Aberrant 2.0 Trinity Gear

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Universal Changes

Unformatted Bioware is Tolerance 0. This means that a few Bioware applications now have Formatted Tolerance 1.

Weapons

Melee

  • Spider Harness: Damage 8L, Accuracy (Wits + Psi), Mass 5
A Spider Harness when Formatted is semi-autonomous and attacks independently of the user, making up to (Wits/2, round up) attacks with its eight articulated "legs". A Spider may never make more than 3 attacks in one combat round.
  • Sonic Knife: Damage 1-10 (Bashing/Lethal as desired)
Sonic Knives cannot damage hard objects such as metal, industrial plastic, some types of body armor, and some particularly hardy Novas.
  • Vibroknife: Damage Str + 3L, AP(4)
Vibroknives do slightly more damage than low-tech knives but their primary advantage is the ease at which they slice through hardened materials, such as personal armor. On the other hand... don't botch.
  • Vibrosword: Damage Str + 6L, AP(2)
Due to limitations on vibration hardening, vibroswords have lower vibrational frequencies and reduced armor piercing effectiveness, relative to vibroknives.

Ranged

Note that by default, attuning to a weapon increases its accuracy dice pool by +1.

Pistols

  • Autopistol (Banji Cyclone): Acc +0, Dmg 5L, Range 50, RoF 9, Magazine 15, Conceal P, Select-Fire
  • Autopistol (L-K Defender): Acc +1, Dmg 4L, Range 50, RoF 9, Magazine 20, Conceal J, AP (3)
  • Heavy Autopistol (L-K Avenger): Acc +0, Dmg 6L, Range 50, RoF 6, Magazine 10, Conceal J
  • Heavy Autopistol (Stavros Auto): Acc +0, Dmg 7L, Range 50, RoF 5, Magazine 9, Conceal J
  • Plasma Pistol (Voss 22P): Acc +1, Dmg 10L [5], Range 10, RoF 1/2, Magazine 5, AP (2)

Psi-Amps

Psi-Amps must be formatted to the user to work.

  • EK Gauntlet (Orgotek Iris-L): +2 accuracy and +2d to all Psi rolls to use Electrokinesis and Psychokinesis effects for offense.
  • Electrolaser Gauntlet (Orgotek EL-12): Acc + 1, Dmg 10 [8]E (10S against living targets), Range 100, RoF 2, Magazine 30, Tolerance 3
  • Force Gauntlet (Orgotek 212-F): Brawl attacks do +1 damage and can reach up to 30 meters, Tolerance 2.
  • Sureshot Gauntlet (Orgotek SL-3): Acc + 4, Dmg 10L, Range 100, RoF 2, Magazine 30, Tolerance 3

Rifles

  • Automatic Carbine (Banji Tornado): Acc + 1, Dmg 7L, Range 100, RoF 40, Magazine 40, Conceal O, AP(1)
  • Automatic Carbine (L-K MAC-803): Acc + 0, Dmg 8L, Range 100, RoF 45, Magazine 50, Conceal O
  • Coil Rifle (Banji 02 Hornet): Acc + 1, Dmg 10L, Range 200, RoF 60, Magazine 60, AP(1)

Shotguns

  • Shotgun (Banji Thunder): Accuracy +0, Dmg 9L, Rng 30, Rate 2, Magazine 10
  • Shotgun (Stavros .00): Accuracy +1, Dmg 8L, Rng 40, Rate 2, Magazine 12
  • Semi-Auto Shotgun (L-K Protector Auto): Accuracy +0, Dmg 8L, Rng 30, Rate 10, Magazine 10

Lasers

  • Gauntlet (Orgotek Minipulse-L): Accuracy +2, Dmg 6L, Rng 80, Rate 2, Magazine 12, Bio, Tolerance 1
  • Gauntlet (Orgotek Pulse-L): Accuracy +3, Dmg 10L, Rng 200, Rate 2, Magazine 35, Bio, Tolerance 1
  • Pistol (Alchemy 2117-A): Accuracy +2, Dmg 8L, Rng 200, Rate 2, Magazine 25, Bio, Tolerance 1
  • Pistol (L-K Personal Protector): Accuracy +2, Dmg 8L, Rng 250, Rate 2, Magazine 25
  • Carbine (Alchemy 2118-D): Accuracy +2, Dmg 12L, Rng 300, Rate 15, Magazine 40, AP (1), Bio, Tolerance 2
  • Carbine (L-K Vindicator II): Accuracy +2, Dmg 13L, Rng 300, Rate 15, Magazine 45, AP (1)
  • Carbine (Orgotek Hornet VI Pulse Laser): Accuracy +3, Dmg 12L, Rng 350, Rate 20, Magazine 60, Bio, Tolerance 2

Flechette Guns

All flechette weapons have three damage ratings. Each damage rating uses a certain number of shots, listed with the weapon.

  • Pistol (Alchemy Bulldog): Accuracy +1, Dmg 6/8/10L, Rng 30, Rate 60, Magazine 60, uses 5/10/20 shots, Bio, Tolerance 1
  • Pistol (Aris Suresting): Accuracy +1, Dmg 6/8/10L, Rng 30, Rate 60, Magazine 60, uses 5/10/20 shots
  • SMG (Orgotek Stinger): Accuracy +1, Dmg 4/7/9L, Rng 30, Rate 36, Magazine 36, uses 3/6/12 shots, Bio, Tolerance 1
  • Carbine (Orgotek Scorpion): Accuracy +1, Dmg 8/10/12L, Rng 30, Rate 120, Magazine 120, uses 6/12/24 shots, Bio, Tolerance 2

Heavy Weapons

Heavy weapons obviously use the Heavy Weapons skill to fire.

  • Missile Launcher (L-K Killjoy): Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 4, AA, Exp(3), Guided
  • Light Coilgun (L-K Junior R3): Accuracy +1, Dmg 9L [5], Range 600, Rate 50/10, Magazine 100, Burst (5), AP (2)
  • Heavy Coilgun (L-K BigBoy R5): Accuracy +1, Dmg 10L [7], Range 600, Rate 80/10, Magazine 80, Burst (8), AP (2)
  • Plasma Cannon (Voss 88T): Accuracy +0, Dmg 15L [12], Range 30, Rate 5/1, Magazine 50, Burst (5)
  • Lightning Gun (TechnoDyne Zeus): Accuracy +1, Dmg 12L [8] + 8d EMP, Range 1000, Rate 1, Magazine (inf), AP (2), Bio, Tolerance 3, Mass 34
  • Pulse Cannon (ClinTech M-90): Accuracy +2, Damage 23L [16], Rate 1/2, Magazine (inf), AP (5), Mass 74
  • Orgotek SAWS: Accuracy +4, Dmg (See Below), Range (As Mode), Rate (As Mode), Magazine (As Mode), Mass 14, Bio, Tolerance 1
    • Electrokinetic Beam: Damage 10L, Range 500, Rate 1, Magazine 50 (recharges)
    • 30mm Slugs: Damage 7L[5], Range 300, Rate 2, Magazine 8, AP(1)
    • Fragmentation Shells: Damage 10L [8], Exp(3)
    • Incendiary: Damage 12L, burning (targets catch fire for 6L/turn)
    • HEAP: Damage 10L[5], AP (2)
    • Chemical: Varies by chemical type.
The SAWS cannot be used unformatted and consists of the laser and an organic accelerator cannon. The cannon has 8 shots in a drum which can be loaded with any combination of projectiles.

Armor

Note that certain types of armor require the user to be formatted to it and therefore cannot be used by Novas or baseline humans.

Hardtech

  • Combat Armor: Soak 6B/7L, Penalty -1, Mass 20
Standard full body unpowered combat armor, used by the vast majority of frontline combat troops.
  • Field Suit: Soak 3B/5L, Penalty -0, Mass 9
A field suit is lightweight soft body armor designed for special forces and other personnel who needed protection from weapons without a reduction in mobility and endurance. Field suits may be soft armor but are obviously armor and extremely difficult (and uncomfortable) to hide under clothing.
  • Reinforced Clothing: Soak 1B/2L, Penalty -0, Mass 3
Reinforced with anti-ballistic and anti-stab fibers, reinforced clothing provides protection from low-powered pistols, knife blows, and some protection against fists and clubs while remaining nearly impossible to spot.
  • Vacuum Suit: Soak 2B/4L, Penalty -1, Mass 15
A Vacuum suit provides medium-duration protection against vacuum via integrated oxygen recycling. Vacuum suits are generally good for 12 hours of use without further accessories.

Biotech

  • Armor Carapace: Soak 6B/6L, Penalty -1, Mass 15, Tolerance 1
The biotech equivalent of combat armor is slightly lighter and grown from pseudochitin woven on a suit of spidersilk. If formatted to the user, the chitin plates become more flexible when not actively protecting against harm, reducing the penalty to -0.
  • Bioweave Armor: Soak 4B/5L, Penalty -0, Mass 5, Tolerance 3
Bioweave Armor is built out of spidersilk, carbon nanotubing, and synthetic tissue, and when attuned covers the Psion as a protective second skin, providing extremely potent protection from just about any threat. Bioweave Armor provides limited NBC filtering, adding 1 success to all resistance rolls against toxins, and is nearly undetectable without a medical examination.
  • BioVAS: Soak 10B/8L/0A, [hardened 8B/7L] +4 -0 HLs, Strength + 3/Dexterity + 1/Stamina + 1/Perception + 2, Mass 45, Tolerance 3
A BioVAS (Biological Vacuum Assault Suit) is a highly advanced biotech suit of body armor that must be custom-formatted to its user. Enhancing strength, endurance, and agility via powerful artificial muscles and providing protection against all but the heaviest weapons with heavy pseudochitin plates, a BioVAS plugs into the user's cardiovascular system and provides life support for a week in a hostile environment if formatted. A formatted BioVAS provides the increased attributes stated above, and has its own health levels which must take damage before the user does. if the BioVAS loses all health levels, every attack after that which does damage to its user has a chance of disabling it: Roll the user's (Stamina + Resistance) or (Psi), whichever is higher to see if the BioVAS still functions at that point. Failure disables the BioVAS, disabling all features save life support (consider a disabled BioVAS to have a -3 penalty) until it heals, while Botching may kill the BioVAS itself. A dead BioVAS only provides soak.