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content:official:rules:general_equipment

General Equipment

GENERAL EQUIPMENT cr MASS e? rq# DAMAGE/EFFECT
Armor 200 10 n 8 Stops 1 point of damage. Many species cannot wear armor.
Barrel ? 100 n - Holds stuff.
Bayonet Clip 50 2 n - Allows clipping a melee weapon to ranged weapon.
Bipod 50 2 n - If setup, bipod reduces Combat check difficulties by 1 and adds +10 to Range.
Bots 1500 100 y - Bots are provided free to UREF vessels (see page 24).
Electrocuffs 25 2 y - Cuffed has 2 hands full and is slagged and likely overburdened.
EVA 100 4 y 8 Allows 100 phases of Life Support if in hand or strapped on.
False Bottom Barrel 100 100 n X Used to conceal contraband to make it appear as barrels.
GravSled 100 10 y 9 +200 mass Carry. -1 Move. Requires a hand.
HazMat Suit 300 10 n 10 -3 to Athletics check difficulties to avoid hazardous effects. -1 Move.
JetPack 500 4 y 12 Move up to 10 squares as one point of your movement with Piloting skill check.
MagBoots 150 4 y 8 -1 movement when active but allows movement along hull without other penalties.
MedKit 250 5 y 8 Science skill check vs. 11 to heal 1 die of damage.
Module Upgrade Barrel 1500 100 n X This barrel required for ship's upgrades in some campaigns.
Pack 10 2 n - Packed objects have ½ mass but 2 actions to ready.
Personal Upgrade Kit 1/2 price 2 n - This kit required for upgrades in some campaigns.
Scope 25 1 n - Consider distance to target as half.
Shield 100 10 n 9 Add +1 to target number. If miss by 1 roll damage on shield.
Shield, Heavy 150 20 n 10 As above but adds +2 to target number.
ToolKit 100 5 y 8 - 1 difficulty on Engineering checks to upgrade or repair.
Wristcomp 1000 1 y 13 - 1 difficulty on Science checks to upgrade, repair. Use to scan.
content/official/rules/general_equipment.txt · Last modified: 2017/11/05 21:01 by curufea