Equipment - xvaldetaro/mendigames GitHub Wiki

Starting Wealth

See starting wealth p26

Lifestyle examples for TL8

  • Status 8: An estate the size of a small country, multiple palatial man- sions, an entire private airline, a yacht the size of an ocean liner, and an army of guards.
  • Status 7: A palatial mansion, multiple rural estates or retreats, a pri- vate jumbo jet, a large yacht, a fleet of vehicles, and an entire agency of security guards.
  • Status 6: A huge mansion on an estate, a couple of more modest res- idences, a private jet, a yacht, a fleet of vehicles, and hundreds of func- tionaries (including a platoon of bodyguards).
  • Status 5: A large mansion on an estate, one or two smaller town- houses, an executive jet, a yacht, a small fleet of cars, and dozens of functionaries (often including a team of bodyguards).
  • Status 4: A mid-sized mansion, several other properties, a yacht or private light aircraft, a limousine, a few luxury cars, and many servants (often including at least one bodyguard).
  • Status 3: A small mansion, a few other properties, a small yacht, a number of luxury cars or other vehicles, and a handful of servants.
  • Status 2: A large house with grounds, one or two other properties, a couple of expensive cars, a few other vehicles, and a housekeeper.
  • Status 1: A comfortable house or condominium, a nice new car or a couple of older ones, and perhaps a boat or other recreational vehicle.
  • Status 0: A house (heavily mortgaged) or large apartment, and a car.
  • Status -1: A small or shared apartment, or a decaying or derelict house in a bad neighborhood, and possibly a used (or stolen!) car.
  • Status -2: A room in a flophouse or shelter . . . or a patch of sidewalk

Cost of Living

Subtract every month see p265

  • GM varies according to discretion

Status due to rank does not count to cost of living

Traveling

daily 20% of usual monthly cost, but can go one level below status. In the modern world:

  • Status -1 means a dingy flophouse;
  • Status 0, a typical hotel or motel;
  • Status 1, a good hotel;
  • Status 2, a luxury hotel suite;
  • Status 3 and higher, a swanky resort.

Food

  • Restaurant: 1% of cost of living for breakfast or lunch, or 2% for dinner, based on the Status of the restaurant’s typical patron.
  • Travel Rations: 5% of cost of living for one week. Weighs 14 lbs.
  • Liquor: 1% of cost of living per bottle.

Clothing

Start with full wardrobe of Status. To buy one single outfit of a Status:

  • Ordinary Clothes: 20% CostL
  • Winter Clothes: 30% costl
  • Formal Wear: 40% costl

Weapons

Legality class

The availability of a given item in a particular society depends on the interaction between the item’s LC and the society’s “Control Rating”; see Control Rating and Legality Class p507.

Muscle powered

Look up table p16 and add weapon modifier

Armor Divisor

Divide target's DR by it before subtracting it from damage

Damage Type

Abbreviation Type Mod
aff affliction
burn burning
cor corrosion
cr crushing
cut cutting 1.5
fat fatigue
imp impaling 2
pi- small piercing 0.5
pi piercing 1
pi+ large piercing 1.5
pi++ huge piercing 2
spec. special – see weapon notes
tox toxic

Explosions

Marked by an "ex" after crushing or burning dmg Damage Decay = Damage / (3 * yardsFromCenter)

Frag dmg

cutting damage in a radius based on damage dice (see p414) Radius = 5 * fragDmgDice yards

Example

3d [2d] cr ex = (3d crushing * decay) + (2d cutting in 10 yards)

HP loss

HP Loss = (DR - damage) * mod

Affliction

DR (modified by Armor Divisor) adds to HT roll

Reach

number of yards that weapon reaches "C" indicates usage in close combat see Close Combat p391

Parry

bonus to parry skill when using weapon

  • Most weapons "0".
  • "F" means fencing weapon
  • "U" means unbalanced, you can't parry if attacked with weapon this turn

see Parrying p376

Acc (Accuracy)

  • Add Acc to your skill if you took an Aim maneuver on the turn prior.
  • If the weapon has a scope, the bonus appears as a separate mod after weapon's base Acc; e.g., "7+2"

Range

  • If weapon has only one range number, this is the Max Range
  • If 2 numbers separated by / , first is Half Damage range (or HT +3)
  • Muscle weapons list 1/2D and Max as multipliers of ST
    • E.g. "x10/x15" means 1/2D is 10xST and Max 15xST 100/150 for ST=10

RoF (Rate of Fire)

Max number of shots in a one-second turn

  • "!" means weapon can only fire full auto. Minimum of 1/4 of RoF.
  • "mxn": m is number of shots, n is smaller projectiles released
  • "Jet" means weapon shoots continuous stream. see jet rules p106

Shots

number of shots before reload

  • "T" means it is thrown
  • Parenthetical number is # of 1s rounds to reload
  • "i" means that reloads individual shots with same time above

Weight

Fully loaded weight

  • "neg" means negligible
  • Missile with Shots 2+ this is loaded weight
  • Weight of one full reload appears after a slash

ST (Strength)

Minimum ST to use

  • -1 skill per lacking ST point
  • Lose one extra FP if fight causes fatigue

Dagger

  • means two-handed.
  • need 1.5x ST to use with one hand, but becomes unready
  • need 2x ST to not become unready

Double dagger

  • Requires 2 hands and bcomes unready
  • need 1.5x to not become unready with 2 hands
  • need 3x to not become unready with 1 hand

"R"

  • Uses musket rest
  • takes a ready maneuver to balance the weapon
  • after that, aimed shot while stationary standing up is braced see Aim p364

"B"

Bipod. firing prone is braced and requires 2/3 ST

"M"

Mounted in a vehicle. Ignore ST when firing from mount.

  • Removing the weapon from mount takes at least 3 1s ready maneuvers

Crossbows and ST

Crossbows, bows and prodds have their own ST. You can use a weaker than your ST.

Bulk

  • Bulk modifies skill when Move and Attack maneuver.
  • Penalty to holdout skill

Rcl (Recoil)

When shooting at RoF 2+ every full multiple of of Rcl you make in your attack roll scores an extra hit See Rapid Fire p373

Ammunition

weight of full load is after slash

  • price is $20 times the weight

Armor

Armor DR subtracts directly from dmg.

  • Location See p282
  • "*" means armor is flexible, easier to conceal and don
  • "F" means DR only protect from attacks from front
  • Cost K is thousand M million

Wearing armor

Reaction Penalty

  • Armor that covers face or entire head gives -2 to reaction rolls
  • Nonconcealable armor with DR2+ (except hand/feet) -1
    • -2 i isn't flexible and covers torso
  • These penalties are cummulative
  • Waived if NPC recognizes the need or right to wear the armor in the situation

Donning and Removing Armor

  • 3s per piece to don or remove
  • 30s per piece for vacc or battlesuits

Combining and Layering armor

  • Can only layer if the inner is flexible and concealable
  • extra layer anywhere but head gives -1 DX and DX base skills

Carrying Weapons and Other Gear

  • 1 item per hand
  • 1 item each hip
  • 1 large item on back
  • 1 small per wrist or ankle
  • Items in bag take several seconds to get ready

Misc equipment

see p288 for list

Special Melee weapon rules

Cloaks

  • Can use it to grapple unarmed, reach C,1
  • Feit and block vision

Fencing

  • +3 to Parry when retreating
  • half penalty for multiple parries
  • full encumbrance penalty
  • can't parry flails.

Flails

  • Causes -4 penalty on defender's parry
  • Causes -2 penalty on blocks

Picks

  • After penetrating dmg, need ST roll to free it (Ready maneuver)
  • Does half the "going in" damage, when coming out
  • If foe moves, QC ST:
    • attacker win holds foe
    • defender win takes the pick out of attack
    • Tie pulls weapon out of defender

Special Ranged Attacks

Crossbows

  • 1 turn to ready a bolt
  • 1 turn to load the bolt in the crossbow
  • 2 seconds to cock for <= ST
    • 6 seconds for <= ST+1,2
    • 20 seconds for 3,4

Grenades

  • 1 Ready to grab
  • 1 Ready to pull pin

Firearm Accessories

Bipods and Tripods

  • Bipod: prone shooter treats as braced, ST req 2/3
    • Needs Ready to open, close it
  • Mounting: ignore ST requirement
    • 3 Readys to setup

Laser Sights

  • +1 to hit if you can see it
  • +1 to dodge if target can see it
  • Free action to activate it

Scopes

  • Fixed-Power: aim for at least bonus seconds
  • Variable-power: bonus = aim rounds
    • Scopes are variable power by default

Silencers

  • Hearing+5 for an unsilenced shot
    • additional -4 (low-powered gun noisy environment)
    • additional +4 (high-powered gun silent env)
    • Silencers add from -4 to -6 (depends on quality)