Difference between revisions of "Category:Chapter 7 / Armaments"

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(Created page with "Leave the safety and refuge of a space colony, and you're a fool. Leave the safety and refuge of a space colony without arming yourself, and you're a dead fool. Even the passi...")
 
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Leave the safety and refuge of a space colony, and you're a fool. Leave the safety and refuge of a space colony without arming yourself, and you're a dead fool. Even the passive dangers of space travel will cut short any adventure for the unprepared, let alone the myriad creatures who would gladly kill you, take all your things, and perhaps eat you.
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''Leave the safety and refuge of a space colony, and you're a fool. Leave the safety and refuge of a space colony without arming yourself, and you're a dead fool. Even the passive dangers of space travel will cut short any adventure for the unprepared, let alone the myriad creatures who would gladly kill you, take all your things, and perhaps eat you.
  
Don't get eaten in space. Arm yourself!
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Don't get eaten in space. Arm yourself!''
  
 
Here's an overview of the contents of this chapter.
 
Here's an overview of the contents of this chapter.

Revision as of 12:22, 16 December 2014

Leave the safety and refuge of a space colony, and you're a fool. Leave the safety and refuge of a space colony without arming yourself, and you're a dead fool. Even the passive dangers of space travel will cut short any adventure for the unprepared, let alone the myriad creatures who would gladly kill you, take all your things, and perhaps eat you.

Don't get eaten in space. Arm yourself!

Here's an overview of the contents of this chapter.

  • Armor: Gear for protection in combat and against the elements.
  • Weapons: Tools of killing, in all their flavors.

Armor

Armor provides a barrier between you and your foes—or, put more bluntly, between you and death. Every class has access to a tier of armor, and every other tier below that. It is in your best interest to wear the finest armor you can. The choice is not simply for more armor over less, though, for within tiers, each armor type provides different resistance values for each of the five damage types.

You can work with your resistance values from other sources to fill in the gaps with armor, or accentuate the positives to become nigh-invulnerable to certain types. The choice is up to you.

Armor Tiers

Armor is grouped into tiers. If you have proficiency with a tier of armor, you can wear any armor from that tier or from a lower tier. If you ever don armor you aren't proficient with, you are immobilized as you cannot coordinate with the control systems.

Armor provides a sealed environment, doubling as your space suit.

Putting on armor takes at least 300 seconds, which means it's an activity you can undertake only outside combat (during a short rest, perhaps).

Tier 3

The least any modern warrior can leave his dwelling wearing without feeling naked or getting mocked before getting easily killed for the pocket change he had on his person he should have better spent on at least this tier of armor. Don't get killed for your pocket change: buy at least some armor.

Tier 2

Adequate protection for mercenaries of equal parts discretion and whatever the other half of valor is. Training in tier 2 armor allows the use of tier 2 or tier 3 armor.

Tier 1

The top tier of effective resistance to the elements and bullets. The most sophisticated of personal bodily security ever crafted in the modern age. Training in this tier of armor gives you access to any armor, including the best and most complex suits the modern mercenary ever wore.

Suit Up

Each suit of armor has a name, tier, description, and resistance values.

Pages in category "Chapter 7 / Armaments"

The following 5 pages are in this category, out of 5 total.