Starpunks equipment: Difference between revisions
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==== Items ==== | ==== Items ==== | ||
Revision as of 23:51, 11 October 2024
This is the Starpunks version of Arms and Armor. The mundane equipment in Arms and Armor is also available for purchase, at a rate of 1 Credit per copper.
Equipment
Weapons
| Beam Blade Weapon
| |
| This is a simple sword hilt with a switch. When turned on, a heavy humming beam of glowing colored energy springs forth. | |
| [ Muscle-Damage ] | |
| Credits 50 | |
| Damage: 1d6-1 Heat | |
| Demolition: 2 | |
| Handedness: Beam Blades can be wielded in one hand, or two hands for +1 Damage. | |
| Special: The Beam Blade can be turned on or off as a lesser action. When off, it deals 1d6-2 Physical and has no bonus Demolition. |
| Beam Axe Weapon
| |
| This is a simple staff, with a switch. When turned on, a humming curved arc of glowing colored energy | |
| [ Muscle-Damage ], [ Heavy ] | |
| Credits 60 | |
| Damage: 1d6+1 Heat | |
| Demolition: 2 | |
| Handedness: Beam Axes can be wielded in one hand, or two hands for +1 Damage. | |
| Special: The Beam Axe can be turned on or off as a lesser action. When off, it deals 1d6 Physical and has no bonus Demolition. |
| Beam Flail Weapon
| |
| This is a Beam Blade on a reinforced chain. | |
| [ Muscle-Damage ] | |
| Credits 60 | |
| Damage: 1d6 Heat | |
| Demolition: 2 | |
| Handedness: Beam Flails can only be wielded two-handed. | |
| Special: The Beam Flail can be turned on or off as a lesser action. When off, it deals 1d6-1 Physical and has no bonus Demolition.
The Beam Flail can be used to make Heavy attacks against targets within twice your reach. It is not a Heavy weapon, however. |
| Energy whip Weapon
| |
| This is a simple whip hilt with a switch. When turned on, a flexible string of sparking yellow energy springs forth. | |
| [ Muscle-Damage ] | |
| Credits 50 | |
| Damage: 1d6-1 Electricity | |
| Handedness: Energy whips can be wielded in one hand, or two hands for +1 Damage. | |
| Effects: When on, the Energy Whip can be used to attack targets within twice the wielder's reach, and functions as a rope (with a length of twice the wielder's reach). | |
| Special: The Energy Whip can be turned on or off as a lesser action. When off, it deals 1d6-2 Physical. |
| Stun Stick Weapon
| |
| This is a simple stick with an enlarged end. When struck, targets are shocked. | |
| [ Muscle-Damage ] | |
| Credits 20 | |
| Damage: 1d6-2 Electricity | |
| Handedness: Stun Sticks can be wielded in one hand, or two hands for +1 Damage. | |
| Effects: Creatures wounded by the Stun Stick are stunned for 1 round per wound. |
| Beam Glaive Weapon
| |
| This is an X shape with a switch. When turned on, four heavy humming beams of glowing colored energy springs forth, making it resemble an oversized shuriken | |
| [ Muscle-Damage ], [ Thrown ] | |
| Credits 40 | |
| Damage: 1d6-1 Heat | |
| Demolition: 2 | |
| Handedness: Beam Glaives can only be wielded in one hand. | |
| Special: The Beam Glaives can be turned on or off as a lesser action. When off, it deals 1d6-2 Physical and has no bonus Demolition. |
| Beamerang Weapon
| |
| This is an simple sword hilt with a switch. When turned on, two gently curved heavy humming beams of glowing colored energy springs forth. | |
| [ Muscle-Damage ], [ Thrown ], [ Semiautomatic ] | |
| Credits 120 | |
| Damage: 1d6-1 Heat | |
| Demolition: 2 | |
| Handedness: Beamerangs must be wielded in two hands for +1 Damage, except when throwing them. | |
| Effects: If thrown while active, the Beamerang returns to you after the attack, at which point you must Catch it or it attacks you with an accuracy of +0 and lands 2 meters behind you. | |
| Special: The Beamerang can be turned on or off as a lesser action. When off, it deals 1d6-2 Physical and has no bonus Demolition. It can be thrown with an increased range of 30m while on. |
| Blaster Pistol Weapon
| |
| [ Semiautomatic ], [ Loud 300 meters ], [ Trigger Grip ], [ Blaster ] | |
| Credits 15 Weight 1 Kilogram
| |
| Damage: 1d6-1 Heat | |
| Demolition: 1 | |
| Range: 40m/80m | |
| Ammunition: The blaster pistol does not need ammunition. |
| Blaster Rifle Weapon
| |
| [ Semiautomatic ], [ Loud 300 meters ], [ Trigger Grip ], [ Blaster ] | |
| Credits 30 Weight 3 Kilograms
| |
| Damage: 1d6 Heat | |
| Demolition: 2 | |
| Range: 40m/80m | |
| Ammunition: The blaster rifle does not need ammunition. |
| Blaster Minigun Weapon
| |
| [ Automatic ], [ Loud 300 meters ], [ Trigger Grip ], [ Blaster ] | |
| Credits 80 Weight 8 Kilograms
| |
| Damage: 1d6 Heat | |
| Demolition: 2 | |
| Range: 40m/80m | |
| Ammunition: The blaster minigun does not need ammunition. |
| Blaster Sniper Weapon
| |
| By significantly narrowing and elongating the blaster bolts, one can eke out more range at the expense of fire rate. | |
| [ Heavy ], [ Loud 300 meters ], [ Trigger Grip ], [ Blaster ] | |
| Credits 50 Weight 5 Kilograms
| |
| Damage: 1d6 Heat | |
| Demolition: 2 | |
| Range: 80m/160m | |
| Ammunition: The blaster sniper does not need ammunition. |
| Zap Gun Weapon
| |
| [ Semiautomatic ], [ Trigger Grip ], [ Blaster ] | |
| Credits 20 Weight 1 Kilogram
| |
| Damage: 1d6-2 Electricity | |
| Range: 40m/80m | |
| Ammunition: The zap gun does not need ammunition. | |
| Effects: Creatures wounded by the zap gun are stunned for 1 round per wound. |
| Concussion Cannon Weapon
| |
| [ Heavy ], [ Loud 300 meters ], [ Trigger Grip ], [ Blaster ] | |
| Credits 500 Weight 5 Kilograms
| |
| Damage: 1d6-1 Noise | |
| Demolition: 3 | |
| Range: 30m/60m | |
| Ammunition: The concussion cannon does not need ammunition. | |
| Effects: The Concussion Cannon attacks all creatures and unattended objects within 5 meters of the targeted spot. |
| Explosive Sphere Weapon
| |
| This is a metal sphere with a button. | |
| [ Heavy ], [ Grenade ] | |
| Credits 5 Weight 0.5 Kilograms
| |
| Range: 5m/15m | |
| Handedness: Can only be used one-handed. | |
| Special: One round after it is thrown, it detonates, making a +2 Accuracy attack against AD for 1d6 Heat damage and 3 Demolition. |
Armor
| Personal Shield Gadget
| |
| Credits 1000 Weight 2 Kilograms
| |
| Effects: The wearer and their equipment cannot be actually wounded by Physical damage. Physical damage that would be enough to wound, but for some reason does not (such as a Grapple) still has its effect.
The Personal Shield also provides Noise Resist 1. |
| Battle Armor Armor
| |
| This is relatively light, specially treated plastic full body armor. | |
| Credits 100 Weight 10 Kilograms
| |
| -1 Stealth, -2 Agility, -2 Legerdemain | |
| Effects: The battle armor contains life support sufficient for withstanding the airless void of space. | |
| Special: Battle 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 5 Toughness. |
| Mega Battle Armor Armor
| |
| This is incredibly heavy and bulky, specially treated plastic full body armor. | |
| Credits 500 Weight 100 Kilograms
| |
| -1 AD, -2 Stealth, -4 Agility, -4 Legerdemain | |
| Effects: The mega battle armor contains life support sufficient for withstanding the airless void of space. | |
| Special: Mega Battle Armor counts as an obstacle for firing through. Its AD is the same as its wearer's, and it has 2 HP and 7 Toughness. |
| Hyperdrive Armor Armor
| |
| This battle armor with extra pockets is (probably unwisely) equipped with a miniature hyper drive | |
| Credits 10000 Weight 15 Kilograms
| |
| -1 Stealth, -2 Agility, -2 Legerdemain | |
| Effects: The hyperdrive armor contains life support sufficient for withstanding the airless void of space. | |
| As a standard action, the hyperdrive armor can make a 1000c/1ly hyperspace jump for its wearer, itself, and anything stored in the many pockets, consuming 0.1 kilograms of tachyonium. | |
| Special: Battle 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 4 Toughness. |
Items
| Rocket Pack Gadget
| |
| A pair of rockets with fuel, for personal transportation | |
| Credits 200 Weight 5 Kilograms
| |
| Effects: The wearer gains a 50 meter fly speed with 20 meter aerobatics distance, a 5 meter fly speed with 0 meter aerobatics distance, and a 100 meter space speed. | |
| Special: The Rocket pack has HP 2 and Toughness 4. If it takes one wound, it immediately makes the wearer begin flying at full speed (as though spending two move actions per round) in a random direction, without the use of an action. If destroyed, it explodes, making a +2 Accuracy attack vs AD for 1d6+1 Physical damage to everyone in a 10 meter radius. |
| Antigravity Belt Gadget
| |
| A belt of lift orbs that negate your mass | |
| Credits 500 Weight 5 Kilograms
| |
| Effects: The wearer gains a 5 meter space speed, and can use their space speed even in a gravitational field. In an atmosphere their maximum space speed momentum is limited to 20 meters. |
| Telephone Wire Gadget
| |
| This is simple copper wire. | |
| Credits 1 per 10 meters Weight 1 kilogram per 10 meters
| |
| Effects: Data can be transmitted at a third the speed of light along the length of the wire. |
| CRT Gadget
| |
| This convenient box is capable of displaying high quality images with tens of thousands of individual glowing phosphorescent spots. | |
| Credits 10 per cubic meter Weight 10 Kilograms per cubic meter
| |
| Effects: The CRT can display images on one side. |
| Radio Gadget
| |
| This antenna-based device forms the basis of long distance wireless communication | |
| Credits 10, plus 10 per kilogram Weight any
| |
| Effects: The Radio receives and transmits radio signals. A 1 kilogram Radio can communicate with a range of up to 10000 meters, or 500 meters if transmitting visual data for a display like a CRT or Hologram Projector. Smaller or larger radios have proportionally smaller or larger receiving and transmitting ranges. So a 0.1 kilogram radio could communicate with another 0.1 kilogram radio from only 100 meters away, but with a 10 kilogram radio from 10000 meters away.
All radios using the same frequency interfere with and receive each other, within range. Scanning through all possible frequencies takes a standard action. |
| Hologram Projector Gadget
| |
| This metal disc has a complex grid on one side. | |
| Credits 50 per square meter Weight 10 Kilograms per square meter
| |
| Effects: The hologram projector can project a ghostly, flickering 3D shape above it, a height of up to twice its diameter. |
| Hologram Scanner Gadget
| |
| This metal disc has concentric rings on one side. | |
| Credits 50 per square meter Weight 10 Kilograms per square meter
| |
| Effects: The hologram scanner can scan whatever is in front of it, a height of up to twice its diameter. Its scanning ability can penetrate solid material. The hologram scanner has the hearing ability of a 0.5 meter creature. |
| Monocular Gadget
| |
| This chunky metal tube has numerous lenses in it. | |
| Credits 20 Weight 0.5 Kilograms
| |
| Effects: As a lesser action, you can quadruple the distance at which you see things in a particular 45 degree cone, but stop being able to see things anywhere else. This lasts until you use this again, or put down the monocular. This telescoping effect cannot be combined with other telescoping effects. |
Vehicular Equipment
Weapons
| Ultrablaster Weapon
| |
| [ Loud ], [ Trigger Grip ], [ Blaster ] | |
| Credits 3000 Weight 500 Kilograms
| |
| Damage: 1d6+2 Heat | |
| Demolition: 5 | |
| Range: 120m/640m | |
| Ammunition: The ultrablaster does not need ammunition. | |
| Special: The ultrablaster is inherently inaccurate and gets -1 to Accuracy. |
| Autoblaster Weapon
| |
| [ Automatic ], [ Loud ], [ Trigger Grip ], [ Blaster ] | |
| Credits 2000 Weight 200 Kilograms
| |
| Damage: 1d6+1 Heat | |
| Demolition: 3 | |
| Range: 80m/320m | |
| Ammunition: The autoblaster does not need ammunition. |
| Positron Torpedo Launcher Weapon
| |
| [ Heavy ], [ Loud 300 meters ], [ Trigger Grip ] | |
| Credits 3000 Weight 200 Kilograms
| |
| Damage: 1d6+4 Physical | |
| Demolition: 6 | |
| Range: 30m/3000m | |
| Ammunition: Positron Torpedoes weigh 100 Kilograms and cost 500 credits each. | |
| Effects: Positron Torpedoes travel 2000 meters per round. | |
| When the torpedo hits, it explodes in a 10 meter blast against AD for 1d6+1 Electricity damage with Demolition 7. Wounded creatures are stunned for 1 round. |
| Flakster Weapon
| |
| [ Heavy ], [ Loud 5000 meters ], [ Trigger Grip ], [ Blaster ] | |
| Credits 40 thousand Weight 60 thousand Kilograms
| |
| Damage: 1d6+2 Heat | |
| Demolition: 5 | |
| Range: 40m/500m | |
| Ammunition: The flakster does not need ammunition. | |
| Special: The flakster is inherently inaccurate and gets -1 to Accuracy. It attacks everything in a 30 degree conical spray. When firing in space beyond its normal range, the flakster gets -1 damage and -1 demolition for every 500 meters, diminishing to nothing at a distance of 3000 meters. |
| Megablaster Weapon
| |
| [ Heavy ], [ Loud 5000 meters ], [ Trigger Grip ], [ Blaster ] | |
| Credits 30 thousand Weight 50 thousand Kilograms
| |
| Damage: 1d6+4 Heat | |
| Demolition: 7 | |
| Range: 160m/2000m | |
| Ammunition: The megablaster does not need ammunition. | |
| Special: The megablaster is inherently inaccurate and gets -2 to Accuracy. |
| Gigablaster Weapon
| |
| [ Heavy ], [ Loud 20 kilometers ], [ Trigger Grip ], [ Blaster ] | |
| Credits 150 thousand Weight 5 million Kilograms
| |
| Damage: 1d6+7 Heat | |
| Demolition: 10 | |
| Range: 200m/5000m | |
| Ammunition: The gigablaster does not need ammunition. | |
| Special: The gigablaster is inherently inaccurate and gets -3 to Accuracy. |
| Planet Destroyer Beam Cannon Weapon
| |
| [ Heavy ], [ Loud 20 kilometers ], [ Trigger Grip ], [ Blaster ] | |
| Credits 1 billion Weight 50 quintillion Kilograms
| |
| Damage: 1d6+12 Heat | |
| Demolition: 42 | |
| Range: 500 thousand kilometers | |
| Ammunition: The planet destroyer beam cannon does not need ammunition. | |
| Effects: The beam cannon takes 1 round to charge (activated as a standard action) before it fires in exactly the direction it was aiming (if a target moved in that time, it will likely get out of the way). If it charges, it must fire. | |
| The beam cannon deals damage in a 1000 meter wide spray beam. |
Armor
| Starship Shield Gadget
| |
| Credits 20 per square meter Weight 1 Kilogram per square meter
| |
| Effects: When linked to a hull that is designed to be linked to a Starship Shield (a simple and inexpensive manufacturing process that consists of embedding some gold wires into it), the hull is protected from Physical and Noise damage like a personal shield. If the hull is larger than the maximum surface area this Starship Shield is rated for, the shield fails to function. |
| Planetary Shield Gadget
| |
| Credits 200000 Weight 20000 Kilograms
| |
| Effects: When synchronized with another Planetary Shield anywhere from 1000 to 10000 kilometers away, the two shields project a shield bubble from their center point with a diameter of the distance between them plus 1000 kilometers. Physical objects crossing into the bubble from outside are slowed to a stately 1 meter per second at most, negating any physical damage they might have built up or gotten from firing. |
Items
| Hand-Cranked Hyperdrive Gadget
| |
| This is a partially encased glowing beam of energy, accompanied by a cage of silver wires distributed just under the outside shell of whatever is supposed to be transported. An older, more primitive model of hyperdrive, where other hyperdrives have plenty of motors to align the beam for exactly the sine and distance desired, the Hand-Cranked Hyperdrive has hand cranks. | |
| Credits 500, plus 50 per meter Weight 150 Kilogram per meter
| |
| Effects: With twenty standard actions by characters who've been told what to set the cranks to (turning twenty cranks, spaced evenly along the length of the beam), the Hand-Cranked Hyperdrive makes a 1000c/10ly hyperspace jump for everything within the confines of the cage of the silver wires, plus 5 meters beyond, consuming 1 kilogram of tachyonium per meter of hyperdrive size. | |
| Special: A Hand-Cranked Hyperdrive is an energy beam of a specific length which limits how large of an area the metal cage defining what gets transported can cover: no part of the cage may be beyond a distance from the beam equal to the length of the beam, otherwise the jump fails. |
| Standard Hyperdrive Gadget
| |
| This is a partially encased glowing beam of energy, accompanied by a cage of silver wires distributed just under the outside shell of whatever is supposed to be transported. | |
| Credits 3000, plus 100 per meter Weight 100 Kilogram per meter
| |
| Effects: After a standard action inputting the calculated jump, the standard hyperdrive takes one round to align and make a 10000c/10ly hyperspace jump for everything within the confines of the cage of the silver wires, plus 5 meters beyond, consuming 1 kilogram of tachyonium per meter of hyperdrive size. | |
| Special: A Standard Hyperdrive is an energy beam of a specific length which limits how large of an area the metal cage defining what gets transported can cover: no part of the cage may be beyond a distance from the beam equal to the length of the beam, otherwise the jump fails. |
| Long Haul Hyperdrive Gadget
| |
| This is a partially encased glowing beam of energy, accompanied by a cage of silver wires distributed just under the outside shell of whatever is supposed to be transported. | |
| Credits 3000, plus 100 per meter Weight 100 Kilogram per meter
| |
| Effects: After a standard action inputting the calculated jump, the long haul hyperdrive takes two rounds to align and make a 10000c/1000ly hyperspace jump for everything within the confines of the cage of the silver wires, plus 5 meters beyond, consuming 5 kilogram of tachyonium per meter of hyperdrive size. | |
| Special: A Long Haul Hyperdrive is an energy beam of a specific length which limits how large of an area the metal cage defining what gets transported can cover: no part of the cage may be beyond a distance from the beam equal to the length of the beam, otherwise the jump fails. |
| High Speed Hyperdrive Gadget
| |
| This is a partially encased glowing beam of energy, accompanied by a cage of silver wires distributed just under the outside shell of whatever is supposed to be transported. | |
| Credits 6000, plus 1000 per meter Weight 200 Kilogram per meter
| |
| Effects: After a standard action inputting the calculated jump, the high speed hyperdrive takes one round to align and make a 100000c/10ly hyperspace jump for everything within the confines of the cage of the silver wires, plus 5 meters beyond, consuming 5 kilogram of tachyonium per meter of hyperdrive size. | |
| Special: A High Speed Hyperdrive is an energy beam of a specific length which limits how large of an area the metal cage defining what gets transported can cover: no part of the cage may be beyond a distance from the beam equal to the length of the beam, otherwise the jump fails. |
| Jump Calculator Gadget
| |
| This state-of-the-art calculating machine can do nearly two hundred arithmetic operations per second. | |
| Credits 2000 Weight 1000 Kilograms
| |
| Effects: The Jump Calculator can calculate a safe hyperspace jump in only a single round. It takes a Standard Action to type in the target coordinates. |
| Hyperspace Coordinates Tome Gadget
| |
| This is a large book with very thin, fragile pages. On every page there are endless rows of names of places and corresponding numbers. | |
| Credits 30 Weight 2 Kilograms
| |
| Effects: The hyperspace coordinates tome contains all publicly known jump coordinates. If you don't already know which page the coordinates you are looking for are on, it takes 1 minute to find them. |
| Hyperlabe Gadget
| |
| This is complex mechanical device of layered wheels with sliding elements on them, pendulums and whirring gears. | |
| Credits 20000 Weight 5000 Kilograms
| |
| Effects: With an hour of careful use and a DC 5 Items check, a character can use the Hyperlabe to measure the jump coordinates for the current position and velocity. |
| Jump Tracker Gadget
| |
| This hefty piece of film equipment has a vector graphics display for easy alignment of detected hyperspace trails. | |
| Credits 8000 Weight 1500 Kilograms
| |
| Effects: If the Jump Tracker has line of sight to a target appearing from or disappearing into a hyperspace jump, it records it. With a standard action and a DC 3 Items check, a user can align the knobs on the device to calculate a recorded jump, resulting in a calculation that can be used to follow, or go to the origin of the jump. As with all hyperspace jump calculations, this calculation gets out of date, in this case starting from when the jump happened. |
Commodities
| Tachyonium Commodity
| |
| This semitranslucent, iridescent material is ever so slightly soft. It's relatively easy to create from helium and uranium if you know how. | |
| Credits 100 per Kilogram | |
| Effects: Creatures within 1 meter of Tachyonium take 1d6-1 Light damage at the ends of their turns. |
