Hoshiko Arms & Equipment

From xulnwiki
Jump to navigationJump to search

Main: Farside Station

Armor

Aside from military forces who wear Marine Armor in combat situations or at guard posts, or police who generally wear Ballistic Vests when on patrol, most people in the Hoshiko Cluster do not typically wear any form of armor, including most criminals and pirates.

Since only military generally wear marine armor, anyone wearing this armor will typically be assumed to be military: Social Regard (Feared). However, without a proper Disguise, or if wearing the armor outside of a combat area, actual military members will likely be very suspicious and question the person. Without proper authorization, wearing marine armor is typically illegal.

Although Vacc Suits have DR, no one wears a vacc suit as armor. Instead, these suits are solely for their functional utility value for anyone working in vacuum (asteroid miners, space ship mechanics, etc.). Anyone walking around in a vacc suit either planetside, on a space station, or onboard a ship will be viewed as either a freak or insane, Social Stigma (Nutball), suffering a -2 penalty to all reactions.

TL Armor Location DR Weight HP aDR Cost LC Notes
1 Leather Jacket arms, torso 1* 4 13 0 $50 4 [1,2]
  1. Flexible
  2. Concealable as or under clothing.
  3. Split DR: use first, higher DR for torso; lower DR for all other body hit locations.
  4. Split DR: use first, higher DR for skull; lower DR for all other head hit locations.
  5. Split DR: use first, higher DR against piercing and cutting attacks; lower DR against all other.
  6. Chaps protect legs only, not groin.
  7. When attacked, roll 1d; on 1-3, the armor is hit.
1 Leather Pants / Chaps legs, groin 1* 3 12 0 $40 4 [1,2,6]
1 Leather Bracers forearms 2* 1 8 1 $30 4 [7]
6 Flak Jacket torso 7 20 22 3 $500 3
7 Frag Vest torso, groin 5/2* 9 17 4 $350 3 [1,5]
9 Marine Armor full suit 25/15 45 29 10 $20,000 1 [3]
+ Helmet head 20/10 7 16 10 $3,000 1 [4]
8 Vacc Suit full suit 3* 25 24 1 $5,000 4 [1]
+ Vacc Helmet head 3 5 14 3 $1,000 4
9 Vacc Suit full suit 6* 25 24 2 $10,000 4 [1]
+ Vacc Helmet head 6 5 14 3 $2,000 4
8 Ballistic Vest torso 8/2 2 11 6 $400 2 [1,2,5]
9 Ballistic Vest torso 12/3 2 11 8 $800 2 [1,2,5]

Armor Repair Kit: 5 uses, costs $100, 5 lbs. Required for armor repair Armoury (Armor).

Changing Posture in Armor: wearing armor that increase a person’s encumbrance level to Medium or higher makes changing posture more difficult; each posture change takes two seconds instead of the normal one second, i.e. standing from prone wearing heavy armor will take four seconds instead of two.

Layering Armor: only if inner layer is both flexible and concealable. Add DR of both layers. Incurs a penalty of -1 to DX and DX-based skills.


Firearms

TL Weapon Malf Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
GUNS (PISTOL) (DX-4, or most other Guns at -2)
7 Revolver, .38 17 2d-1 pi 2 120/1,500 2/0.2 3 6(3i) 8 -2 2 $50 3
7 Holdout Pistol, .38 16 2d-1 pi 1 120/1,500 1.3/0.2 3 6(3i) 8 -1 2 $75 3
7 Revolver, .44M 17 3d pi+ 2 200/2,500 3.25/0.3 3 6(3i) 11 -3 4 $225 3
7 Auto Pistol, 9mm 16 2d+2 pi 2 150/1,850 2.6/0.6 3 15+1(3) 9 -2 2 $200 3
9 Auto Pistol, 9mm 18 2d+2 pi 2 150/1,900 2/0.7 3 18+1(3) 9 -2 2 $800 3
9 Auto Pistol, .44M 18 3d pi+ 2 230/2,500 4.5/0.6 3 9+1(3) 12 -3 4 $740 3
GUNS (SMG) (DX-4, or most other Guns at -2)
7 SMG, 9mm 15 3d-1 pi 4 160/1,900 7.5/1.2 13 30+1(3) 10† -4 2 $300 2 [1]
GUNS (RIFLE) (DX-4, or most other Guns at -2)
7 Lever-Action Carbine, .44M 17 3d pi+ 4 450/3,000 7/0.3 2 6+1(3i) 10† -4 2 $75 3
7 Bolt-Action Rifle, 7.62mm 17 7d pi 5 1,000/4,200 8.9/0.3 1 5+1(3) 10† -5 4 $88 3
7 Assault Rifle, 5.56mm 17 5d pi 5 500/3,500 9/1 12 30+1(3) 9† -4 2 $200 2 [1]
7 Assault Rifle, 7.62mm 16 5d+1 pi 4 400/3,000 10.5/1.8 10 30+1(3) 10† -4 2 $75 2 [1]
8 Assault Carbine, 5.56mm 18 4d+2 pi 4 400/3,000 7.3/1 15 30+1(3) 9† -3 2 $450 2 [1]
8 Sniper Rifle, .338 18 9d+1 pi 6+3 1,500/5,500 17.5/0.8 1 4+1(3) 11B† -6 4 $2,800 2
9 ICW, 6.8mm 18 6d pi 4+2 700/4,000 12/1.5 15 25+1(3) 10† -5 2 $7,000 1
GUNS (SHOTGUN) (DX-4, or most other Guns at -2)
6 Pump Shotgun, 12G 17 var. var. var. 8/0.7 2 5(3i) 10† -5 var. $120 3 [2]
GUNS (LMG) (DX-4, or most other Guns at -2)
7 SAW, 5.56mm 16 5d+1 pi 5 800/3,500 24/7 12! 200(5) 12B† -6 2 $1,200 1
9 Light Support Weapon, 7mm 17 6d pi 4 700/4,000 15/5 15 200(5) 9B† -5 2 $3,000 1
BEAM WEAPONS (RIFLE) (DX-4, or Guns (Rifle)-4)
9 Assault Laser 17 4d(2) brn 8+1 700/2,100 10/4p 1 40(5) 7† -5 1 $10,000 1
  1. Civilian semi-automatic version is RoF 3, -25% to cost, and +1 to LC.
  2. For multi-shot rounds, at ranges less than or equal to 5 yards, RoF becomes 3, but 4x damage and target DR.

† Two-handed

Malfunctions: all firearms have a chance to encounter a malfunction during use, even brand-new, never-been-fired weapons. The base Malf score 18. This base score is then modified dependant upon the age, amount of maintenance performed and the conditions in which the weapon is exposed too. Any operation roll (attack roll) that equals or exceeds this value results in a malfunction.

Weapon Repair Kit: 5 uses, costs $50, 2 lbs. Required for firearm repair Armoury (Small Arms).

Sawed-Off Shotgun: shortened barrel reduces weight by 0.75 lbs; removing shoulder stock reduces Bulk by 1 and weight by 1.0 lb, but reduces Acc by 1 and increases required ST by 1.2 and Rcl by 1. LC 2.


Ammunition

Ammo Weight Cost LC
.338 0.2 $4.00 2
.38 0.033 $0.67 3
.44M 0.05 $1.00 3
5.56mm 0.033 $0.67 2
6.8mm 0.06 $1.20 2
7mm 0.025 $0.50 2
7.62mm 0.06 $1.20 2
9mm 0.038 $0.78 3
12G (shotgun) 0.14 var. 3
power cell 4.00 $20.00 3
Shotgun Ammunition Varieties
Type Damage Acc Range RoF Rcl Cost
4.19mm Birdshot 1d+1 (0.5) pi- 3 16/533 n x72 1 $1.30
8.38mm Buckshot 1d+1 pi 3 40/800 n x9 1 $1.30
17.43mm Slug 5d pi++ 4 100/1,200 n 4 $1.30
Baton 1d (0.5) cr 2 20/250 n 3 $1.00
Beanbag 1d (0.2) cr dkb 0 10/150 n 3 $1.50
Flechette 1d+1 pi- 3 100/1,200 n x20 1 $2.00
Rubber Shot 1d-3 (0.2) cr 3 20/120 n x18 1 $1.00

Hollow-point (HP): pi dmg level +1, armor divisor (0.5).
Armor Piercing (AP): pi dmg level -1, armor divisor (2), LC-1, cost x2.


Unique Melee Weapons

TL Weapon Damage Reach Parry Weight ST Cost Notes
KNIFE (DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3)
5 Quánzhao “fist claw” sw (0.5) cut C,1 0 3 7 $500 [1]
or thr+2 (0.5) imp C 0 - - - -
  1. A forearm bracer with three 14-inch mounted blade formed in a raking-claw. A Ready action, and a free hand, is required to extend or retract the blades. These have a -2 penalty to Holdout skill checks. The hand of the equipped arm is free to hold small items without interfering with the weapon’s use.


Miscellaneous Gear

Heavy Laser Torch
Does 4d(2) burn, reach C-1, no parry, $800, 12 lbs, ST 7†, has 15 minutes of run time per full charge (plug into ship to recharge 8 minutes per 1 minute use; 2 hours full charge)

Although this could be used as a weapon, I would prefer you just use it for cutting holes in ships and such.

You typical airlock door will have DR 56, HP 60. Double it for heavily armored ships.

The torch inflicts an average of 14 dmg per second, so 2 sec to punch through DR 28, making say a 0.5 inch cut.

A 1-yard radius hole is 113 inches, so 452 seconds to cut (7.5 minutes), or 904 minutes (15 minutes) for a heavily armored ship.


Communications

Throughout the Hoshiko Cluster, options for communication are primarily limited to three forms:

  • Radios (voice only), available in vacc-suit, with ship comms, or as hand-held walkie-talkie. Other ships, space ports and space stations can of course be communicated with in this way as well and might be scanning radio chatter as well. I'm still ok with the hand-held radios having the option for a hands-free headset to make them easier to use in combat and reduce risk of being overheard or spoiling attempts at stealth. Only military/government typically have access to units with encryption options, so when you are using your non-encryption radios, as part of their use, you would check for clear channels, regularly change channels and limit the amount of private talk.
Radio, tiny (palm sized), TL8, 2-mile range, 10 hrs, 0.25 lbs, $50
Radio, small (hand-held), TL8, 5-mile range, 10 hrs, 0.5 lbs, $150
* $150 more gets built-in basic encryption and GPS, LC2
Tactical Headset (add-on for hands-free, silent to observers), TL8, 1 lb, $200
  • vComm (video and/or voice), available with ship comms, public booths, or in any home or office space. These are basically a video telephone unit, non-mobile, but always come with a basic level of encryption (military/government have high encryption), so this means of communication is often much more secure. Ship-to-ground or planet-to-planet vComm message are transmitted by radio to relay satellites.
  • Point-to-point Laser: ships have the option to pinpoint a target ship with a very accurate, narrow-beam, communications laser to transmit "radio" communications in a non-broadcast method for greater privacy/security. This option is limited by line-of-sight and to relatively shorter distances.

Radio and vComm can be used over the vast distances of space, however, greater distance incur an every increasing delay, or lag, due to the time it takes the message to be transmitted over those vast distances. Comms travel at the speed of light: 299,792,458 m/sec or 0.002 AU/sec.

Example: a message sent from West Point Station to Farside Station (42.472137 AU) would take 21,236 seconds, or 5.9 hours.

Radio Frequency Ranges

  • Very Low Frequency (3 - 30 kHz)(slow data transfer/military use)
  • Low Frequency (30 - 300 kHz)(low band comms, AM broadcast)
  • Medium Frequency (300 kHz - 3 MHz)(navigation beacons and ship-to-ship comms)
  • High Frequency (3 - 30 MHz)(shortwave radio)
  • Very High Frequency (30 - 300 MHz)(FM broadcast, TV range, military comms)
  • Ultra to Extremely High Frequency (300 MHz - 300 GHz)(microwaves, data transfer)

Radio bandwidths have special ranges reserved for government and military use. It is illegal for a civilian or commercial ship to broadcast on these frequencies.

There is one general “emergency band” radio frequency 2.5 MHz, which all civilian and commercial ships are expected to monitor for emergency communications.

The 5.4 MHz frequency is the “rogue wave emergency alert network”.

Due to the Cluster’s presence in the Hoshiko Nebula, there is constant flow of nebula dust and gases that drift slowly throughout the cluster. This affects communications, creating “static” and reducing the effective range; -1 to skill roll per range increment:

  • Laser increment: 0.5 AU, with no comm beyond 5.0 AU
  • Radio increment: 4.0 AU, no max range

Comms through La Nube are impossible. Within La Nuba, laser range increment is in yards and radio to 100 yards.

Radio relay beacons have been positioned at various places in the system, along with on all space stations, to facilitate long range communications.

Government/military installations, spaceports and very large ships employ very powerful boosters to extend radio comms by x10; use of boosters by civilian/commercial ships is outlawed.

Electronics Operations (comm) skill rolls made to receive a communication get a bonus equal the the ship’s comm level and a penalty for the distance which the signal traveled.

Hoshiko Information Network (HIN)
Communication relay buoys located in “deep space” use narrow-beam, high-power, high-frequency data compression gamma waves to transmit radio and vComm between long distances.

Vacc Suits

Thruster Pack
TL9; ST/HP 14; Hnd/SR +3/1; HT 12; Move 3/300 (0.3G); Wt 30 lbs; $2000. Takes 10 seconds, and Vacc Suit skill, to strap on pack. Make Free Fall skill checks to control speed and direction. Can only be used in micro gravity 0.01G or less.

Each cylinder provides 300 sec at MV 1; each point of movement (up to 3 per turn) consumes 1 of 300 seconds. Wt. 10 lbs. $30. Takes 5 sec to replace.