Equipment.   Posted by The GM.Group: 0
The GM
 GM, 9 posts
Sun 5 Apr 2020
at 21:02
Equipment
Here is  list of some of the equipment that can be requisitioned:

*To request Masterwork Quality, add +3 to Requisition DC
*Note: Gadgets can be purchased as well for weapons and armour (See here)

Ranged Weapons
WeaponDamageCriticalDamage TypeRangeROFMagazineSizeRequisition DC
9mm Pistol2d620Ballistic40'S15 BoxSmall16
1911 Pistol2d620Ballistic30'S7 BoxSmall15
.357 Revolver2d620Ballistic40'S6 Cyl.Medium15
12 Gauge Shotgun2d820Ballistic40'S7 Int.Large17
AR-10 Rifle2d1020Ballistic90'S, A20 BoxLarge19
AR-15 Rifle2d820Ballistic80'S, A30 BoxLarge16
Compound Bow (Archaic)1d820Piercing40'1--Large10
Flamethrower3d6--Fire--110 Int.Large20
Javelin (Simple)1d620Piercing30'1--Medium4
Taser (Simple)1d4*--Electricity5'11 Int.Small7
Laser Pistol2d820Fire40'S50 BoxMedium17
Laser Rifle3d820Fire80'S50 BoxLarge19

Melee Weapons
Simple Weapons
WeaponDamageCriticalDamage TypeRangeSizeRequisition DC
Brass Knuckles120Bludgeoning--Tiny5
Club1d620Bludgeoning10'Medium4
Knife1d419-20Piercing10'Tiny7
Metal Baton1d619-20Bludgeoning--Medium8
Stun Gun1d3*20Electricity--Medium6
Nano-edge Sword2d619-20Slashing--Large15
Archaic Weapons
Hatchet1d620Slashing10'Small4
Longsword1d819-20Slashing--Medium11
Straight Razor1d419-20Slashing--Medium4

Armour
Light Armour
NameTypeEquipment BonusNon-Prof BonusMax DexArmour PenaltySpeedRequisition DC
Leather JacketImpromptu+1+1+8-030'10
Light UndercoverConcealable+2+1+7-030'13
Light Combat ArmourTactical+3+1+5-230'12
Scout ArmourTactical+2+1+6-030'11
Medium Armour
Concealed VestConcealable+4+2+4-325'15
Light Duty VestTactical+5+2+3-430'16
Tactical VestTactical+6+2+2-525'17
Heavy Armour
Special Response VestTactical+7+3+1-620'18

More to be added later...

This message was last edited by the GM at 22:04, Sun 05 Apr 2020.

The GM
 GM, 10 posts
Tue 7 Apr 2020
at 15:57
Weapon Accessories/ Gadgets
Accesories
Laser (DC 15): +1 to attack, if target is less than 30 ft. away. Cannot be used outside in daylight

Standard Scope (DC 11): Increase range increment of ranged weapon by one half (x1.5). Character must spend one attack action to "acquire target". If the character changes targets or otherwise lose sight of the target, he or she must "reacquire" the target to gain the benefit of the scope.

Electro-Optical Scope (DC 18): An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had the darkvision ability granted by night vision goggles.

Speed Loader (DC 3): Allows character to reload a revolver all at one time.

Gadgets
Compact (DC +2): Allows a ranged weapon to be one size category smaller.

Expanded Magazine (DC +2): A ranged weapon has double ammo capacity.

Miniaturized (D +5): This ranged weapon is two size categories smaller. However it requires special ammunition to fit it.

Stun Module (DC +2 [Fort DC 12], DC +4 [Fort DC 14], DC +6 [Fort DC 18]): This energy weapon may be changed to a stun setting as a Free Action. Fort DCs as noted.

Variable Ammunition (DC +4): This ranged ballistic weapon may have a second magazine with a different ammunition type. They may be switched between as a Free Action.

This message was last edited by the GM at 20:14, Wed 08 Apr 2020.

The GM
 GM, 11 posts
Wed 8 Apr 2020
at 20:23
Armor Accessories/ Gadgets
Environment Seal (DC +4): The environment seal gadget transforms any armor into a stable and insulated artificial environment. This provides the wearer with the right amount of breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can function in the extremes of the deep sea or deep space,along with any environment in between. Only certain types of armor can handle this modification and those that do usually integrate a sealed helmet, body glove, and emergency air tanks to generate internal atmosphere. Medium, heavy, or powered armor only.

Ultralight Composition (DC +4): This armor has it's Armor Check Penalty reduced by 1 and it's maximum Movement is increased by 5 (up to user's maximum movement).

Prehensile Appendage (DC +6): A long flexible appendage that is connected to the user's side or back armor. It can be used to hold or manipulate objects, but not make melee or ranged attacks. It may, however, make a grapple check using the character's base attack bonus and a STR modifier of +2. Picking up, manipulating, or dropping objects can be done as a Free Action.

Self-Repairing (DC +6): This armor heals one point of damage per minute.
The GM
 GM, 12 posts
Thu 9 Apr 2020
at 21:56
Other Equipemnt
NameRequisition DC
35mm Camera
10
35mm Film
5
Digital Camera
8
Portable Computer
8
Hackcard
16
Display Glasses
8
Heads-up Display
10
Display Contacts
16
Tool Kits
Chemical Kit
10
Demolitions Kit
18
Electrical Tool Kit (Basic)
8
Electrical Tool Kit (Deluxe)
14
Evidence Kit (Basic)
7
Evidence Kit (Deluxe)
14
First Aid Kit
5
Mechanical Tool Kit (Basic)
8
Mechanical Tool Kit (Deluxe)
14
Medical Kit (Basic)
8
Medical Kit (Advanced)
15
Pharmaceutical Kit
17
Surgery Kit
16
Medical Equipment
Chemical, antitox
6
Chemical, boost
6
Chemical, neutrad
6
Medical Kit (Fast Use)
15
Sensors
Sensor, Chemicomp
15
Sensor, Geocomp
15
Sensor, Motion
10
Other Equipment
Bolt Cutter
6
Hand Cuffs
7
Zip Ties (12)
6
Night Vision Goggles
12
Duracable
4
Grappler Tag
5
Portable Glow Lamp
4
Puritizer
5
Flash Seal
8
Fusion Torch
10
Communicator
5
Aquaconverter
12

The GM
 GM, 13 posts
Fri 17 Apr 2020
at 18:42
Other Equipemnt
Standard configuration for Laser Rifles and Laser Pistols. Most weapons are modular and any character with the proper weapon Proficiency can change Accessories and Gadgets without a check, barring unusual situations.

Other weapons, such as .357 revolvers or AR-15s are generic and may be skinned as the player chooses.


The GM
 GM, 16 posts
Mon 20 Apr 2020
at 22:01
Other Equipemnt
Security Office contains the following
2x Laser Pistols
2x Laser Rifles
2x 9mm Pistol
2x AR-15
4x Metal Batons
2x Stun Guns
2x Knives
2x Light Combat Armor
2x Light Undercover
2x Tactical Vest
2x Special Response Vest
10x Handcuffs
5x Zip Ties (12)
1x Evidence Kit, Basic
1x Evidence Kit, Deluxe
1x Bolt Cutter
2x Night Vision Goggles
4x Duracable
1x Fusion Torch
1x First Aid Kit