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Equipment


Table of Contents

 

Armor

General Armor Info

Armor Plate Types

Impact – Impact plates harden at a point of impact, reducing potential penetration.

Charged – Charge plates consist of hundreds of electrically charged cells. When cells are hit they explode out, converting to gas in the process and vaporizing (at least part of) the source of the impact while reducing the shock transferred to the armor.

Standard Armor Features

Vision - Armor user can switch between standard vision, night vision, and infrared.

Armor Repair - All armor features an integrated nannite repair system. While it does take time to fully repair damage, it will at the minimum immediately form a semi-protective seal over a wound to assist the medical nannites and in the case of Operative armor, will seal a hole in the suit while in vacuum to prevent the suit from venting.

Ground Forces Armor

Scout Armor

AC: 15
Enc: 1
Speed: Unchanged
Description: Scout armor consists of impact plating on the head, upper arms/shoulders, torso, upper legs, and groin. Scout armor lacks a gel underlayer, and thus fails to negate shock from an impact.

 

Infantry Armor

AC: 15
DR: 2 points
Enc: 1
Speed: Unchanged
Description: Infantry armor consists of full body impact plating with a thin gel underlayer to reduce shock from an impact. Medics also wear the Infantry armor.

 

Engineer Armor

AC: 15
DR: 14 for the first 20 points, 10 for the next 20, then 6 from then on
Enc: 2
Speed: -10 ft
Special Rules: To get the DR back to full efficiency, the suit must be serviced by an armorer.
Description: Engineer armor consists of full body charged plating, with each section composed of hundreds of cells. The front of the torso has a double layer of the charged plating, to protect better against accidental explosions while rigging charges. The Engineer armor also has the thickest gel underlayer of all the Ground Forces armor.

Operative Armor

Operative armor functions as a vacc suit so long as the suit has power. A suit charge lasts for 24 hours under continuous use (movement, combat) using a type B power cell, and suits can be hooked into local power options (grid, generators, solar, etc) as required to recharge the system.

 

Scout Armor

AC: 18
Enc: N/A
Speed: +50 ft
Special Rules: Scout Armor is powered, negating the suit weight. Vacuum sealed. Scout armor shifts it's pattern to match the surrounding environment, +3 Sneak.
Description: Scout armor consists of full body Impact plate with a gel underlayer to negate some shock from impacts. The suit is powered just enough to negate the weight of the suit and equipment, not including the legs, which receive more power to allow faster movement, allowing it to attain an impressive run speed of 55 mph when moving flat out.

 

Standard Armor

AC: 19
Enc: N/A
Speed: +30 ft
Special Rules: Standard Armor is powered, negating the suit weight. Vacuum sealed. +1 Dex, +1 Str
Description: Standard Operative armor is heavier than Scout armor, with thicker Impact plate and slightly more gel underlayer. It receives enough power to negate the weight of the suit and equipment, as well as give a minor boost in strength and speed. Due to the additional mass, the Standard armor can not equal the movement speed of scout armor, though it can move faster than an unarmored human, sprinting at approximately 40 mph with the average Operative wearing it.

 

Medic Armor

AC: 19
Enc: N/A
Speed: +30 ft
Armor Onboard Inventory: 8 doses Painkiller, 4 doses Sedative, 8 doses Nanofoam, 6 applications of Medical Nannites, Medical Scanner
Special rules: Medic Armor is powered, negating the suit weight. Vacuum sealed. +1 Dex
Description: Medic armor is almost completely identical to the Standard armor. It carries a small on board pharmacy of drugs that range from pain killers to a drug that induces a comatose hibernation. In addition, the suit carries a reservoir of medical nanites to be injected at the sites of injuries.

 

Cyber War Armor

AC: 19
Enc: N/A
Speed: +30 ft
Armor Onboard Inventory: Class III AI, Electrical Hookups
Special Rules: Hacker Armor is powered, negating the suit weight. Vacuum sealed. +1 Dex
Description: Hacker armor is nearly identical to the Standard armor, except that it carries an onboard AI and the needed hookups to interface with electronics, allowing the Operative to hack devices as well as download information from computer systems to the suit's memory for later analysis.

 

Heavy Assault Armor

AC: 19
DR: 25 for the first 40 points of damage, 20 for the next 40, 10 for the next 20, 0 after 100 points of damage
Enc: N/A
Speed: +5 feet
Armor Onboard Inventory: 2 Ammunition Feed Points
Special Rules: Heavy Assault Armor is powered, negating the suit weight. Vacuum sealed. +4 Str
Description: he Heavy Assault armor is the most durable Operative armor. It combines Charged plates and Impact plates, with the Charged plate coating the Impact plate. This, combined with the double layering of charge cells, thicker Impact armor, and more underlayer gel, makes the Heavy Assault armor Operatives extremely difficult to kill. The armor is powered to enhance strength by a great deal, allowing it to strike with incredible force. The sheer mass of the armor greatly slows its movement speed, allowing a top speed of 25 mph with the average Operative wearing it.

Weapons

Melee

Redemption's Blade (Infantry Short Sword)

Damage: 1d10
Shock: 1 pt/AC 15
Attribute: Str/Dex
Enc: 1
Special Rules: Ignores 2 pts of target AC
Description: A Redemption's Blade is issued to every soldier and operative. The short sword is approximately the length of the Roman Gladius from Earth and has a monomolecular edge running the length of both sides of the blade. It is held in a magnetic sheath on the soldier's back for quick access.

Ranged

B-2 Pistol

Damage: 2d6+4
Range: 40/150
Rate of Fire: Semi
Type: Ballistic Shaped Charge
Magazine: 15 rounds
Enc: 1
Description: The B-2 is a small, 8mm pistol firing the commonly used ballistic shaped charge design seen throughout Redemption's military. Though issued to all personnel, those that have to resort to the small weapon rarely survive long enough for reinforcements to arrive.

 

CMG-1 Sub-Machine Gun

Damage: 2d6+4
Range: 50/200
Rate of Fire: Semi/Burst/Auto
Type: 8mm Caseless, Ballistic Shaped Charge
Magazine: 50 rounds
Enc: 1
Special Rule: The CMG-1 braces on the user's forearm, and grants a +2 on attack rolls when fired semi or burst.
Description: The CMG-1 was designed with vehicle use in mind. The sub gun is a bullpup configuration, to both lower the projected length when holding it as well as to brace the weapon along the shooter's forearm. A magazine locks in place along the top length of the sub-machine gun, feeding into the chamber at the back of the CMG-1.

 

CR-4 Combat Rifle

Damage: 2d8+5
Range: 200/400
Rate of Fire: Semi/Burst/Auto
Type: 10mm Caseless, Ballistic Shaped Charge
Magazine: 21 rounds
Enc: 2
Description: The CR-4 fires a 10mm shaped charge round, and comes with integral optics which can link into Redemption armor systems. While a lower magazine capacity than the CMG-1, the larger shaped charge bullet helps punch through enemy armor that may resist lighter weapons.

 

SCR-2 Sniper Rifle

Damage: 2d12
Range: 1000/2000
Rate of Fire: Semi
Type: Rail Round
Magazine: 5 rounds
Enc: 3
Description: The SCR-2 fires a 9mm diamond-coated osmium round at almost relativistic speeds, powered by a superconducting coil that accompanies the rail bullet as its case. In an emergency, a backup capacitor system may be charged using external power, though it can be severely draining if tied into powered armor systems.

 

Coil Grenade

Damage: 2d8
Range: 10/30
Burst Diameter: 5 meter
Enc: 1
Description: A Coil Grenade uses a superconducting coil as an explosive, with the body acting as the shrapnel. A heating element is linked to the coil, and a timer to the heating element. When the lever is released, the timer counts down from six seconds, and then the heating element activates, quenching the coil and causing it to convert to gas, which expands out explosively.

 

 

 

 

 

 

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