Difference between revisions of "Equipment"

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===Long Range===
 
===Long Range===
 +
This Quality replaces the Long Range Quality from ASOIAF Core Rule book.  When attacking at Close Range, you take a -1D Penalty to your Marksmanship Test.  In addition, for every 25yrds past the first 100yrds you suffer a -1D Penalty to your Marksmanship Test.
  
 
===Peircing===
 
===Peircing===

Revision as of 22:37, 19 October 2014

Melee

Lightsaber

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Electrostaves

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Force Pike

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Vibro Sword

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Vibro Knife

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Marksmanship

Sporting Blaster

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Blaster

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Heavy Blaster

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Blaster Carbine

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Blaster Rifle

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Ion Gun

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Blaster Repeater

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Heavy Repeater

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Blaster Cannon

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Disruptor

  • Ability:
  • Training:
  • Damage:
  • Qualities:

Archaric Weapons

Slug Thrower

Musket

Scatter Gun

New Weapons and Armor Qualities

Energy

Energy based weapons dominate combat in the Galaxy, and thus are assumed to be the standard. Therefore this Quality, in and of itself, provides no mechanical benefits, but interactions with many other rules in the game are determined by the presence of this Qualty. There is, however, a downside to these weapons. Whenever you Critically Fail when using these weapons, the power supply has become depleted and must be changed. This requires a Reload (Lesser) Action.

Stun

Some Weapons can be set to Stun. A weapon set to stun resolves any Attack Test at -1D. Any Damage inflicted however cannot be reduced using INjuries or Wounds, and the the Consequence of the encounter cannot be the characters Death.

Ion

Ion weapons were designed to knock out technological devices and Droids. When attacking Droids or other forms of technology, in addition to the weapons Damage, you inflict a -1D to all tests for each Degree of Success you score. If these Penalties exceed the devices Endurance rating it is defeated.

Resilient

Some materials are capable of withstanding the damage inflicted by Lightsabers and other weapons capable of burning through armor. Madalorian Iron (also called beskar), Cortosis and phrik are some known examples. Items with these materials negate the Peircing Quality.

Long Range

This Quality replaces the Long Range Quality from ASOIAF Core Rule book. When attacking at Close Range, you take a -1D Penalty to your Marksmanship Test. In addition, for every 25yrds past the first 100yrds you suffer a -1D Penalty to your Marksmanship Test.

Peircing

This Quality replaces the Peircing Quality from the ASOIAF Core Rule Book. Instead of having Ratings a weapon with this Quality simply ignores Armor Rating. Because of the advanced nature of common materials in the Galaxy, archaic weapons (Swords, Crossbows and the like) lose any Peircing they may have possessed.

Shielded

Beyond energy shields and common force fields are a class of defensive and protective technology common known as "Ray Shields." These devices are extremely powerful and are capable of resisting nearly all known small arms weapons. Due to the massive energy energy requirements, these devices are only found in Military and Government Facilities or in the posession of extremely wealthy individuals. Devices with this Quality simply ignore all forms of incoming Damage. They are not, however, immune to the effects of Ion weapons. Instead of inflicting a -1D Penalty, Ion Weapons disable a Ray Shield for a number of Turns equal to the Degrees of Success scored.

Disruptive

Some weapons are specially designed to Penetrate the nearly invulnerable barriers created by Ray Shields. Items with this Quality ignore the Shielded Quality and disable Ray Shields for a number of Turns equal to the Degree of Success scored on the Fighting or Marksmanship Test.