Difference between revisions of "Equipment"

From OakthorneWiki
Jump to navigationJump to search
Line 52: Line 52:
  
 
=='''Marksmanship'''==
 
=='''Marksmanship'''==
 +
Even in the technologically backward places of the galaxy, Blasters rule.  These weapons have existed for tens of thousands of years, and predate the Republic.  Unlike other weapons in the Chronicle System, Blasters do not rely on the users Abilities to determine their damage and instead have a flat damage assigned to it.  Because of how common they are, Blasters of all kinds have reduced Training Requirements for thier Damage and Qualities.
 +
 
===Sporting Blaster===
 
===Sporting Blaster===
 
* Specialty: ''Blaster''
 
* Specialty: ''Blaster''
* Training:
+
* Training: 1B
* Damage:
+
* Damage: 3
* Qualities:
+
* Qualities: Clsoe Range, Energy, Off-hand +1, Fast
  
 
===Blaster===
 
===Blaster===
 
* Specialty: ''Blaster''
 
* Specialty: ''Blaster''
* Training:
+
* Training: -
* Damage:
+
* Damage: 4
* Qualities:
+
* Qualities: Close Range, Energy
  
 
===Heavy Blaster===
 
===Heavy Blaster===
 
* Specialty: ''Blaster''
 
* Specialty: ''Blaster''
* Training:
+
* Training: 1B
* Damage:
+
* Damage: 5
* Qualities:
+
* Qualities: Close Range, Energy, Slow
  
 
===Blaster Carbine===
 
===Blaster Carbine===
 
* Specialty: ''Blaster Rifle''
 
* Specialty: ''Blaster Rifle''
* Training:
+
* Training: 1B
* Damage:
+
* Damage: 4
* Qualities:
+
* Qualities: Close Range, Energy, Fast, Stun
  
 
===Blaster Rifle===
 
===Blaster Rifle===
 
* Specialty: ''Blaster Rifle''
 
* Specialty: ''Blaster Rifle''
* Training:
+
* Training: -
* Damage:
+
* Damage: 5
* Qualities:
+
* Qualities: Long Range, Energy
  
 
===Ion Gun===
 
===Ion Gun===
 
* Specialty: ''Blaster Rifle''
 
* Specialty: ''Blaster Rifle''
* Training:
+
* Training: -
* Damage:
+
* Damage: 2
* Qualities:
+
* Qualities: Long Range, Energy, Ion
  
 
===Blaster Repeater===
 
===Blaster Repeater===
 
* Specialty: ''Blaster Rifle''
 
* Specialty: ''Blaster Rifle''
* Training:
+
* Training: 1B
* Damage:
+
* Damage: 4
* Qualities:
+
* Qualities: Long Range, Energy, Fast
  
 
===Heavy Repeater===
 
===Heavy Repeater===
 
* Specialty: ''Gunnery''
 
* Specialty: ''Gunnery''
* Training:
+
* Training: -
* Damage:
+
* Damage: 5
* Qualities:
+
* Qualities: Long Range, Energy, Fast, Bulk 4, Unwieldly
  
 
===Blaster Cannon===
 
===Blaster Cannon===
 
* Specialty: ''Gunnery''
 
* Specialty: ''Gunnery''
* Training:
+
* Training: -
* Damage:
+
* Damage: 10
* Qualities: Unwieldly
+
* Qualities: Long Range, Energy, Staggering, Bulk 6, Unwieldly, Slow, Vicious, Reload (Greater)
  
 
===Disruptor===
 
===Disruptor===
 
* Specialty: ''Blaster''
 
* Specialty: ''Blaster''
* Training:
+
* Training: 1B
* Damage:
+
* Damage: 4
 
* Qualities: Piercing, Vicious
 
* Qualities: Piercing, Vicious
  

Revision as of 01:40, 20 October 2014

Fighting

Even in the modern Galaxy, where Blasters have dominated for thousands of years, melee weapons have remained an intrigal part of the battlefield.

Lightsaber

Lightsabers are the iconic weapon of the ancient order of Jedi Knights, but the Jedi are not the only group that makes use of them. The most obvious other group is the Sith, though they are nothing more than an offshoot of the Jedi. There are dozens of other such offshoots that have existed for hundreds if not thousands of years, in the remote places of the Galaxy. Regardless almost all are Force Users, as it takes an extraordinary amount of skill and reflex to wield the weapon safely.

  • Specialty: Lightsaber
  • Training: 1B
  • Damage: Agility +1
  • Qualities: Adaptable, Energy and Piercing.

Saberstaff

While many people are familiar with the Lightsaber, the Saberstaff is a far more rare device. Origionally developed by the Sith, Saberstaves have seen increasing use among the Jedi in recent centuries. It consistis of a single haft with blade emitters at either end. Because of this it can be used as either a traditional Lightsaber or in its double bladed mode.

  • Specialty: Lightsaber
  • Training: 2B
  • Damage: Agility +2
  • Qualities: Energy, Fast and Piercing

Electrostaves

Electrostaves are powerful hafted weapons that possess electrical emitters at either end. These weapons are common used by Riot and Assault Troops as well as Security Forces. It is one of the few weapons that was specifically designed to penetrate and disable Ray Shields. Because of the intense electrical field, these weapons are capable of parrying Lightsaber Blades if caught just right.

  • Specialty: Spears
  • Training:
  • Damage: Athletics +1
  • Qualities: Disruptive, Energy, Reach and Stun

Force Pike

Force Pikes are a combination weapon used by Personal Guards throughout the galaxy. They have a long haft with a Vibro Blade at one end and a electro emitter at the other.

  • Specialty: Spears
  • Training: 1B
  • Damage: Athletics +1
  • Qualities: Disruptive, Energy, Powerful, Reach, Slow and Stun

Vibro Sword

One fo the most common Fighting weapons available, these have been around for thousands of years. Unlike thier predicessors, these weapons do not have a sharped edge, instead a small energy field is activated and the vibrations of the micro force field create an impossibly sharp cutting edge.

  • Specialty: Longblades
  • Training:
  • Damage: Athletics +1
  • Qualities:

Vibro Knife

A Smaller version of a Vibroblade, these smaller blades allow for easy concealment and are favorites of politicians and theives alike.

  • Specialty: Shortblades
  • Training:
  • Damage: Agility -1
  • Qualities: Fast

Dualing Blade

Among many nobles and aristocrates, especially in the Hapes Cluster, Dueling remains a common way to settle disputes, but it also serves as a favored sport among mercenaries and cutthroats in the Outer Rim. Masters of the Duel often employ specialty Vibro Weapons to increase their fighting potential.

  • Specialty: Shortblades
  • Training: 1B
  • Damage: Agility -1
  • Qualities: Fast, Off-hand +1, and Defensive +2

Marksmanship

Even in the technologically backward places of the galaxy, Blasters rule. These weapons have existed for tens of thousands of years, and predate the Republic. Unlike other weapons in the Chronicle System, Blasters do not rely on the users Abilities to determine their damage and instead have a flat damage assigned to it. Because of how common they are, Blasters of all kinds have reduced Training Requirements for thier Damage and Qualities.

Sporting Blaster

  • Specialty: Blaster
  • Training: 1B
  • Damage: 3
  • Qualities: Clsoe Range, Energy, Off-hand +1, Fast

Blaster

  • Specialty: Blaster
  • Training: -
  • Damage: 4
  • Qualities: Close Range, Energy

Heavy Blaster

  • Specialty: Blaster
  • Training: 1B
  • Damage: 5
  • Qualities: Close Range, Energy, Slow

Blaster Carbine

  • Specialty: Blaster Rifle
  • Training: 1B
  • Damage: 4
  • Qualities: Close Range, Energy, Fast, Stun

Blaster Rifle

  • Specialty: Blaster Rifle
  • Training: -
  • Damage: 5
  • Qualities: Long Range, Energy

Ion Gun

  • Specialty: Blaster Rifle
  • Training: -
  • Damage: 2
  • Qualities: Long Range, Energy, Ion

Blaster Repeater

  • Specialty: Blaster Rifle
  • Training: 1B
  • Damage: 4
  • Qualities: Long Range, Energy, Fast

Heavy Repeater

  • Specialty: Gunnery
  • Training: -
  • Damage: 5
  • Qualities: Long Range, Energy, Fast, Bulk 4, Unwieldly

Blaster Cannon

  • Specialty: Gunnery
  • Training: -
  • Damage: 10
  • Qualities: Long Range, Energy, Staggering, Bulk 6, Unwieldly, Slow, Vicious, Reload (Greater)

Disruptor

  • Specialty: Blaster
  • Training: 1B
  • Damage: 4
  • Qualities: Piercing, Vicious

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.

Unwieldly

This Quality replaces the Unwieldly Quality from ASOIAF Core Rule Book. Weapons with this qualty are very large, normally requiring a stand or base to be mounted on, and usually require multiple crew to man them. They always include Bulk, but as the weapon can be disassembled that Bulk can be distributed between different individuals. Attempting to fire the weapon without the proper mounting incures a -2D Penalty.