Starpunks equipment

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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
Weight 0.5 Kilograms (off), 2 Kilograms (on)
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
Weight 2 Kilograms (off), 5 Kilograms (on)
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
Weight 0.5 Kilograms (off), 2 Kilograms (on)
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
Weight 0.5 Kilograms (off), 2 Kilograms (on)
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
Weight 0.5 Kilograms (off), 2 Kilograms (on)
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.


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.

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.

Hook launcher


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.

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.

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.


Hyperspace Inhibitor
Gadget
This is a bizarre contraption of hundreds of spinning rings.
Credits 50000
Weight 50000 Kilograms
Effects: The Hyperspace Inhibitor can project a sphere of hyperspace inhibition with a radius of up to 100,000 kilometers.

Items

Hyper drive


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.