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Basic Rules (Beta v 20241127)

Equipment: Armor and Weapons

Armor

Armor

Type

Damage Reduction

Value

Bike Jacket

Light

-1 Kinetic

$500

Meshweave

Light

-1 Kinetic, -1 Thermal

$1,000

Combat Suit

Light

-2 Kinetic, -1 Thermal

$4,500

Corporate Meshweave Suit

Medium

-2 Kinetic, -1 Electrical

$1,000

Armored Jacket

Medium

-3 Kinetic, -1 Thermal

$5,000

Plated Vest

Medium

-3 Kinetic, -1 Electrical, -2 Thermal

$40,000

Shock Armor

Medium

-4 Kinetic, -2 Electrical, -1 Thermal

$75,000

Used Tactical

Heavy

-3 Kinetic, -1 Electrical, -1 Thermal

$30,000

Tactical

Heavy

-4 Kinetic, -1 Electrical, -2 Thermal

$75,000

Heavy Tactical

Heavy

-5 Kinetic, -2 Electrical, -2 Thermal

$200,000

Battle Armor

Heavy

-6 Kinetic, -3 Electrical, -3 Thermal

$1,500,000

Ballistic Shield

Shield

-1 Kinetic

$1,000


Bike Jacket

Good for road rash, but not much use against bullets.


Meshweave

Easily integrated into clothing, a street-smart choice against being shanked.


Combat Suit

The #1 choice for cops and bouncers that need to avoid a bullet.


Corporate Meshweave Suit

Executive attire for assassination prevention.


Armored Jacket

A good choice whether expecting gang violence of military battlefield.


Plated Vest

For when you are the first one through the door.


Shock Armor

The modern grunt sees more than just bullets in today’s battlefield.


Used Tactical

It may be second-hand, but it might just keep you alive.


Tactical

For the discerning space marine.


Heavy Tactical

High-ranking space marines with a bit more flare.


Battle Armor

Massive and bulky, covering the user head to toe in metal.


Ballistic Shield

A handheld collapsible protection field, deflecting blade or bullet hopefully just enough.


If not proficient, medium armor reduces speed by 5 feet, and heavy armor by 10 feet.  Characters cannot manifest Surges when wearing armor in which they are not proficient.


Armor Modifications


Emergency Atmospheric Protection

$500.  Applies to existing armor, built-in to be hidden.  Can be deployed automatically, seals and protects wearer from suffocation or drowning, providing 2 hours of air.  Recharges over Long Rest.


Emergency Airbag

$200.  Applies to existing armor, built-in to be hidden.  Can be deployed automatically, reducing fall damage by 50%.  Recharges over Long Rest.


Grounded

$5,000.  Applies to existing armor.  When the character takes Electrical damage, they can use a Reaction to reduce the amount of damage by 1d10.  This damage can be transferred to a target within melee range as part of this Reaction.


Improved Damage Resistance

Increase the Resistance of a chosen Damage Type for a given piece of armor: Kinetic, Thermal, or Electric damage.

Light Armor is limited to -6 Resistance for any specific Damage Type.

Medium Armor is limited to -9 Resistance for any specific Damage Type.

Heavy Armor is limited to -12 Resistance for any specific Damage Type.

Damage Reduction Level

Modification Cost

-1

$2,500

-2

$5,000

-3

$10,000

-4

$25,000

-5

$50,000

-6

$100,000

-7

$250,000

-8

$500,000

-9

$1,000,000

-10

$2,500,000

-11

$5,000,000

-12

$10,000,000

 

 Weapons

If not proficient in the weapon, Attacks are at Disadvantage and Damage Dice is set at 1d#.

Simple Weapons

Damage*

Properties

Value

Dagger/Knife

*d4 Kinetic

Melee, Thrown 20/60, Finesse

$200

Brass Knuckles

*d4 Kinetic

Melee

$200

Baton/Pipe/Cudgel

*d6 Kinetic

Melee

$100

Hammer/Tomahawk

*d6 Kinetic

Melee, Thrown 20/60

$200

Taser

*d4 Electrical

Melee, Ammunition [10], Energy, Special

$1,500

Taser Gun/Stun baton

*d4 Electrical

Ranged 15/30, Ammunition [5], Energy

$1,500

Light Pistol

*d4 Kinetic

Ranged 80/240, Ammunition [10]

$1,000

Medium Pistol

*d6 Kinetic

Ranged 80/240, Ammunition [10]

$2,500

Laser Pistol

*d4 Thermal

Ranged 80/320, Ammunition [10], Energy

$4,000

Dart Gun

Special

Ranged 80/160, Ammunition [1], Special

$1,000

 

Martial Weapons

Damage*

Properties

Value

Nanotube Coil

*d4 Kinetic

Melee, Finesse, Reach 10, Exotic, Special

$1,000

Plasma Cutter

*d6 Thermal

Melee, Finesse, Energy

$1,000

Plasma Sword

*d8 Thermal

Melee, Finesse, Versatile (*d10), Energy

$4,000

Katana

*d8 Kinetic

Melee, Finesse, Versatile (*d10)

$2,500

Heavy Pistol

*d8 Kinetic

Ranged 80/320, Ammunition [10], Heavy

$3,500

Light Submachinegun

*d4 Kinetic

Ranged 100/300, Ammunition [10], Special

$3,000

Medium Submachinegun

*2d4 Kinetic

Ranged 120/360, Ammunition [10], Two-Handed, Special

$6,000

Heavy Submachinegun

*3d4 Kinetic

Ranged 120/360, Ammunition [10], Heavy, Two-Handed, Special

$9,000

Sledgehammer

*d12 Kinetic

Melee, Heavy, Two-Handed

$500

Garrote Monowire

*d12 Kinetic

Melee, Two-Handed, Exotic, Special

$2,000

Shotgun

*2d6 Kinetic

Ranged 30/60, Ammunition [5], Heavy, Two-Handed, Special

$7,500

Rifle

*d8 Kinetic

Ranged 60/120, Ammunition [10], Two-Handed

$5,000

Laser Rifle

*d8 Thermal

Ranged 60/120, Ammunition [10], Two-Handed, Energy

$7,500

Sniper Rifle

*d10 Kinetic

Ranged 150/600, Ammunition [5], Heavy, Two-Handed

$5,000

Railgun

*d12 Kinetic

Ranged 30/60, Ammunition [5], Two-Handed, Exotic

$10,000

Needler

*2d4 Kinetic

Ranged 30/60, Ammunition [10], Two-Handed, Exotic, Special

$10,000

Microwaver

*2d4 Thermal

Ranged 20-foot cone, Ammunition [5], Energy, Exotic, Special

$10,000

Flamethrower

4d6 Thermal

Ranged 20/40, Loading [1], Exotic, Special

$20,000

Laser Cannon

4d12 Kinetic

Range 400/800, Loading [1], Heavy, Two-Handed, Exotic, Special

$40,000

Rocket Launcher

4d6 Kinetic + 4d6 Thermal

Ranged 120, Loading [1], Heavy, Two-Handed, Exotic, Special

$40,000

Plasma Cannon

4d6 Thermal + 4d6 Electrical

Ranged 120, Loading [1], Heavy, Two-Handed, Exotic, Special

$40,000

* see “Damage Dice”


Weapon Attributes


Ammunition [#]

Reloading a weapon with the Ammunition property uses a free Object Interaction on a turn.  Ammunition (bullets, shells, darts, energy cells, etc.) cost $1 each.


Energy

Plasma and Laser weapons that use Energy cells are affected by electromagnetic fields, such as an EMP, which render them temporarily disabled.

Overload: As an Action, a character that is proficient in Energy weapons may short circuit this weapon and throw it, causing it to explode upon impact and dealing damage in a 10-foot radius.  Roll damage as per a normal successful hit for the given weapon.  Creatures and objects within the radius may make an Avoid + Balance roll to take half damage.  The weapon is then rendered destroyed.


Exotic

Unusual in design, typically not found in your average shop.


Finesse

Choose to use Balance or Brawn modifier for Attacks and damage with this weapon.


Heavy

Creatures must have a minimum +2 Brawn to use this weapon, or else Attacks are with Disadvantage.


Loading [#]

Reloading this weapon uses a Minor Action.  Ammo costs $100 each.


Melee

Made for hand-to-hand combat.


Ranged #/#

A weapon’s ranged attack, defined by two numbers for the effective range it can hit.  The first number is the normal range, and the second the long range.  Attacks made at long range are at Disadvantage,


Reach #

The distance a melee weapon can hit.


Special

See the weapon’s properties under Special Weapons for details.


Thrown #/#

This melee weapon can be thrown at a target.  If the weapon is not Finesse, use Brawn.


Two-Handed

This weapon requires two hands to attack with it.


Versatile

Using this weapon two-handed increases the damage, as defined in the properties.


Special Weapons


Dart Gun

Syringes: Uses syringe darts that can contain a liquid of choice, such as serums, drugs, or poisons.


Flamethrower

Attack: Single target, range 20/40, 4d6 thermal damage.  Applies Burning.

Sweeping Attack: 15-foot cone, 4d4 thermal damage.  Applies Burning.

Burning: Targets are set on fire (if environment allows), and must use a Minor Action to put out the fire.  Burning targets take 1d4 Thermal damage at the start of their turn.


Garrote Monowire

To Attack with this weapon, the target first must be Grappled.

Assassinate: If Attacking with Advantage, a hit is automatically a critical.


Laser Cannon

Requires a Major Action to Attack.


Microwaver

Attacks with this weapon affect all targets within a 20-foot 90-degree cone.  Targets still take half damage on a missed Attack.


Nanotube Coil

A retractable whip made of highly-durable carbon nanotubes.  Attacks with this weapon have a reach of 10 feet.

Sonic Crack: Major Action.  Choose a point within 10 feet.  Creatures within 5 feet make an Avoid + Build vs your Affect + Balance.  On a failure, they are Deafened until their next turn ends.

Tether: Major Action.  Attack a medium or smaller creature or object within 10 feet.  On a successful Attack, the target is grappled, and may be pulled 5 feet closer.


Plasma Cannon

Requires a Major Action to Attack.

10-foot Radius Explosion Difficulty 15 Half.


Rocket Launcher

Requires a Major Action to Attack.

20-foot Radius Explosion Difficulty 15 Half.


Shotgun

Buckshot: The weapon may optionally fire in a 15-foot cone. Each target rolls Avoid + Balance against the Attack, dealing *d6 damage on a hit.


Submachineguns

Full-Auto: Optionally, the weapon can be used to attack up to 3 targets within a 90-degree arc within range.  Each target rolls Avoid + Balance against the Attack, and damage is divided by the number of targets (rounded down, minimum 1 damage).


Tasers

Stun: On a hit, the target must roll Avoid + Build Difficulty 13, or become Stunned for 1d4 rounds.  The target may repeat the roll at the end of their turn each round.


Weapon Modifications

Upgraded weapon options are each applicable once on a given weapon.


Bayonet

Attach a dagger or plasma cutter to a two-handed ranged weapon.  This counts as a separate weapon, which would allow you to use both the melee and ranged weapons in the same turn and avoid the multi-attack penalty.  $100 (plus the cost of the dagger or plasma cutter)


Double Ammunition Capacity

Double the number of shots for a ranged weapon before the need to reload.  $1,000


Damage Enhancement

Add Thermal or Electrical Damage (+1d6) to a Kinetic weapon.  Applicable to melee, gun, or rifle.  $5,000


Gold-Plated

No real mechanical benefit, but cool as hell.  $5,000


Grenade Launcher

Attach to a two-handed ranged weapon.  Increases the range of thrown grenades to 120 feet.  $1,000


Gun Cam

Record footage using an attached camera for later viewing.  $100


Over-Under

Combine a rifle with either a shotgun or flamethrower.  Must have both weapons to combine.  Both count as separate weapons, which would allow you to use both ranged weapons in the same turn and avoid the multi-attack penalty.


Plastic and Ceramic

Applicable to Kinetic weapons.  The weapon is no longer affected by magnets or metal detectors.  $2,000


Scope

Use as a Minor Action to grant Advantage to your next Attack roll this turn.  You cannot use movement during this turn.  Applicable to dart gun, railgun, pistols, submachineguns, and rifles.


Silencer

Firing this weapon does not reveal your location, allowing you to retain your hidden status.  $2,000


Smart Aim Accessory

Allows use of Brain or Brawn instead of Balance for ranged weapon attacks.  $2,000


Explosives


EMP Grenade

Throw 60 feet, 30-foot radius, Difficulty 14 Avoid + Build or stun robots and disable equipment for 1 minute, electronic communications suppressed for 100 feet, $6,000


Flashbang

Throw 60 feet, 10-foot radius, Difficulty 13 Avoid + Build or blind and deaf until end of next turn, $4,500


Detonation Cord

5-foot rope explosive, 60-foot remote wire trigger, 5-foot radius, 1d6 kinetic damage, $1,000


Frag Grenade

Throw 60 feet, 10-foot radius, 4d6 kinetic damage, Difficulty 13 Avoid + Balance half, $5,000


Napalm Grenade

Throw 60 feet, 10-foot radius, 3d6 thermal damage and burning each turn 1d6 thermal, Difficulty 13 Avoid + Balance half and not burning, $5,500


Pipe Bomb

Throw 60 feet, 10-foot radius, 3d6 kinetic damage, Difficulty 14 Avoid + Balance half, double damage to objects and structures, can have a fuse up to 10 minutes, $5,500


Plastic Explosive

Timed up to 1 week, 40-foot radius, 8d6 kinetic, Difficulty 14 Avoid + Balance half, double damage to objects and structures, $40,000


Claymore

30-foot cone, trigger by range or transceiver, 6d6 kinetic, Difficulty 14 Avoid + Balance half, $8,000


Smoke Grenade

Throw 60 feet, 20-foot radius, heavily obscured, $4,000


Tear Gas

Throw 60 feet, 20-foot radius, Difficulty 14 Avoid + Build or Poisoned and Stunned, $10,000

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This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.


Unum © 2024 by Jason Groce is licensed under Creative Commons Attribution 4.0 International. To view a copy of this license, visit https://creativecommons.org/licenses/by/4.0/

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