LOE Equipment List: Difference between revisions

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==Confirmed==
F = Formation – only useable by troops in close formation<br>
F = Formation – only useable by troops in close formation<br>
B = Bashing – damage ignores light armour<br>
B = Bashing – damage ignores light armour<br>
Line 13: Line 15:
Parry/Dodge:10+<br>
Parry/Dodge:10+<br>


===Tech Milieu 1===
===Tech Milieu 1 Armoury===
====Weapons====
 
====Melee Weapons====


Dagger<br>
Dagger<br>
Line 20: Line 23:
Attack: 9+<br>
Attack: 9+<br>
Parry: 10+<br>
Parry: 10+<br>
1 Slot<br>


Sword<br>
Sword<br>
Line 25: Line 29:
Attack: 9+<br>
Attack: 9+<br>
Parry: 9+<br>
Parry: 9+<br>
3 Slots<br>


Spear<br>
Spear<br>
Init: +0/+2F<br>
Init: +0/+3F<br>
Attack: 9+<br>
Attack: 9+<br>
Parry: 10+<br>
Parry: 10+<br>
1 Slot<br>


Mace/Axe<br>
Mace/Axe<br>
Line 35: Line 41:
Attack: 9+ B<br>
Attack: 9+ B<br>
Parry: 10+<br>
Parry: 10+<br>
1 Slot<br>
Great Sword<br>
Sword<br>
Init: +2<br>
Attack: 8+T<br>
Parry: 8+<br>
5 Slots<br>
Great Axe<br>
Init: +1<br>
Attack: 7+ B, T<br>
Parry: 10+<br>
2 Slots<br>
Halberd<br>
Init: +3<br>
Attack 8+ B, T<br>
Parry: 9+<br>
2 Slots<br>
====Ranged Weapons====
Bow<br>
Init: +0/+4R<br>
Attack: 9+<br>
Range: 10<br>
1 Slot<br>
Crossbow<br>
Init:+0/+3R<br>
Attack: 9+ P1, S<br>
Range: 8<br>
2 Slots<br>


Longbow<br>
Longbow<br>
Init: +0/+5R<br>
Init: +0/+4R<br>
Attack: 8+<br>
Range: 15<br>
2 Slots<br>
 
Heavy Crossbow<br>
Init:+0/+3R<br>
Attack: 8+ P2, S<br>
Range: 10<br>
3 Slots<br>
 
====Exotic Weapons====
 
Whip<br>
Init: 2<br>
Attack: 8+ EN, does no damage<br>
Parry: 10<br>
Exotic Weapon<br>
1 Slot<br>
 
Short Chain Weapon<br>
Init: +2/+2R<br>
Attack: 9+<br>
Attack: 9+<br>
Range: 3<br>
Parry: 10<br>
Range: 1<br>
Exotic Weapon<br>
1 Slot<br>


Crossbow<br>
Long Chain Weapon<br>
Init:+0/+4R<br>
Init: +1/+3R<br>
Attack: 9+ P1<br>
Attack: 8+ S, EN<br>
Parry: 10<br>
Range: 2<br>
Range: 2<br>
Exotic Weapon<br>
2 Slots<br>


====Armor====
====Armor====
Line 50: Line 117:
Small Shield<br>
Small Shield<br>
Parry 9+<br>
Parry 9+<br>
1 Slot<br>


Large Shield<br>
Large Shield<br>
Parry 9+/8+F<br>
Parry 9+/8+F<br>
2 Slots<br>


Tower Shield<br>
Tower Shield<br>
Parry 8+/7+F<br>
Parry 8+/7+F<br>
-1 Init<br>
-1 Init value<br>
-1 Move when deployed<br>
-1 Move when deployed<br>
3 Slots<br>


Light Armour<br>
Light Armour<br>
Defense +1<br>
Armour Save 9+<br>
1 Slot<br>


Medium Armour<br>
Medium Armour<br>
Defense +2<br>
Armour Save 8+<br>
-1 Dodge<br>
+1 increased Dodge difficulty<br>
2 Slots<br>


Heavy Armour<br>
Heavy Armour<br>
Defense +3<br>
Armour Save 7+<br>
-1 Init<br>
-1 Init value<br>
-2 Dodge <br>
+2 increased Dodge difficulty<br>
3 Slots<br>
 
====Melee modifications====
 
'''1 Slot'''<br>
Swordcatcher/Breaker: -1 reduced difficulty to parry weapons<br>
Weighted blade: +1 Penetration<br>
Well Balanced: 1 extra attack dice<br>
Poisoned: No soak, and death save only made on a 10 without antidote<br>
Long: +1 Init, -1 Parry<br>
Light: +1 Init, -1 attack damage<br>
Innocuous: Weapon needs a perception check to detect.<br>
Non-Lethal: -4 to opponents death save.<br>
 
'''2 Slots'''<br>
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.<br>
Superior Craftsmanship: -1 attack and parry difficulty (massive increase to cost)<br>
Wickedly Serrated: does two HP damage on any attack that penetrates armour (requires two soaks/death saves)<br>
 
====Armour/Shield Modifications====
 
'''1 Slot'''<br>
Superior Craftsmanship: -1 Armour Save difficulty<br>
Spiky Bits: Automatic 1 dice attack when grappled/grappling, +1 dice for unarmed combat attacks.<br>
Hardened: -1 to AP effects including Piercing and Long Firearms.<br>
Light construction: -1 Init penalties, +1 to AP effects including Piercing and Long Firearms.<br>
Well Articulated: -1 Dodge Penalties<br>
Mirror Bright: -1 reduced difficulty to save against energy weapons, VERY easy to see.<br>
 
'''2 Slots'''<br>
Extremely Heavy: -2 Armour Save difficulty, May not Dodge, -.5 Move<br>


===Tech Milieu 2===
===Tech Milieu 2===
Line 127: Line 230:
Dodge +1<br>
Dodge +1<br>


==Unconfirmed==
===Tech Milieu 3+===
Underbarrel G.R.<br>
Init: +0/+4R<br>
Attack: 6+ Area 1<br>
Range: 10<br>
====Melee Weapon Modifications====
'''1 Slot'''<br>
Chainblade: +1P (can be stacked with Weighted)<br>
'''2 Slots'''<br>
Powerblade: +2P (can be stacked with Weighted)<br>
====Ranged Weapon Modifications====
'''Ammunition''' may be slotted in and out and is not integral to a weapon's design.
'''1 Slot'''<br>
Silencers: +1 Combat Stealth<br>
Innocuous: Weapon needs a perception check to be detected<br>
Armor-Piercing Ammunition: +1P<br>
Shield-Breaker Ammunition: +1P vs Forcefields<br>
Anti-Etheric Ammunition: +1 Attack Power vs Magic Beings<br>
Hollowpoint Ammunition: +2 to opponent's death save<br>
Non-Lethal: -4 to opponents death save<br>
Bayonet: Can be used as a Spear<br>
'''2 Slots'''<br>
Long-Barrel:  +50% Range, -2 Initiative<br>
Superior Design: +1 Attack Power<br>
High-Caliber: +1 Attack Power, +1 Penetration, -2 iniative<br>
Auto-tracking: +2R Initiative<br>
Underbarrel Grenade Launcher: See weapon stats<br>
Hypervelocity Ammunition: +2P, roll 1D after each round, gun is jams and is unusable on a 1<br>
Explosive Ammunition: does two HP damage on any attack that penetrates armour (requires two soaks/death saves)<br>
====High-Tech Armor modifications====
'''1 Slot'''<br>
Integrated Sensors: -1 reduced difficulty on detection rolls.<br>
Integrated Environmental: Immune to NBC effects<br>
Integrated Stealth: +2 Combat Stealth, +1 to AP effects<br>
Integrated Jammers: +1 Spell Save<br>
Integrated Musculature: +1 Melee damage, can carry more<br>
Integrated Actuators: +1 Move, may Leap like the martial arts skill<br>
'''2 Slots'''<br>
Jump-Pack: Zoom?<br>
Advanced Stealth: +2 Combat Stealth<br>
Integrated Forcefield: +1 Dodge<br>
Superconductive: Immune to Vaporization effect<br>


[[LOE Rules|Back]]
[[LOE Rules|Back]]

Latest revision as of 21:55, 18 December 2008

Confirmed

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


Unconfirmed

Tech Milieu 3+

Underbarrel G.R.
Init: +0/+4R
Attack: 6+ Area 1
Range: 10

Melee Weapon Modifications

1 Slot
Chainblade: +1P (can be stacked with Weighted)

2 Slots
Powerblade: +2P (can be stacked with Weighted)

Ranged Weapon Modifications

Ammunition may be slotted in and out and is not integral to a weapon's design.

1 Slot
Silencers: +1 Combat Stealth
Innocuous: Weapon needs a perception check to be detected
Armor-Piercing Ammunition: +1P
Shield-Breaker Ammunition: +1P vs Forcefields
Anti-Etheric Ammunition: +1 Attack Power vs Magic Beings
Hollowpoint Ammunition: +2 to opponent's death save
Non-Lethal: -4 to opponents death save
Bayonet: Can be used as a Spear

2 Slots
Long-Barrel: +50% Range, -2 Initiative
Superior Design: +1 Attack Power
High-Caliber: +1 Attack Power, +1 Penetration, -2 iniative
Auto-tracking: +2R Initiative
Underbarrel Grenade Launcher: See weapon stats
Hypervelocity Ammunition: +2P, roll 1D after each round, gun is jams and is unusable on a 1
Explosive Ammunition: does two HP damage on any attack that penetrates armour (requires two soaks/death saves)

High-Tech Armor modifications

1 Slot
Integrated Sensors: -1 reduced difficulty on detection rolls.
Integrated Environmental: Immune to NBC effects
Integrated Stealth: +2 Combat Stealth, +1 to AP effects
Integrated Jammers: +1 Spell Save
Integrated Musculature: +1 Melee damage, can carry more
Integrated Actuators: +1 Move, may Leap like the martial arts skill

2 Slots
Jump-Pack: Zoom?
Advanced Stealth: +2 Combat Stealth
Integrated Forcefield: +1 Dodge
Superconductive: Immune to Vaporization effect

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