About Equipment
This section provides lists of items that can be used in many different game worlds. The items in these lists are grouped by society Technology Level (TEC). This value can be used by GMs & expansion designers to determine what items are available based on the maximum level of technology of the game world or society in which the characters exist.
It is also reasonable for GMs and expansion designers to consider the society through which the characters move when considering equipment availability. Are weapons acceptable (or legal) to purchase or carry in public? How will people react to an individual wearing a ballistic vest (or full plate armor!) walking down a crowded street?
The following information on weapons, armor, and items should be considered representative examples to facilitate play in various settings. It is expected that GMs (and players in cooperation with their GMs) will interpolate and extrapolate these lists into additional items as needed to fully populate the game world with detail and nuance.
That a particular weapon or piece of equipment is not included within this section is not a verdict on its inclusion in a particular ’Verses universe.
Currency & Values
In the following lists of equipment, prices and values are given with no currency units. These generic lists allow use across various game worlds. The values listed are consistent with each other, and designed to be used as-is with any currency unit, whether it is gold pieces, dollars, or universal credits. If a given world’s currency is out of scale with these values the GM can simply apply a constant scale or manually adjust the prices.
Weapon Features
Each weapon in the following listings indicates the number of free hands required to wield it in the Hands column. In addition to the Hands property, weapons may have the following features.
Weapon Features
Feature | Description |
---|---|
Chainable | Attack actions with this weapon can be chained. A full parry of an attack by the target counts as a failure for the purpose of Action Chaining. |
Fast | This weapon is capable of chaining a Riposte action immediately after a successful Parry. |
Magazine(#) | The number of shots that can be fired between reloads. |
Parry(#) | When wielded, this weapon enables the Parry action against attacks from other weapons with the Parry feature. The value indicated is the Parry Rating. |
Reload(#AD) | Requires spending the indicated number of AD to reload. These AD may be divided between rounds. Associated skills may reduce the number of AD required to reload. If the weapon also has the Magazine property, then the weapon is reloaded when the magazine is empty or before, otherwise it must occur after each shot. |
Slow(#AD) | This weapon is heavy, bulky, or otherwise slow to wield. The indicated number of AD is a minimum for any attack with this weapon. |
Sustainable(#,#) | Attacks with this weapon are Sustainable. The first value is the Sustain Rate. The second is the Sustain Cost in terms of the weapon’s ammunition. These values together are reflective of the weapon’s rate of fire. |
Throwable(@) | Can be thrown. Ranged success targets for throwing follow this feature declaration. |
Unhanded(-#) | This weapon may be wielded with 1 hand fewer than specified at the cost of the indicated dice penalty on attacks. This penalty does not apply when thrown. |
Unwieldy | This weapon is difficult to carry and maneuver due to its size. This may affect actor movement and other actions in tight spaces at the GM’s discretion. |