LOE Equipment List: Difference between revisions
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Parry/Dodge:10+<br> | Parry/Dodge:10+<br> | ||
=== | ===Tech Milieu 1 Armoury=== | ||
====Melee Weapons==== | ====Melee Weapons==== |
Revision as of 16:11, 17 December 2008
F = Formation – only useable by troops in close formation
B = Bashing – damage ignores light armour
P“X” = Piercing - +X against all armour (Piercing effects are reduced by 1 for every Milieu of armour over the weapon)
R = Ranged
x“X” = Multiple attacks – attacks X times a round
D = Death Weapon – kills on failed save
V = Vaporization Weapon – Ignores armour
Unarmed
Init:+0
Attack: 10+
Parry/Dodge:10+
Tech Milieu 1 Armoury
Melee Weapons
Dagger
Init:+0
Attack: 9+
Parry: 10+
1 Slot
Sword
Init: +1
Attack: 9+
Parry: 9+
3 Slots
Spear
Init: +0/+3F
Attack: 9+
Parry: 10+
1 Slot
Mace/Axe
Init: +1
Attack: 9+ B
Parry: 10+
1 Slot
Great Sword
Sword
Init: +2
Attack: 8+T
Parry: 8+
5 Slots
Great Axe
Init: +1
Attack: 7+ B, T
Parry: 10+
2 Slots
Halberd
Init: +3
Attack 8+ B, T
Parry: 9+
2 Slots
Ranged Weapons
Bow
Init: +0/+4R
Attack: 9+
Range: 10
1 Slot
Crossbow
Init:+0/+3R
Attack: 9+ P1, S
Range: 8
2 Slots
Longbow
Init: +0/+4R
Attack: 8+
Range: 15
2 Slots
Heavy Crossbow
Init:+0/+3R
Attack: 8+ P2, S
Range: 10
3 Slots
Exotic Weapons
Whip
Init: 2
Attack: 8+ EN, does no damage
Parry: 10
Exotic Weapon
1 Slot
Short Chain Weapon
Init: +2/+2R
Attack: 9+
Parry: 10
Range: 1
Exotic Weapon
1 Slot
Long Chain Weapon
Init: +1/+3R
Attack: 8+ S, EN
Parry: 10
Range: 2
Exotic Weapon
2 Slots
Armor
Small Shield
Parry 9+
1 Slot
Large Shield
Parry 9+/8+F
2 Slots
Tower Shield
Parry 8+/7+F
-1 Init value
-1 Move when deployed
3 Slots
Light Armour
Armour Save 9+
1 Slot
Medium Armour
Armour Save 8+
+1 increased Dodge difficulty
2 Slots
Heavy Armour
Armour Save 7+
-1 Init value
+2 increased Dodge difficulty
3 Slots
Melee modifications
1 Slot
Swordcatcher/Breaker: -1 reduced difficulty to parry weapons
Weighted blade: +1 Penetration
Well Balanced: 1 extra attack dice
Poisoned: No soak, and death save only made on a 10 without antidote
Long: +1 Init, -1 Parry
Light: +1 Init, -1 attack damage
Innocuous: Weapon needs a perception check to detect.
Non-Lethal: -4 to opponents death save.
2 Slots
Huge: -1 attack difficulty, -1 init, requires at least Strength 1 to wield, +1 difficulty for opponent to block, parry unless they have equal or greater strength.
Superior Craftsmanship: -1 attack and parry difficulty (massive increase to cost)
Wickedly Serrated: does two HP damage on any attack that penetrates armour (requires two soaks/death saves)
Armour/Shield Modifications
1 Slot
Superior Craftsmanship: -1 Armour Save difficulty
Spiky Bits: Automatic 1 dice attack when grappled/grappling, +1 dice for unarmed combat attacks.
Hardened: -1 to AP effects including Piercing and Long Firearms.
Light construction: -1 Init penalties, +1 to AP effects including Piercing and Long Firearms.
Well Articulated: -1 Dodge Penalties
Mirror Bright: -1 reduced difficulty to save against energy weapons, VERY easy to see.
2 Slots
Extremely Heavy: -2 Armour Save difficulty, May not Dodge, -.5 Move
Tech Milieu 2
Weapons
Musket
Init: +1/+4R
Attack: 8+ P1
Range: 8
Rifle
Init: +1/+6R
Attack: 8+ P1
Range: 15
Tech Milieu 3
Rapid Fire Rifle
Init: +2/+6R
Attack: 7+ P1 x2
Range: 20
Light Body Armour
Defense +1
Full Body Armour
Defense +2
Heavy Body Armour
Defense +3
-1 Dodge
Tech Milieu 4
Advanced Rifle
Init: +2/+6R
Attack: 6+ P1 x2
Range: 30
Power Assisted Armour
Defense +3
Can carry more
Full Power Armour
Defense +4
+1 Melee damage
Can carry more
Tech Milieu 5
Disruptor
Init: +2/+6R
Attack: 5+ DV
Range: 50
Power Shields
Dodge +1