Equipment and Materials

Combat Gear

  • Special Rules
    • Energy- Energy Rated Weapons act as Armor Penetration; they also do not inflict Shock unless paired with Trauma
    • Rail- Rail weapons are Armor Penetrating, reducing Armor Value by the Rail rating; any Rail Rating that remains above Armor Rating is dice in Area Shock Damage
    • Trauma- Trauma weapons inflict visually and physically horrific wounds; it is an increase in base damage if the attack passes Armor Rating, and acts as a Morale Attack of the Trauma Rating if damage is inflicted
    • Plasma- Plasma rating is a combined Energy & Trauma rating, dealing both to affected targets. Plasma weapons also often have an Area Damage, as well as setting their targets on Fire
    • Energy Resistant- Energy Resistant Armors negate the Armor Penetration of Energy Weapons
    • Trauma Resistant- Trauma Resistant Armors negate the additional Damage inflicted by Trauma Attacks

Enoch Available Gear

  • Armors
    • Scout Gear: AR- 1; Energy Res.; Camo +1MD Wilderness Stealth if full set
    • Guard Gear: AR- 3; Energy Res.; Medium Weight
  • Firearms
    • Dunavar Gauss Weaponry
    • “Thunderer” Rifle: W+2 S/K; Range 800 yds.; Cap. 25; Rail 5
      • Requires ear protection to fire or -2d to Sense (Hearing) rolls for 1 round
    • “Banger” Rifle: W+2 S/K; Range 600 yds.; Cap. 25; Rail 1
    • “Thumper” Shotgun: W+1 S/K; Range 25 yds.; Cap. 50; Rail 2
    • “Cracker” Pistol: W S/K; Range 30 yds.; Cap. 100; Rail 1
    • Muskavi Particle Weapons
    • “Firebug” Plasma Thrower: W S/K; Range 50 yds.; Cap. 10; Plasma 3
      • Plasma- Energy 3, Trauma 3, Area 3; Sets targets on Fire
    • “Sparky” Tesla Pulse Pistol: W K; Range 40 yds.; Cap. 40; Energy 2
    • “Lancer” Light Rifle: W+2 K; Range 1000 yds.; Cap 25; Energy 5

Coalition Military Gear

  • Armor
    • Ranger Armor: AR- 2; Energy Res.; Camo +1MD Wilderness Stealth if full set
    • Soldier Armor: AR- 4; Energy Res.; Medium Weight
    • Phalanx Armor: AR- 5; Energy Res.; Trauma Res.; Heavy Weight
  • Firearms
    • Gauss Weaponry
    • LS-M12 Sidearm: W S/K; Range 30 yds.; Cap. 30; Rail 1
    • LS-M47 Sniper: W+3 S/K; Range 1000 yds.; Cap. 20; Rail 5
    • LS-M41 Assault: W+2 S/K +Spray; 150 yds.; Cap. 50; Rail 2
      • Spray 2d
    • LS-M23 Cycler: W+2 S/K +Spray; Range 300 yds.; Cap. 2000; Rail 3
      • Spray 10d +1MD
    • Energy Weaponry
    • LS-P17 Sidearm: W K; Range 40 yds.; Cap. 50; Energy 1
    • LS-P53 Sniper: W+3 K; Range 1500 yds.; Cap. 10; Energy 5
    • LS-P42 Assault: W+2 K +Spray; 200 yds.; Cap. 40; Energy 2
      • Spray 3d
    • LS-P25 Cycler: W+2 K +Spray; Range 400 yds.; Cap. 5000; Energy 3
      • Spray 10d +1MD
    • LS-P67 Plasma: W+3 S/K; Range 75 yds.; Cap. 15; Plasma 4; Radius 10 yd.
      • Plasma- Energy 4, Trauma 4, Area 4; Sets target on Fire

Equipment and Materials

All for Sorrow Darkmyth