< Tagers | Roma Lux Aeterna | Classes >

Equipment Tables

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Ranged Weapons

Weapon Prof. Damage Range Price Weight Group Properties Ammo Ray Gun +2 1d6 10/20 25g 2 lb Light, Ranged Off-Hand, Load No CA Lasing Microturret +8 1d6 10/20 80g 6 lb Ranged Fast CB Laser Rifle +3 1d10 20/40 30g 3 lb Ranged Load Free CA Laser Carbine +4 1d10 40 50g 3 lb Military, Versatile, Ranged Load Free, Fast CB Autoshotgun +2 2d6 5/10 50g 8 lb Two-Handed, Ranged CB, Slugs Light Pulser +3 2d6 60/90 120g 10 lb Military, Two-Handed, Ranged Load Free, Fast CB Backpack Pulser +2 2d8 90/200 500g 40 lb Military, Heavy, Ranged CC

Armor

			A.B.	Check	Speed	Price	Weight

Environment Shield +1 - - 10g - Vinyl Armor +6 - - 30g 8 lbs Reinforced Vinyl +7 - -1 35g 10 lbs Metal Film Armor +8 -1 -1 40g 15 lbs Hardshell +10 -1 -1 50g 20 lbs Battlesuit +11 -2 -1 100g 40 lbs

Monomolecular Shield +2 -2 - 30g 15 lbs Ultradense Mobile Barr. +4 -2 -1 50g 30 lbs

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Notes

	Melee Weapons, Ranged Weapons - same old!
	Two Handed: This weapon needs two hands to use.
	Light: Always off handed. Anyone can use it!
	Versatile: You can use it one handed or two handed to increase damage.
	Heavy: Suffer a -2 to accuracy if you don't have this weapon mounted on a tripod or bipod
	Military: Does more damage cuz it's badass
	Load Free: Reloading only takes a free action
	Load No: Never needs reloading
	Grabber: This weapon can be used to Grab someone.
	C[x]: Requires a power cell of that rating.

Noncombat equipment

Power Cells: Energy weapons need no other power source. Power cells usually last 10 turns worth of shots. Other items also run off of power cells. Class A power cells cost 1g, each class above that, increases the cost by 10. They can be recharged if a power source is available.

Slugs: For the Autoshotgun cost 10g and only last one turn.

Clothing: People actually wear Vinyl Clothing and Metal Film Clothing all day, but it is usually not protecting the whole body. Even the barest amount of clothing provides adequate protection: Reduce A.B. by 3, cut weight by 1/2, cost to 1/4, and remove any Check or Speed penalties. Some nutjobs even wear Hardshell clothing, but mostly AS clothing on the job. It's skin tight!

Scientific Instrument: These usually have a survival bent. Radiation counters, Air quality scanners, GPS navigation equipment, Subterranean and Underwater sonar systems, and so on. Is the food edible? No. Is the water drinkable? No. Is the air breathable? Well, it won't kill you, most of the time. These are mostly plentiful and there are more of them than people. Unfortunately they're also pretty easy to break, 10g each.

Mountaineering Kit: Everything you need to climb a sheer surface. Provides +2 bonus to Athletics checks for climbing and limits difficulty to 20.

Lights: A white-light diode, a single A cell gives plenty of light and will power it for years of constant use.

Food: Food in the future is edible and has plenty of vitamins and calories. It's usually a solidified bacteria culture, but everything's been faked so that you don't know it. Besides, when you've never had real food, its hard to tell the difference. 5s / day.

Datapad: Before the war, a lot of data was stored in orbital satellites. Those satellites got blown up, but the Deep Space Network is still running, and can provide you with more than you'd ever want to know about anything. A few people have tried to print it all out, but they're paranoid nutjobs. Some of it has been corrupted though, since it can be changed by anybody, but most people just change it back if it's been edited in the last hundred years. It even has some more recent pages, but these are much less reliable, and bandits change it if they can to make their jobs easier. 50g, internet access is free. Another 20g for Videoconferencing but it can take up to a minute for the other party to get the signal, even if they're standing right next to you.

Radioactive Runes: Given how many rads the average person feels a day, these things don't really amount to much. It comes in a nice jar filled with Vaseline-like goop. You can rub it over surfaces to make them glow. Since it'll probably be there for a while, even burning a shadow in the wall where it was, most people like to draw something meaningful to them. A personal symbol, kind of like an 'I was here', is most common. 5g for enough to like one room like it was day.

Rice Robots: These little buggers are about the size of a grain of rice and they like to jump. A lot. Their jumping is actually controlled by tiny computers, and they have a plan. When given a task they do their very best at it. They're good at manipulating electromagnetism and there's a lot that can be done with that. Rice Robots are especially favored by theives for breaking and entering. They'll short out electronics and then manipulate the door mechanism mechanically, allowing easy entrance. You communicate with them by talking, and they are powered by thermocouples. Provides +4 to Thievery checks.

Space Tent: This tiny little tent keeps the temperature nice and cozy, and the radiation out. They're extremely lightweight too, only a couple of pounds. The floor is inflatable and soft as silk, and doubles as a water/air storage unit. This costs 10g.

Space Heater: This uses cold fusion to make heat. It actually is a kind of heat battery, getting cold during the day while it's running your equipment, and warming up at night. It doesn't produce much power, but it does it for 12 hours a day every day, forever. One of these can charge a B cell in an hour.

Muscle Rope: This rope is made out of metallic strands of memory metal. When activated it knots up on itself, dragging up whoever is holding on. It can pull up to 200 pounds and is activated by giving it an electric shock. It then has to be recharged. They can be any length, each 10' of length needs recharging as if it were a B cell and costs 20g.