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system:armory [2016/11/19 17:40]
schrodinger [Armory]
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-**This page is still unfinished, more soon!** 
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-====== Armory ====== 
-The Armory holds information on all the equipment employed by Characters and enemies in Horizon: out of the ashes. These items are divided into three main categories, **Gear**, **Devices** and **Augs**. Gear represents equipment that a Character can pick up, put down, wear or take off, such as weapons and armor. Devices are items that Characters may carry, deploy or use remotely, such as radios, hologram projectors or drones. Augs are special IRIS-based formations within the body that offer super-human capabilities at the cost of Stamina. The strength of Gear is its simplicity, in that it can be bought, used, upgraded or discarded at will and so long as the Character meets the basic requirements to use it. Devices generally focus on providing special utility over combat strength, but share the simplicity of acquisition,​ use and exchange. In contrast, Augs are expensive and make considerable demands on the Character'​s endurance, but in exchange, they offer impressive capabilities that cannot easily be stripped away, giving the user a fighting chance, even in the most desperate of circumstances. 
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-===== 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: 
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-  * **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. 
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-  * **AP damage** which __reduces enemy AP in their next turn__ for each attack made, reducing their ability to act or disabling them entirely. 
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-  * **Stamina damage** which __drains enemy Stamina until they recover it__, and can render a target unconscious if their Stamina is depleted. 
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-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#​weapon_mods|modifications]] and alternative [[system:​armory#​ammunition_types|ammunition]] loads which grant various benefits. Please see their respective sections below for details. 
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-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) ​ 
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-==== Weapons List ==== 
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-<hidden **Carry Zero**> 
-  * {{:​system:​carry0_v1-1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry One**> 
-  * {{:​system:​carry1_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Two**> 
-  * {{:​system:​carry2_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Three**> 
-  * {{:​system:​carry3_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Four**> 
-  * {{:​system:​carry4_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Five**> 
-  * {{:​system:​carry5_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Six**> 
-  * {{:​system:​carry6_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Seven**> 
-  * {{:​system:​carry7_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Eight**> 
-  * {{:​system:​carry8_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Nine**> 
-  * {{:​system:​carry9_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Ten**> 
-  * {{:​system:​carry10_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-==== 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. 
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-  * **Explosive** Increases AP damage by 100% per advancement level. Costs 100 / 200 / 300 per round. 
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-  * **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. 
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-  * **EMP** Briefly disables target'​s Devices and Augs. Lasts 1 round per advancement level. Costs 150 / 300 / 450 per round. 
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-  * **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. 
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-  * **Guided** Grants +1AP when firing at long range or at small-targets per advancement level. Costs 100 / 200 / 300 per round. 
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-  * **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. 
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-===== Armor ===== 
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-==== Armor List ==== 
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-^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 | 
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-^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 | 
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-^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 | 
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-^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 | 
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-^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 | 
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-===== Devices ===== 
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-idea: inducer aug - allows remote hacking, drone control and comms depending on the potency of the inducer. higher level = multi-function = HUD + secure comms + drones + hacks etc. 
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-<nspages roleplay:​system -subns -simpleList -hideNoSubns -hideNoPages>​ 
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