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Gear
Gear represents equipment that a Character can weild 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 meets the basic requirements to use it.
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
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
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 |