Gear and Gadgets

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This is the Cybergems version of Arms and Armor.

Weapons

Kalishnakov.png


Assault Rifle
Weapon
[ Semiautomatic ], [ Piercing ], [ Loud ], [ Trigger Grip ]
Coins 10
Weight 3 Kilograms
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.png
Pistol
Weapon
[ Semiautomatic ], [ Piercing ], [ Loud ], [ Trigger Grip ]
Coins 5
Weight 1 Kilogram
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.png
Machinegun
Weapon
[ Automatic ], [ Piercing ], [ Loud ], [ Trigger Grip ]
Coins 60
Weight 8 Kilograms
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.png
Sniper Rifle
Weapon
[ Heavy ], [ Piercing ], [ Loud ], [ Trigger Grip ]
Coins 10
Weight 4 Kilograms
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.
GrenadeLauncher5.png
Grenade Launcher
Weapon
[ Loud 300 meters ], [ Trigger Grip ]
Coins 60
Weight 3 Kilograms
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.


Rocket launcher.png
Missile Launcher
Weapon
[ Heavy ], [ Loud ], [ Trigger Grip ]
Coins 80
Weight 4 Kilograms
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.png
Nuke Cannon
Weapon
[ Loud ], [ Trigger Grip ]
Coins 200
Weight 8 Kilograms
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.


Flame thrower.png
Flamethrower
Weapon
[ Heavy ], [ Trigger Grip ]
Coins 40
Weight 6 Kilograms
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.


Tazer.png
Tazer
Weapon
This particular tazing device also has advanced hacking support, of course.
Coins 40
Weight 1 Kilogram
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
[ Muscle-Damage ]
Coins 20
Weight 1 Kilogram
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.png
Stealth Knife
Weapon
An interesting blend of paralytic toxins and electricity perfectly complements the sharpness of the blade.
[ Muscle-Damage ], [ Thrown ]
Coins 10
Weight 1/3 Kilograms
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.

Weapon Attachments

Each weapon has some limit to the maximum number of attachments it can have.


Silencer.png
Silencer
Weapon Attachment
Coins 10
Weight 0.5 Kilograms
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.png
Aimbot
Weapon Attachment
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
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
Coins 100
Weight 1 Kilogram
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
Coins 20
Weight 8 Kilograms
-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
Coins 10
Weight 10 Kilograms
-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.png
Power Armor
Armor
Coins 200
Weight 60 Kilograms
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.png
Personal Computer
Gadget
Personal computers come in all sorts of forms: glasses, handheld projectors, wrist-mounted, and more.
Coins 1
Weight 0.5 Kilograms each
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.