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Conversion: Gear & Equipment

Moderator: Quicksilver

Conversion: Gear & Equipment

Postby Quicksilver » Tue Jun 28, 2016 12:56 pm

Nearly everything that provides a useful function can be considered gear. Luxury is a way of life in the 41st millennium, and one can always chose to spend more on an item then the listed value. The result is generally a much more attractive and ornate item, though it rarely improves its function on a statistical level. It is, however, impressive or sometimes even required in particular social situations. Note again that the listed costs are based on a basic continuing supply, maintenance and/or repair of the item (Thus, consumed items tend to have a higher cost). At GM's discretion, the cost may be reduced or eliminated for a 1-off purchase of the item.

Basic Gear
Basic gear (sometimes called "RP" gear) simply allows you to do something you couldn't otherwise do. A large number of the basic gear we use in everyday activities fall into this category. In general these have no direct statistical function, but change the options for what a character could attempt to do, or allow for automatic success.
  • Chrono: A timekeeping devise, typically warn on the wrist or by chain from a pocket.
    • Encumbrance: 0, Rarity: 1, Cost: 0
  • Magnoculars: Magnifies visual images. Available from 10:1 to 1000:1
    • Encumbrance: 0, Rarity: 1, Cost: 0

Skill Check Gear
Skill Check Gear are items, often tools, that provide a bonus or reduce the penalty when making a skill check. In some cases Skill Check Gear is required to allow any check at all, where the absence of such tools would result in automatic failure. The GM is the arbiter on when tools are applicable, but in general it can be guessed from the description. In the below examples, the Omnitool is applicable to nearly any mechanics check, while the Chimera Repair Kit is only applicable when actually working on a Chimera. Technically vehicles are a form of Skill Check Gear, being required for Drive, Pilot or Helm checks, but are unique enough for their own section.
  • Emergency Toolkit: Basic adjustable tools for work on mechanical devices.
    • Skill: Mechanics, Modifier: 2 Setback, Encumbrance: 2, Rarity: 1, Cost: 0
  • Omnitool: An advanced, noosphere activated multi-tool used by the Adeptus Mechanicus.
    • Skill: Mechanics, Modifier: 0, Encumbrance: 1, Rarity: 7, Cost: 3
  • Chimera Repair Kit: A large field repair kit designed for the ubiquitous Chimera APC.
    • Skill: Mechanics, Modifier: 2 Boost, Encumbrance: 5, Rarity: 4, Cost: 1
  • Climbing Gear: A collection of Ropes, Pitons and other devices for climbing.
    • Skill: Climb, Modifier: 1 Boost, Encumbrance: 2, Rarity: 2, Cost: 1

Unique Stat Gear
These items have an stat effect on play other than the typical augmenting of skill use. Technically weapons and armor fall into this category, but given their prominence, they get their own section.

  • Panacea Injector A basic cure-all used for minor injuries with diminishing returns. 5 uses.
    • Encumbrance: 0, Rarity: 1, Cost: 1
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Quicksilver
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Re: Conversion: Gear & Equipment

Postby Quicksilver » Fri Jul 01, 2016 2:59 pm

Armor
While in general very similar to gear Armor has the distinction of being warn, usually for its protective qualities. These generally include a Defense score (which adds to the characters ranges and melee defense) and Soak (which adds to the character's soak value.) Armor can also provide other effects like those found on gear. Armor, like weapons, also have a "Hard Points" value that relates to the number of attachments that can be installed in the armor.

One unique property of Armor is the player may ignore up to 3 points of worn armor. (For those who know the system, armor in 40k is bulky, but goes higher than in Star Wars) Like with equipment, this list is nowhere near exhaustive, neither in basic forms nor unusual patterns.

  • Heavy Clothing: Common thick or tough clothing that provides some protection.
    • Defense: 0, Soak: 1, HP: 1, Encumbrance: 2, Rarity: 1, Cost: 0
  • Under Armor: A term for a variety of protective items designed to be worn under regular clothes.
    • Defense: 0, Soak: 1, HP: 0, Encumbrance: 1, Rarity: 5, Cost: 1
  • Armored Clothing: An improved version of heavy clothing sown with specialized defensive plates, fabrics or even shield devices.
    • Defense: 1, Soak: 1, HP: 0, Encumbrance: 2, Rarity: 5, Cost: 1
  • Carapace Armor: The go-to armor for elite imperial infantry, Carapace consists of thick, heavy ceramite plates held by ballistic fabric.
    • Defense: 0, Soak: 3, HP: 2, Encumbrance: 5, Rarity: 4, Cost: 1
  • Refractor Shield: A deflection based personal energy shield, often gifted to Adeptus Millitarum commanders.
    • Defense: 2, Soak: 0, HP: 0, Encumbrance: 1, Rarity: 7, Cost: 2

Armor attachments are applied to hard points. These attachments can be further modified. The following are two examples.

  • Void Sealed: The armor has been modified to be completely sealed against the void, including an hour's worth of air.
    • HP Cost: 1 Rarity: 3, Cost: 1
    • Modifications: 1 Rank of Void Accustomed, 2 +1 hour of supplies.
  • Superior: The armor is hand fitted to the character by an expert using advanced materials. The armor gains 1 point of soak and reduces its encumbrance by 1.
    • HP Cost: 1 Rarity: 6, Cost: 2
    • Modifications: None.
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Re: Conversion: Gear & Equipment

Postby Quicksilver » Fri Jul 01, 2016 3:15 pm

Weapons
Weapons abound in the 41st millennium, from the simple and humble to the master crafted, unreproducible items worth a planet's ransom. Weapons follow the same qualities as in Star Wars: Damage, Critical, Range, Encumbrance, Hard Points, Special, Rarity and Cost. Note that there are several new special qualities used for these that are not in the main system. These are also explained below.

Personal Weapons
Pistols
  • Laspistol: The basic sidearm of the 41st millennium. What it lacks in stopping power it makes up for in reliability and economy.
    • Dam: 4, Crit: 5, Rg: Medium, HP: 1, Sp: (Reliable, Infinite), Enc: 1, Rare: 1, Cost: 0
  • Bolt Pistol: Status symbol and handheld mini rocket launcher.
    • Dam: 7, Crit: 3, Rg: Medium, HP: 2, Sp: (Vicious (1)), Enc: 2, Rare: 3, Cost: 1
  • Plasma Pistol: Powerful, advanced, and potential lethal to the user.
    • Dam: 6, Crit: 4, Rg: Medium, HP: 1, Sp: (Overheat, Overcharge, Pierce 3), Enc: 2, Rare: 5, Cost: 2

Long Arms
  • Lasgun: The basic long arm of the 41st millennium.
    • Dam: 6, Crit: 5, Rg: Long, HP: 1, Sp: (Reliable, Infinite), Enc: 3, Rare: 1, Cost: 0
  • Boltgun: Status symbol and handheld mini rocket launcher.
    • Dam: 9, Crit: 3, Rg: Long, HP: 3, Sp: (Vicious (1)), Enc: 3, Rare: 4, Cost: 1
  • Plasmagun: Powerful, advanced, and potential lethal to the user.
    • Dam: 8, Crit: 4, Rg: Long, HP: 1, Sp: (Backfire, Overcharge, Pierce 3), Enc: 5, Rare: 6, Cost: 2

Heavy Weapons
Heavy Weapons
  • Heavy Bolter: Heavy Machinegun form of the Boltgun
    • Dam: 11, Crit: 3, Rg: Long, HP: 4, Sp: (Autofire, Cumbersome 4, Pierce 1, Vicious 2), Enc: 7, Rare: 5, Cost: 2
  • Lascannon: A heavy laser cannon deployed as a common, if tempermental, anti-tank weapon.
    • Dam: 25, Crit: 2, Rg: Extreme, HP: 2, Sp: (Anti-vehicular, Pierce 5), Enc: 8, Rare: 7, Cost: 2

Special Qualities
  • Anti-vehicular: These weapons are of the power and design to injure armored vehicles, even if they are of limited utility against infantry. When targeting a personal scale target, these weapons suffer a setback. When targeting a vehicle scale target, these weapons add 10 points of damage (1 point vehicle scale) for each success.
  • Infinite: These weapons hold a remarkable amount of shots, and/or use very lightweight ammo. They have the grant talent "Extra Reloads".
  • Reliable: These weapons are very rugged and hard to damage. It costs twice as many triumph/despair to damage.
  • Backfire: This weapon is prone to injuring it's user. A despair on an attack roll can be spent to deal the weapons base damage to the user (ignoring other special qualities).
  • Overcharge: This weapon can be overcharged in some way, dangerously increasing its effectiveness. The weapon doubles its base damage and pierce value (if any), however, despair effects may be activated by spending 2 threat.
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