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3) Equipment (Non-Combined) (SF)

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0% found this document useful (0 votes)
36 views7 pages

3) Equipment (Non-Combined) (SF)

Uploaded by

alex.reynolds1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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d6 pool, 2nd Try – ‘Narrative’

Equipment
Equipment Basics
Weapons

Armour

General Gear

Tech Gear

Drones

Vehicles

Services

Body Modifications

- currency

Encumbrance
In Gateway Knights, the game is written with the view that encumbrance isn’t really very fun or
interesting. The moments when it is, this is because of the fiction and the narrative, it becomes an
interesting momentary obstacle to overcome or puzzle to solve. If you are the type of group or
player that enjoys calculating and tracking this sort of thing, that’s absolutely great, its just really
not the focus of this game.

It’s normally pretty obvious when something is silly or feels wrong, like the character that wants to
constantly carry around 4 two-handed heavy weapons and 50 grenades. We all know them and most
of us have been that character at least once. For this reason the game just trusts it’s players and GM
to be reasonable and do what suits them and their needs in their game. Frankly, if your group is
happy with it’s characters carrying around most of their homes (including the bath and the kitchen
sink) with them all the time, go for it.

Quality
(common, fine, exquisite. poor quality)

Equipment Damage
- ware, breaking and repair (+ damaged???)

Power and Charge


- most things require power
In the world of Gateway Knights most things require power or some form of energy to get or keep
them working. Most of the time it’s assumed that characters just keep their equipment charged as
needed, setting them to charge whenever they have the time and opportunity. There are some items
where this approach doesn’t quite satisfy, however. They either use there power in large bursts or
just require a huge amount of energy to function properly, or both. Personal energy shields and
certain weapons are a couple of quick examples. For these sorts of items, they are represented by
the Charge rules, split between usage and recharge values.

Usage gives the amount of times the item can be used before it needs recharging, and the length of
time each use of the item covers. For instance, if a personal absorption shield was usage 2, Scene it
could be used twice before needing to recharge and each use would last for a scene.

Recharge gives the amount of time that an item must be left to recharge so that it can be used
again. This value is normally either a short or long rest, but could be a more specific period of time,
3 hours, 1 day etc. When shown in the rules its value will be given after usage, i.e. 2, Scene, Long.

- equipment charge and charge checks


---- (including ammo???)
---- (value and uses, i.e. 8, 1 use)
------------------------------------------------- Example Item ----------------------------------------
Personal Absorption Shield
- Charge (2, Scene, Long)
Whilst the shield is active, it provides a +1 attribute bonus to physical defence tests. In addition it
provides an additional pool of 10 Hit Points to the character. When a character takes Hit Point
damage, the additional points from the shield are removed first. When the shield takes its final (10 th)
point of damage it fails and becomes inactive, losing the +1 attribute bonus. It can be re-activated
again in the same scene, consuming it’s second use.
------------------------------------------------------------------------------------------------------------

Weapons
- Weapon Type
---- Light, Medium, Heavy, Gunnery (emplaced and vehicle)
---- Melee, Ranged (band)
---- damage type

Class (type)
Light (L), d3 damage, one-handed only, finesse
Medium (M), d6 damage, one-handed or two-handed
Heavy (H), 2d6 damage, two-handed only, hardy
Gunnery (G)

Melee (Mel.)
Ranged (Rng.)
- Pistol (pis.): one-handed, short range, better up close, can’t be heavy
- Rifle (rif.): two-handed, medium range (includes bows, crossbows etc.)

Weapon Properties / Tags

Versatile (medium melee only)


- (makes them Punishing)
- Can be used one-handed as normal, Can also be used two-handed. When used two-handed the
weapon deals the base damage of a heavy weapon (d6+5 damage) rather than it’s regular damage. It
does not count as a heavy weapon in any other regard. Any other weapon tags that the weapon
possesses can still be applied when used with two hands.

Finesse
- (can be used with non-brawn attributes, Mel. Only)

Reach
- (close not melee, not light)

Special
- (see entry)

Precise
- (+1 equipment bonus to attacks) *

Balanced
- (bonus to defence) *

Savage
- (+1 damage) *

Thrown
- (have range equal to class ranged / range as a pistol)

Hardy
- (extra ware points)

Sharpshooter
- (longer range than normal, Rng. Only) ???

Punishing
- (ignore 1 point of DR) *

Sunder
- (1 point additional automatic ware damage to armour/shield)??? *
Burst,
- (multiple bullets in one attack action, bonus to hit or damage)
- the weapon can flurry

Sniper,
- (worse short range, better long range) ???
- disadvantage at range shorter than average. Does not take a penalty for firing at long range

Sweeper/scatter,
- (shorter range, wider angle)
- free attack on creatures within 5ft of original target.

Cone (X)
- doesn’t have a ‘range’ like other weapons.
- uses a cone
- dc: 10+dex+prof

Blast (X)
- (bang, grenades and explosives)
- attack doesn’t hit just one target but spreads over a target area

Pinning
- (gives the pinned condition)
- when a target creature is hit by an attack from a weapon with this tag it must make a successful
dex save or suffer the pinned condition until the beginning of the fires next turn. The dc is equal to
10+dex mod+proficiency. It only has to make these saves once per turn.

Full-Auto (Medium or Heavy Ranged only)


- The weapon gains a special flurry action that deals the weapons regular damage but uses the Blast
and Pinning tags. A target of a full auto flurry action only has to take one test that covers both
effects (i.e. both the blast and the pinning), if they pass they only take half damage and they aren’t
pinned. If they fail, they take full damage and are effected by the pinning condition as per the
pinning tag.

high velocity/AP
- ignores resistances to the weapons damage type(s)

vicious (+damage)
-

recoil
- attacks after first on turn are made with disadvantage

reload
-
* Weapons tags with an asterisk can be taken more than once, and their benefit stacks. When this is
the case, it will be shown with the tag, i.e. Savage (2) would mean the weapon has the Savage tag
twice (for +2 damage total).

Broken Weapons
- half damage (rounded up) ???
- useless ???

Weapon qualities
- usual equipment quality bonus (more ware points)
- additional tags

Armour
- Type
---- light, medium, heavy (ongoing -1 agi tests), shields

(- Ware Points)
- mobility penalty (disadvantage on certain actions)
- Damage Reduction (DR)
- Deflection (add as equipment bonus modifier)

Class
Light (12+Dex)
Medium (15+Dex (2))
Heavy (18)

Tags
Agile (bonus to mobility pen.)
Bulky (additional mobility pen)
Hardened (extra damage reduction)
Reinforced (extra ware points)
Resistant (gives resistance to certain form of damage)
??? (extra deflection)

General Equipment and Services


-
-
-
Services
-
-
-
Special/Tech Equipment
-
- arc-pistol (arcane)???
- arc-rifle (arcane)???

Vehicles and Drones


Vehicles
-
-
-
Drones
- work by themselves, have own initiative, stats etc.
- can be issued commands (act by themselves, on own initiative)
- can be directly controlled, character uses action to give drone an action. Uses characters attribute +
tech-use. Drone loses there next turn (apart from reaction).
- specialist drone controller characters are better than this.
- mech and synth outfitting

- Attack Drones
- Reconnaissance Drones
- Repair and Service Drones
- Medical and Shield Drones
- Utility Drones

Cybernetics and Body Modification


- Head, Torso, Arms, Legs, Whole Body
- Major and Minor
- 1 major + any number of minor, per location.

- head

- torso

- arms

- legs

- full body
----- skill wires
----- sub-dermal armour
Artefacts Equipment / Wonders
- special / magical / X-Tech equipment
-
-

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