?nolink&600|}} \\ * {{:system:carry6_v1.1.png?nolink&600|}} \\ * {{:system:carry7_v1.1.png?nolink&600|}} \\ * {{:system:carry8_v1.1.png?nolink&600|}} \\ * {{:system:carry9_v1.1.png?nolink&600|}} \\ * {{:system:carry10_v1.1.png?nolink&600|}} \\ ==== Weapon Mods ==== [[system:armory:gear#gear|Back to Top]] Most weapons support a variety of modifications which can change or improve aspects of their performance. These mods vary greatly in purpose and in price. \\ \\ * **Camo-Reactive mesh** // - Cost: 3k// * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. \\ * **Long Barrel** //- Cost: 500// * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. \\ * **Short Barrel** //- Cost: 500// * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. \\ * **Extended Magazine** //- Cost: 1k// * An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. \\ * **Light Frame** //- Cost: 1k// * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. \\ * **Retracting Stock** //- Cost: 1k// * A retracting stock grants the weapon two modes with different advantages. * In long mode, gain +5AP when making attacks outside the weapon's effective range, but suffer a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. * In short mode, gain +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. * Switching modes requires 10AP. * This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. \\ * **Suppressor** //- Cost: 2k// * When a source of detection uses Perception to detect the sound of gunshots, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests, nor does it force penalties to detect other emmisions, such as light or heat. \\ * **Sling** //- Cost: 500// * When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. \\ \\ \\ * **Camo-Reactive mesh** // - Cost: 3k// * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. \\ * **Long Barrel** //- Cost: 500// * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to movement penalties that SMGs possess. \\ * **Short Barrel** //- Cost: 500// * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to movement penalties that SMGs possess. \\ * **Extended Magazine** //- Cost: 1k// * An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. \\ * **Light Frame** //- Cost: 1k// * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. \\ * **Smart Sight** //- Cost: 2k// * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. \\ * **Suppressor** //- Cost: 2k// * When a source of detection uses Perception to detect the sound of gunshots, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests, nor does it force penalties to detect other emmisions, such as light or heat. \\ * **Retracting Stock** //- Cost: 1k// * A retracting stock grants the weapon two modes with different advantages. * In long mode, gain +5AP when making attacks outside the weapon's effective range, but suffer a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. * In short mode, gain +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. \\ * **Sling** //- Cost: 500// * When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. \\ \\ \\ * **Camo-Reactive mesh** // - Cost: 3k// * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. \\ * **Long Barrel** //- Cost: 500// * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. \\ * **Short Barrel** //- Cost: 500// * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. \\ * **Very Short Barrel** // - Cost 500// * A very short barrel grants the weapon +10AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -10AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. A pump-action Shotgun suffers -2 ammunition capacity when installing this mod, unless it has also been fitted with an extended magazine. In that case, no penalty is applied. \\ * **Extended Magazine** //- Cost: 1k// * An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. Installing an extended magazine on a weapon that does not normally have one doubles the cost, but has the same effect. \\ * **Light Frame** //- Cost: 1k// * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. \\ * **Smart Sight** //- Cost: 2k// * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. \\ * **Retracting Stock** //- Cost: 1k// * A retracting stock grants the weapon two modes with different advantages. * In long mode, gain +5AP when making attacks outside the weapon's effective range, but suffer a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. * In short mode, gain +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. \\ * **Sling** //- Cost: 500// * When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. \\ \\ \\ * **Camo-Reactive mesh** //- Cost: 3k// * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. \\ * **Long Barrel** //- Cost: 500// * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. \\ * **Short Barrel** //- Cost: 500// * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. \\ * **Extended Magazine** //- Cost: 1k// * An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. \\ * **Light Frame** //- Cost: 1k// * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. \\ * **Smart Sight** //- Cost: 2k// * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. \\ * **Suppressor** //- Cost: 2k// * When a source of detection uses Perception to detect the sound of gunshots, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests, nor does it force penalties to detect other emmisions, such as light or heat. \\ * **Retracting Stock** //- Cost: 1k// * A retracting stock grants the weapon two modes with different advantages. * In long mode, gain +5AP when making attacks outside the weapon's effective range, but suffer a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. * In short mode, gain +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. \\ * **Sling** //- Cost: 500// * When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. \\ \\ \\ * **Camo-Reactive mesh** //- Cost: 4k// * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. \\ * **Long Barrel** //- Cost: 500// * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for sniper rifles, meaning this penalty itself is not doubled. \\ * **Very Long Barrel** //-Cost: 1k// * A long barrel grants the weapon +10AP when making attacks outside its effective range, but levies a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for sniper rifles, meaning this penalty itself is not doubled. \\ * **Short Barrel** //- Cost: 500// * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. \\ * **Smart Sight** //- Cost: 2k// * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. \\ * **Advanced Suppressor** //- Cost: 3k// * When Perception is used to detect any gunshots emissions, such as sound, heat or light, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests. \\ * **Sling** //- Cost: 500// * When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. \\ \\ \\ * **Camo-Reactive mesh** //- Cost: 4k// * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. \\ * **Long Barrel** //- Cost: 1k// * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. \\ * **Short Barrel** //- Cost: 1k// * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. \\ * **Optimized Magazine** //- Cost: 3k// * An Extended Magazine increases the weapon's ammunition capacity by 50%, rounding fractions to the nearest whole number. Increases the weapon's mass by 30%, rounding up to the nearest whole number. \\ * **Light Frame** //- Cost: 2k// * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. \\ * **Smart Sight** //- Cost: 3k// * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. \\ * **Stabilizer** //- Cost: 5k// * A Stabilizer grants the weapon two modes with different advantages. * In long mode, gain +10AP when making attacks outside the weapon's effective range, but suffer a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. * In short mode, gain +10AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -10AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. \\ \\ \\ * **Optimized Magazine** //- Cost: 3k// * An Extended Magazine increases the weapon's ammunition capacity by 50%, rounding fractions to the nearest whole number. Increases the weapon's mass by 30%, rounding up to the nearest whole number. \\ * **Light Frame** //- Cost: 2k// * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. \\ * **Stabilizer** //- Cost: 5k// * A Stabilizer grants the weapon two modes with different advantages. * In long mode, gain +10AP when making attacks outside the weapon's effective range, but suffer a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. * In short mode, gain +10AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -10AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. \\ \\ \\ * **Camo-Reactive mesh** //- Cost: 4k// * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. \\ * **Long Barrel** //- Cost: 2k// * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for sniper rifles, meaning this penalty itself is not doubled. \\ * **Very Long Barrel** //-Cost: 3k// * A long barrel grants the weapon +10AP when making attacks outside its effective range, but levies a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for railguns, meaning this penalty itself is not doubled. \\ * **Smart Sight** //- Cost: 2k// * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. \\ * **Kintetic Anchor** //- Cost 5k// * A kinetic anchor grants the weapon +10AP when making attacks outside its effective range, but requires 5AP to activate or deactivate and triples AP costs for moving while active. Turning in place does not trigger this penalty. The Character's own movement is unhindered, only the weapon cannot be moved easily, meaning the Character can move normally if they leave the weapon behind. \\ \\ ==== Ammunition Types ==== [[system:armory:gear#gear|Back to Top]] Most weapons can support a variety of ammunition types, altering the effect their attacks have on a target. special ammunition is often expensive due to the difficulty in producing large quantities and its specialized uses. The counterpoint to this is that special ammunition puts no additional requirements on the weapon and does not need to be installed like Weapon Mods. Every ammunition type has levels of refinement; more advanced ammunition has greater effects and can employ more effects simultaneously. For each amminition effect combined into a single round, the advancement level is counted as being 1 greater for cost purposes, without increasing the potency of the combined effects. Use the cost of the most expensive ammunition combined. \\ * **Explosive** Increases AP damage by 100% per advancement level. Costs 100 / 200 / 300 per round. \\ * **Corrosive** Does Lethal damage equal to the attack that applied it once per round. Lasts 1 round per advancement level. Stacks per Character, not per attack. Costs 100 / 200 / 300 per round. \\ * **EMP** Briefly disables target's Devices and Augs. Lasts 1 round per advancement level. Costs 150 / 300 / 450 per round. \\ * **Shred** Causes extra Lethal damage to Armor equal to the attack that applied it multiplied by advancement level. The Shred damage applies first. Costs 100 / 200 / 300 per round. \\ * **Guided** Grants +1AP when firing at long range or at small-targets per advancement level. Costs 100 / 200 / 300 per round. \\ * **Tranquilizer** Does additional Stamina Damage. Removes 5 Stamina per advancement level once per round. Requires Target's armor to be breached. Costs 50 / 100 / 150 per round. ===== Armor ===== [[system:armory:gear#gear|Back to Top]] Armor is the primary means of defense against being killed. When receiving damage, armor can absorb a certain amount of that damage before any Health is lost. For example, if a Character has 10 armor and 20 health, an attack dealing 20 damage would reduce armor to 0, then reduce Health by 10, since the 20 damage - 10 armor = 10 remaining damage to reduce Health. * Unlike Health, armor does not cause any negative effects when it is reduced to 0, besides the fact that it cannot absorb any more damage. In order to keep absorbing damage, armor needs to be refreshed, which costs the Character Stamina. * When refreshed, armor returns to its full value immediately and the Stamina cost to achieve this is always the same. This means spending Stamina to refresh armor is wasteful when only a small amount of damage has been absorbed. Remember that Stamina is only recovered when the Character sleeps, so use it cautiously. * Natural armor is a special kind of armor that can only be gained using IRIS, in the form of either Traits or Augs. Natural armor is often less plentiful than worn armor, but refreshes itself automatically every round of combat with no Stamina cost to the user. * Natural armor is an intrinsic part of the Character: it is not a piece of equipment and cannot be removed. The Character benefits from natural armor even even when they have no other form of protection. * Natural armor stacks fully with any worn armor. When damage is received, worn armor is damaged first. ==== Armor List ==== [[system:armory:gear#gear|Back to Top]] ^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | |::: |::: |::: |::: |::: |::: |::: | |n/a |Clothing |0 |n/a |n/a |5 |200 | |Carry 1 |Lgt. Composite |60 |6 Stam |10 |10 |1k | |Acuity 1 |Soft Layer |80 |10 Stam |8 |12 |1.5k | |Carry 2 |Med. Composite |80 |6 Stam |13.33 |12 |2k | |Acuity 2 |Hybrid Layer |100 |11 Stam |9.09 |15 |2.5k | ^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | |Carry 3 |Hvy. Composite |100 |7 |14.28 |15 |3.4k | |Acuity 3 |Advanced Layer |120 |12 |10 |18 |4k | |Carry 4 |Fiber Mesh |120 |7 |17.14 |18 |5.8k | |Acuity 4 |Reacti-Gel |150 |13 |11.53 |21 |6.5k | ^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | |Carry 5 |Multi Fiber |150 |8 |18.75 |21 |9.2k | |Acuity 5 |Dyna-Gel |180 |14 |12.85 |24 |10k | |Carry 6 |Omni Fiber |180 |9 |20 |24 |14k | |Acuity 6 |Intelli-Gel |210 |15 |14 |27 |15k | ^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | |Carry 7 | |210 |9 |23.33 |27 |23k | |Acuity 7 | |240 |17 |14.11 |30 |25k | |Carry 8 | |240 |10 |24 |30 |50k | |Acuity 8 | |280 |18 |15.55 |33 |60k | ^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | |Carry 9 | |280 |10 |28 |33 |65k | |Acuity 9 | |320 |19 |16.84 |36 |75k | |Carry 10 | |320 |11 |29.09 |36 |80k | |Acuity 10 | |360 |20 |18 |39 |100K | ==== Armor Mods ==== [[system:armory:gear#gear|Back to Top]] * **Camo-Reactive Mesh** // - Cost: 1.2k per requirement level// * Camo-Reactive mesh allows armor to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the armor ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. * **Active Tension Layer** // - Cost: 800 per requirement level// * Implementing a Tension Layer increases the mass the Character can carry while wearing the armor. Useful for Characters using very heavy armor and weapons, or who seek to salvage loot in dangerous environments. * Mass limit increased by 10% of the suit's Armor amount. * This does not interact with the Carry Passive. * **Stim Injectors** // - Cost: 1k per requirement level// * Adding Stim Injectors to an armor suit allows the user to instantly gain temporary Stamina for 1 hour. * The Stamina gained is 10% of the suit's Armor amount. * The effect is considered to consume a normal Stim Shot, which must be purchased beforehand and loaded into the suit manually at a cost of 10AP per Stim Shot loaded. * The number of Shots a Stim Injection system can hold ready at one time is equal to half of the armor suit's requirement level. * **Kinetic Deflectors** // - Cost: 700 per requirement level// * Kinetic Deflectors reduce incoming AP damage by a fixed amount every round. * AP damage mitigated is 10% of the armor value. * Costs 5 Stamina each round the benefit is used. * **Trauma Suppression System** // - Cost: 500 per requirement level// * This system mitigates the effects of Crippled body parts by using semi-rigid armor elements as a temporary brace. * Any body part covered by armor that has a Trauma Suppressor fitted may ignore the effects of being Crippled at a cost of 5 Stamina per round for each Crippled part suppressed. * The maximum number of body parts which can be Cripple-Suppressed at once is equal to the armor suit's requirement level divided by 4, rounding __ALL__ fractions up. * Which body parts have Cripple effects suppressed is entirely at the Player's discretion; they may choose to use the Suppression System only for specific Cripple effects, all current Cripple effects or none of them. * Cripple imposes a -30AP penalty on any action requiring the use of a Crippled body part. Causing Cripple requires 25% of the Character or NPC's max Health to be dealth to a targeted part of the body (very small target penalty of -10AP). * **Multi-Sling Harness** // - Cost: 300 per requirement level// * The Multi-Sling Harness allows the Character to use the Slings of multiple weapons simultaneously. * The maximum number of Slings is equal to the armor suit's requirement level divided by 4, rounding __ALL__ fractions up. Some weapons do not support the use of Slings, see the [[system:armory:gear#weapon mods|Weapon Mods]] section for details. [[system:armory:gear#gear|Back to Top]]