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.
Chainable
Attack actions with this weapon can be chained. If the target achieves a full parry of the attack, the attack is counted 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
This weapon uses ammunition stored in a magazine. The number of shots that can be fired between reloads is indicated in parentheses.
A weapon that holds 12 shots in its magazine is declared with:
Parry
When wielded, this weapon enables the Parry action against attacks from other weapons with the Parry feature. The value indicated in parenthesese is the Parry Rating.
A weapon that may be used in a Parry action, with a Parry Rating of 2 is declared with:
Reload
This weapon uses ammunition and must be reloaded between attacks, spending a number of Action Dice indicated in parentheses to reload. The total number of AD may be spent across multiple rounds. Associated skills may reduce the number of AD required to reload.
A weapon that requires 4 Action Dice to reload between shots is declared with:
If the weapon also has the Magazine property, then the weapon need only be reloaded when the magazine is empty, though it may be reloaded before. Otherwise it must occur after each shot.
Slow
This weapon is heavy, bulky, or otherwise slow to wield. The number of Action Dice indicated in parentheses is a minimum for any attack with this weapon.
A weapon that requires a minimum of 3 Action Dice per attack is declared with:
Sustainable
Attacks with this weapon are Sustainable. Weapons with this feature will declare two values in parentheses. 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.
A weapon that may be used in a Sustained Attack, with a Sustain Rate of 3 and a Sustain Cost of 2 is declared with:
Throwable
Can be thrown. Ranged success targets for throwing are provided in parentheses.
A weapon that may be thrown for a ranged attack with range increments of 5m, 10m, and 15m is declared with:
Unhanded
This weapon may be wielded with 1 hand fewer than specified at the cost of the dice penalty indicated in parentheses. This penalty does not apply when thrown.
A weapon that may be wielded with 1 hand fewer than indicated with a 2 dice penalty is declared with:
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.