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Gear

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 modifications and alternative 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 Trait Map for details on Passives)

Weapons List

Carry Zero

Carry Zero


Carry One

Carry One


Carry Two

Carry Two


Carry Three

Carry Three


Carry Four

Carry Four


Carry Five

Carry Five


Carry Six

Carry Six


Carry Seven

Carry Seven


Carry Eight

Carry Eight


Carry Nine

Carry Nine


Carry Ten

Carry Ten


Ammunition Types

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 List

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 15 2 Stam 7.5 10 1k
Acuity 1 Soft Layer 20 5 Stam 4 12 1.5k
Carry 2 Med. Composite 30 4 Stam 7.5 12 2k
Acuity 2 Hybrid Layer 40 9 Stam 4.44 15 2.5k
Reqirement Armor Name Armor Points Refresh Stam Armor / AP Mass Value
Carry 3 Hvy. Composite 45 6 7.5 15 3.4k
Acuity 3 Advanced Layer 60 11 5.45 18 4k
Carry 4 Fiber Mesh 60 7 8.57 18 5.8k
Acuity 4 Reacti-Gel 80 12 6.66 21 6.5k
Reqirement Armor Name Armor Points Refresh Stam Armor / AP Mass Value
Carry 5 Multi Fiber 75 8 9.37 21 9.2k
Acuity 5 Dyna-Gel 100 14 7.14 24 10k
Carry 6 Omni Fiber 90 8 11.25 24 14k
Acuity 6 Intelli-Gel 120 15 8 27 15k
Reqirement Armor Name Armor Points Refresh Stam Armor / AP Mass Value
Carry 7 105 9 11.66 27 23k
Acuity 7 140 17 8.23 30 25k
Carry 8 120 9 13.33 30 35k
Acuity 8 160 18 8.88 33 40k
Reqirement Armor Name Armor Points Refresh Stam Armor / AP Mass Value
Carry 9 135 10 13.5 33 60k
Acuity 9 180 21 8.57 36 65k
Carry 10 150 10 15 36 90k
Acuity 10 200 22 9.09 39 100K