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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