Step 9- Purchase Equipment in The Magitech Chronicles | World Anvil

Step 9- Purchase Equipment

Weapons and equipment can be purchased throughout the sector. They range in quality and origin, but almost anything can be found for the right price. Standard characters begin play with 3,000 credits to their name, in addition to any awarded by their Path or Archetype.   Your game master may choose to raise or lower that amount based on the type of game they're running.    

Light Weapons

  Light weapons are generally inexpensive, and can be carried easily in one hand. Both spellpistols and light spellblades are available at every weapon retailer, and quite a few fueling stations. The galaxy is a dangerous place, after all.       Mark III Laspistol   Damage: 4 Physical   Accuracy: 0   Limit: 0   Range: 8   Ammunition: Fuel cells, 8 shots each. Charged fuel cells cost 50 credits.   Defense: Dodge   Cost: 300 Credits       Inuran Mark III Spellpistol   Damage: Spell   Accuracy: 0   Range: 10   Limit: 3   Ammunition: Spell   Defense: Skepticism   Cost: 2,000 Credits       Mark V Laspistol   Damage: 4 Physical   Accuracy: 1   Limit: 0   Range: 10   Ammunition: Fuel cells, 10 shots each. Charged fuel cells cost 50 credits.   Defense: Dodge   Cost: 500 Credits       Inuran Mark V Spellpistol   Damage: Spell   Accuracy: 1   Range: 12   Limit: 4   Ammunition: Spell   Defense: Skepticism   Cost: 3,000 Credits       Mark VII Laspistol   Damage: 4 Physical   Accuracy: 2   Limit: 0   Range: 10   Ammunition: Fuel cells, 12 shots each. Charged fuel cells cost 50 credits.   Defense: Dodge   Cost: 1,000 Credits       Inuran Mark VII Spellpistol   Damage: Spell or 4 Physical   Accuracy: 2   Limit: 5   Range: 15   Ammunition: Spell, Standard or Armor Piercing   Defense: Skepticism if Spell, or dodge if Physical   Cost: 4,000 Credits       Mark IX Laspistol   Damage: 5 Physical   Accuracy: 2   Limit: 0   Range: 12   Ammunition: Fuel cells, 12 shots each. Charged fuel cells cost 50 credits.   Defense: Dodge   Cost: 4,000 Credits       Light 1H Spellblade   Damage: 4 Physical + Spell   Accuracy: 1   Limit: 3   Range: 1   Defense: Brace   Cost: 2,500 Credits        

Medium Weapons

  Medium weapons are larger and heavier, and require a minimum 2 strength to use. Most can be used in either one or two hands, so if a player really wants to dual-wield spellrifles there's no reason why they can't.     Inuran Mark III Spellrifle   Damage: 1 + Spell   Accuracy: 1   Limit: 3   Range: 20   Defense: Skepticism   Cost: 2,500 Credits       Inuran Mark V Spellrifle   Damage: 2 + Spell   Accuracy: 1   Limit: 4   Range: 25   Ammunition: Spell   Defense: Skepticism   Cost: 3,500 Credits       Inuran Mark VII Spellrifle   Damage: 3 + Spell or 6 Physical   Accuracy: 2   Limit: 5   Range: 30   Ammunition: Spell, Standard or Armor Piercing   Defense: Skepticism if Spell, or dodge if Physical   Cost: 4,500 Credits       Medium 1H Spellblade   Damage: 6 Physical + Spell   Accuracy: 1   Range: 1   Limit: 4   Defense: Brace   Cost: 4,500 Credits       Spellstave   Damage: 4 Physical + Spell   Accuracy: 1   Range: 1   Limit: 4   Defense: Brace   Cost: 4,500 Credits   Description: Spellstaves sacrifice damage for defense, and grant the user +1 brace. They are a favorite weapon of true mages, who seek any means possible of shoring up their limited defenses.          

Heavy Weapons

  Heavy weapons require a 3 strength to use, and are generally much more rare than their smaller counterparts. Getting your hands on a spellcannon requires a well stocked weapon retailer, and availability is up to the GM.     Inuran Mark III Spellcannon   Damage: 4 + Spell in a 10 meter cone   Accuracy: 0   Range: 10   Limit: 3   Ammunition: Spell   Defense: Skepticism   Cost: 3,000 Credits       Inuran Mark V Spellcannon   Damage: 6 + Spell in a 10 meter cone   Accuracy: 0   Range: 12   Limit: 4   Ammunition: Spell   Defense: Skepticism   Cost: 4,000 Credits       Inuran Mark VII Spellcannon   Damage: 10 + Spell in a 10 meter cone, or 10 Physical in a 10 meter cone   Accuracy: 0   Range: 15   Limit: 5   Ammunition: Spell, Explosive Shells   Defense: Skepticism if Spell, or dodge if Physical   Cost: 9,000 Credits       Two-handed Spellblade   Damage: 10 Physical + Spell   Accuracy: 0   Range: 2   Limit: 4   Defense: Brace   Cost: 6,000 Credits       Greater Spellstave   Damage: 6 Physical + Spell   Accuracy: 1   Range: 2   Limit: 4   Defense: Brace   Cost: 4,500 Credits   Description: Spellstaves sacrifice damage for defense, and grant the user +1 brace. They are a favorite weapon of true mages, who seek any means possible of shoring up their limited defenses.      

Armor & Shields

  The Cavalier Body Armor line is the New Texas Military's most recent addition to the galactic stage. The NTM line is Lightweight, durable, and most importantly both cheap to manufacture and repair. It is quickly growing in popularity among mercs, who can quickly outfit whole units at an affordable price point.     NTM Cavalier Light Body Armor   Armor: 1   Resistance: 0   Limit: 0   Effects: Atmospherically contained for up to two hours, immunity to gas attacks.   Cost: 300 Credits       NTM Cavalier Body Armor   Armor: 2   Resistance: 0   Limit: 0   Effects: Atmospherically contained for up to two hours, immunity to gas attacks. Requires a 2 strength to wear.   Cost: 500 Credits       NTM Cavalier Heavy Body Armor   Armor: 3   Resistance: 0   Limit: 0   Effects: Atmospherically contained for up to two hours, immunity to gas attacks. Requires a 3 strength to wear.   Cost: 1,200 Credits       Light Spellshield   Armor: 2   Resistance: 1   Limit: 2   Effects: Can be used to parry spells   Cost: 2,000 Credits   Description: The user may still wield a weapon in their hand if a light spellshield is affixed to their wrist.       Medium Spellshield   Armor: 3   Resistance: 1   Limit: 3   Effects: Can be used to parry spells   Cost: 3,000 Credits   Description: A medium spellshield must be wielded in the hand, and requires a minimum of a 2 strength to wield effectively.       Heavy Spellshield   Armor: 4   Resistance: 2   Limit: 4   Effects: Can be used to parry spells   Cost: 4,000 Credits   Description: A heavy spellshield must be wielded in the hand, and requires a minimum of a 3 strength to wield effectively.       Inuran Mark III Standard Spellarmor   Armor: 4   Resistance: 1   Limit: 2   Effects: +1 Strength, Atmospherically contained for up to two hours, immunity to gas attacks, provides 4 armor and 1 magic resistance   Movement: 9   Speed: 45 kph   Cost: 12,000 Credits       Inuran Mark V Standard Spellarmor   Armor: 5   Resistance: 3   Limit: 3   Effects: +2 Strength, Atmospherically contained for up to two hours, immunity to gas attacks, provides 5 armor and 3 magic resistance, 1 potion loader   Movement: 12   Speed: 60 kph   Cost: 22,000 Credits       Inuran Mark VII Standard Spellarmor   Armor: 6   Resistance: 4   Limit: 4   Effects: +3 Strength, Atmospherically contained for up to eight hours, immunity to gas attacks, 3 potion loaders   Movement: 15   Speed: 90 kph   Cost: 171,000 Credits       Inuran Mark IX Standard Spellarmor   Armor: 7   Resistance: 5   Limit: 5   Effects: +4 Strength, Atmospherically contained for up to eight hours, immunity to gas attacks, 5 potion loaders   Movement: 15   Speed: 90 kph   Cost: 971,000 Credits     *both Scout and Heavy spell armor are less frequently used, and retailers rarely stock anything but the premium models.     Inuran Mark IX Scout Spellarmor   Armor: 5   Resistance: 3   Limit: 5   Effects: +2 Strength, Atmospherically contained for up to eight hours, immunity to gas attacks, 5 potion loaders   Movement: 18   Speed: 120 kph   Cost: 551,000 Credits       Inuran Mark IX Heavy Spellarmor   Armor: 9   Resistance: 6   Limit: 5   Effects: +4 Strength, Atmospherically contained for up to eight hours, immunity to gas attacks, 5 potion loaders   Movement: 12   Speed: 60 kph   Cost: 1,121,000 Credits        

Vehicles

  The sector is home to over a dozen major shipyards, and contains countless foreign vessels from other sectors. There are vehicles created during the epoch of the dragonflights that are still in use today.   As a general rule nothing is ever discarded if it has a chassis, and if it is that means it was scrapped for parts for something that does have a chassis. Vehicles and ships are incredibly expensive, but well worth it to any adventurer that can afford them.     Crappy Roller   Defenses: Brace 2, Dodge 1, Pilot's Skepticism   Hit Points: 50   Armor: 2   Resistance: Yeah right   Limit: 0   Effects: Repels people with taste. Gets from point A to point B.   Speed: 12   Velocity: 2   Cost: 11,000 Credits   Description: A battered six-wheeled roller that isn't much to look at, and doesn't pack it where she counts. The vehicle is slow, has poor armor, and no redeeming qualities except that it beats walking.       NTM Roller   Defenses: Brace 3, Dodge 1, Pilot's Skepticism   Hit Points: 80   Armor: 5   Resistance: 0   Limit: 0   Effects: Gets from point A to point B with a bit of style.   Speed: 20   Velocity: 3   Cost: 21,000 Credits   Description: The NTM roller is highly sought after in every market, because they just keep working long after most vehicles would be scrap. They're not too expensive for the quality, though well out of reach of most green adventurers.       Inuran Mk III Hovertank   Defenses: Brace 5, Dodge 2, Pilot's Skepticism   Hit Points: 150   Armor: 10   Resistance: 5   Damage: 10 + Spell, or based on ammo   Accuracy: 0   Range: 15   Limit: 3   Ammunition: Spell, Explosive Shells   Effects: Fits up to 3 crew   Speed: 10   Velocity: 2   Cost: 450,000 Credits   Description: The Inuran Mk III hovertank may be dated, but it is still tremendously effective on the battlefield. It boasts impressive armor, good magical defenses, and a standard heavy spellcannon.       Inuran Mk V Hovertank   Defenses: Brace 6, Dodge 3, Pilot's Skepticism   Hit Points: 250   Armor: 12   Resistance: 6   Damage: 12 + Spell, or based on ammo   Accuracy: 1   Range: 20   Limit: 4   Ammunition: Spell, Explosive Shells   Effects: Fits up to 4 crew   Speed: 12   Velocity: 2   Cost: 750,000 Credits   Description: The Inuran Mk V is the Mk III's larger, nastier brother, and is slightly better in almost every way. If you've got the credits this is the finest tank in production, unless you ask Ternus.       NTM Mk III Hovertank   Defenses: Brace 5, Dodge 2, Pilot's Skepticism   Hit Points: 250   Armor: 10   Resistance: 0   Damage: 15 / ammo   Accuracy: 2   Range: 30   Ammunition: Gauss Cannon, Explosive Shells   Effects: Fits up to 4 crew   Speed: 12   Velocity: 2   Cost: 250,000 Credits   Description: The NTM hovertank is the tech equivalent answer to the Inurans. It's not as popular, yet, but it is more affordable. However, the lack of magical defenses is a clear problem that the New Texas Military is looking to solve.      

Ships

    A quick note about starship movement. A click is the standard unit of measurement, which means whatever your GM says it means, but is an order of magnitude greater than regular combat speeds. If a ship is in atmosphere, and fighting with vehicles, standard movement rules apply, but the ship's speed is tripled.       Corsair Mk 7 Spellfighter   Defenses: Brace 1, Dodge 5, Pilot's Skepticism   Hit Points: 50   Armor: 6   Resistance: 3   Damage: 12 + Spell, or based on ammo   Accuracy: 3   Range: 30   Limit: 4   Ammunition: Spell, Missiles   Effects: Fits up to 2 crew. Contains 1 spellmatrix.   Speed: 22   Velocity: 3   Cost: 1.25 million Credits   Description: The Corsair packs a punch, and is incredibly maneuverable, but cannot stand even a single direct hit from a large starship. They rely on speed and stealth to keep themselves alive. Captains may select this vessel as their starting ship.       Rusty Freighter   Defenses: Brace 3, Dodge 4, 2 + Pilot's Skepticism   Hit Points: 100   Armor: 9   Resistance: 0   Damage: 15   Accuracy: 1   Range: 12   Limit: 0   Ammunition: Gauss Cannon, Insults   Effects: Fits up to 12 crew. Standard FTL drive and fusion reactor installed.   Speed: 14   Velocity: 3   Cost: 2 million Credits, Inherited   Description: Freighters are the backbone of the sector's commerce, even ones that lack a matrix, or the void magic necessary to utilize the much faster Umbral Depths. They bring vital supplies to remote stations, and are an excellent source of food for demons, undead, or worse when their owners blunder to Catalysts. Captains may select this as their starting ship.       Inuran Corvette   Defenses: Brace 4, Dodge 4, 2 + Pilot's Skepticism   Hit Points: 120   Armor: 8   Resistance: 4   Damage: 15 + Spell   Accuracy: 1   Range: 12   Limit: 5   Ammunition: Spell   Effects: Fits up to 20 crew. 1 Spell matrix installed.   Speed: 16   Velocity: 3   Cost: 9 million Credits   Description: The Inuran corvette is the vessel of choice for well-to-do adventurers, political officials, and anyone else who wants a small, fast ship that can hold its own against any other vessel in its weight class.       Inuran Cruiser   Defenses: Brace 5, Dodge 3, 2 + Pilot's Skepticism   Hit Points: 220   Armor: 10   Resistance: 12   Damage: 20 + Spell, or based on ammo   Accuracy: 3   Range: 32   Limit: 6   Ammunition: Spell, Missiles   Effects: Fits up to 280 crew. Contains 3 spellmatrices.   Speed: 20   Velocity: 3   Cost: 120 million Credits   Description: Inuran Cruisers are lovingly crafted by the Consortium to meet the needs of their individual owners. Their decor, and internal layout, can be modified to fit a variety of tastes. The cruiser can hold its own in combat, while still be designed for comfort. They even throw in a forge and foundry.       Confederate Destroyer   Defenses: Brace 7, Dodge 1, 2 + Pilot's Skepticism   Hit Points: 300   Armor: 18   Resistance: 9   Damage: 25 + Spell, or based on ammo   Accuracy: 2   Range: 30   Limit: 5   Ammunition: Spell, Missiles, Gauss Cannons   Effects: Fits up to 300 crew. Contains 2 spellmatrices.   Speed: 15   Velocity: 3   Cost: 150 million Credits   Description: The Confederate Destroyers are in wider production than the battleships, but are still an increasingly rare sight. They are still in production at the New Texas shipyards, though at reduced capacity from the war. The destroyers have been asked to fill the role of carriers, and are being offered to privateer captains mostly recruited from retired Confederate officers.       Confederate Battleship   Defenses: Brace 9, Dodge 1, 2 + Pilot's Skepticism   Hit Points: 900   Armor: 24   Resistance: 12   Damage: 40 + Spell, or based on ammo   Accuracy: 2   Range: 40   Limit: 7   Ammunition: Spell, Missiles, Gauss Cannons   Effects: Fits up to 1,200 crew. Contains 3 spellmatrices.   Speed: 12   Velocity: 3   Cost: 550 million Credits   Description: The Confederate Battleships are a dying breed. Most were lost in the Battle of Starn, or the subsequent war with the Krox. Those that survive are widely feared, and for good reason. They can take immense punishment while continuing to fight, and if armed with nuclear weapons are able to oppose entire enemy fleets.   Most existing battleships are damaged, and have nowhere near full hit points.        

Basic Equipment

      Pocket Comm Unit   Effect: Allows a connection to a quantum network, or direct communication to other comms. Comms can form networks for squads that wish to use them.   Cost: 50 - 1,200 Credits   Description: Pocket comms comes in all shapes and sizes, and are usually personalized to fit the user. The more expensive models can broadcast a holographic screen, and include an earpiece for those without a harness.       Magitech Comm Unit   Effect: Allows a connection to a quantum network, or direct communication to other comms. Comms can form networks for squads that wish to use them. Can also receive missives.   Cost: 250 - 2,200 Credits   Description: Magitech comms also come in all shapes and sizes, and are personalized to fit the user. The more expensive models can broadcast a holographic screen, and include an earpiece for those without a harness. The primary difference is their ability to receive missives.            

Potions & Consumables

  The vast majority of potions are crafted by Drifters, the shorter, more rambunctious cousins to the Shayans. Every Drifter clan keeps their own recipes, and take the brewing seriously. Almost everything they create is alcoholic, because if you're going to go through all the trouble then it sure better get you drunk.     Mana Beer   Effect: Instantly restore 3 spellpool. If more than 3 are consumed in an hour the imbiber gains the drunk condition.   Cost: 75 Credits       Healing Beer   Effect: Instantly restore 10 hit points. If more than 3 are consumed in an hour the imbiber gains the drunk condition.   Cost: 100 Credits       Counterspell Potion   Effect: Allows the imbiber to roll 10 dice to counter target spell.   Cost: 150 Credits       Greater Counterspell Potion   Effect: Provides 5 successes to counter target spell.   Cost: 500 Credits       Greater Healing Beer   Effect: Instantly restore 30 hit points. If more than 2 are consumed in an hour the imbiber gains the drunk condition.   Cost: 400 Credits       Greater Mana Beer   Effect: Instantly restore 15 spellpool. If more than 2 are consumed in an hour the imbiber gains the drunk condition.   Cost: 1000 Credits

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