Equipment Database [print] (SwN).pdf

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INDEX
FOREWORDS
ARMORS
Combat Armors
Powered Armors
WEAPONS
Ranged Weapons
Melee Weapons
Heavy Weapons
GENERAL EQUIPMENT
Ammunition
Communication
Computing & Accessories
Field Equipment
Pharmaceuticals
Tools & Medicals
Batteries & Generators
VEHICLES
DRONES
DROIDS
CYBERWARE
MISC. EQUIPMENT
4
5
5
6
7
8
17
19
24
28
30
32
39
41
44
48
51
54
56
60
CREDITS
This compendium
is published by
Angry Golem Games
Author
Davide Tramma
Editing Royce Bowden
This compendium
requires the
Stars Without Number
Revised Edition
Core Rulebook
Stars Without Number
is published by
Sine Nome Publishing
Background images by
Jeff Brown
Christof Grobelski
Norah Khor
Aaron Lee
Joyce Maureira
Nick Ong
Grzegorz Pedrycz
Tan Ho Sim
FOREWORDS
This paragraph explains some of the small changes made to the equipment section.
The changes are not radical, and are of course optionals.
Encumbrance (optional rule).
The encumbrance follows the rules listed in
the Stars Without Number core rulebook. Equipment marked with a (m) can be
disassembled into smaller components and assembled again. How many components
compose a piece of equipment, and how long it takes to disassemble and reassemble,
is at Game Master’s discretion.
Power Required (optional rule).
How many power units the equipment requires
to work for 24 hours.
Suggested Skill (optional rule).
Equipment may require a minimum level of skill
to be properly used. The equipment entry will specify the minimum skill required.
In addition, the suggested skill may include one or more special actions that the
equipment can accomplish using this skill. The Game Master is encouraged to create
their own custom effects.
TL (Technology Level).
The TL, or Technology Level, follows the same principles
listed in the Stars Without Number core rulebook. However, the Game Master
may find that the technology level for a specific piece of equipment is not of the
appropriate technology level and can decide at any moment to change it in order to
fit its campaign setting peculiarities.
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ARMORS
Armor Type
Combat Armor
Iridium Plate Armor
Graphene Layered Armor
Polymer Field Armor
Titanium Plate Armor
Powered Armor
Environmental Suit
Exoskeleton
Mimetic Armor
Armor Class
18 (3)
14
13
15 (2)
11
13
13
Cost
15,000
3,000
1,500
2,000
300
20,000
5,000
Enc.
2
1 (0)
1
3
1 (0)
2 (0)
1
TL
4
4
3
4
4
4
4
ARMORS
Armor Class.
The Armor Class follows the rules listed in the Stars Without Number
core rulebook. When a number in parenthesis appears, it represents the Armor value
the armor. The number in parenthesis represents the Armor value.
Encumbrance.
The encumbrance follows the rules listed in the Stars Without
Number core rulebook. When a number in parenthesis appears, it represents the
encumbrance of the armor when worn.
COMBAT ARMORS
Iridium Plate Armor.
The iridium plate armor is composed of plates made of special
platinum-iridium alloys. This armor confers high protection against most types of
attacks, especially against kinetic ammunition and explosions.
However, iridium armor is less effective against weapons that deal charges and laser
damage. Iridium plate armors make the wearer clumsy due to their weight, imposing
a -1 penalty on all dexterity based skill checks and saving throws.
Armor Class
18 (3).
Armor
3 against ammo ranged weapons, melee weapons and
explosion damage.
Cost
15,000 –
Enc.
2 –
TL
5
Graphene Layered Armor.
Graphene layered armors offer good protection while
still remaining light and easy to wear, due to their composition. The armor protects
the wearer's vitals and articulations without penalizing mobility. The plates that
compose the armor are made of many stacked microlayers of graphene which are
subsequently bonded during a high-pressure mechanical process. Graphene layered
armor grants immunity to piercing and slashing melee weapons of TL 3 or less.
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