Futuristic Equipment

==Ranged Energy Weapons==
Weapon 	Range (in ft)	Spread 	Damage 	1 charge = how many shots?	Rate of Fire	Reload Rate	Cost
Laser Blaster 	4000 	0 	Fair Puncture 	N/A 	1 	5 	8000
Laser Rifle 	10,000 	0 	Excellent Puncture 	N/A 	1 	5 	10,000
Laser Cannon 	3000 	10' 	Good Puncture 	N/A 	1 	5 	9000
Laser Repeater 	6000 	up to 50'	Fair Puncture 	N/A 	-5 	5 	15,000
Ion Blaster 	2000 	0 	Fair Mauling 	N/A 	1 	5 	10,000
Ion Rifle 	4000 	0 	Excellent Mauling 	N/A 	1 	5 	15,000
Ion Cannon 	3000 	20' 	Good Mauling 	N/A 	1 	5 	10,000
Ion Repeater 	3500 	up to 30'	Fair Mauling 	N/A 	-3 	5 	11,000
Plasma Blaster 	3000 	0 	Fair Fire 	N/A 	1 	5 	14,000
Plasma Rifle 	8000 	0 	Excellent Fire 	N/A 	1 	5 	15,000
Plasma Cannon 	4000 	10' 	Good Fire 	N/A 	1 	5 	15,000
Plasma Repeater	7500 	up to 40'	Fair Fire 	N/A 	-5 	5 	16,500
Plasma Shotgun 	500 	40' 	Good Fire + Knockback / Knockdown	N/A 	1 	5 	16,000
==Melee Energy Weapons==
Weapon 	Type 	Damage	Melee Range	Special Effect 	Cost
Laser Cutlass	Mauling 	Good 	5' 	N/A 	21,000
Electroblade 	Sharp+Electric	Fair 	5' 	Stun 1 full round per rank of damage	14,500
Category:Star Captain
Category:Equipment
==Special Grenades==
Weapon 	Range	Splash*	Damage 	Vehicle Damage	Group Damage**	Reload Rate	Cost
Ion Grenade 	35' 	50' 	Good Mauling	Good 	3 	1 	120 each
Plasma Grenade 	35' 	50' 	Good Fire 	Fair 	5 	1 	250 each
Sticky Grenade***	35' 	5' 	none 	None 	0 	1 	75 each
*Reduce one rank in damage based on how many feet away the target is from ground zero, based on Splash range. For example, if a target is hit by a bazooka, he takes Excellent Mauling damage. If he is 30 feet away, he takes Good Mauling damage. If he is 60 feet away, he takes Fair Mauling damage. If he is 90 feet away, he takes Poor Mauling damage, and if he is 120 or further feet away, he is free from damage.**Number indicated is number of additional deaths among opponent team; multiply by number of combatants wielding the weapon, then add to the number of opponents that originally would have died. For example, if a player character's attack originally would have been responsible for a loss of 5 opponents, and two of the people on his side were using Missile Launchers, add 16 to the losses among the enemy forces (meaning 21 opponents would die).***Sticky Grenades are designed to be thrown at a body part, and they explode in a super-sticky glob that will incapacitate that body part.
==Special Armor==
Armor 	Protection 	Cost
Polyfiber Armor 	Fair against all melee damage, fairagainst all energy weapons, Poor vs. all others 	5000
Multiphasic Armor 	Fair against all damage includingenergy, Poor vs. Plasma 	7500
Reflective Armor 	Fair vs. all damage, including energy,Good vs. Lasers, Poor vs. Ion 	8000
Refractive Armor 	Fair vs. all damage. Good vs. Energyweapons, Poor vs. Plasma, Excellent vs. Lasers 	10,000
Light Military Armor 	Fair vs. Energy Weapons, Good vs.other types 	15,000
Medium Military Armor	Good vs. all types, including Energyweapons, Fair vs. Ion 	30,000
Heavy Military Armor 	Excellent vs. all types, Good vs. Energy weapons, Fair vs. Ion 	55,000
Heavy Mercenary Armor	Good vs. all types, Excellent vs. EnergyWeapons, Good vs. Ion, Poor vs. Plasma 	45,000
Powered Armor 	Excellent vs. all types, Good vs. EnergyWeapons, Poor vs Ion. All STR andAGL rolls +1 rank 	200,000
Humanoid Mecha Armor 	Exceptional vs. all types, Good vs.Energy Weapons, Fair vs. Ion. STR,AGL, and RFL rolls all +1 rank	300,000
==Special Equipment==
Communicator: Uses Long Range scanning technology to communicate with ships and othercommunicators set to the same frequency. Usual range allows them to reach ships inorbit. 300 credits
Space Suit: Allows for the wearer to exist in the vacuum of space without suffocating or freezing. 1400 credits
TeleBelt: Allows the wearer to teleport to a pre-programmed location. 3500 credits
Cold Suit: Allows the wearer to stay at 98.6 degrees F in sub-zero temperatures. 900 credits
Heat Suit: Allows the wearer to stay at 98.6 degrees F in temperatures up to 1500F. 950 credits
Hazard Suit: Allows the wearer to be in the presence of radiation and other environmental hazards without being affected. 1250 credits
Rebreather: Allows the wearer to breathe for one hour in a situation where there is no oxygen. 800 credits
Psion Helmet: Increases a Psion’s psychokinetic output, giving them a +1 rank to all Psionic rolls. 4500 credits
Sci-Scanner: Allows for scanning an area around 2000 feet for any information that ship’s scanners might be able to discern, such as health of a subject, location of lifeforms, materialmakeup, energy signatures, etc.. 6500 credits
Breathing Tank: Adds four hours of time to a rebreather’s time. 100 credits
Compu-Helmet: Allows for the wearer to have an uplink to the ship’s computer system, and overlays textual and visible displays in their line of sight. 8000 credits
Personal Shield Generator: Allows the wearer to raise an energy shield which will stop all energy weapons from reaching the wearer. It can take up to five Excellent hits before it goes down, and it needs to recharge for ten minutes before it can be brought back up whenever it goes down. 12,000 credits
C-47: Explosives which can be planted and explode after a set time limit expires, dealing Exceptional damage to everything in a 25 foot radius. 200 credits
Retro-Boots: Allow for easy moving in zero-gravity situations. 2500 credits
Anti-Grav Boots: Causes the wearer to remain attached to the floor in zero-gravity situations. 1800 credits
Jetpack: On one tank of fuel, this device will allow the wearer to fly at speeds of up to 10' per turn in any direction for one hour. 15,000 credits
Category:Star Captain
Category:Equipment