Avatar Combat Equipment

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Weapons

Weapons may be either hardmounted or carried. Each hand generally can carry a weapon of up to size 4 or a mecha can use two hands to use a weapon of up to size 10 (with the caveat that damage to either hand renders it unusable), while large hands can carry a weapon of up to size 8 (or two-hand one of up to size 20). Handheld weapons use a variety of hookups with the machine in question (or can add their own batteries) to power themselves.

Missile Launchers are typically accurate, but extremely large and bulky systems which require little power.

Similar but different are Missile Pods, which are single-shot weapons that are small and cheap but only get one shot. They typically have no power requirements either, integrating single-use capacitors to launch their guided projectiles.

Standard Weapons use various methods of shooting holes in things whether bullet or energy based. They typically have balanced power requirements for their size.

Plasma Weapons can come in unguided (glowy bolt) or guided (Covenant plasma torpedo) variants.

Beam Weapons use glowy sci-fi non lightspeed beams (versus less cinematic lightspeed beams) and provide additional hitting power for a very small size but are power hungry.

Coherent-Gravity Weapons are extremely large and power hungry but have devastating effect.

Melee

Conventional

Knife: It's an alpha edge knife. You stab things with it. Basically used only as an absolute last resort backup weapon.

Size: 2
Durability: 2
Power: 0
Accuracy: +2
Penetration: 0
Range: Melee
Cost: 0 MBP ([min:1 penetration * 0.5] + 1 Accuracy -1 Melee Weapon)

Sword: An alpha edge vibrosword with a low-power disruption field. Trades lower accuracy and penetration for lowered power draw. This stat block is used by a whole bunch of similar weapons, including axes, swords, and even power fists.

Size: 4
Durability: 1
Power: -1
Accuracy: +0
Penetration: 3
Range: Melee
Cost: 1 MBP ([Pen 3 * 0.5] -1 Melee Weapon)

Two-Handed Sword: A giant sword, easily 15-20 meters in length. Roughly equivalent to the 2h beam sword.

Size: 8
Durability: 2
Power: -2
Accuracy: -2
Penetration: 6 (Devastating:2)
Range: Melee
Cost: 4 MBP ([Pen 6 * Devastating 2 * 0.5] -1 Accuracy -1 Melee Weapon)

Energy

Beam Knife: It's a knife that uses power. Higher penetration at the cost of requiring power input and being a lot more fragile.

Size: 2
Durability: 1
Power: -1
Accuracy: +2
Penetration: 2
Range: Melee
Cost: 1 MBP ([Pen 2 * 0.5] + 1 Accuracy - 1 Melee Weapon)

Beam Sword: The most common standard melee weapon, beam swords can lop off limbs in a single blow. Again, these stats are broadly representative of a lot of weapons, like beam-axes, beam-swords, beam-whips, and beam-claws.

Size: 4
Durability: 1
Power: -3
Accuracy: +2
Penetration: 4
Range: Melee
Cost: 2 MBP ([Pen 4 * 0.5] + 1 Accuracy - 1 Melee Weapon)

Two-Handed Beam Sword: A giant beam sword. Double the size, triple the power draw, double the penetration.

Size: 8
Durability: 2
Power: -9
Accuracy: -1
Penetration: 8 (Devastating:2)
Range: Melee
Cost: 7 MBP ([Pen 8 * 2 * 0.5] - 0.5 Accuracy - 1 Melee Weapon)

Anti-Warship Beam Sword: An even larger beam sword, with a blade often double or triple the height of the machine wielding it and can cleave just about anything in half with one blow. Only frames with reinforced musculature or super robots can even attempt to wield one.

Size: 14
Durability: 2
Power: -20
Accuracy: -4
Penetration: 12 (Devastating:3)
Range: Melee
Cost: 15 MBP ([Pen 12 * 3 * 0.5] - 2 Accuracy - 1 Melee Weapon)

Special

Plasma Ejector: A hypertech flamethrower, plasma ejectors can melt through shields and armor, but their real power is against lightly armored targets, which essentially melt against them in an instant. Unfortunately they're fragile and power-hungry.

Size: 10
Durability: 1
Power: -12
Accuracy: +4
Penetration: 3 (Devastating:2, Scatter:4)
Range: Melee
A Plasma Ejector is not a muscle powered melee weapon and therefore does not benefit from any enhancements which increase the power of melee weapons.
Cost: 13 MBP ([Pen 3 * (2 + [4 * 1.5]) * 0.5] + 2 Accuracy - 1 Melee Weapon)

Short Range

Guided

Short Range Missiles: Standard short range missiles, designed for high agility dogfighting. The gravitic launcher and ammunition feed for the weapons require a slight amount of power, as does fueling the missiles' plasma drives, but SRMs are power efficient weapons. Missile launchers are assumed to have sufficient ammunition for a protracted engagement and therefore do not track ammo.

Size: 4
Durability: 1
Power: -1
Accuracy: +5 (Guided)
Penetration: 2
Range: Short
Cost: 3 MBP (Pen 2 * 0.5) + 2.5 (Accuracy) - 1 (Guided)

Plasma Swarmer: Plasma swarmers use dozens of miniature plasma torpedoes to engage targets. Nearly impossible to evade, they (fortunately) lack hitting power.

Size: 6
Durability: 1
Power: -6
Accuracy: +10 (Guided)
Penetration: 1 (Scatter:3)
Range: Short
Cost: 6 MBP (Pen 1 * Scatter 3 * 1.5 * 0.5) + 5 (Accuracy) - 1 (Guided)

Kinetic

Submachine Gun (Slug): The bad news is that SMGs are inaccurate short-range only weapons. The good news is that its inaccuracy means you cover an entire machine with fire, damaging structural weakpoints such as heads and wearing away at armor. Intended for elimination of lightly armored machines.

Size: 4
Durability: 1
Power: -3
Accuracy: -2
Penetration: 0 (Scatter:4)
Range: Short
Cost: 2 MBP (Pen 1 * Scatter 4 * 1.5 * 0.5) -1 (Accuracy)

Shotgun (Slug): Mecha shotguns. Larger than SMGs, they provide greater accuracy and penetration (due to saturating a much larger area with deadly submunitions) but require more power and space. Slug versions use mass driver tech, giving them high rates of fire and low power draw but significant bulk.

Size: 10
Durability: 2
Power: -4
Accuracy: +0
Penetration: 3 (Scatter 4)
Range: Short
Cost: 9 MBP (Pen 3 * Scatter 4 * 1.5 * 0.5)

Energy

Submachine Gun (Energy): Energy SMGs consume more power and provide superior accuracy and per-shot firepower but require significantly more power.

Size: 4
Durability: 1
Power: -5
Accuracy: -1
Penetration: 2 (Scatter:3)
Range: Short
Cost: 4 MBP (Pen 2 * Scatter 3 * 1.5 * 0.5) - 0.5 accuracy

Shotgun (Energy): Plasma shotguns are exceedingly powerful two-handed weapons that can achieve widespread damage. Compared to the slug variant, they are less accurate (due to the use of plasma instead of semi-guided submunitions), more fragile, and drain far more power, but much more powerful.

Size: 10
Durability: 1
Power: -10
Accuracy: -3
Penetration: 5 (Scatter:4)
Range: Short
Cost: 14 MBP (Pen 5 * Scatter 4 * 1.5 * 0.5) - 1.5 accuracy

Medium Range

Guided

Plasma Torpedo: Plasma torpedoes are guided standoff weapons using metastable plasmoids. They have excellent target tracking ability and incredible power but are power-intensive and large.

Size: 10
Durability: 2
Power: -10
Accuracy: +5 (Guided)
Penetration: 5 (Devastating:2)
Range: Medium
Cost: 7 MBP ([Pen 5 * Devastating 2 * 0.5] + 2.5 Accuracy - 1 Guided)

Kinetic

Assault Rifle (Slug): Higher penetration, but much larger and more power hungry compared to the SMG. This is a slug variant, trading accuracy and firepower for lower power drain and greater durability.

Size: 8
Durability: 2
Power: -4
Accuracy: +1
Penetration: 3 (Scatter 2)
Range: Medium
Cost: 5 MBP ([Pen 3 * Scatter 2 * 1.5 * 0.5] + 0.5 Accuracy)

Lance Driver: A large rapid-firing tank mass driver firing high-velocity projectiles in (typically) 2-5 round bursts. These projectiles are approximately 40-60mm in caliber.

Size: 16
Durability: 2
Power: -6
Accuracy: +1
Penetration: 9
Range: Medium
Cost: 5 MBP ([Pen 9 * 0.5] + 0.5 Accuracy)

Energy

Assault Rifle (Energy): Higher penetration, but much larger and more power hungry compared to the SMG. This is an energy weapon variant. Compared to the mass driver, it has a lower fire rate and draws more power but is more accurate and better penetrating.

Size: 8
Durability: 1
Power: -8
Accuracy: +3
Penetration: 4 (Scatter 2)
Range: Medium
Cost: 8 MBP ([Pen 4 * Scatter 2 * 1.5 * 0.5] + 1.5 Accuracy)

Beam Rifle: A more powerful, slower firing equivalent to the assault rifle.

Size: 8
Durability: 2
Power: -10
Accuracy: +1
Penetration: 7
Range: Medium
Cost: 4 MBP ([Pen 7 * 0.5] + 0.5 Accuracy)

Heavy Beam Rifle: A larger and heavier beam rifle with more firepower.

Size: 10
Durability: 2
Power: -12
Accuracy: +0
Penetration: 8
Range: Medium
Cost: 4 MBP ([Pen 8 * 0.5])

Long Range

Guided

Long Range Missiles: LRMs use larger launchers with powerful grav-catapults to achieve long range engagement capability. On the other hand, they are relatively weak harassment weapons.

Size: 6
Durability: 1
Power: -2
Accuracy: +5 (Guided)
Penetration: 2
Range: Long
Cost: 4 MBP (Pen 2 * 0.5) + 2.5 Accuracy +1 Long Range -1 Guided

Kinetic

Sniper Rifle (Slug): A heavy mecha-scaled sniper rifle. Accurate and deadly.

Size: 10
Durability: 2
Power: -6
Accuracy: +3 (Precision:2)
Penetration: 6
Range: Long
Cost: 8 MBP (Pen 6 * 0.5) + 1.5 Accuracy + 2 Precision +1 Long Range

Artillery Cannon: Whichever insane person gave your giant robot a plasma cannon, heavy laser, or mass driver approximately the size of a battleship gun should either be rewarded or shot. Designed for anti-ship use, in the event that you manage to point it at an Avatar and successfully hit, there probably isn't going to be much left of it.

Size: 20
Durability: 1
Power: -20
Accuracy: -5
Penetration: 8 (Devastating:3, Scatter:2)
Range: Long
Cost: 27 MBP (Pen 8 * [3 + 3 * 1.5] * 0.5] - 2.5 Accuracy + 1 Long Range)

Energy

Sniper Rifle (Energy): Even more accurate than the slug variant, but more fragile and with greater power draw.

Size: 10
Durability: 1
Power: -9
Accuracy: +4 (Precision:3)
Penetration: 6
Range: Long
Cost: 9 MBP (Pen 6 * 0.5) + 2 Accuracy + 3 Precision +1 Long Range

Precision Beam Rifle: A beam rifle modified for greater accuracy and longer engagement ranges.

Size: 10
Durability: 2
Power: -12
Accuracy: +3 (Precision:1)
Penetration: 8
Range: Long
Cost: 8 MBP (Pen 8 * 0.5) + 1.5 Accuracy + 1 Precision +1 Long Range

Beam Cannon: A very large beam rifle intended for tank use.

Size: 16
Durability: 2
Power: -16
Accuracy: +2
Penetration: 10 (Devastating:2)
Range: Long
Cost: 12 MBP (Pen 10 * 2 * 0.5) + 1 Accuracy + 1 Long Range

Defenses

Deflectors

Deflectors make it harder to hit the machine in question. Deflectors are not cumulative (the exception is distortion plating, which adds a +1 bonus over and above all shields), although multiple shield systems allow for redundancy. Note that due to interference issues, a machine requires 1 turn to allow a shield to fully shutdown before bringing another online. Catastrophic shutdown (i.e. the active generator being destroyed), however, allows another shield to be immediately brought online.

Basic Deflector: A low-end deflector system, basic deflectors provide minimal protection.

Size: 4
Durability: 1
Power: -4 base (additional -1 for every additional component besides the core)
Cost: 2 MBP
+1 Shield Bonus

Combat Deflector: Standard deflector system.

Size: 4
Durability: 1
Power: -6 base (additional -2 for every additional component besides the core)
Cost: 3 MBP
+2 Shield Bonus

Aggressor Shield: Intended for aggressive, melee-based designs which need to survive to close with the enemy, the aggressor shield is optimized to stop high-velocity low-momentum attacks and provides no protection against melee range attackers.

Size: 4
Durability: 1
Power: -6 base (additional -2 for every additional component besides the core)
Cost: 3 MBP
+4 Shield Bonus (against ranged only)

Duelist Shield: The opposite of an aggressor shield, the duelist shield provides protection against melee attacks and grants no protection against ranged attacks.

Size: 4
Durability: 1
Power: -6 base (additional -2 for every additional component besides the core)
Cost: 3 MBP
+4 Shield Bonus (against ranged only)

Heavy Deflector: Heavy deflector system intended for super robots and other wonderful things.

Size: 10
Durability: 1
Power: -12 base (additional -4 for every additional component besides the core)
Cost: 5 MBP
+4 Shield Bonus

Barriers

Barrier shields add to a machine's overall armor rating. Barrier shields are not cumulative-multiple generators add backups in case of destruction but have no other effect.

Basic Barrier Shield: A standard barrier shield. Balanced power consumption and protection.

Size: 8
Durability: 1
Power: -4 base (additional -2 for every additional component besides the core)
Cost: 3 MBP per external component (core, turrets, limbs)
+3 Durability to all components.

Advanced Barrier Shield: A more advanced model. Pays for higher durability with greater power consumption.

Size: 8
Durability: 1
Power: -6 base (additional -2 for every additional component besides the core)
Cost: 4 MBP per external component (core, turrets, limbs)
+4 Durability to all components.

Compact Barrier Shield: A smaller generator with low efficiency.

Size: 4
Durability: 1
Power: -2 base (additional -1 for every additional component besides the core)
Cost: 1 MBP per external component (core, turrets, limbs)
+1 Durability to all components.

Overshield: Intended to be used in conjunction with batteries overshields are extremely inefficient but very powerful, providing bursts of temporary (near) invulnerability.

Size: 6
Durability: 1
Power: -15 base (additional -5 for every additional component besides the core)
Cost: 4 MBP per external component (core, turrets, limbs)
+12 Durability to all components. Requires two turns of cooling after every turn of use.

Drones

Drone defenses attempt to interpose themselves between your avatar and an attacker, expending themselves to protect against damage. Shield drones are an external equivalent to the 'armored components' system: Any successful hits must be allocated to shield drones first before allocating to other external components. Shield drones are automatically destroyed if hit. Note that shield drone bays require power.

Shield Drone Bay: A standard shield drone bay, operating 2 shield drones.

Size: 5
Durability: 1
Power: -3
Cost: 4 MBP
Deploys 2 shield drones. Shield drones intercept enemy fire, taking hits before the main body of a machine. Drone controllers are extremely stressful to manage and this component adds +2 strain.

Large Shield Drone Bay: A larger shield drone bay that operates 4 shield drones.

Size: 8
Durability: 1
Power: -6
Cost: 8 MBP
Deploys 4 shield drones. Shield drones intercept enemy fire, taking hits before the main body of a machine. Drone controllers are extremely stressful to manage and this component adds +4 strain.

Shields

Physical shields are used to parry attacks and absorb damage to limbs. In general, consider them damage soaks that happen to also increase durability. If the defender has a physical shield, add +2 to his total when rolling to see who allocates damage. These shields also add bonus durability to the component they're attached to, but this bonus does not stack (use the highest).

Small Shield

Size: 4
Durability: 2
Power: 0
Cost: 2 MBP
A small-sized shield that adds +1 durability to the component in question.

Impact Shield

Size: 6
Durability: 3
Power: -4
Accuracy: -1
Penetration: 2
Range: Melee
Cost: 4 MBP
A small-sized shield that adds +1 durability to the component in question. This shield has a disruptive energy field surrounding it, making it a serviceable melee weapon as well as a protective shield.

Medium Shield

Size: 6
Durability: 3
Power: 0
Cost: 4 MBP
A medium-sized shield that adds +2 durability to the component in question.

Large Shield

Size: 8
Durability: 4
Power: 0
Cost: 6 MBP
A medium-sized shield that adds +3 durability to the component in question.

Other

Point Defense Guns: Point defense energy guns. Intended to deflect enemy fire, PD guns are low power energy weapons or mass drivers which are largely ineffective against larger units like Avatars.

Size: 2
Durability:
Power: -1
Accuracy: +1 (Point Defense)
Penetration: 0
Range: Short
Cost: 2 MBP (min pen 1 * 0.5) + 0.5 Accuracy + 1 PD

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