Welcome all to the Catsiverse and the world of Heroes Unlimited. Where anything is possible and heroes truly are unlimited.
Welcome to the Special Operations group Delta aka GI Joe the best of the best. youve been chosen from hundreds of candidates from all walks of life military and Civillian. You went through some hard stuff to get here. Either Sgt Slaughters 2 months of hell boot camp where he and his marauders tested not only your skills and physical fitness but also your courage dedication will to succeed and drive for excellence. And for some you got in through direct recommendation from a senior member of GI Joe and bypassed the training by proving yourself in the field in some fashion. ALL of you were affected by Cobra in some way and know the dangers of that organization and its plans for world conquest.
So suit up, grab your gear, and weapons and get ready to take the fight to Cobra wherever in the world they may rear their masked heads. lets do it YO JOE!!
--ooOoo--
So here we go this is the OOC thread for the Strike Force Alpha game.
listed here will be house rules and characters ideas and general OOC chatter. If needed new recruitment will happen here as well
--ooOoo--
Active Roster
Breach Jack Reacher style butt kicker by corrigon
Ghost Raven Shadowy Sniper by Eternal Phoenix
Relic Two fisted adventurer by arkite
Toymaker former MARS empoyee turned good by spectrum
Cowboy Ken Texas sharpshooter and maniac driver by Dr Malsyn
Inactice roster
Warsaw Officer/tactics expert by shock
Guest stars and NPCs
Reaper: Kathrine "Kate" McCloud (Elite Commando/Infiltrator) part time cook and all around badass
Scarlet Original Joe Warrior and Master of Intelligence
Snake Eyes The original Commando, Super Ninja and all Around Bad Ass Supreme
Dial Tone Comm expert and new team liason
White Shadow: Colleen Wing Female (Commando Infiltrator) Samurai enthusiast and swords woman
Rain: Michael Black Wolf Male (Commando Sniper) former swat sniper
Cypher 9: Rayna Caine??? Female (commando spy) shady lady with a dark past who knows more than she should
Trajectory: Mikai Reed Male (Infantry artillery) former baseball player turned infantry prodigy with tank guns and artillery strikes
Red Hawk: Rhea Hawk Female (Infantry Mechanized) Helicopter ace capable of insane maneuvers
Patch: Marcus Cole Male (infantry Medic) adventurous medical prodigy capable of patching even lethal wounds
Deep dive: Gideon Lane Male (Officer Battlefield Psychologist) FBI profiler and psychologist
White Tigress: Catherine "Kallen" James Female ( Ranger Beastmaster) Former Genetic experiment with genetically enhanced tiger pet
Dolphin: Alicia Curry female (Ranger Predator) Navy Seal and underwater beast
Jaguar: Elena Rodiguez Female (Ranger scout) sneaky forest and jungle tracker bear and wolf rescuer
Blindside: Leon Johns male (Renegade Tank) former army football lineman turned protector
Chaser: Chance Boudreaux male (Renegade Blitzer) Cajun US army ranger and hard charger
Roughhouse: Wayne Briggs male (Renegade Door Kicker) Swat officer and door kicker who ran afoul of cobra
White Rabbit: Calliann Lowry female (Tech expert) Computer hacker extraordinaire Boxer and Motorcycle enthusiast
D.VA: Hana Song Female (Tech Expert) Drone pilot and gamer enthusiast
Scavenger: Sam Carter female (Tech Tinkerer) Expert scavenger and diamond in the rough finder
Knight: Misty Knight Female (Vanguard Body guard) former secret service protector disgraced after arresting her protectee
Inferno: Erica Deveraux Female (Vanguard heavy weapons) heavy weapons fanatic who loves the big machineguns bit of a nutcase for them
JOE Vehicles
JUMP Jet pack system
PACRATS
THE PIT
lay out and map
The Oktober Guard
General Brehkov overall team leader and tough cookie
Red Guardian Field Leader and russian patriot
Daina Sniper Pilot and All-around Jill of all trades
Ursa Major Genetically engineered Tank bear of a man with bear pet
White Rose Spy and intel analyst
Vanguard Armored Door Kicker
Stormavik Mechanized infantry pilot and driver
Dragons Fire Armed and armored tech weapons expert
Shruge Advanced Engineer and thinktank
Doc Field medic and Doctor
Scar Squad
Faceless Cobra officer with secrets
AWOL Viper faceless muscle
BEEF Wanna be saw viper
Recluse Spider enthusiast with friends
QR Televiper and opportunists
Grease Wheel Motoviper
COBRA
Cobra Recruits and Troopers
Cobra Apprentices
Cobra Vipers
Cobra Officers
Cobra Sci-Tech
Tele-Vipers
Techno-Vipers
Specialists
Cobra B.A.T.s (Robot Mooks)
Aero Vipers (Cobra Ariel pilots)
Alley Vipers (Urban Warfare specialists)
Aqua Vipers aka Sea Snakes (Cobra Aquatic vehicle pilots)
Cobra Eels (Cobra underwater warfare specialists)
Cobra Lampreys (Cobra Elite Sea Pilots)
Boomslangs (Cobra Snipers)
Desert Vipers (Cobra Desert warfare specialists)
Frag Vipers (Grenade lobbers)
Flak Vipers (Anti-air specialists)
Flame Vipers (Flamethrowers) aka Pyro vipers
HEAT Vipers (Anti-Tank Specialists)
Hydro Vipers (Underwater Elite troops)
Ice Vipers (Cobra artic warfare pilots)
Jungle Vipers (Cobra Jungle warfare specialists)
Laser Vipers (Cobra Experimental Weapons specialists)
Medi Vipers (Cobra Doctors and Field Medics)
Moto Vipers (Cobra Ground vehicle pilots)
Night Vipers (Cobra Night assault specialists)
Range Vipers (Cobra Scouts and rangers)
Rock Vipers (Cobra Mountain Warfare specialists)
Saw Vipers (Cobra Fire Support troops)
Snow Serpents (Cobra Artic Warfare specialist)
Star Vipers (Cobra space warfare specialists)
Strato Vipers (Elite Pilots)
Swamp Vipers (Cobra Amphibious warfare specialists)
Toxo Vipers (Cobra Hazardous Environmental troops) aka the leaky suit brigade
The Crimson Guard aka Siegies
Crimson Guard Cadet
Crimson Guard Soldier
Crimson Guard Immortal
The Red Ninja Clan
Red Ninja Scout
Red Ninja Archer
Red Ninja Striker
Red Ninja Master
the Night Creepers
Night Creeper intern
Night Creeper partner
Night Creeper senior board member
Zartan and the Dreadnoks
Dreadnok Trainee
Dreadnok Bruiser
Dreadnok Scrapper
Dreadnok Incinerator
DreadnokVehicles
Motorcycles
Hydro Boats
Swamp fire
Thunder machine
Cobra Vehicles
Cobra COIL (Armed scout and attack Motorcycle)
Cobra Asp (mobile artillery or anti-air or anti-tank platform)
Cobra CLAW (Jump Jet pack)
Cobra COIL (Armed scout and attack Motorcycle)
Cobra Dragon (Flame tank)
Cobra Fang (Iconic Attack helicopter)
Cobra Firebat (light assault jet and hight speed courier)
Cobra HISS (Iconic Tank)
Cobra Hurricane (next gen fighter craft)
Cobra Hydro Sled (2-man water skimmer)
Cobra Ice Snake (Artic Warfare vehicle)
Cobra Mamba (Dual head attack helicopter)
Cobra Moray (Hydofoil aquatic assault craft)
Cobra Night Raven (Advanced Stealth and attack aircraft)
Cobra Puff Adder (Transport Copter)
Cobra Python (Armored APC)
Cobra Rattler (Heavy ground assault aircraft)
Cobra Sea Ray (Airborne Submersible attack craft)
Cobra Scorpion (Fast attack desert vehicle)
Cobra SNAKE (new tech powered armor suit)
Cobra Stinger and MK2 (Fast attack vehicles)
Cobra Stun (Fast assault and attack vehicle)
Trouble bubbles (Aerial Assault Craft)
Cobra Vulture (Heavy transport aircraft)
Cobra Water Moccasin (fast attack watercraft)
Supporting Links
GI JOE IC thread
Prelude welcome to the PIT
Part 1 Blackout
Part 2 Faceless invasion
Part 3 Battle in the motorpool
Part 4 Face to Chase
Interludes
Chapter 1: The Emerald Oubliette
Part 1 A Scaly Shopping list
Part 2 Shipping and Handling
Part 3 International Waters
Part 4 Within the Oubliette
Interludes
Part 1 Fun with Reaper
Breach
Cowboy Ken
Ghost Raven
Relic
Toymaker
Chapter 2: Operation Cold Iron
Part 1: Slithering About
Part 2: Rig Up
Part 3: From Oktober, with love
Part 4: Panic in the North Plains
Catsiverse Role Call thread
Catsiverse Setting thread
Renegade games current FAQ as needed
House rules and information
current house rulesBrief Rules summary for those without the books
Rules are actually fairly simple. you have the 4 Ss or essences Strength Smarts Speed Social which represent pretty much what you might expect.
each one has a set of skill attached to it which may or may not overlap a different essence due to circumstances or character abilities with intimidation or martial arts or knife fighting being examples
skill checks are made with a single D20 and a sliding scale up or down depending on skill ranks or lack thereof and circumstances which can shift skills up or down depending. once all those are take into account a roll is made with the D20 + any skill dice and the number added together to come up against a target number
A specialization such a Infiltration (Stealth) lets the PC roll ALL dice available and take the best one.
And its possible for the Shifts to hit an auto success and even an auto critical or an auto failure or auto fumble
Also you cna gain an EDGE or a SNAG on rolls which lets you roll a 2nd D20 and either take the better of the two (edge) or the worst of the two (snag)
combat runs along the same lines skills tests to hit against the appropriate defense aka Toughness Evasion or Cleverness or Wlllpower with success causing the normal damage
If the roll to hit the target exceeds it defense by 10 or so you boost the damage and criticals either boost the damage again or can have other effects
The neat thing is the equipment phase of the game, basically everyone receives a base line loadout thats essentallyfree. they can then requitision new or upgraded equipment by making a skill test of different intensity to see if the new stuff is available. furthermore they can work off hours with the equipment guys to make a protorype equipment that can become a regular load out for them such as snake eyes mask or scarlets crossbow and so on
Lastly theres story points which the team gets a pool of and they can be used to alter rolls alter scene and so on and so forth.
Story points allow you to do the following
Re-roll any dice result of a 1, any roll below 10 is treated as a 10
roll a skill test as if specialized
Add a +5 to defense before Dice are rolled or a +1 to defense after theyre rolled
gain temporary access to a minor piece of equipment or tool needed for the scene
get a clue or inspiration from the GM
some perks may require a story point be spent
Some scene editing may also be allowed subject to GMs approval
May recover from A condition instantly once per scene
May surge for another action once per turn
Errata for off hand attacks
"Attacking with an off-hand weapon, like a parrying dagger in your off-hand or going in with two pistols blazing, is a type of Multi-Weapon Attack. Without training to wield two weapons accurately, your primary attack suffers a ↓1, and your off-hand attack suffers a ↓2. You make one off-hand attack when taking the Attack action."
General Perk list
Acute Sense
Aggressive driver
All out Attack
Always alert
Animal pet
Battle-hardened
Basic training
Be a Hero
Boot Licker
Creat Chaos
Cross trained
Connected aka I know a guy
Cybernetics
Cyborg
Dig Deep
Dodgy
Educated
EMT crash course
Engrafted Mutation
Enhanced Part
Evasive Fighting
Evolving mutation
Fast
Faceless
Field Test Expert
Goon sweeper
Green
Hacker
Heavy Armor training
Kung Fu Grip
Linguistics
Matured
Medium Armor training
Mentor
Money Talks
Mutant
Nose for trouble
Optimized Part
Outright mutation
Pack Mule
Peerless Pilot
People Person
Perimeter Defender
Photographic memory
Profit Director
Razor Tongue
Robot Pet
Scavenger
Sea legs
Sharpshooters Grace
Split Focus
Snap Shots
Super Heavy Armor Training
Sustained Fire
Team Players
Terrifying Presence
Thick hide
Tongues
Toxicologist
Trusted Contacts
Used to the darkness
Veteran
Venemous
Weapons training
New Perks to be added as theyre made or needed
Goon Sweeper or Gun Kata, ranked 2, Prerequisite: Finesse or might or Targeting D6
when it comes to goons such as cobra troopers or vipers or dreaknok scrappers you are like a scythe cutting through the chaff and nothing can stand against you. When you successfully defeat a target with a TL less then your own you may make an immediate attack against a new opponent within 5 feet of you, you may do this too any number of opponents within 5 feet that meet this description as long as they are defeated. if you dont defeat them the Goon Sweep ends. With a second rank in this perk you may make an attack against anyone in your move range and may go for as long as you keep defeating opponents. Any opponent with a name is exempt from this but does not stop you from using it against other non named individuals in the range.
Absolute Silencer as a Limited Upgrade for Medium (or larger) two-handed Ballistic weapons.Current house rules more as needed
GI JOE RPG house rules
All PCS start with 1 general perk must meet requirements
All PCS gain +1 rank Conditioning skill every at lvl 1 and every 4 levels after 4/8/12/16/20 can be combined with additional ranks as chosen by players
All PCs gain a general perk ever 5th level 1/ 5/ 10/ 15/ 20
All PCs start with 4 skill points free distribution as desired Total skill points should be 24 with role and origin
Performance starts with auto specialization art of choice
PCs can have one free specialization at game play based on origin and concept
PCs can improve essences and skills by training and or successful use of skills during adventures via critical success or failures or gain new ones via education or training with a mentor including new specializations.
temp HR 1 skill point can be spent to gain three specilizations split amongst any skill desired but should try to keep them within the attribute line
Additional perks can be gained via play or gms choice as desired
Starting PC loadout for each mission All free no requisition required automatic unless changed
Battle Fatigues (boots gloves pants jacket helmet goggles facemask)
Hand gun (Socom AT 45 pistol)
Assault rifle or shotgun (AT 20Joe Rifle) , Remington 800 shotgun
Knife and or snap baton
1 Conc grenade, 1 Frag Grenade
1 HBBT Access Pad
1 Tac-Comm Radio
1 base GI Joe Survival kit
Tactical Backpack
Rations 1 weeks worth or more per mission
local currency purse 500$ worth or more per mission guidelines
Smartphone (unused prepaid)
Gas Mask
Flexicuffs x12
1 First aid kit with antidote shot x1
Monocular
entrenching Tool
Multi-Tool
6 Glowsticks
2 Emergency Flares
1 GPS Emergency Beacon
Socom AT 45 Pistol (Targeting)
Range: 25/80, 1 Sharp damage
Hand: 1
Traits: Ballistic
AT 20 Joe Rifle (Targeting)
Range: 60/100, 1 Sharp damage, (2 Sharp damage -2 down)
Hands: 2
Traits: Ballistic, Reload
Remington 800 Combat Shotgun (Targeting)
Range: 20/60, Buckshot: 1 sharp damage - multiple targets 2 15ft cone, Alt Slug shot: 2 sharp damage (-1 down)
Hands: 2
Traits: Ballistic, Reload
HK-MP 5J SMG (Targeting ) Req brawn 1D2
Range: 20/80 ft 1 sharp damage; alt 2 sharp damage [1down], 1 sharp damage [1 down] 3 targets 15ft cone)
Hands 1
Traits: Ballistic, Reload
Joe K1 Combat and utility knife (Finesse or Might)
Range: Reach, 20/30 thrown Req targeting D4, Sharp 1
Hands: 1
Traits: Sharp, Martial arts, Silent
Joe B1 Combat Snap Baton (Finesse or Might)
Range: Reach, 1 Blunt damage, Alt: 1 Stun damage -1 down
Hands: 1
Traits: Blunt, Martial arts, Silent
new equipment options
Limited Utility Belt
Description: You have a Utility Belt attached to your armor, giving you extra pouches for equipment.
Availability: Limited
Prerequisite: -
Benefit: You can carry 3 extra Hands of Sidearm sized weapons.
Restricted Utility Belt
Description: You have a Utility Belt attached to your armor, giving you extra pouches for equipment.
Availability: Restricted
Prerequisite: -
Benefit: You can carry 6 extra Hands of Sidearm sized weapons.
HTB Access pad
a hands free network communication and research device HTB access pads allow instanteous communication anywhere in the world with the rest of your squad and main base while on a mission. The pad is built with quaver microphones and Hiss Filters that are keyed to the wearers biometrics and voice and can pick up a whisper allowing for stealthy communications as needed, the padd also comes with a keypad that allows instant text messaging and text to talk. HTB pads also have both a secure internet feature for investigation and interest checks and triple secure access to the PITs data archives and information network allowing identifiction ofpersons of interest or locations of note, including also chemical scans and other research topics with time to access the information depending on complexity of the topic,
The padd comes in a variety of form most often a wristbracer with a projector turning your forearm into a HUD display and screen and virtual keyboard. It can also be integrated into a Helmet or goggle or visor HUD screen or even a drone or vehicles systems while remaining quiet and out of the way
Skill Dice Shift Ladder
Auto Critical Success
Auto Success
[3D6]
[2D8]
1D12
1D10
1D8
1D6
1D4
1D2
[Single 1D20]
[Auto Fail]
[Auto Fumble]
Quick shots of the Combat flow chart for the game to make play easier for those without the books
Weapons listing and ratings
Weapon upgradesSpoiler
Automatic
Unarmed Combat Finesse or Might integrated melee Punches, kicks, headbutts, knifehand chops, brass knuckles Natural weapons or simple wearable weapons that hit with blunt, basic impact.
Reach 0 hands 1 Stun 1 Blunt Damage (-1), maneuver (-1)
Blunt, Martial Arts, Silent
Standard
Close combat blade Finesse or Might side melee Boot knife, hand axe, cleaver A sharpened edge that turns a simple punch into a dangerous attack.
Reach 1 hand Sharp Damage
Martial Arts, Sharp, Silent
Close combat bludgeon Finesse or Might side melee Bat, baton, stick, wrench History's oldest weapon: A bludgeon that hits harder than a punch.
Reach 1 1 hand Blunt Damage 1 Stun (-1)
Blunt, Martial Arts, Silent
Pistol Targeting side projectile Hand gun, revolver A standard one handed firearm.
25ft/80ft 1 1 Sharp Damage
Ballistic
Rifle Targeting medium projectile Bolt-Action rifle, lever-action rifle The modern standard of two handed firearms.
100ft/400ft 2 1 Sharp Damage
Ballistic, Martial Arts, Sniper
Shotgun Targeting medium projectile Pump-action shotgun, combat shotgun A short range firearm that discharges shells in bursts
20ft/60ft 2 hands 1 Sharp Damage - Multiple Targets (2, 15ft cone), Alt Slug shot: 2 sharp damage (-1 down)
Ballistic, Reload
Frag Grenade Targeting side explosive Golf ball grenade, stick grenade A hand held thrown explosive about the size and aerodynamics of a baseball.
20ft/50ft 1 hand 1 Sharp Damage
Blast (10ft radius)
Consumable, Wrecker
Concussion Grenade Targeting side explosive Pineapple grenade, stun grenade A grenade designed to confuse or disable targets .
20ft/50ft 1 1 hand Stun Blast (10ft radius)
Consumable
Limited
Close combat heavy blade Finesse or Might medium melee Fire axe, machete A sharpened edge that can deal strong blows
Reach 1 or 2 hands 1 Sharp Damage, alt 2 Sharp Damage (two hands)
Martial Arts, Sharp, Silent
Close combat heavy bludgeon Finesse or Might medium melee Cudgel, sledgehammer History's oldest weapon: A bludgeon that hits harder than a punch.
Reach 1 or 2 hands 1 Blunt Damage, and 1 Stun, 2 Blunt (two hands)
Blunt, Martial Arts, Silent
Short blade Finesse or Might sidearm melee Cuma Tak-Ri, balisong, knives Small well-made blades.
Reach 1 1 hand Sharp Damage
Martial Arts, Sharp, Silent
Medium blade Finesse or Might medium melee Katana, khopesh, rapier Sword or axe large enough to serve as a primary weapon.
Reach 1 1 hand Sharp Damage
1 Sharp Damage - Multiple Targets (2, Reach, -1)
Martial Arts, Sharp, Silent
Long blade Finesse or Might long melee Claymore, nodachi, scythe A sharpened blade with a longer reach
Finesse or Might d4, Reach x2, 2 hands, 1 Sharp Damage, 1 Sharp Damage - Multiple Targets (3, Reach, -1)
Martial Arts, Sharp, Silent
Short bludgeon Finesse or Might sidearm melee Nunchaku, escrima sticks Blunt weapons designed to swing with the attacker's strikes
Reach 1 1 hand Stun 1 Blunt Damage (-1)
Blunt, Martial Arts, Silent
Long bludgeon Finesse or Might medium melee Chain whip, kanabo, monk spade, taiaha, staff Reach weapons with versatile application
Finesse or Might d4 Reach x2 2 hands 1 Blunt Damage 1 Stun (-1)
Blunt, Martial Arts, Silent
Thrown blade Targeting sidearm projectile Throwing knives, throwing stars Tiny projectiles, usually sharp, that require an expert hand to handle and throw.
Targeting d4 20ft/30ft 1 hand 1 Sharp Damage -
Martial Arts, Sharp, Silent
Thrown bludgeon Targeting sidearm projectile Boomerang, discus, shotput Small, heavy projectiles that require a trained hand to throw.
Targeting d4 20ft/30ft 1 hand1 Stun 1 Blunt Damage (-1)
Blunt, Martial Arts, Silent
Projectile launcher Targeting medium projectile Crossbow, bow Projectile weapons that require precise handling to hit the mark.
50ft/100ft 2 hands 1 Sharp Damage
Martial Arts, Sharp, Silent, Snipe
Small thrown weapon Athletics sidearm projectile Rock, throwing knife A simple object that can be lethal when violently thrown.
Brawn d4 10ft/20ft 1 1 Blunt or Sharp Damage
Blunt or Sharp, Silent
Large thrown weapon Athletics medium projectile Pinga, spear, throwing axe A large or heavy object that lands with an impact.
20ft/40ft 1 1 hand Blunt or Sharp Damage
Blunt or Sharp, Martial Arts, Silent
Assault rifle Targeting medium projectileM4, AK-47, FN FAL Rapid fire firearm of manageable weight and kickback.
60ft/100ft 2 1 Sharp Damage 2 Sharp Damage (-2)
Ballistic, Reload
Long range rifle Targeting long projectile Marksman rifle, sniper rifle A scoped precision long rifle made famous by snipers
Alertness d6 150ft/600ft (min 30) 2 hands 1 Sharp Damage 2 Sharp Damage (-1), 3 Sharp Damage (-3)
Ballistic, Mounted, Reload, Sniper
Machine gun Targeting long projectile SAW, FN Minimi, M60 Powerful automatic weapon that fires rifle rounds.
Brawn d2 40ft/160ft (min 10ft) 2 hands 1 Sharp Damage, 2 Sharp Damage (-1 ), 1 Sharp Damage - Multiple Targets (2, 30ft cone, -1)
Ballistic, Reload
Element jet Targeting medium element Flamethrower, frost cannon Point and discharge weapon that blankets an area with one specific element.
15ft 2 hands 1 Element Damage Blast (15ft cone)
Intimidating Element, Reload
Directed element rifle Targeting long element Laser rifle, incendiary blaster Concentrated energy beam firearm.
Technology d2 75ft 2 hands 1 Laser Element Damage
Computerized, Element
Artillery lobber Targeting long explosive Grenade launcher, mortar A portable, indirect fire explosive, used for blasting behind cover.
Science d2 100ft/200ft (min 30ft) 2 hands, 1 Sharp Damage Blast (10ft radius) and Trip
Anti-Tank, Indirect, Reload, Sharp, Wrecker
Element Grenade Targeting sidearm element EMP bomb, nitrogen grenade, thermite grenade A grenade that explodes in a burst of one specific element.
20ft/50ft 1 hand, 1 Element Damage Blast (10ft radius)
Consumable, Computerized, Element
Restricted
Power tool Finesse or Might medium melee Chainsaw, power cutter Trade tools turned deadly weapons.
Reach x2 2 hands 2 Blunt or Sharp Damage (-2), Alt Intimidating
Anti-Tank, Blunt/Sharp, Reload
Energized close combat weapon Finesse or Might side element Taser, flame stick Melee weapons that generate or are encased in one specific element.
Reach 1 1 hand Element Damage, alt Intimidating
Computerized, Element, Reload
Heavy machine gun Targeting heavy projectile "Ma Deuce" 50 cal, steady-cam machine gun Destructive, belt-fed machine gun with incredible kickback.
Brawn d4 100ft/400ft (min 10ft) 2 hands, 2 Sharp Damage, 3 Sharp Damage (-3), 1 Sharp Damage - Multiple Targets (5, 30 ft cone, -3)
Anti-Tank, Ballistic, Mounted, Reload
Submachine Gun Targeting side projectile Uzi, machine pistol Hand held automatic firearm capable of discharging a clip with a single squeeze.
Brawn d2 20ft/80ft 1 hand 1 Sharp Damage, 2 Sharp Damage (-1), 1 Sharp Damage - Multiple Targets (3, 15ft cone, -1)
Ballistic, Reload
Long range automatic rifle Targeting long projectile SASS rifle, FN SCARA scoped long rifle with rapid reloading that simulates automatic fire with noticeable kickback.
Brawn d2, Alertness d2, 150ft/600ft (min 30ft) 2 hands, 2 Sharp Damage
Ballistic, Mounted, Sniper
Rocket launcher Targeting heavy explosive Bazooka, RPGA ground-to-ground shoulder-fired missile weapon.
Brawn d2 100ft/200ft (min 30ft) 2 hands, 2 Sharp Damage Blast (20ft radius)
Anti-Tank, Mounted, Reload, Sharp, Wrecker
Grappler Finesse long melee Whip, lasso An extended weapon that binds a target.
Fitness d2 Reach x3 2 hands Maneuver, alt Intimidating
Martial Arts, Silent
Smart grenade Targeting side explosive Remote grenade A technologically advanced grenade designed to lock onto a target.
20ft/50ft 1 1 hand, Element Damage (-3)
Consumable, Computerized
Artillery cannon Targeting long projectile Howitzer, light attack cannon A modern cannon, ideal for punching through armor or blasting a group on foot.
Brawn d6 300ft/600ft (min 30ft) 2 hands, 2 Sharp Damage, alt 2 Sharp Damage Blast (20ft radius) (-1)
Anti-Tank, Ballistic, Mounted, Reload, Vehicular, Wrecker
Missile Targeting long explosive Ballistic missile, guided rocketA self-propelled explosive with built in targeting system.
Brawn d6 500ft/1000ft 2 hands, 1 Element Damage Blast (50ft radius), alt 2 Element Damage, alt 2 Element Damage Blast (20ft radius)
Anti-Tank, Computerized, Consumable, Mounted, Element, Vehicular, Wrecker
Spoiler
Standard
Ammo Belt A row of bullets or other ammunition, wearable for easier access. Standard Weapon with the Reload trait Once per scene, reload this weapon as a Free action instead of a Move action.
Aerodynamic Thrown weapon shaped for improved distance. Standard Grenade or thrown weapon Double the range of the weapon
Extended A particularly long version of a melee weapon. Standard Weapon with a range measured in Reach Add 1 to the weapon's Reach modifier (Reach becomes Reach x2, Reach x2 becomes Reach x3)
Flashlight A modular flashlight attachment. Standard Medium or larger weapon Weapon includes a built-in flashlight.
Laser Sight a targeting tool attachment. Standard Ballistic weapon trait Aiming with this weapon provides an additional 1 shift.
Lead Lined Protective coating to shield Computerized Equipment from electromagnetic effects. Standard Weapon with the Computerized trait Weapon cannot be targeted as if it is Computerized.
Modular Standard Weapon A second weapon attachment built into the primary weapon. Standard Medium or larger weapon Choose a standard weapon. When wielding a weapon with a modular standard weapon upgrade, the weapon counts as both the upgraded weapon and the chosen weapon. For example, a rifle upgraded with a modular close combat blade can be used as either a rifle or a close combat blade without needing to switch weapons.
Nonlethal Ammunition designed to slow and injure rather than permanently harm. Standard Weapon has a Blunt or Sharp damage effect The weapon's Blunt or Sharp damage effect can deal an equivalent amount of Stun damage as an alternate effect.
Scary Deco or modification designed to trigger flight instincts. Standard Weapon without the Intimidating trait The weapon gains the Intimidating trait.
Scope A telescope attachment. Standard Projectile weapon with range measured in feet Double the ranges of the weapon
Silencer A muzzle to minimize the sound of using the weapon. Standard Ballistic sidearm without the Silent trait. The weapon gains the Silent trait
Sling A leather strap to ease carrying larger weapons Standard Medium or long weapon Draw a long weapon as a Move action, or a medium weapon as a Free action.
Time Bomb This explosive is planted instead of thrown, detonating when time runs out. Standard GrenadeThe grenade's range becomes Reach. Setting a bomb is a Standard action. When a time bomb is set, designate a number of turns and an Initiative count for the device. On that Initiative count in that many turns, the time bomb detonates. When a bomb detonates, whoever planted it makes a Technology (Explosives) Skill Test against anyone in the bomb’s blast radius. This does mean that if the person who set the bomb gets caught in the bomb’s blast radius, they attack themself.
Waterproof Modification to make a weapon function underwater. Standard Weapon without the Aquatic trait The weapon gains the Aquatic trait.
Weatherproof Modification to make a weapon function in hostile conditions. Standard The weapon ignores the penalties for use in a chosen environment.
Limited
ABSOLUTE SILENCER A muzzle to minimize the sound of using the weapon.
Prerequisite: Ballistic weapon without the Silent trait.
Benefit: The weapon gains the Silent trait.
Amphibious Modification to make a weapon useable equally on land and underwater. Limited Weapon without the Amphibious trait The weapon gains the Amphibious trait.
Balanced Grip Grip modified to line up with specific physical training. Limited Might or Finesse weapon Use Athletics instead of the weapon's normal skill.
Blazing Engulfs the weapon in fire. Limited Melee weapon without an Element trait The weapon gains the Fire trait.
Corrosive Tip Coats the weapon with acid. Limited Melee weapon without an Element trait The weapon gains the Acid trait.
Eruptive An especially large explosion. Limited Explosive The blast radius of the explosive's effect doubles.
Deadly Modified to increase the weapon's lethality. Limited Weapon has a Sharp effect The weapon's Sharp effects deal an additional Damage on a successful hit.
Explosive Rounds Ammunition that explodes on impact. Limited Weapon with the Ballistic trait The weapon gains a 1 Damage Blast (10ft radius) alternate effect.
Frigid Chemically freezes the weapon's edge. Limited Melee weapon without an Element trait The weapon gains the Cold trait.
Galvanized Redesigned to disrupt Computerized Equipment. limited Melee weapon without an Element trait The weapon gains the Electromagnetic trait.
Lingering This weapon's effect leaves a longer lasting impression. Limited Weapon effect measured in turns, like Stun 1 and Cover 1Increase the duration of the effect by 1 turn.
Locked A password, fingerprint, or other key is required to activate this weapon. Limited A requirement of your choice is added to the weapon. It can be anything, such as a Skill minimum, retinal scan, using a G.I. Joe dog tag as a key, etc.
Manipulative Modified to reposition the target rather than harm them outright. Limited Weapon without a Maneuver alternate effect and without a Balilistc Trait The weapon gains Maneuver as an alternate effect.
Microtech Weapon Advanced technology allows for a familiar design in a smaller package. Limited Weapon sized Side or larger Reduce the size of the weapon by one step: Heavy to Long, to Medium, to Side, to Integrated. You can apply this upgrade to the same weapon multiple times. Each time reduces the weapon’s size by another step, but counts as an additional Limited upgrade against your upgrade budget and for determining the weapon’s availability.
Modular Limited Weapon An uncommon second weapon attachment built into the primary weapon. Limited Medium or larger weapon Choose a limited weapon. When wielding a weapon with a modular limited weapon upgrade, the weapon counts as both the upgraded weapon and the chosen weapon. For example, a rifle upgraded with a modular flamethrower can be used as either a rifle or a flamethrower without needing to switch weapons.
Piercing Ammunition that ignores armor. Limited Weapon with the Ballistic trait The weapon gains the Armor Piercing trait.
Plate Piercing Ammunition that ignores plating .Limited Weapon with the Ballistic trait The weapon gains the Anti-Tank trait.
Proximity Bomb This explosive is planted instead of thrown, detonating when someone comes close. Limited Grenade The grenade's range becomes Reach. Setting a bomb is a Standard action. Starting after the end of the turn the proximity bomb is set, if any time a character enters the bomb’s area of effect, the proximity bomb detonates. When a bomb detonates, whoever planted it makes a Technology (Explosives) Skill Test against anyone in the bomb’s blast radius. This does mean that if the person who set the bomb gets caught in the bomb’s blast radius, they attack themself.
Radiant The latest in close combat laser technology. Limited Melee weapon without an Element trait The weapon gains the Laser trait.
Refined Grip Grip modified for more delicate handling. Limited Might or Athletics weapon Use Finesse instead of the weapon's normal skill.
Reinforced Grip Grip modified to hold up to more brutal swings. Limited Athletics or Finesse melee weapon Use Might instead of the weapon's normal skill.
Tasing Sparking with shocking energy. Limited Melee weapon without an Element trait The weapon gains the Electric trait.
Rumbling Reverberates on impact. Limited Melee weapon without an Element trait The weapon gains the Sonic trait.
Smasher Even when this weapon misses, it hits something. Limited Weapon with blast or area effect The weapon gains the Wrecker trait.
Restricted
Ammo Feeder The same principle as a revolver's barrel, but on a much larger scale. Restricted Weapon with the Reload trait The weapon loses the Reload trait.
Automated An operating system computerizes this weapon. Restricted Weapon that uses a skill other than Technology Use Technology instead of the weapon’s normal skill. Weapon gains the Computerized condition.
Automount Folding legs allow for quick deployment of a bipod or tripod. Restricted Weapon with the Mounted trait The weapon loses the Mounted trait.
Bewildering A weapon with concussive force designed to derail a target's thoughts. Restricted Weapon with the Blunt trait On a Critical Success, the weapon deals 1 damage to the target's Social. If this weapon has both the Bewildering and the Traumatic upgrade, the attacker chooses which takes effect on a critical hit.
Cryo Tank This Element weapon is retrofit to also spew liquid nitrogen. Restricted Weapon with range measured in feet, with an Element trait other than Cold The weapon gains the Cold trait. This is in addition to any other Element trait.
Detonator Bomb This explosive is planted instead of thrown, detonating when a detonator is triggered .Restricted GrenadeThe grenade's range becomes Reach. Setting a bomb is a Standard action. The bomb triggers when someone (usually the person who planted the bomb) presses a detonator button. Designate the detonator when setting the bomb. Multiple bombs can be set to be triggered by the same detonator. Using a detonator is a Free action. The detonator must be in hand in order to use it. When a bomb detonates, whoever planted it makes a Technology (Explosives) Skill Test against anyone in the bomb’s blast radius. This does mean that if the person who set the bomb gets caught in the bomb’s blast radius, they attack themself.
Electromagnetic Pulse Generator An element weapon modified to deal with living and automated targets. Restricted Weapon with range measured in feet, with an Element trait other than Electromagnetic The weapon gains the Electromagnetic trait. This is in addition to any other Element trait.
Ignition Tank A flame throwing mechanism is added to this element weapon. Restricted Weapon with range measured in feet, with an Element trait other than Fire The weapon gains the Fire trait. This is in addition to any other Element trait.
Maiming A blade that debilitates a target's mobility. Restricted Weapon with the Sharp trait On a Critical Success, the weapon deals 1 damage to the target's Speed. If this weapon has both the Maiming and the Surgical upgrade, the attacker chooses which takes effect on a critical hit.
Modular Restricted Weapon A second, rare weapon attachment built into the primary weapon. Restricted Medium or larger weapon Choose a restricted weapon. When wielding a weapon with a modular restricted weapon upgrade, the weapon counts as both the upgraded weapon and the chosen weapon. For example, a rifle upgraded with a modular chainsaw can be used as either a rifle or a chainsaw without needing to switch weapons.
Quake Maker This element weapon is equipped with a concentrated vibration generator. Restricted Weapon with range measured in feet, with an Element trait other than Sonic The weapon gains the Sonic trait. This is in addition to any other Element tra
Ray Generator A laser scope that can be dialed up to a second weapon option. Restricted Weapon with range measured in feet, with an Element trait other than Laser The weapon gains the Laser trait. This is in addition to any other Element trait.
Seeking Through either magnets or radar, this ammo finds its mark. Restricted Weapon with range measured in feet The weapon gains the Indirect trait.
Surgica A delicate blade sharp enough to perform surgery with. Restricted Weapon with the Sharp trait On a Critical Success, the weapon deals 1 damage to the target's Strength. If this weapon has both the Maiming and the Surgical upgrade, the attacker chooses which takes effect on a critical hit.
Swift Rare, light but durable material makes using this weapon twice as fast without sacrificing accuracy. Restricted Weapon with range measured in feet One of the Weapon's non-blast Effects gains Multiple Targets (2, 10ft radius), or one of the weapon's Multiple Targets effects increases by 1 Target.
Traumatic A blunt weapon designed to cause head trauma. Restricted Weapon with the Blunt trait On a Critical Success, the weapon deals 1 damage to the target's Smarts. If this weapon has both the Bewildering and the Traumatic upgrade, the attacker chooses which takes effect on a critical hit.
Vitriolage Tank A caustic spray valve added to this weapon's primary weapon. Restricted Weapon with range measured in feet, with an Element trait other than Acid The weapon gains the Acid trait. This is in addition to any other Element trait.
Voltage tankA secondary barrel emits electric bolts. Restricted Weapon with range measured in feet, with an Element trait other than Electric The weapon gains the Electric trait. This is in addition to any other Element trait.
Thermal Scope Sights have been adjusted to scan for thermal signatures. Restricted Targeting Weapon Weapon ignores concealment and other penalties for firing through smoke or darkness.
Prototypical
Banshee This experimental technology turns a standard firearm into a sonic weapon. Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Sonic trait.
Breacher This experimental technology turns a standard firearm into an electric weapon. Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Electric trait.
Broiler This experimental technology turns a standard firearm into a fire weapon .Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Fire trait.
Caustic Clip This experimental technology turns a standard firearm into an acid weapon. Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Acid trait.
Disruptor This experimental technology turns a standard firearm into an electromagnetic weapon. Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Electromagnetic trait.
Ice Rounds This experimental technology turns a standard firearm into a cold weapon. prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Cold trait.
Reactor This experimental technology turns a standard firearm into a laser weapon. Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Laser trait.
Smart Scope A computerized scope which accounts for range, wind, weapon drift, drop, digital magnification, night vision, and other benefits. Prototypical Targeting Weapon The weapon gains the Computerized trait if it does not already have it. Increase effective range by 1.5 and long range by 2. The weapon suffers no penalties for firing in darkness.
Battledress and Upgrades
UpgradesSpoiler
Automatic
Clothes Fatigues, gi, formal wear Non Armo rA simple layer of clothing. Not armor, but clothes qualify for certain armor upgrades.- +0 Silent
Standard
Tactical Armor Bulletproof vest, stab protection mesh, leather jacket Light Armor Layered soft armor known for its versatility through modularity.-Toughness +1 Deflective
Ballistic Armor Body shield, Osprey Mk 4 body Armour Medium Armor Soft goods reinforced with bullet resistant plating.-Toughness +2 Deflective
Hard Body Armor Boron carbide jacket, chainmail Heavy Armor Stiff, thick armor designed for specific tasks that require more protection than mobility, but can be retrofit for more general purposes.-Toughness +3 Deflective
Limited
Impulse armor Reactor Suit Delta Light Armor Lined with vibrating proximity sensors, giving wearers advanced warning to jump for cover.-Evasion +1 Computerized
Momentum armor Reactor Suit Theta Medium Armor Advanced Reactor Suit design with gyroscopic joint braces that propel the wearer out of harm’s way.-Evasion +2 Computerized
Equilibrium armor Reactor Suit Sigma Heavy Armor Pulse powered technoweave with all of the kick of Reactor Suit Theta but none of the bulk.-Evasion +3Computerized
Stronghold Armor Gyrotonic armor, full plate Super Heavy Armor A mix of miniaturized mech suit technology and medieval mail.-Toughness +5 Deflective
Tanker Armor Platinum plate, Barricade armor Super Heavy Armor Hard body armor with plates built from tank armor. Brawn d2Toughness +3 Plating
Restricted
Hexmesh Electrokinetic field generator, repulsar armor Medium Armor Tactical armor with built-in kinetic shield generating hardware. Evasion +1, Toughness +1 Computerized, Deflective
Mechanized Armor Accelerator Suit Heavy Armor This armor’s bulk is comprised of equal parts plating and computer hardware that increases the wearer’s physical capabilities. Evasion +2, Toughness +2 Computerized, Deflective
Exoskeleton Reactor Suit Upsilom Super Heavy Armor By inverting the Reactor Suit sensors, the Reactor Suit Upsilom reacts to and enhances the wearer’s movement. Evasion +5 Computerized
Marauder Armor Nanomech suit, magnetorheological liquid armor Super Heavy Armor Fully mechanized tactical suit of armor, bringing vehicular technology to its smallest wearable scale. Brawn d4 Toughness +4 Plating
ShieldsSpoiler
Standard
Anonymous Masks and layers obscure any identifying marks. Standard — You are resistant to abilities that have a different effect when used multiple times against the same target, such as the Inundation Perk from the Officer Battlefield Psychology Focus
Handling Wire mesh padding protects against animal bites and other natural weapons. Standard Natural attacks suffer a Snag on attacks that target you.
Heavy Holster Your armor includes oversized storage options for larger weapons.
Standard — You can draw and stow a Medium weapon as a Free action instead of the usual Move action
Insulator A non-conductive coating protects your electronic equipment. Standard — Electromagnetic attacks gain only 2 against you for using computerized equipment, including your cybernetic alterations, rather than the normal ^3
Perch Straps and rests allow your pet to ride you.Standard Perk that grants an animal petYour Small animal pet can sit comfortably on your equipment. Because they use less energy on missions, they gain an additional Move action on the first turn of combat.
Sentry System A compact operating system to power and control upgrades. Standard Not Computerized The battledress gains the Computerized trait.
Silent Noisy elements spaced out or muffled to minimize noise. Standard Not Silent The battledress gains the Silent trait.
Standard Alteration AccommodationClasps and additional sleeves allow for the unusual shape of cybernetic parts and
mutations.Standard — You can wear the Battledress over a Standard Alteration with a cost that restricts your Battledress options
Uniform By covering the wearer’s face and skin, this Battledress makes them harder to identify. Skill tests to identify you individually suffer 1, and an additional 1 per ally within line of sight who also has the Uniform Battledress Upgrad
Weather Gear Environmental protections to increase comfort and protect from harsh climates. Standard Choose an environment. Ignore the penalties for wearing inappropriate attire in the chosen environment.
Limited
Acclimating Temperature regulation software. Limited Computerized Ignore the penalties for wearing inappropriate attire in your current environment.
Adjustable Faceplate A convertible piece of armor that protects the face or allows greater field of vision. Your helmet includes additional armor with two settings, providing different benefits depending on the setting—Closed: Your helmet protects your most vulnerable organs from blasts and debris. Gain +1 to Toughness; Open: You gain a better view of incoming threats. Gain +1 to Evasion
Air Supply Clean air pipes into your mouth through filtered tubes. You can survive for an hour in an airless environment. you gain Resistance to Inhaled poisons
Ceremonial Ornate armor that puts form before function. As a Free action, you gain ^1 on Persuasion Skill Tests until the end of your turn
Dielectric A coating that polarizes currents protects your electronic equipment You’re especially protected against EMPs. Electromagnetic attacks gain only ^1 against you for using computerized equipment, including cybernetic alterations, rather than the normal ^3
Docking Charger Your equipment includes a port in which your drone can recharge.Your drone pet can sit comfortably on your equipment. You get 1 on Skill Tests to repair your drone while it’s docked. requires pet Drone
Dome Generator A personal shield generator for added protection in an emergency. Limited Computerized As a Free action once per scene, double the battledresses effect until the beginning of your next turn. This upgrade can be taken multiple times, increasing the number of times it can be used.
Energy Resistant Protective layer geared towards a specific energy. Limited Choose an Element. You are Resistant to Damage of that Element.
Limited Alteration AccommodationModifications to this Battledress design allow for more intrusive Alterations
Poison Resistance A sterilized rubber layer protects against poison exposure You are Resistant to poison effects.
Radar Tempered Camo A silver sheen printed onto battledress that confuses radar. Limited While wearing this armor, you appear invisible on radar location devices.
Reflexive Additional rig to increase the effects of reactor battledress technology. Limited Evasion bonus Increase the Evasion bonus granted by this battledress by 1.
Softshell More metal means more protection. Limited Toughness bonus Increase the Toughness bonus granted by this battledress by 1.
Terrifying The armor design sends a threatening message.LimitedAs a Free action, the wearer gives themself a 1 on Intimidation Skill Tests until the end of their turn.
Spiked Sharp metal studs strategically installed into the battledress. Limited When an enemy target you with an attack with range measured in Reach (not Reach x2), they must make the attack 1 or let you make an immediate Attack with your battledress spikes. Battledress spike Attack can be made with Might or Finesse, and deal 1 Sharp Damage on a successful hit.
Restricted
Advanced Alteration EmulatorNear perfect recreation of an Alteration in a worn format
Energized An offensive defense. Restricted Computerized Choose an Element type. Your battledress generates an aura of that element. When an enemy targets you with an Attack with range measured in Reach (not Reach x2), they must make the Attack 2 or let you make an immediate Attack with your element aura. Element aura attacks can be made with Might or Finesse, and deal 1 Element damage, on a successful hit.
Grasshopper Braces Localized reactor battledress technology to add a spring to your step away from danger. Restricted Gain Evasion +1, in addition to the battledresses normal effect. Your jump distance is doubled while wearing this armor.
HUD A camera and screen or transparent monitor lenses gives additional details that help you with your mission. Smart goggles, radar earphone, or other sensory guidance give you insight beyond what your senses detect. Choose a skill. As a Move action once per turn during combat, you can give yourself ^1 to that skill until the end of your turn computerized
Life Supporting Monitors track the wearer’s vital signs and can even save their life in an emergency If you would be Defeated after being reduced to 0 Health, you immediately regain 1 Health. You can’t use Life Support again until you succeed at a DIF 20 technology Skill Test that takes 10 minutes computerized
Microtech battledress Advanced technology allows for a familiar design in a smaller package. Restricted Medium or heavier battledress Reduce the classification of the battledress by one step. From Super Heavy to Heavy, to Medium, to Light. The battledress counts as both its old classification and its new classification, whichever is more beneficial to the wearer. For example, if you apply the Microtech battledress to Ballistic battledress, you are trained to wear it even if you are only trained to wear Light battledress, but you can still apply upgrades that can be applied to Medium battledress but not Light battledress.
Reinforced Modular armor pieces that can be worn over standard battledress. Restricted The armor gains +1 to Toughness, in addition to the battledresses normal effect. This upgrade also adds the Deflective trait to the battledress.
Restricted Alteration AccommodationExtensive redesign lets this battledress provide its normal benefit and allow for Alterations
Stealth Techniques made to silence regular battledress, applied to battledress that is already silent. Restricted Silent The wearer gains 1 when making Infiltration Skill Tests.
Prototypical
Autonomous Your armor can be commanded to operate with some independence. Prototypical Computerized, Perk that grants a drone pet Your armor becomes a Standard drone pet with the Wearable drone upgrade. In addition to armor upgrades, it can gain drone upgrades.
Digital Camo Stealth technology usually reserved for fighter jets. Prototypical Computerized, Silent The wearer can make Infiltration Skill Tests to hide and sneak even when they don't have cover to hide behind.
Plating Plating generally reserved for vehicles that can be worn over standard battledress. Prototypical This armor gains +1 to Toughness, in addition to the battledresses normal effect. This upgrade also adds the Plating trait to the battledress.
Weapon System Mecha tech on a soldier scale. Prototypical Computerized Choose up to four hands of standard weapons, three hands of limited or less weapons, or two hands of restricted or less weapons you have access to on this mission. Those weapons are treated as Integrated weapons as long as you are wearing this battledress on this mission. You can requisition this upgrade more than once.
Spoiler
STANDARD
Arm guard
A steel plate in the forearm that reinforces natural defenses.
Light Armor— Evasion +1 Toughness +1
Shield
Buckler A metal disk the size of a dish from the mess hall; its small size is its strength and weakness.
Light Armor— +0 Evasion or Toughness +1
Shield
LIMITED
Dispersion A rounded surface that disperses energy.
Light Armor— Evasion +1 Energy Resistance
Deflective
Riot shield A durable sheet of armor, usually transparent or with eye slits to maximize field of vision.
Light Armor— Toughness +1 Evasion +2
Shield
Ballistic shield Bulletproof metal barrier to offer maximum protection.
Medium Armor— Toughness +1 Toughness +2
Shield
RESTRICTED
Repulsor A force field that slows or redirects incoming projectiles.
Light Armor— Evasion or Toughness +1 Evasion and Toughness +1
Computerized, Shield
Portable WallA shield large enough for the wielder to hide behind.
Heavy Armor— Toughness +1 Cover Shield