Mecha and equipment

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Equipment

You can have most things from a standard SF RPG equipment table. Ask the GM if you have a question.

Weapons

Melee weapons

Melee weapons come in a general series of classes. Each adds damage to an melee attack at the cost of slower initiative. Melee classes are general due to the number of different designs that exist in the galaxy.

Short Sword
-1 Init/+1 Damage

Long Sword
-2 Init/+3 Damage

Two Handed Sword
-4 Init/+5 damage

Axe
-3 Init/+4 damage

Spear
-3 Init/+3 damage
+1 effective strength
+2 against charges Long Reach

Mace/Warhammer
-4 Init/+4 damage -1 to armour

Giant Mace
-6 Init/+6 Damage -2 Armour

Glaive
-3 Init/+4 Damage +1 Effective Strength Long Range

Ranged Weapons

Bows and Crossbows
Bows, a romantic weapon used by various hunters, traditionalists, and martial artists around the galaxy. The ancient Ikonoclast movement of the Omega Church was particularly famous for considering mastery of a memory-composite bow a facet of their doctrine of technospiritual arete. Though Ikonoclasm is long dead, its influence was profound and lasting, and the bow has become associated with the priesthood of the Omega Church.

Modern bows and crossbows tend to made of layers of memory metals, resembling composite bows of ancient history, which are "one-size fits all" and easily modified to meet personal requirements. The bow is "soft" when being drawn, but is induced to "remember" its original position at the moment of release. This allows for manageable use of truly absurd draw weights of up to a thousand pounds.

Damage +5
-5 Init
Can use Martial Arts and/or Guns
Silent
Short Range
Options
Full-turn Draw +2 to hit, +4 damage -2 armor no other actions Supersonic
Heavy Draw +2 damage move or shoot
Micromissile +2 to hit
Flight Arrows -3 Damage long range
Poison Arrows 1 Additional Damage a Turn

Kinetic Pistol
Basic pistols, still in wide use by people who don't want to lug around long arms. Guns tend to work on a variety of principles, some use chemicals, some use electromagnetic propulsion.

Damage +4
Easy to Conceal
One Handed
Options
Explosive rounds +3 damage against unarmoured targets +1 against armoured ones.
AP Rounds -2 armour
Guided Rounds +2 to hit
Poision Rounds 1 additional damage per turn
Anti shield rounds x2 damage to shields.

Kinetic Sub Machine Gun
A bigger, faster firing pistol

Damage +5
-1 Init
Easy to Conceal
Options
Explosive rounds +3 damage against unarmoured targets +1 against armoured ones
AP Rounds -2 armour
Guided Rounds +2 to hit
Poision Rounds 1 additional damage per turn
Anti shield rounds x2 damage to shields.

Kinetic Rifle
A basic Rifle, including an electro-optic scope, internal guidance system and so on. Most work on a combination of electromagnetic and chemical force.

Damage +6
-2 Init
Options
Explosive rounds +3 damage against unarmoured targets +1 against armoured ones
AP Rounds -3 armour
Guided Rounds +2 to hit
Poision Rounds 1 additional damage per turn
Anti shield rounds x2 damage to shields.

Ship Gun
A big hefty shotgun type weapon, used in close spaces like ships and stuff..

Damage +8
-1 Init
Short ranged
Options
Explosive rounds +6 damage against unarmoured targets +1 against armoured ones
AP Rounds -3 armour
Guided Rounds +2 to hit
Poision Rounds 1 additional damage per turn
Sleep Gas Rounds: Non Lethal
Anti shield rounds x2 damage to shields.

Light Machine Gun
A faster firing kinetic weapon. Often multibarrelled

Damage +6
attacks 2 targets per round
-4 Init
Options
Explosive rounds +3 damage against unarmoured targets +1 against armoured ones
AP Rounds -3 armour
Guided Rounds +2 to hit
Poision Rounds 1 additional damage per turn
Anti shield rounds x2 damage to shields.

Precision Rifle
A highly accurate rifle, used for sniping and hunting

Damage +8
Long Range
+2 Accuracy
-3 Init
Bulky
Options
Explosive rounds +4 damage against unarmoured targets +1 against armoured ones
AP Rounds -3 armour
Guided Rounds +2 to hit
Poision Rounds 1 additional damage per turn
Anti shield rounds x2 damage to shields.

Anti-Material Rifle
A really big Precision Rifle.

Damage +12
Long Range
Move or Fire
-5 Init
Accuracy +2
Very Bulky
Options
Explosive rounds +10 damage against unarmoured targets +1 against armoured ones
AP Rounds -6 armour
Guided Rounds +2 to hit
Poision Rounds 1 additional damage per turn
Anti shield rounds x2 damage to shields.

Seeker Launcher
A modern version of a grenade launcher, used mostly for room to room combat or to flush enemy from their positions

Damage +10
Guided +6
Bulky
-2 Init
Options
Armour Piercing Explosive -2 Armour +4 damage
Thermobaric Rounds Ignore Cover
Fragmentation Rounds +4 damage against unarmoured targets +1 against armoured ones
Gas Rounds: nonlethal boarding rounds
Anti shield rounds x2 damage to shields.

Particle Beam
Used by elite troops such as Unity Rapid Intervention Group soldiers, Particle Beams are expensive and somewhat fragile but offer excellent stopping power for their size and are highly accurate. They are often used as sniper weapons as the particle bolt does not require a the target to be lead.

Damage +10
-2 Init
Accuracy +2
Long Ranged
No Options
Double Damage to shields

Plasma Gun
A specialist short ranged weapon used primarily by RIG intervention troops. The Plasma Gun is short ranged but incredibly powerful at those ranges.

Damage +13
-1 Init
Short Range
No Options
Double Damage to Shields.

Mingun
A very bulky heavy multi-barrelled cannon. Often used by special forces dolls or power armour troops who cannot call on heavier firepower. Miniguns require large ammo packs, and do comparatively little damage but offer an unparalleled rate of fire

+4 Damage
-5 Int
Bulky
Attacks up to 6 targets per round
Options
Explosive rounds +3 damage against unarmoured targets +1 against armoured ones
AP Rounds -3 armour
Guided Rounds +2 to hit
Poision Rounds 1 additional damage per turn
Anti shield rounds x2 damage to shields.

Arm Multi gun
A huge heavy short ranged slug thrower like a grenade launcher mounted on a subjects forearm. Fires several ammo types.

+6 damage
Short Range
Options
Armour Piercing Explosive -2 Armour +5 damage
Thermobaric Rounds Ignore Cover
Fragmentation Rounds +4 damage against unarmoured targets +1 against armoured ones
Gas Rounds: nonlethal boarding rounds
Anti shield rounds x2 damage to shields.

Anti-Armour Weapons

Human scale anti-armour weapons are also available. Using one allows a human to make normal attacks against a Devas or Asuras. However, it doesn't make them any more capable of surviving the counter fire.

General Purpose Launcher
General Purpose launchers are one of the main weapons of the Unity's army, especially mechanized troops or those in powered armour who do not mind the weapons heavy weight. The GP Launcher can be used to engage multiple different types of target including low flying aircraft and helicopters, enemy tanks and Devas, and lighter Asuras.

Damage by Round
-5 Init
Very Bulky
+2 Accuracy
Long Range
Round Types
Anti-Infantry Submunition: Burst, +12 damage
Anti-Aircraft: +6 accuracy +6 Asuras Scale damage, Cannot hit infantry.
Anti-Asuras: +3 accuracy +10 Asuras scale damage. Cannot hit infantry
Anti-Tank/Anti-Devas: +5 Devas scale damage. Cannot hit lighter targets

APEX Seeker
A specialist seeker designed to harm enemy Asuras Does +5 Asuras scale damage with normal Seeker stats. It cannot hit infantry.

Armour

Shock Layer
An easily concealed layer, won't even show up on a scan or a when frisked.

Armour Value 2
Completely concealable

Concealed Armour
Armour that looks like normal clothing

Armour Value 3
Completely concealable

Light Combat Armour
Light combat armour, normal duty wear for most troops

Armour Value 4

Heavy Combat Armour
Front Line Infantry dress

Armour Value 6
-1 on all grace rolls except shooting

Assault Armour
Powered Smart Armour, used by vanguard units.

Armour Value 8
-2 on all grace rolls except shooting
Bulky

Boarding Shell
A giant suit of powered combat armour

Armour Value 10
-3 on all grace rolls except shooting
Bulky

Shield
A large shield. Often used by riot and military police. Can sometimes have their own force shield projectors.

-4 Init
Requires one hand
Bulky
+3 to parry pool
+2 Armor

Buckler
A small shield the size of a dinner plate.

-2 Init
Can be used with any weapon.
+2 to parry pool against melee weapons

Armour Options

Various different options can be built into armour, enhancing its abilities. They are often used by elite troops or in special situations. All armour options are Expensive.

Armour Lightening
Armour Lightening reduce the armour's bulk via use of improved materials, and by reducing the thickness of armour in some facings. It's often used by combat androids and special operatives

removes one point of grace roll penality for the armour
-1 armour on one side (usually the front) -2 on the other.

Anti-Beam Armour
Anti-Beam armour is made of a super conductive material which rapidly disperses beams used against it. For some reason it appears to be Latex

-1 armour value
x2 armour against beam weapons

Mobility assist
A set of small jets is mounted in the armour, allowing for incredible feats of agility. Modern versions are often reactionless, employing similar technology to force shields.

+2 specialization on all athletic rolls

Force Shields

Light Force Shield Standard Force Shield

Armour Value 1
Shield points 10
Regeneration 2 per round

Heavy Force Shield
Large force shield mounted on Assault Armour or Boarding Shell

Armour Value 3
Shield points 20
Regeneration 4 per round

Drones

Rather than mount a weapon in the hands of a human, it is popular to mount them on expendable machines and let them do the fighting. Drones are commanded with Smarts. Roll smarts rather than grace for their attacks.

Recon Drones
You can buy small recon drones capable of autonomous action, but unarmed.

Mosquito Gun
A floating gun platform with space for one weapon

10 HP
Armour Value 4
Shield Armour 1
Shield points 10
Regeneration 2
Flying

Spider Drone
A large spider platform with space for three weapons, generally used as a squad's heavy weapons specialist. Bulky weapons take up 2 slots, very bulky weapons three.

20 HP
Armour Value 8
Shield Armour 1
Shield points 10
Regeneration 2

Tactical Doll
A humanoid combat platform, designed to completely replace human infantry.

15 HP
Armour Value 6
Shield Armour 1
Shield points 10
Regeneration 2
Hands

Bit Systems

Weapon Bits
Mounts a pistol or SMG in a bit system. Attack with Smarts rather than grace

Shield Bits
Provide a Smarts +2 Parry Pool against all ranged attacks

Flight Bits
Allow the user to fly on their bits.

Deva and Asura

Humanoid combat systems are an extensive part of the modern battlefield. One reason for this is that they are very simple to control, requiring only basic orientation to use.

All mecha have stats like a human, which add to the stats of their pilots as indicated.

Stats

Movement (Power): How good a moving, speed and jumping
Dexterity (Grace): how agilie and dexterous your unit is
Electronics (Knowledge): The units electronic battle qualities
Reaction (Smarts): How responsive the units controls are
Gunnery (perception): how good at hitting stuff your mecha is.
Persona (Charisma:) how cool your mecha looks

Asura

Asura are small armours ranging from half a ton to four tons in weight. They are often used by rapid response teams, SWAT units and in ship to ship boarding actions. While not as powerful as a Deva, they are extremely agile, and small enough to fit into most areas.

Deva

Deva are larger devices weighing up to one hundred tons. They are heavily shielded and armoured, capable of absorbing large amounts of punishment, they are fast and very agile for their size, though not compared to the smaller Asura. Deva often make up the first wave of an orbital drop, or clash around the edges of a capital ship duel, before closing to deliver overwhelming fire to enemy battleships and carriers.

Deva and Asura weapons

Deva and Asura scale versions of all normal weapons exist. They have similar stats but do Asura or Deva level damage (or in the case of anti-armour weapons Deva or Starship level damage). However, due to the additional size and power built into a Asura or Deva, they can also carry various other devices not available to infantry. Most can carry up to two weapons, one melee and one ranged.

WISP system
A long range anchor attached to the Mecha by a force field chain. Can rapidly contract to pull a targeted object back to the mecha, or throws it away.

Accuracy +2
Damage by stunt

Vector Beams
Vectored Particle beams use small force field generators to direct them. They are extremely accurate but very expensive and usually only available to specialist custom craft.

Damage +9
-2 Init
Accuracy +6
Double Damage to shields

Shear Beams
Shear Beams are a combination of a gravitic ram and a series of meta-material components to launch a rending claw of altered space time and energy at a target. They are incredibly effective, but so bulky that they take up two slots, not one.

Damage +20
-5 Init
Accuracy +2
Armour Reduction -8
Quadruple Damage against shields.

Deva and Asura Traits

Most Deva and Asura only have one to two traits, but some (such as those bought with exotic equipment) have up to four. No unit may have more than one type however.

Additional hard point
Your suit can carry an additional weapon

Anti-aircraft tracking
You can track aircraft and helicopters better, negating any penalties to attack them.

Antimissile System
Your mecha is fitted with an experimental antimissile device. When you come under a missile or rocket based attack, roll Wits + reactions and reduce the successes by that number.

Awesome Looking
Your mecha is awesome looking can reroll any failed Persona checks.

Close Combat Type
You gain an additional melee weapon hard point and may act three times per round in melee combat.

Command Type
Gain +1 Armour, +1 Persona and +2 electronics

Custom
Gain +2 Mecha build points

Engineering Type
Gain +2 armour, and all the tools you need to efficently use the Combat engineering skill in your mecha

Explosive Reactive Armour
Gain +4 armour on the first 4 hits to your suit.

Heavy Weapons Type
You have two additional ranged weapons hard points, double ammo and may fire up to 2 weapons per turn. However your suit is heavier than usual, -1 to move

Improved Jump Jets
Gain a reroll to any maneuver that uses them.

Improved Sensors
you have extremely good sensors. gaining a reroll on any attempt to use them.

Improved Force Field
Most mecha have a force field. Yours is double the usual strength.

Land Spinners
Your Mecha is much faster than usual, gaining a reroll on any roll to move quickly or cross distance.

Low Maintenance
Anyone working on your mecha gains +2 to their intelligence for the purpose of maintaining or fixing it.

Marine Type
Allows free movement in water without penalty, and a reroll on any action while underwater.

Stealth Coating
All enemies are at minus 2 to locate you.

Sniper Type
Removes all penalties for range and gains +2 on coordination/grace rolls for shooting.

Surveillance Type
Your unit is designed as a scout. Gain the effects of improved sensors and stealth and +1 to Move.

Links

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Prayer Drive Character Creation