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
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

Ranged Weapons

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 x2 damage
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 x2 damage
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 x2 damage
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 x2 damage
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 x2 damage
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 x2 damage
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 x2 damage
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 x2 damage
Thermobaric Rounds Ignore Cover
Fragmentation Rounds x3 Damage
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 +9
-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 mulch-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 x2 damage
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.

+8 damage
Short Range

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 Acuracy
Long Range
Round Types
Anti-Infantry Submunition: Burst, +10 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

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

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

Shield Bits

Flight Bits

Devas and Asuras

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 (Grace): How good a moving, speed and agility the unit is
Gunnery (Perception): How accurate the unit's weapons are
ECM (Knowledge): The units electronic battle qualities
Reaction System (Smarts): How responsive the units controls are
Melee (Power): How good at hitting and smashing up close the unit is

Asuras

Asuras 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 Devas, they are extremely agile, and small enough to fit into most areas.

Devas

Devas 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 Asuras. Devas 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.

Devas and Asuras weapons

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

WISP system

Vector Beams

Shear Beams

Super Beam Rifle

Cluster Missiles

Devas and Asuras Traits

Links

Prayer Drive
PRAYER
Prayer Drive Character Creation