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Equipment

| Standard Equipment | Weapons and Armor | Animals | Non-standard Equipment |

Weapons


Gri Gri Weapons: Gri Gri weapons are weapons that are enhanced magically. Click here to read the packet dedicated to them.

Vox Weapons: Another type of non-standard weaponry, The Vox also have a packet of their own.

Personal Weapon Orbitals: using Stratapin Orbital technology and bio-feedback sciences, Personal Weapon Orbitals allow races which previously were not physically compatible with heavy weaponry (Zir, Loom, Chirrok, etc.) to make use a wider range of equipment. The Orbital-enhanced weapons acts in all ways as would their standard counterparts, in regards to rate-of-fire, charging, Weapon Factor, etc. , but weight is ignored, and players can use their Small-Arms skill in place of Support Weapons. In addition, players can operate a number of Orbitals equal to their level, to a maximum of 1/2 their Intellect. As the Orbitals work off the bio-energy of the user for levitation, and for countering the recoil of weapons, ALL Personal Weapon Orbitals cost the user their Weapon Factor in Stamina each use. (ie., a gun with a Weapon Factor of 5 would cost 5 Stamina each time it was fired.)

Cost: Buyers can enhance any standard weapon, up to Support Weapon class, as a Personal Weapon Orbital, at 250% it's normal cost. (ie., a weapon that cost 100 credits would cost an additional 250 credits to enhance.)


Shields:
Shield Useage Skill: simply allow players to use their Martial Arts Parry Skill. Shields commonly come in;
Light Personal: deflects up to WF 4. Wt.4lbs. Cost:35cr.
Heavy Personal: deflects up to WF 5. Wt.6lbs. Cost:55cr.
Light Combat: deflects up to WF 6 .Wt.10lbs. Cost:100cr.
Heavy Combat: deflects up to WF 8 .Wt.15lbs. Cost:150cr.
Edged Shields: The razored edges of these can be used exclusively as a Edge Repost after a successful parry.(owing to their size, it's assumed that a mobile opponent could otherwise dodge.)Their WF is the wielders HtH Damage Factor+1.Cost: +5% Shield's cost.
Gri-Gri Shields: these wooden shields can only deflect up to WF 4, but are weighted and specially designed to allow their razored edges to be used as an Edged weapon at any time during combat.Gri-Gri Shields are always intrinsicly Edged.(unlike normal Edged Shields, limited to Edge Repost useage.)Bonuses to their use as a weapon are bought as one buys standard Gri-GriWeapons.Wt.6lbs.Cost: see Gri-Gri Weapons.No extra cost for Edge.

 

Ammunition:
Archaic:
Arrows (for Short+Long Bows) Weight:1/10 lb. Cost:50 for 5 cr.
Bolts (for Crossbows) Weight: 1/5 lb. Cost: 50 for 10 cr.
Bullets:
5mm Bullets Weight:1/20 lb. Cost: 20 for 5 cr.
10mm Bullets Weight:1/15 lb. Cost: 20 for 10 cr.
20mm Bullets Weight: 1/10 lb. Cost: 20 for 20 cr.
Shotgun Shells Weight: 1/5 lb. Cost: 20 for 50 cr.
Gyrojets Weight: 1/2 lb. Cost: 20 for 100 cr.
Ramjets Weight: 1/2 lb. Cost: 20 for 100 cr.
Chaffe Shots(for Sliver Pistol+Shredder) Weight: 1/50 lb.
Cost:20 for 5 cr.
Gauss Shots Weight: 1/25 lb. Cost: 20 for 50 cr.
Railshots Weight: 1/5 lb. Cost: 20 for 100 cr.
Missles Weight: 1 lb. Cost: 1 for 10 cr.

 

Weapons; Energy weapons do not use powerpacks(energy demands are too varied/too bulky) , instead holding internal charges. Blasters need to build up each charge to fire,
Potable cold fusion; bowling bag sized generator, the CF generator consists of a hopper into which is placed fusionable matter(any available garbage, etc.). There it is broken up and moved as needed into an acid catalyst chamber, where it is dissolved into component atoms and cold fused. such a reactor is extremely efficient, and beyond fuel, can function unmaintained for over a year..

 

Shields:
Shield Useage Skill: simply allow players to use their Martial Arts Parry Skill. Shields commonly come in; 

Light Personal: 
Deflects as Armor Rating 4 Conc./3 Energy. 
Wt.4lbs. Cost:35cr.

Heavy Personal: 
Deflects as Armor Rating 5 Conc./4 Energy.
Wt.6lbs. Cost:55cr.

Light Combat: 
Deflects as Armor Rating 6 Conc./5 Energy.
Wt.10lbs. Cost:100cr.

Heavy Combat: 
Deflects as Armor Rating 7 Conc./6 Energy.
Wt.15lbs. Cost:150cr.

Edged Shields: The razored edges of these can be used exclusively as a Edge Repost after a successful parry.(owing to their size, it's assumed that a mobile opponent could otherwise dodge.) Adds +1 to the wielder's Edged Repost Skill. Cost: +5% Shield's cost.

Personal Weapons(Archaic)

Item: Axe     TL 1+
Cost: 15cr
Weight: 3+ Lbs.
Class: Edged Melee/ Archaic Missile
Weapon Factor:2 
Notes: May be Held or Thrown

Item: Whip     TL 2+
Cost: 20cr
Weight: 2 Lbs.
Class: Articulated Melee
Weapon Factor:1
Notes: Used To Entangle

Item: Club/Night Stick     TL 1+
Cost: 0/15 cr
Weight: 3+ Lbs.
Class: Blunt Melee
Weapon Factor: 2

Item: Flail     TL 2+
Cost: 30cr
Weight: 4+
Class: Articulated Melee
Weapon Factor: 3
Notes: May be used to entangle

Item: Spear     TL 1+
Cost: 10cr
Weight: 4+ Lbs.
Class: Edged Melee/ Archaic Missile
Weapon Factor: 3
Notes: May Be Held or Thrown

Item: Pole Arm     TL 2+
Cost: 40cr
Weight: 5+ Lbs.
Class: Edged Melee
Weapon Factor: 4
Notes: Slow unless sufficient STR

Item: Brass Knuckles     TL 2+
Cost:10cr
Weight: 1 Lbs.
Class: Martial Arts
Weapon Factor: 1

Item: Knife/Dagger     TL 1+
Cost: 10cr
Weight: .5Lbs.
Class: Edged Melee/ Archaic Missile
Weapon Factor: 1
Notes: May be Held or Thrown

Item: Mace/ War Hammer    TL 2+
Cost: 25cr
Weight: 4+
Class: Blunt Melee
Weapon Factor: 3

Item: Sword     TL 2+
Cost: 30cr
Weight: 3+
Class: Edged Melee
Weapon Factor: 3

Item: Two Handed Sword     TL 3+
Cost: 45cr
Weight: 6+ Lbs.
Class: Edged Melee
Weapon Factor: 4
Notes: Slow unless Sufficient STR

Item: Short Bow     TL 2+
Cost: 35cr
Weight: 1+ Lbs.
Class: Archaic Missile
Weapon Factor: 2

Item: Cross Bow     TL 3+
Cost: 50cr
Weight: 5+ Lbs
Class: Archaic Missile
Weapon Factor: 3
Notes: Must Be loaded between Shots

Item: Long Bow     TL 3+
Cost: 45cr
Weight: 2+ Lbs
Class: Archaic Missile
Weapon Factor: 3
 

Ranged Weapons:

5mm Society Pistol       TL 5+
Cost: 75+
Weight: .5
(Light Non Metal Composite)
Class: SmallArm
Weapon Factor: 1
Notes: Holds 6 Shots

10mm Society  Pistol  TL4+
Cost: 100+
Weight: 1 Lbs.
Class: SmallArm
Weapon Factor: 2
Notes: 4 Shots

5mm Machine Pistol    TL 6+
Cost: 300+
Weight: 3+ Lbs.
Class: SmallArms
Weapon Factor: 2
Notes: 15+ Shots
(up to 5 Shots per Turn)

10mm SMG       TL 6+
Cost: 350+
Weight: 4+ Lbs.
Class: SmallArm
Weapon Factor: 3
Notes: 15+Shots
(Up to 3 shots per Turn)

5mm Survival Rifle       TL 5+
Cost: 250
Weight: 3.5 Lbs.
Class: SmallArm
Weapon Factor: 2
Notes:10 Shot(Collapsible)
Standard issue in most ships lockers
and survival kits.

10mm Hunting Rifle       TL 5+
Cost: 300
Weight: 5.5 Lbs.
Class: SmallArm
Weapon Factor: 3
Notes: 5 Shots

ShotGun Pistol       TL 4+
Cost:150
Weight: 4 Lbs.
Class: SmallArm
Weapon Factor: 4
Notes: 2 Shots(Double Barrel)

Shot Gun       TL 5+
Cost: 400
Weight: 7 Lbs.
Class: SmallArms
Weapon Factor: 5
Notes: 8 Shots

Auto Shot Gun        TL 6+
Cost: 500     Weight: 9 Lbs.
Class: SmallArm
Weapon Factor: 5
Notes: 15 Shots
( Up to 3 Shots per Turn)

5mm Light Assault Rifle TL 7+
Cost: 525
Weight: 7 Lbs.
Class: SmallArm
Weapon Factor: 2
Notes: 100 Shots
(up to 6 shots per Turn)

10mm Assault Rifle       TL 5+
Cost: 500         Weight: 8 Lbs.
Class: SmallArm
Weapon Factor: 3
Notes: 30 Shot
(up to 4 shots per Turn)

5mm gattling gun       TL 7+
Cost: 900
Weight:12.5 Lbs.
Class: Support
Weapon Factor: 2
Notes: 200 shots (8 shots per turn)

10mm Gattling Gun        TL 7+
Cost: 900        Weight: 14 Lbs.
Class: Support
Weapon Factor: 3
Notes: 150 shots (6 shots per turn)

20mm Assault Rifle   TL 6+
Cost: 1000       Weight: 20 Lbs.
Class: Support
Weapon Factor: 6
Notes: 50 Shots
( Up to 5 Shots Per Turn), 
Designed for use By Powered Armor, Calibani, etc.)

20mm Sniper Rifle     TL 5+
Cost: 600
Weight: 9.5 Lbs.
Class: SmallArm
Weapon Factor: 6
Notes: 5 Shots

20mm Machine Gun       TL 5+
Cost: 1000
Weight: 22.5 Lbs.
Class: Support
Weapon Factor: 6
Notes: 100 Shots ( 5 Shots per Turn)

Rail Gun       TL 8+
Cost: 2500
Weight: 20
Class: Support
Weapon Factor: 7
Notes: 25 shots

Personal Armor
Cost/Weight Based On Full Avg. Humon

Leather Armor    TL2+
Cost: 100cr
Weight: 10 Lbs.
Armor Rating: 1 All
Notes: This is Any Heavy
Leather Gear

Kevlar Armor    TL7+
Cost:  250cr
Weight:12 Lbs
Armor Rating: Energy 1, Concussive 2
Notes: Modern Ballistic Cloth

DuroFlex Armor   TL10+
Cost:  700cr
Weight: 3.5 Lbs
Armor Rating: Energy 3
Notes: skin tight Poly-Fiber armor 

Light Combat Armor    TL8+
Cost:  650cr
Weight:15Lbs
Armor Rating:
Concussive 3, Energy 2
Notes: Combination
Of Hi Tech Materials
(Typical Police/Security Gear)

Refract Armor  TL8+
Cost: 350cr
Weight: 5 Lbs
Armor Rating: Energy 3
Notes: single use energy dissipating
cloth- destroyed after use!

Refract II Armor   TL9+
Cost: 750cr
Weight: 3 Lbs
Armor Rating: Energy 3 
Notes: Energy Reflective Fabric

Mesh Armor     TL4+
Cost: 200cr
Weight: 25 Lbs.
Armor Rating: Energy 2, Concussive 1
Notes: From Chainmail
to Flack Jackets

Impact Armor     TL6+
Cost: 150cr
Weight: 8 Lbs
Armor Rating: Concussive 3, Energy 1
Notes: Padded Composite Plate

Loom Skein Suit   TL10+
Cost: 800cr
Weight: 2 Lbs
Armor Rating:
Concussive 1, Energy 2
Notes: Skin tight organic fiber armor

Assault Armor       TL10+
Cost: 1000cr
Weight: 20 Lbs
Armor Rating: Energy 4, Concussive 3
Notes:Various Hi Tech Materials (Rigid Plates)

Zapsuit Armor    TL10+
Cost: 200cr
Weight: 2.5 Lbs
Armor Rating: Energy 5
Notes: See Refract I, but armor
vaporizes by location

Personal Weapons:

Shock Gloves
Cost: 50cr
Weight: 1 Lbs.
Class: Martial Arts
Weapon Factor: 1

Stun Stick
Cost: 75cr
Weight: 3 Lbs
Class: Blunt Melee
Weapon Factor: 2

Mono-molecular Whip
Cost: 300cr
Weight: 1lb.
Class: Edged Melee
Weapon Factor: 5

Ranged Weapons(Energy)

Blaster        TL 10+
Cost: 1000
Weight: 2.5
Class: SmallArm
Weapon Factor: 4 
Notes: Requires 1 charging turn, holds 10 blasts per charge

Blaster Rifle         TL 10+
Cost: 1500
Weight: 7 Lbs.
Class: SmallArm
Weapon Factor: 6 
Notes: Requires 3 charging turns,
holds 15 blasts per charge

Hvy Blaster Mortar      TL 9+
Cost: 2000
Weight: 10 Lbs.
Class: Support
Weapon Factor: 9
Notes: Requires 4 charging turns,
holds 1 charge/blast

Stun Pistol       TL 8+
Cost: 300
Weight: 1 Lb.
Class: SmallArm
Weapon Factor: 4
Notes: 75 Shots.
Damage is Stun only!

Laser Pistol        TL 8+
Cost: 350
Weight: 1 Lbs
Class: SmallArm
Weapon Factor: 2
Notes: Holds 50 Blast per charge

Laser Carbine       TL 8+
Cost: 500
Weight: 3 lbs
Class: SmallArm
Weapon Factor: 3
Notes: Holds 75 Blast /charge

Laser Rifle        TL 8+
Cost: 650
Weight: 5 Lbs.
Class: SmallArm
Weapon Factor: 4
Notes: 50 Blast/charge

Hvy Laser       TL 8+
Cost: 1500
Weight: 10 Lbs
Class: Support
Weapon Factor: 6
Notes: 25 Blasts/Charge

Note: Energy weapons do not use powerpacks (energy demands are too varied/too bulky) , instead holding internal charges. Energy weapons can be plugged into any available power outlet, whether in a home, starship or TL 12+ vehicle. In the field Portable Cold Fusion Generators are standardly used. Blasters need to build up a charge to fire each shot.

Portable Cold Fusion Generator: Bowling bag sized generator, the CF generator consists of a hopper into which is placed fusionable matter (any available garbage, etc.). There it is broken up and moved as needed into an acid catalyst chamber, where it is dissolved into component atoms and cold fused. Such a reactor is extremely efficient, and beyond fuel, can function unmaintained for over a year.
Cost: 375cr  TL: 14
 
 

Ranged  Weapons(Other)

Sliver Pistol     TL 7+
Cost: 400
Weight: 1 Lb.
Class: SmallArm
Weapon Factor: 2
Notes: 100 Shots

Shredder  (SMG)    TL 8+
Cost: 650
Weight: 4.5 Lbs.
Class: SmallArm
Weapon Factor: 2
Notes: 100 Shots
( Up to 5 shots per turn)

Arc Rifle               TL 9+
Cost: 750
Weight: 8 Lbs.
Class: SmallArm
Weapon Factor: 4
Notes: 30 Shots( 1 Shot per Turn)
laser ion path guided electrical
discharge weapon, continues
to hit each round. does not
function underwater or in vacuum. Target must successfully
dodge to end damage.

Disposable Rocket Launcher       TL 6+
Cost: 200cr
Weight: 5 Lbs.
Class: Support
Weapon Factor: Variable
Notes: 1 Shot/Use

Portable Miss. Launcher  TL 7+
Cost: 500 cr(+Missiles)
Weight: 20 Lbs.(Incl. Missiles)
Class: Support
Weapon Factor: Variable
Notes: 4 Shot

Gauss Pistol     TL 8+
Cost: 200
Weight: 1.5 Lbs.
Class: SmallArm
Weapon Factor: 1
Notes: 25 Shots

Gauss Rifle       TL 7+
Cost: 600
Weight: 7 Lbs.
Class: SmallArm
Weapon Factor: 4
Notes: 40 shots 

HE Grenade         TL 7+
Cost: 50cr
Weight: .25 Lbs.
Class: Archaic Missile
Weapon Factor: 4 Energy / Edge
Notes: 10ft Blast Radius
(-1 Wf  per Radius)

Grenade Launcher       TL 6+
Cost: 400cr
Weight: 6 Lbs.
Class: Support
Weapon Factor: Variable
Notes: 6 shots (Indirect fire)

Flamer       TL 9+
Cost: 500
Weight: 7 Lbs.
Class: SmallArm
Weapon Factor: 3
Notes: 15 Shots 
( Up to 3 Shots per turn)

Hvy. Flamer       TL 9+
Cost: 900
Weight: 15 Lbs.
(5 lbs Weapon / 10 lbs BackPack)
Class: SmallArm
Weapon Factor: 5
Notes: 50 Shots
( Up to 3 Shots per Turn)