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Armory

The Armory holds information on all the gear used by Characters and enemies in Horizon: out of the ashes. Gear is divided into two main categories, Equips and Augs. Equips are items that a Character can pick up, put down, wear or take off. Augs are special IRIS-based formations within the body offering special capabilities at the cost of Stamina when they are used.


Interim full armory access
hoota_armory_v1.1.pdf

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.
  • AP damage which reduces enemy AP in their next turn for each attack made.
  • 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 Equip 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 per missing point in the required Passives each round. Augs cannot be installed if the requirements are not met. ( see the Trait Map for details on Passives) Armor, mods and ammo types are currently under construction, more soon!

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 special requirements on the weapon and does not need to be installed like Weapon Mods. Every ammunition type has levels of refinement; more advanced types have greater effects and can employ more effects simultaneously.

  • Explosive Increases AP damage by 100% per advancement level. Costs 100 / 200 / 300 per round.
  • Corrosive Does 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 Does damage to Armor equal to the attack that triggered it. Costs 100 / 200 / 300
  • Guided Grants +1AP when firing at long range and / ore 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

Augs are IRIS formations within the Character's own body, able to store substantial metabolic energy over time to be released later as a power source for super-human capabilities. Augs have a wide variety of effects, but all use Stamina points as a fuel source.

Core Augs

Core Augs are intrinsic to every human born with IRIS. These were conceived originally as survival mechanisms, but are versatile and can often be repurposed as a means of sudden and attack.





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