Post by antaeus on Jan 9, 2007 15:07:09 GMT -5
Notes: This thread is a OOC event, and will be conducted as such. Deciding who gets what is soley up to the players, the game can not continue until all players have had a chance to choose their equipment. The only the stock of items listed are availible. You're characters can only carry as much as their Combat Load (CL) and no more. All items / weapons / armor should be listed in each character's individual sheet in the Book of Names.
Open discussion of number crunching and stat whoring is encouraged.
Xi'ku and Hannalore will choose last. All decisions in the armory should be finalized by the group as a whole.
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Tag List and Explaination:
[Shotgun X]: This weapon gets a damage bonus if used against an opponent that attacked you last turn in Melee. The bonus is equal to X additional d6s (+Xd6).
[Stun]: This weapon deals non-lethal damage. A person may not drop below Threshold when attacked with this weapon.
[Dual]: A character may attack with two [Dual] weapons in one round of combat. Make a separate attack roll for each attack.
[AoE X]: You may affect a number of targets equal to X+1 with each attack of this weapon.
[Stat/Skill X]: You must have a minimum value of the Stat/Skill to use this Item. If an Item has multiple instances of this Tag, you must have ALL of them to use the Item.
[RoF X]: You may make multiple attacks equal to X in one round of combat with this weapon. Make a separate attack rolls for each attack.
[Armor]: You may only equip one [Armor] at a time.
[Shield]: You may only equip one [Shield] at a time.
[Solo]: You may only equip one [Solo] item of the EXACT SAME NAME at a time.
[Charges X]: This Item has a limited number of uses. When they are all used up, the item may not be used until the item has been repaired.
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Weapons:
1x PD-40 Shock Glove: +d6 Damage in to unarmed Melee attacks, Energy. CL:8.
Designed to deliver a tazer charge while handle unruley prisoners during transport, the PD-40 is a made of a flexible conductive material and worn over the hand . An inner layer of insulation protects the user from any negative effects from usage.
1x "Jackhammer VII" Particle Duster: 2d6+2 Dmg, Energy, [Shotgun 2]. CL:12.
Made specifically for anti-boarding warefare, the gun stows its ammo above the trigger, making it much easier to wield then its weightier sport counterparts.
8x "Zorbidov" Defense Weapon Night Sticks: 2d6 Energy Dmg, [Stun], [Dual]. CL: 5. Standard issue for naval personel. Non-lethal response to riot crowds, unrulely passengers and an effective combat weapon against boarders. Its easy to use design allows for one handed operation.
1x “Exile” Kinetic Sledge Hammer: 3d6 Dmg, Explosive, [Bod 9]. CL: 11. Formerly a construction tool for breaking solid foundations without heavy equipment, it also finds its way into millitary arsenals as a door / bulkhead breaching tool.
3x Gu-8 Sub Machine Guns: 2d6 Dmg, Impact, [RoF 2]. CL: 7.
Defense weapon designed for close in combat and high rates of fire while keeping recoil at such a level as to be used by bridge crews, mechanics and other non-combat personel. Fires 600 rounds a minute at full auto.
8x SS-7 “Hayes” Pistol: 1d6+1 Dmg, Impact, [Dual]. CL: 2.
Standard issue sidearm for naval officers. Not intended for front line combat as the weapon suffers a drop in velocity at 10 meters. Its relative light weight allow it to be used single handedly at no penalty.
Armor and Shields:
2x "Sunscorn" Light Reflective Armor: -5 Energy Dmg, [Armor]. CL: 8.
Designed originally for inner-system spacedock workers who suffer from an above average exposure to hostile energy bursts from their systems' star, this 'armor' disapates incomming energy sourses via a system of small mirrors and superconductive mono-filaments.
2x "Stockholm" Light Dampening Armor: -5 Explosive Dmg, [Armor]. CL: 8.
A suit of armor with the intended purpose of lessening the effects of handling hazardous materials and hostile environments. Bulky, but effective protection keeps this armor a favorite among starship engine maintainence crews.
2x CVR-C Light Riot Armor: -5 Impact Dmg, [Armor]. CL: 8.
A UMP design on an older civilian idea. Low cost and esily to produce, this armor forms the bulk of native Police protective equipments. Extra padding and reenforceed joints highlight this almost full body suit.
2x “Dobson” Light Infantry Armor: -2 Energy Dmg, -2 Explosive Dmg, -2
Impact Dmg, [Armor]. CL: 8.
Light armor designed for ship to ship boarding actions. Not for use in front line combat, but still effective.
1x UMP PD-1 Patrol Buckler: +5 Maximum HP, [Shield]. CL: 5.
1x UMP PD-52 Patrol Shield: +10 Maximum HP, [Shield]. CL: 10.
1x UMP "Colde Stone" Combat Shield: +15 Maximum HP, [Shield]. CL: 15.
In response to an increased workload, the critically understaffed UMP desided to give their field agents as much protection as possible without hindering movement. This solution took the form of a shield that was not worn, but fastened firmly to a bracer on the armor worn. Field tests (often under fire) have proven their usefulness having saved more then their share of lives.
Items:
2x "Kipper" Motion Sensors: +1 Hand to Hand, [Solo]. CL: 4.
One of the first rules of combat is knowing where your opponent is. The Kipper warns the user, preparing said user for combat before his opponent is aware.
3x "Eiji" Combat Visor: +1 Firearms, [Solo]. CL: 4.
This useful tool rests on the ear and covers the dominant eye feeding targeting information directly to the user greatly improving accuracy.
1x Combat Medical Case: +5 First Aid, [Charges 10]. CL: 6.
Contains everything a field surgon would need in case of the enevitable.
1x Portable Auxiliary Lidar / Dish Array: +6 Communications. CL: 9.
Made for diagonistic purposes in assesing problems with phased doppler arrays and planet to space (PTS) transmittions, this two in one package fits in a custom backpack (provided) for easy travel.
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Open discussion of number crunching and stat whoring is encouraged.
Xi'ku and Hannalore will choose last. All decisions in the armory should be finalized by the group as a whole.
------------
Tag List and Explaination:
[Shotgun X]: This weapon gets a damage bonus if used against an opponent that attacked you last turn in Melee. The bonus is equal to X additional d6s (+Xd6).
[Stun]: This weapon deals non-lethal damage. A person may not drop below Threshold when attacked with this weapon.
[Dual]: A character may attack with two [Dual] weapons in one round of combat. Make a separate attack roll for each attack.
[AoE X]: You may affect a number of targets equal to X+1 with each attack of this weapon.
[Stat/Skill X]: You must have a minimum value of the Stat/Skill to use this Item. If an Item has multiple instances of this Tag, you must have ALL of them to use the Item.
[RoF X]: You may make multiple attacks equal to X in one round of combat with this weapon. Make a separate attack rolls for each attack.
[Armor]: You may only equip one [Armor] at a time.
[Shield]: You may only equip one [Shield] at a time.
[Solo]: You may only equip one [Solo] item of the EXACT SAME NAME at a time.
[Charges X]: This Item has a limited number of uses. When they are all used up, the item may not be used until the item has been repaired.
-----------
Weapons:
1x PD-40 Shock Glove: +d6 Damage in to unarmed Melee attacks, Energy. CL:8.
Designed to deliver a tazer charge while handle unruley prisoners during transport, the PD-40 is a made of a flexible conductive material and worn over the hand . An inner layer of insulation protects the user from any negative effects from usage.
1x "Jackhammer VII" Particle Duster: 2d6+2 Dmg, Energy, [Shotgun 2]. CL:12.
Made specifically for anti-boarding warefare, the gun stows its ammo above the trigger, making it much easier to wield then its weightier sport counterparts.
8x "Zorbidov" Defense Weapon Night Sticks: 2d6 Energy Dmg, [Stun], [Dual]. CL: 5. Standard issue for naval personel. Non-lethal response to riot crowds, unrulely passengers and an effective combat weapon against boarders. Its easy to use design allows for one handed operation.
1x “Exile” Kinetic Sledge Hammer: 3d6 Dmg, Explosive, [Bod 9]. CL: 11. Formerly a construction tool for breaking solid foundations without heavy equipment, it also finds its way into millitary arsenals as a door / bulkhead breaching tool.
3x Gu-8 Sub Machine Guns: 2d6 Dmg, Impact, [RoF 2]. CL: 7.
Defense weapon designed for close in combat and high rates of fire while keeping recoil at such a level as to be used by bridge crews, mechanics and other non-combat personel. Fires 600 rounds a minute at full auto.
8x SS-7 “Hayes” Pistol: 1d6+1 Dmg, Impact, [Dual]. CL: 2.
Standard issue sidearm for naval officers. Not intended for front line combat as the weapon suffers a drop in velocity at 10 meters. Its relative light weight allow it to be used single handedly at no penalty.
Armor and Shields:
2x "Sunscorn" Light Reflective Armor: -5 Energy Dmg, [Armor]. CL: 8.
Designed originally for inner-system spacedock workers who suffer from an above average exposure to hostile energy bursts from their systems' star, this 'armor' disapates incomming energy sourses via a system of small mirrors and superconductive mono-filaments.
2x "Stockholm" Light Dampening Armor: -5 Explosive Dmg, [Armor]. CL: 8.
A suit of armor with the intended purpose of lessening the effects of handling hazardous materials and hostile environments. Bulky, but effective protection keeps this armor a favorite among starship engine maintainence crews.
2x CVR-C Light Riot Armor: -5 Impact Dmg, [Armor]. CL: 8.
A UMP design on an older civilian idea. Low cost and esily to produce, this armor forms the bulk of native Police protective equipments. Extra padding and reenforceed joints highlight this almost full body suit.
2x “Dobson” Light Infantry Armor: -2 Energy Dmg, -2 Explosive Dmg, -2
Impact Dmg, [Armor]. CL: 8.
Light armor designed for ship to ship boarding actions. Not for use in front line combat, but still effective.
1x UMP PD-1 Patrol Buckler: +5 Maximum HP, [Shield]. CL: 5.
1x UMP PD-52 Patrol Shield: +10 Maximum HP, [Shield]. CL: 10.
1x UMP "Colde Stone" Combat Shield: +15 Maximum HP, [Shield]. CL: 15.
In response to an increased workload, the critically understaffed UMP desided to give their field agents as much protection as possible without hindering movement. This solution took the form of a shield that was not worn, but fastened firmly to a bracer on the armor worn. Field tests (often under fire) have proven their usefulness having saved more then their share of lives.
Items:
2x "Kipper" Motion Sensors: +1 Hand to Hand, [Solo]. CL: 4.
One of the first rules of combat is knowing where your opponent is. The Kipper warns the user, preparing said user for combat before his opponent is aware.
3x "Eiji" Combat Visor: +1 Firearms, [Solo]. CL: 4.
This useful tool rests on the ear and covers the dominant eye feeding targeting information directly to the user greatly improving accuracy.
1x Combat Medical Case: +5 First Aid, [Charges 10]. CL: 6.
Contains everything a field surgon would need in case of the enevitable.
1x Portable Auxiliary Lidar / Dish Array: +6 Communications. CL: 9.
Made for diagonistic purposes in assesing problems with phased doppler arrays and planet to space (PTS) transmittions, this two in one package fits in a custom backpack (provided) for easy travel.
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