Difference between revisions of "Hoshiko Arms & Equipment"

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(Created page with "''Main'': Farside Station = Armor = <div style="display:inline-block;border:1px solid #999;margin-right:15px;padding:5px;"> {|cellspacing="0" cellpadding="3" |- bgcolor="...")
 
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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.
 
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.
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= Ammunition =
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<div style="display:inline-block;border:1px solid #999;margin-right:15px;padding:5px;">
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{|cellspacing="0" cellpadding="3"
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|- bgcolor="#79d"
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| '''Ammo'''
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| '''Weight'''
 +
| '''Cost'''
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| '''LC'''
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|-
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| .338
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| 0.2
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| $4.00
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| 2
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|-
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| .38
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| 0.033
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| $0.67
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| 3
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|-
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| .44M
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| 0.05
 +
| $1.00
 +
| 3
 +
|-
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| 5.56mm
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| 0.033
 +
| $0.67
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| 2
 +
|-
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| 6.8mm
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| 0.06
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| $1.20
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| 2
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|-
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| 7mm
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| 0.025
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| $0.50
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| 2
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|-
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| 7.62mm
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| 0.06
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| $1.20
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| 2
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|-
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| 9mm
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| 0.038
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| $0.78
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| 3
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|-
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| 12G (shotgun)
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| 0.14
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| var.
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| 3
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|-
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| power cell
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| 4.00
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| $20.00
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| 3
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|}
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</div>
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 +
<div style="display:inline-block;border:1px solid #999;margin-left:15px;padding:5px;">
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{|cellspacing="0" cellpadding="3"
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|- bgcolor="#57b"
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|colspan="7" style="color:#fff"|'''Shotgun Ammunition Varieties'''
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|- bgcolor="#79d"
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| '''Type'''
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| '''Damage'''
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| '''Acc'''
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| '''Range'''
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| '''RoF'''
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| '''Rcl'''
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| '''Cost'''
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|-
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| 4.19mm Birdshot
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| 1d+1 (0.5) pi-
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| 3
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| 16/533
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| n x72
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| 1
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| $1.30
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|-
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| 8.38mm Buckshot
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| 1d+1 pi
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| 3
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| 40/800
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| n x9
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| 1
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| $1.30
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|-
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| 17.43mm Slug
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| 5d pi++
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| 4
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| 100/1,200
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| n
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| 4
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| $1.30
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|-
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| Baton
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| 1d (0.5) cr
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| 2
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| 20/250
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| n
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| 3
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| $1.00
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|-
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| Beanbag
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| 1d (0.2) cr dkb
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| 0
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| 10/150
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| n
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| 3
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| $1.50
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|-
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| Flechette
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| 1d+1 pi-
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| 3
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| 100/1,200
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| n x20
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| 1
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| $2.00
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|-
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| Rubber Shot
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| 1d-3 (0.2) cr
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| 3
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| 20/120
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| n x18
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| 1
 +
| $1.00
 +
|}
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</div>
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 +
'''Hollow-point (HP)''': pi dmg level +1, armor divisor (0.5).<br>
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'''Armor Piercing (AP)''': pi dmg level -1, armor divisor (2), LC-1, cost x2.
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= Unique Melee Weapons =
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 +
= Miscellaneous Gear =

Revision as of 13:38, 3 December 2015

Main: Farside Station

Armor

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).

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.

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

Miscellaneous Gear