Item Tags#

Many items have tags to quickly identify common features and use requirements. The tag “Special” is used when that piece of equipment has details out of the ordinary.


Arcing

Arcing#

Successful attacks made with these weapons also affect one random combatant adjacent to the target. Use a new attack roll for the secondary target.

Ballistic [___]

Ballistic#

Ballistic [type, max ammo]

Ballistic weapons use ballistic ammunition (ammo). To keep things simple, most weapons with the Ballistic tag use interchangeable ammo. If the tag is followed by a term in brackets, only that ammo type can be used. Ammo is tracked using supply dice, often referred to in this case as ammo dice. The max size of a weapon’s ammo die is also written in the brackets following the Ballistic tag. The weapon’s firing mode determines when a supply roll is needed.

Regardless of type, ammo weighs 3lbs per ammo die.

Equipping for Use: Ammo must be equipped in an Ammo Pouch Set a normal reload during combat. If not equipped in this manner, additional AP is required to retrieve it.

Reloading: A ballistic weapon must be reloaded when its current ammo die is depleted, or to swap to another ammo die. Reloading a ballistic weapon normally costs 2 AP regardless of weapon style. Some weapon tags, upgrades, and abilities change the reload time of a weapon.

Managing Inventory: Outside of combat ammo dice can be combined to provide the highest die size possible or broken into multiple smaller sizes. Once initiative is rolled, it costs 10 AP to rearrange any amount of ammo into larger or smaller dice. It may help to think of the individual die as a magazine and the size as the number of bullets in it.

Fred is carrying a fully loaded heavy pistol, a rifle loaded with 1d8 ammo, and 3d8 of ammo equipped to his chest. Since his rifle can carry a max d12 ammo, he may choose to combine some of his ammo dice outside of combat by combining one of his d8 with the d8 loaded into his rifle, maxing it out to a d12 and leaving him with 1d4 and 2d8 equipped to his chest. He combines 1d4 and 1d8 into 1d10 to free up space for more ammo, but he cannot load the 1d10 into his pistol, which has a max capacity of 1d8. Larry, Fred’s accomplice, thinks all this worry about max ammo is silly. He also carries all the same equipment as Fred, but chooses to keep all his ammo dice at a comfortable d8 so that he can reload either of his guns with any of his ammo dice even if they take up a bit more space.

Sci-Fi Additions#

Zero-Gravity Knockback: Full-auto ballistic weapons fired in zero gravity enviroments push the user back at a rate of 5ft per round until they can steady themselves with a larger object.

Heat Dissipation: Optional rules: Ballistic weapons fired in a vaccum quickly warp due to trapped heat. For futuristic space-faring settings, heat dissipation technology can solve this issue. For GMs that wish to include this effect, it is recommended to apply to the entire ballistic tag for ease of reference, and include a new tag on space-worthy ballistic weapons.

Battery [___]

Battery#

Battery [size]

Requires a standard battery core of the listed size to operate. Most items with this tag require a single supply roll with each activation of the item (such as an attack).

Equipping for Use: Each slot can hold dispensers for 12 micro batteries, 6 small batteries, or 3 medium batteries. A single large battery can only be equipped to the back. Industrial batteries cannot be equipped.

Reloading: Depleted batteries can quickly be swapped out with a fresh one for 2 AP if equipped to the back, belt, chest, or legs. This is the same action as a standard reload if performed with a weapon.

Belt Fed

Belt Fed#

Belt fed weapons can have two ammo die loaded into them at once during a standard reload. Once equipped, ammo die cannot be replaced/reloaded until both are empty.

Bulky

Bulky#

Bulky items are awkward to carry and count toward a character’s max bulky item count. Equipped items such as worn armor or items equipped to body slots, do not count toward a character’s max bulky item count.

Concealable

Concealable#

These compact weapons are easier to hide on your person.

Firing Modes

Firing Modes#

A weapon’s firing mode determines what abilities can be used with it and how quickly it depletes ammo.

Full-auto: A rapid-fire mode good for suppression and support. Each attack requires one supply roll.

Semi-auto: The most versatile firing mode, capable of applying to the widest range of abilities. Each attack requires one supply roll.

Single Shot: A slow but precise firing mode best for long range engagements. Each attack lowers the supply/ammo die by one size.

Injector

Injector#

Items with the injector tag are advanced medical devices that use a series of small needles to rapidly administer medications. They can be used through thin layers of cloth such as a shirt, but are typically applied to bare skin. Some space suits and armors have systems built in for automatically applying injectors.

Long Reload

Long Reload#

The normal reload for these weapons requires 3 AP rather than 2.

Pressurized

Pressurized#

Pressurized suits are capable of withstanding the vacuum of space, but provide no protection against other harsh environmental conditions. These full-body suits include a helmet. Most often used in controlled low-oxygen environments.

Rounds Reload

Rounds Reload#

These weapons can be topped off up to max capacity for 1 AP as long as the weapon is not empty. Doing so allows you to adjust ammo die sizes of Ballistic weapons during combat by combining and rearranging them.

1d4 remains in Sasha’s revolver, and she has 1d6 of ammo equipped to her chest. For 1 AP she can move all of this ammo to her revolver to increase the die size to a 1d8.

Space Suit

Space Suit#

All Space Suits have the Bulky and Pressurized tags. Space suits are pressurized suits designed to withstand harsh environments and the hazards of space. All space suits include a helmet with integrated local coms, a 1hr micro oxygen tank, offer full resistance to radiation and toxin, and partial resistance to cold and burn.

Throwable [___]

Throwable#

Throwable [range]

Can be used as a thrown ranged weapon. The number indicated is the normal range when used as a ranged weapon.

Two-Handed

Two-Handed#

Requires two hands to operate. Two-handed melee weapons gain a +1 bonus to damage for each damage die.

Versatile

Versatile#

Can be weilded with one or two hands. Versatile melee weapons gain a +1 bonus to damage for each damage die.