Starpunks equipment
From Gempunks
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. |
| 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
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| [ 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
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| 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
| 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. |
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. |
