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 161: | Line 163: | ||
====Armour/Shield Modifications==== | ====Armour/Shield Modifications==== | ||
'''1 Slot''' | '''1 Slot'''<br> | ||
Superior Craftsmanship: -1 Armour Save difficulty<br> | Superior Craftsmanship: -1 Armour Save difficulty<br> | ||
Spiky Bits: Automatic 1 dice attack when grappled/grappling, +1 dice for unarmed combat attacks.<br> | Spiky Bits: Automatic 1 dice attack when grappled/grappling, +1 dice for unarmed combat attacks.<br> | ||
Line 169: | Line 171: | ||
Mirror Bright: -1 reduced difficulty to save against energy weapons, VERY easy to see.<br> | Mirror Bright: -1 reduced difficulty to save against energy weapons, VERY easy to see.<br> | ||
'''2 Slots''' | '''2 Slots'''<br> | ||
Extremely Heavy: -2 Armour Save difficulty, May not Dodge, -.5 Move<br> | Extremely Heavy: -2 Armour Save difficulty, May not Dodge, -.5 Move<br> | ||
Line 228: | 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