Gear and Gadgets
From Gempunks
Revision as of 07:17, 28 September 2013 by Foxwarrior (Talk | contribs)
This is the Cybergems version of Arms and Armor. SMW::off
Weapons
Assault Rifle Weapon
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[ Semiautomatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 10 Weight 3 Kilograms
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Damage: 1d6+1 Physical | |
Range: 60m/200m/1000m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 15 attacks, and weighs 1 kilogram. | |
Handedness: Reloading requires two hands. |
Pistol Weapon
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[ Semiautomatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 5 Weight 1 Kilogram
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Damage: 1d6 Physical | |
Range: 40m/80m/200m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 9 attacks, and weighs 0.5 Kilograms. | |
Handedness: Reloading requires two hands. |
Machinegun Weapon
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[ Automatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 60 Weight 8 Kilograms
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Damage: 1d6+1 Physical | |
Range: 60m/200m/1000m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 30 attacks, and weighs 5 Kilograms. | |
Handedness: Reloading requires two hands. |
Sniper Rifle Weapon
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[ Heavy ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 10 Weight 4 Kilograms
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Damage: 1d6+3 Physical | |
Range: 120m/400m/2000m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 10 attacks, and weighs 3 Kilograms. | |
Handedness: Reloading requires two hands. |
Shotgun Weapon
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[ Loud ], [ Trigger Grip ] | |
Coins 10 Weight 3 Kilograms
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Damage: 1d6+1 Physical | |
Range: 60m/100m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 6 attacks, and weighs 1 Kilogram. | |
Handedness: Reloading requires two hands. | |
Effects: The Shotgun deals +1 damage to targets within 10 meters, and another +1 damage to targets within 2 meters. |
Grenade Launcher Weapon
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[ Loud 300 meters ], [ Trigger Grip ] | |
Coins 60 Weight 3 Kilograms
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Damage: 1d6-1 Physical | |
Range: 40m/100m/300m | |
Reload Time: Standard action. | |
Ammunition: The grenade launcher can be loaded with up to six of any types of grenade. | |
Handedness: Reloading requires two hands. | |
Effects: The grenade does its normal effect, using the Grenade Launcher's range. | |
Special: The Grenade Launcher fires arcing projectiles, allowing you to fire over obstacles; the grenades miss as far as when thrown. |
Thermal Detonator Weapon
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[ Heavy ], [ Grenade ], [ Loud 2000 meters ] | |
Coins 2 Weight 0.5 kilograms
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Range: 5m/15m | |
Handedness: Can only be used one-handed. | |
Effects: One round after it is thrown, the Thermal Detonator detonates, dealing one 1d6+2 Heat damage hit to all targets in a 20 meter blast, and another hit to targets in a 10 meter blast. |
Explosive Grenade Weapon
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[ Heavy ], [ Grenade ], [ Loud ] | |
Coins 2 Weight 0.5 kilograms
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Range: 5m/15m | |
Handedness: Can only be used one-handed. | |
Effects: After it is thrown, the Explosive Grenade detonates, dealing one 1d6 Physical damage hit to all targets in a 6 meter blast. Creatures in the blast when it is thrown may take an immediate action to attempt a DC 8 Agility check; if successful, the creature may move one-quarter of one of its non-Run speeds. |
Flashbang Weapon
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[ Heavy ], [ Grenade ], [ Loud 2000 meters ] | |
Coins 2 Weight 0.5 kilograms
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Range: 5m/15m | |
Handedness: Can only be used one-handed. | |
Effects: After it is thrown, the Flashbang detonates, dealing one 1d6+2 Light damage hit to all targets in a 10 meter blast, and another hit to targets in a 5 meter blast. Instead of wounding, the Flashbang blinds and deafens for 1 round per wound it would have inflicted. Creatures in the blast when it is thrown may take an immediate action to attempt a DC 8 Agility check; if successful, the creature may move one-quarter of one of its non-Run speeds. |
EM Grenade Weapon
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[ Heavy ], [ Grenade ], [ Loud 300 meters ] | |
Coins 2 Weight 0.5 kilograms
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Range: 5m/15m | |
Handedness: Can only be used one-handed. | |
Effects: After it is thrown, the EM Grenade detonates, dealing one 1d6+2 Electricity damage hit to all targets in a 10 meter blast, and another hit to targets in a 5 meter blast. Instead of wounding, it blocks the TEMPEST sense for 1 round and drains half of the target's Power per wound it would have inflicted. Creatures in the blast when it is thrown may take an immediate action to attempt a DC 8 Agility check; if successful, the creature may move one-quarter of one of its non-Run speeds. |
Razor Grenade Weapon
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[ Heavy ], [ Grenade ] | |
Coins 2 Weight 0.5 kilograms
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Range: 5m/15m | |
Handedness: Can only be used one-handed. | |
Effects: After it is thrown, the Razor Grenade detonates, filling a 5 meter blast with razor-sharp nanobots for 3 rounds. Any creature that begins its turn in the area takes 1d6+1 points of Physical damage. Creatures in the blast when it is thrown may take an immediate action to attempt a DC 8 Agility check; if successful, the creature may move one-quarter of one of its non-Run speeds. |
Gunnade Weapon
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[ Heavy ], [ Grenade ], [ Loud ] | |
Coins 2 Weight 0.5 kilograms
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Range: 5m/15m | |
Handedness: Can only be used one-handed. | |
Effects: After it is thrown, the Gunnade fires at a target of your choice, using an Accuracy equal to your own. It deals 1d6 Physical damage and has a range of 10m/40m/80m. |
Missile Launcher Weapon
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[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 80 Weight 4 Kilograms
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Damage: 1d6+5 Physical | |
Range: 60m/200m/1000m/20000m | |
Reload Time: Standard action. | |
Ammunition: A missile weighs 4 Kilograms and is worth 10 coins. | |
Handedness: Reloading requires two hands. | |
Effects: The missile detonates on collision. | |
Missiles fired travel at a rate of 12500 meters per round, altering course to continue directly towards the originally specified target as necessary. | |
Warhead: 2 Kilograms |
Nuke Cannon Weapon
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[ Loud ], [ Trigger Grip ] | |
Coins 200 Weight 8 Kilograms
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Technologies: Miniaturized Fission | |
Damage: 1d6+2 Heat | |
Range: 80m/400m/1000m | |
Reload Time: Standard action | |
Ammunition: A miniature nuke weighs 4 Kilograms and is worth 0.5 points. | |
Handedness: Reloading requires two hands. | |
Effects: The nuke attacks all targets in a 25 meter radius blast. | |
Special: The Nuke Cannon fires arcing projectiles, allowing you to fire over obstacles. |
Flamethrower Weapon
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[ Heavy ], [ Trigger Grip ] | |
Coins 40 Weight 6 Kilograms
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Damage: 1d6+1 Heat | |
Reload Time: Standard action. | |
Ammunition: A 1 attack fuel bottle weighs 4 Kilograms | |
Handedness: The Flamethrower can be wielded in one or two hands. | |
Effects: Targets wounded by the Flamethrower are lit on fire. | |
Special: The Flamethrower attacks all creatures and unattended objects in a 30 meter, 30 degree conical blast. It can alternatively be used to attack all creatures and unattended objects in an 80 meter long, 2 meter wide blast line. |
Plasma Rifle Weapon
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[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 10 Weight 3 Kilograms
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Damage: 1d6+3 Heat | |
Range: 50m/120m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 3 attacks, and weighs 2 Kilograms. | |
Handedness: Reloading requires two hands. | |
Effects: Targets hit by the Plasma Rifle are lit on fire. |
Explosive Device Weapon
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[ Loud 2000 meters ] | |
Coins 10 Weight 2.5 kilograms
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Handedness: Can only be used one-handed. | |
Effects: The Explosive Device has a wireless connection, which may be activated or deactivated as a standard action. If it's armed, the creature must have a password or Hack the device in order to change the wireless without detonating the explosive. | |
The Explosive Device has a Hackability Score of 4, and detonates when it detects a hacking attempt. | |
Warhead: 2 Kilograms | |
Special: Placing the Explosive Device is a heavy attack. When placed, you may choose the detonation method: It has a built-in computer, set to work as a trap Computer. |
Radioplastic Explosives Weapon
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[ Loud 3000 meters ] | |
Coins 60 Weight 4 kilograms
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Technologies: Miniaturized Fission | |
Handedness: Can only be used one-handed. | |
Effects: When it detonates, it deals one 1d6+5 Heat damage hit to all creatures and unattended objects in a 12 meter blast, and another hit to creatures and unattended objects in a 6 meter blast. If it was properly shaped to the object it was attached to (a standard action), it gets +4 damage against that object. | |
The Radioplastic Explosive has a wireless connection, which may be activated or deactivated as a standard action. If it's armed, the creature must have a password or Hack the device in order to change the wireless without detonating the explosive. | |
The Radioplastic Explosive has a Hackability Score of 4, and detonates when it detects a hacking attempt. | |
Special: Placing the Radioplastic Explosive is a heavy attack. When placed, you may choose the detonation method: It has a built-in computer, set to work as a trap Computer. |
Grapnel Gun Weapon
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[ Heavy ], [ Self-Retracting Rope 30 meters ], [ Trigger Grip ] | |
Coins 40 Weight 5 Kilograms
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Damage: 1d6 Physical | |
Range: 10m/20m/30m | |
Reload Time: None needed. | |
Handedness: Firing can be done in one or two hands. | |
Special: The Grapnel Gun's rope is 30 meters long. |
Tazer Weapon
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This particular tazing device also has advanced hacking support, of course. | |
Coins 40 Weight 1 Kilogram
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Damage: 1d6 Electricity | |
Handedness: The Tazer can only be wielded in one hand. | |
Effects: If you successfully hit a target with the Tazer, the prongs from the Tazer are stuck into them until someone within reach takes a move action to remove the prongs. While its prongs are stuck in a target with augments, the Tazer can be used to hack them. When stuck in any target, the Tazer cannot be carried away from the target or used to attack another target without first removing the prongs, and attacks with the Tazer against the current target hit automatically. | |
If you successfully wound a target with the Tazer, they are stunned for 1 round. | |
The Tazer has both wired and wireless connections. The wireless can be turned on or off as a standard action. | |
Special: The Tazer cannot reduce a target below 0 HP, except on a critical hit. The Tazer cannot be used more than once per round. |
Animate Whip Weapon
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[ Muscle-Damage ] | |
Coins 20 Weight 1 Kilogram
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Damage: 1d6 Physical | |
Handedness: The Animate Whip can be wielded in one hand, or two hands for +1 Damage. | |
Effects: The Animate Whip can be used to grapple. It can be commanded to Tie Up with or without the owner holding it, and does so with a +3 Attack roll and a +6 Items check. | |
Special: The Animate Whip increases the wielder's reach by 1 meter. |
Stealth Knife Weapon
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An interesting blend of paralytic toxins and electricity perfectly complements the sharpness of the blade. | |
[ Muscle-Damage ], [ Thrown ] | |
Coins 10 Weight 1/3 Kilograms
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Damage: 1d6 Physical | |
Handedness: The Stealth Knife can only be used one-handed. | |
Effects: A creature wounded by the Stealth Knife cannot speak for 1 round. Additional wounds during this time add 1 round to the duration each. | |
Special: Stealth knives may be used as Piercing weapons. |
Baseball Bat Weapon
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This stick is light, hard, and balanced. Perfect for hitting things. | |
[ Muscle-Damage ] | |
Coins 0 Weight 2 kilograms
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Damage: 1d6 Physical | |
Handedness: Baseball bats can be wielded in one hand, or two hands for +1 Damage. |
Spinejammer Weapon
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This device is an external spine attachment | |
Coins 20 Weight 2 kilograms
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Damage: 1d6+1 Electricity | |
Handedness: Spinejammers can only be wielded in one hand. | |
Effects: On a successful wound, the spinejammer is attached to the target. While attached to a target, that target is paralyzed. | |
Detaching the spinejammer from a creature within reach is a standard AND move action. | |
Special: The Spinejammer targets GD at a -2 penalty instead of AD. |
Extremely Massive Weapons
Cannon Weapon
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[ Heavy ], [ Loud 2000 meters ], [ Trigger Grip ] | |
Coins 900 Weight 2000 Kilograms
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Damage: 1d6+5 Physical | |
Demolition: 6 | |
Range: 60m/500m/15000m | |
Incremental Reload: 15 Kilograms | |
Ammunition: A shell weighs 15 Kilograms and is worth 40 coins. | |
Handedness: Reloading takes two hands. | |
Effects: After the cannon strikes, it detonates. | |
Shells fired travel at a rate of 6000 meters per round. | |
Warhead: 8 Kilograms |
Laser Cannon Weapon
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[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 700 Weight 1500 Kilograms
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Damage: 1d6+5 Light | |
Demolition: 2 | |
Range: 50m/250m/Unlimited | |
Ammunition: Each attack costs 4 power, plus an additional power equal to its Charge. | |
Handedness: Reloading uses no hands. | |
Effects: The Laser Cannon attacks all targets in a one meter wide beam-shaped spray. | |
Each round in which it is fired, the Laser Cannon's Charge increases by either 1 or 2, your choice. It deals additional damage equal to its Charge. If it is not fired for a round, its Charge decreases to 0 again. | |
The Laser Cannon gets -1 Damage for every 5000 meters of distance to the target through transparent gases of 0.5 Atmospheres or more. |
Plasma Cannon Weapon
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[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 1500 Weight 2000 Kilograms
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Damage: 1d6+4 Heat | |
Demolition: 2 | |
Range: 80m/180m | |
Incremental Reload: 50 kilograms | |
Ammunition: A plasma cartridge weighs 50 Kilograms. | |
Handedness: Reloading uses two hands. | |
Effects: The plasma cannon attacks all creatures and unattended objects in a 30 meter radius blast. It lights targets it hits on fire. | |
Supersize: Supercooling: The plasma cannon is no longer Heavy, and it deals +1 damage. |
Autogun Weapon
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[ Automatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 150 Weight 200 Kilograms
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Damage: 1d6+2 Physical | |
Range: 40m/250m/2500m | |
Reload Time: Standard Action | |
Ammunition: An ammo belt can be good for any number of attacks, but weighs 5 Kilograms per attack, and 1 Kilogram per attack when empty. | |
Handedness: Reloading takes two hands. |
Nuke Weapon
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[ Heavy ], [ Loud 30000 meters ] | |
Coins 12000 Weight 350 Kilograms
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Damage: 1d6+34 Heat | |
Demolition: 15 | |
Handedness: Arming and dropping the nuke can be done one-handed. | |
Effects: The nuke attacks all targets in a 25000 meter radius blast, using an accuracy of +1. Creatures take 1 less damage for every 400 meters away they are from the blast center. Missed creatures still take 1d6+26 Heat damage, before reduction for distance. | |
The first 1000 meters of the blast radius becomes dangerously radioactive for 1 hour, with 15 fewer minutes for every 1000 additional meters. While dangerously radioactive, creatures and objects in the area take 1d6-1 Light damage per round. After the time has passed, the radiation dies down to levels that are only significantly harmful with much longer exposures. | |
The nuke can be set with a timer, delaying its explosion by a specified number of rounds. The timer can be changed or canceled with a wired connection and a DC 4 Hacking check. | |
Special: The Nuke is extremely illegal, and the usage of a Nuke will usually result in attack by the most major militaries around. |
Weapon Attachments
Silencer Weapon Attachment
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Coins 10 Weight 0.5 Kilograms
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Effects: The weapon's loud sound only travels one-tenth as far, but it gets a -1 penalty to damage. | |
Special: The Silencer can only be applied to a Piercing Loud Trigger Grip weapon. |
Aimbot Weapon Attachment
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This is essentially a force feedback device with a camera and an impressive processing suite. Immediately before a bullet is fired, it lurches to aim at a target. | |
Coins 50 Weight 0.5 Kilograms
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Technologies: Advanced AI | |
Effects: The attached weapon attacks with an Accuracy of 3. | |
The attached weapon cannot be used to attack allies of its owner. Reprogramming it for a different definition of owner has a Hacking difficulty of 3. | |
Special: The Aimbot can only be applied to a ranged weapon. |
Remote Stand Weapon Attachment
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Coins 100 Weight 1 Kilogram
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Effects: The weapon can be placed carefully as a standard action, and used wirelessly to attack from its location by its current owner. | |
Special: The Remote Stand can only be applied to a ranged weapon. |
Armor
Only one suit of armor can be effectively worn at a time.
Adaptive Camo Armor
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Coins 20 Weight 8 Kilograms
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-1 AD | |
Effects: While active, you can only be seen from a quarter the normal distance, but can be detected with TEMPEST from 4 times the normal distance.
Adaptive Camo can be activated or deactivated as a lesser action. | |
Special: Adaptive Camo counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 1 HP and 5 Toughness. |
Fibrous Vest Armor
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Coins 10 Weight 10 Kilograms
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-1 AD | |
Special: A fibrous vest counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 1 HP and 5 Toughness. |
Power Armor Armor
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Coins 200 Weight 60 Kilograms
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Technologies: Miniaturized Fission | |
+1 GD, -1 AD, -2 Stealth, -4 Agility, -4 Legerdemain | |
Effects: While active, your Muscle is set to 4 if it was lower, but the Power Armor drains 2 Power per round. Activating or deactivating the Power Armor is a move action. For Power Armor built for larger creatures than 1 meter, the Power Armor gives another +2 Muscle and drains another 1 Power per round for each doubling in size; for Power Armor built for creatures smaller than 1 meter, it gives -2 Muscle and drains 1 less Power per round (minimum 1 Power per round) for each halving in size. | |
You get +2 Power Regeneration. | |
Special: Power armor counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 2 HP and 7 Toughness. |
Gadgets
Personal Computer Gadget
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Personal computers come in all sorts of forms: glasses, handheld projectors, wrist-mounted, and more. | |
Coins 1 Weight 0.5 Kilograms each
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Effects: The Personal Computer can be used for hacking. Its wireless can be turned on or off as a standard action. | |
It has camera and microphone which can be used for visual and auditory perception by connected creatures. The camera and microphone are not as high quality as proper sensory organs, and can only see and hear half as far. | |
The Personal Computer can run programs. |
Signal Jammer Gadget
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Coins 30 Weight 1 Kilogram
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Effects: While active, the Signal Jammer blocks all devices and creatures from connecting wirelessly within 50 meters. It can be turned on or off as a standard action. This can be detected by TEMPEST from 500 meters away. |
Scanner Gadget
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This is a complex suite of scanning devices. | |
Coins 200 Weight 10 Kilograms
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Effects: As a move action, this item may be deployed on the ground. At the beginning of its turn, it reports a complete description of the area within 30 meters of itself, as it was one round previous. The Scanner does not function if it was moved during that time. The scanner's description is accurate to within 1 centimeter, allowing users to discern rough chemical composition, temperature, and electrical charge. |
CounterStrike Device Gadget
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The CounterStrike Device blindly makes hacking attempts against those that connect to it. | |
Coins 150 Weight 0.5 kilograms
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Effects: The CounterStrike Device should be plugged directly into another device's network connection point. When anyone attempts to hack the device, the CounterStrike Device makes a hacking attack back at them, using a Hacking Bonus of +4. The hacking attack it attempts is chosen in advance, and may be changed by a controller as a standard action. | |
Special: The CounterStrike Device's Hackability Score is 6. |
Database Gadget
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This thing's capacity is measured in zettabytes. | |
Coins 20 Weight 25 Kilograms
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Effects: The database can store an essentially unlimited quantity of text, audio, video, and other data. | |
The database's wireless can be turned on or off as a standard action. |
Power Adapter Gadget
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Coins 0 Weight 0.5 Kilograms each
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Effects: When plugged into two sources that use or have power, either one may spend up to two points of the other's power each round. | |
Special: Trying to drain more than 100 power total from a given city district during a single round typically results in the circuit breaker cutting off power to that district. |
Organ Generator Gadget
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Coins 50 Weight 10 Kilograms
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Technologies: Bioprinting | |
Handedness: The organ generator may be used one-handed. | |
Effects: With one round of concentration you may make an attack against AD against a target within reach. If you hit, they are healed for 1 HP. | |
With 5 minutes of production, you can add or remove a Genomorph from a touched creature, if doing so would result in a legal character. |
Duplicator Gadget
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This is a massive printing structure, with clear cylindrical tubes filled with various types of cell. It has hundreds of rapidly moving print heads. | |
Coins 300 Weight 3000 Kilograms
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Technologies: Bioprinting | |
Effects: The Duplicator can create creatures without Augments or gear at a rate of 50 points or 300 kilograms per round, whichever is less, but only if doing so would not go over your point limit. It can only create creatures for whom it has a Printing Template. | |
The Duplicator can only have three active Printing Templates at a time. Changing out one Printing Template for another takes 1 hour. | |
Special: Printing Templates are created by completely disassembling an original creature. Flaws in the process frequently result in psychological problems in all created creatures. |
Drugs
Hemo-Rage Drug
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Expends all of the body's resources in a minute. | |
Coins 10 Weight 0.1 Kilograms
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Effects: Injecting Hemo-Rage makes a +2 attack against GD against the victim. If hit, they get 1 additional Attack and +10 meters to movement speeds, but lose 1 HP at the end of each of their turns. This lasts until they die. |
Oculon Drug
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Coins 10 Weight 0.1 Kilograms
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Effects: Injecting Oculon makes a +2 attack against GD against the victim. If hit, they get +1 Perception for 1 round, and then -1 Perception for the following 9 rounds. |