Equipment

Return to Home

**Go to Core Archaic Weapons**
**Go to Core Exotic Weapons**
**Go to Core Smallarms**
**Go to Core Long Arms**
**Go to Core Exotic Firearm Weapons**
**Go to Core Ammunition**
**Go to Core Universal Weapon Gadgets**
**Go to Core Heavy Artillery**
**Go to Core Explosives and Grenades**
**Go to Core Light Armor**
**Go to Core Medium Armor**
**Go to Core Heavy Armor**
**Go to Core Power Armor**
**Go to Core Universal Armor Gadgets**
**Go to Core Shields**
**Go to Core General Equipment PL 0**
**Go to Core General Equipment PL 1**
**Go to Core General Equipment PL 2**
**Go to Core General Equipment PL 4**
**Go to Core General Equipment PL 5**
**Go to Core General Equipment PL 6**
**Go to Core General Equipment PL 7**
**Go to Core General Equipment PL 8**
**Go to Core General Equipment PL 9**
**Go to Core General Equipment PL 10**
**Go to Core Universal Equipment Gadgets**
**Go to Core Services**

**WEALTH**

Money makes the world go around. How it applies to your campaign depends on the Gamemaster. In some cases, wealth only becomes an issue when a character needs to acquire something beyond his means, or when a situation comes up that calls for a reckoning of finances. Otherwise, the game shouldn’t dwell on non-heroic activities such as paying rent or buying groceries.

Every character has a Wealth bonus that reflects her buying power- a sort of composite of her income, credit rating, and savings. Your Wealth bonus serves as the basis of your Wealth check, which you use to purchase equipment and services for your character.

Wealth is not a direct representation of a character’s salary or how much money the character has stocked away in the bank. It isn’t even a reflection of how rich the character is. In fact, a rich character might have a low Wealth bonus if the character has been engaging in a lot of expensive purchases lately. Likewise, a relatively poor character might amass a decent Wealth bonus by being frugal and saving for a rainy day. The Wealth bonus simply represents your character’s buying power at any given time.

To determine your character’s starting Wealth bonus, roll 2d4 and add the wealth bonus for your starting occupation, plus (if appropriate) the bonus from the Windfall feat.

Over the course of play, your hero’s Wealth bonus will decrease as you purchase expensive items and increase as you gain levels. Every time your Wealth bonus changes, adjust it on your character sheet.

Your Wealth bonus can never fall below +0 and these is no limit to how high your Wealth bonus can climb.

Since Wealth in the D20 Sci-Fi Role-playing Game is an abstract concept, it’s sometimes difficult to determine how financially well off your character is. To get a general sense of how financially solvent your character is at any given time, check the table below.

 +1 to +4
 +5 to +10
 +11 to +15
 +16 to +20
 +21 to +30
 +31 or higher

**Using Wealth**

You make a Wealth check to purchase things. This roll is made just like an attack roll or a saving throw. The higher the roll, the better. You’re trying to get a result that equals or exceeds the purchase TN of the object or service in question. If you succeed, you can acquire the object or service. If you fail, the object or service is beyond your means at this time. To make a Wealth check for your character, roll:1d20 + your Wealth Bonus See Chapter Four: Equipment for additional rules on making Wealth checks and for a selection of gear to choose from.

**The Price Conversion Table for Purchase TNs**.

No one on the internet has posted it that I've found, so here it is, in case you are using the SRD and need to use it to come up with the Purchase TN for a Mecha or Starship, ect.

Starting with TN 17, you can find the converted price for any TN by subtracting 8, getting that TN's price, and multiplying by 10. You can repeat this process for extremely high TNs. -16 would be x100, -24 would be x1000, ect.

**SELLING ITEMS & EQUIPMENT**

On most adventures characters are going to accumulate equipment that is no longer of use as well as objects of worth. To determine the increase to Wealth Bonus from selling an Item first you need to establish what would be needed to purchase the Item. You gain a permanent bonus to your Wealth Bonus equal to 1/3rd what it would cost to buy the item rounded down to the nearest whole number. Even if the item is being sold by the party as a group this does not mean each character would receive this bonus. Instead the points may be divided and allocated among the characters as the players and GM see fit.

**Equipping a Character**

A beginning character generally has enough wealth to start out with the basics: some weapons, some armor suitable to his or her class (if any), and some miscellaneous gear. As the character undertakes adventures and amasses loot, he or she can afford bigger and better gear. At first, however, the options are limited by the character’s budget.

Gear for a character means adventuring gear, not clothes. Assume that your character owns at least one outfit of normal clothes. Pick any one of the following clothing outfits (see Clothing) for free: artisan’s outfit, entertainer’s outfit, explorer’s outfit, monk’s outfit, peasant’s outfit, scholar’s outfit, or traveler’s outfit.

**Other Wealth**

Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed on Table 6–3.

**Selling Treasure**

In general, a character can sell something for half its listed price, including weapons, armor, and gear. This also includes character-created items. Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.

**Melee Weapons Table**

Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.

**Damage:** The damage the weapon deals on a successful hit.

**Critical:** The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

**Damage Type:** Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Some creatures or characters may be resistant or immune to some forms of damage.

**Range Increment:** Melee weapons that are designed to be thrown can be used to make ranged attacks. As such, they have a range increment just as other ranged weapons do—but the maximum range for a thrown weapon is five range increments instead of ten.

Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.

**Size:** Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand.

**Weight:** This column gives the weapon’s weight.

**Purchase TN:** This is the purchase TN for a Wealth check to acquire the weapon.

**Restriction:** None of the following melee weapons have restrictions on their purchase.

**Ranged Weapons Table**

Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.

**Damage:** The damage the weapon deals on a successful hit.

**Critical:** The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

**Damage Type:** Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage.

**Range Increment:** Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.

**Rate of Fire:** Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.

*Single Shot:* A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.

*Semiautomatic (S):* Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.

*Automatic (A):* Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.

**Magazine:** The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.

*Box:* A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.

*Cylinder:* A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.

*Internal:* Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.

*Linked:* Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.

**Size:** Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.

**Weight:** This column gives the weapon’s weight when fully loaded.

**Purchase TN:** This is the purchase TN for a Wealth check to acquire the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.

**Restriction:** The restriction rating for the weapon, if any, and the appropriate black market purchase TN modifier. Remember to apply this modifier to the purchase TN when making a Wealth check to acquire the weapon on the black market.

**Setting Weapons on Stun**

Any weapon that has a stun setting can be set to deal nonlethal damage as a free action. When a character is hit by a successful attack from a weapon set to stun, the character must make a Fortitude saving throw. The DC for the save depends on the type of weapon.

If the character fails the Fortitude save, he is knocked out for 1d4+1 rounds. If the character succeeds at the Fortitude save, he is stunned for 1 round.

Stun attacks using a ranged weapon are limited to a range of 12 ft.; you can’t stun a target that’s beyond that range. A weapon can only be set to stun in single-shot mode. You can’t use semi-auto, burst-fire, or auto-fire modes while a weapon is set to stun.

Only weapons set on lethal can score critical hits; a weapon set on stun can’t score a critical hits.

**Reloading Firearms**

Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.

Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.

**Improvised Weapons**

Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon.

A character takes a –4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the –4 penalty.

 Tiny
 Small
 Medium-size
 Large
 Huge
 Gargantuan
 Colossal

A character can effectively wield or throw an object of his or her size category or smaller using one hand. A character can effectively wield or throw an object one size category larger than him or herself using two hands. An improvised thrown weapon has a range increment of 10 feet. Increase the range increment for creatures of Large size or larger as follows: Large 5 meters, Huge 10 meters, Gargantuan 60 feet, Colossal 40 meters.

Damage: Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder’s Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder’s Strength modifier to damage from Diminutive objects. Table: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.

Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.

**Inappropriately Sized Weapons:** A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. Thus, a human wielding a Small dagger takes a –2 penalty on attack rolls (one size category different), and an ogre wielding a Small longsword takes a –4 penalty (two size categories different). If the creature isn’t proficient with the weapon, a –4 non-proficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For instance, a Small greatsword (a two-handed weapon for a Small creature) is considered a one-handed weapon for a Medium creature, or a light weapon for a Large creature. Conversely, a Large dagger (a light weapon for a Large creature) is considered a one-handed weapon for a Medium creature, or a two-handed weapon for a Small creature. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

**Improvised Weapons:** Sometimes objects not crafted to be weapons nonetheless see use in combat—people fight with anything from broken bottles to chair legs to thrown mugs. Because such objects are not designed for this use, any creature that uses one in combat is considered to be non-proficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, the DM should compare its relative size and damage potential to the weapon list to find a reasonable match. For instance, a table leg is similar to a club, while a broken bottle is similar to a dagger. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

**Restricted Objects**

Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of restriction are as follows.

Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.

Restricted: Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.

Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.

Illegal: The object is illegal in all but specific, highly regulated circumstances.

 Restricted
 Military
 Illegal
 1 Add to the object’s purchase TN if the character tries to buy it on the black market without first obtaining a license; see The Black Market, below.

**Purchasing a License**

To purchase a license or pay necessary fees, make a Wealth check against the purchase TN given in Table: Restricted Objects. With a success, the license is issued to the character after the number of days indicated. To speed the process, the hero can make a Knowledge (business) check against a TN equal to the license purchase TN. Success results in the license being issued in 1d6 hours. (During the process of character creation, a character just needs to purchase the license or pay the fee; the time required takes place before game play begins.)

As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate dealers will not sell restricted objects to a character who does not have the necessary license. However, a character may be able to turn to the black market (see below) to obtain restricted objects without a license.

**The Black Market**

Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market merchant. The TN is based on the location in question: 15 to find a black market merchant in a big city, or 20, 25, or higher in small towns and rural areas.

Objects purchased on the black market are more expensive than those purchased legally. Add the black market purchase TN modifier from Table: Restricted Objects to the object’s purchase TN.

Obtaining an object on the black market takes a number of days according to the Time Required column on Table: Restricted Objects. The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase TN by an additional +1.

**Mastercraft Objects**

Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that improves when the object is used.

A rare few objects are of mastercraft quality even without customization—the off-the-shelf version of the object is of such high quality that it is always provides a bonus of +1. In these cases, the purchase TN is not increased (such objects are already priced higher than similar objects of lower quality).

Mastercraft objects with a bonus of +2 or +3 are not common and are generally not for sale. If a mastercraft +2 object could be found for purchase, its cost would add +6 to the normal purchase TN. The cost of a mastercraft +3 object would add +9 to the normal purchase TN.

**Concealed Weapons and Objects**

It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate clothing.

Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires a standard action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.

**Spotting Concealed Objects**

Noticing a concealed weapon or other object requires a Spot check. The TN varies: If the target made a roll when concealing an object, the TN of the Spot check to notice the object is the same as the target’s check result (an opposed check, in other words). If the target took 10 on his or her Sleight of Hand check, use this formula:

Spot TN = Target’s Sleight of Hand skill modifier (including modifiers from Table: Concealing Weapons and Objects) + 10

An observer attempting to spot a concealed object receives a –1 penalty for every 3 meters between him or herself and the target, and a –5 penalty if distracted.

Patting someone down for a hidden weapon requires a similar check. However, the skill employed in Search, and the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for example).

**Spotting Concealable Armor**

Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Anyone attempting to notice the armor must make a Spot check (TN 30).

**Living in Luxury**

The purchase TN's given are for average-quality items. It’s possible to purchase similar items with luxury features, generally by increasing the purchase TN by 1. Although such items are more expensive, they offer no additional features or game benefits.

**Armor Table**

Armor is described by a number of statistics, as shown on Table: Armor.

**Type:** Armor comes Impromptu, Light, Medium, Heavy, and Powered.

**Equipment Bonus / Damage Reduction:** The protective value of the armor. This bonus adds to the wearer’s DR.

**Non-proficient Bonus:** These are the bonuses and penalties that the armor provides if the wearer is using armor with which he or she isn’t proficient (doesn’t have the appropriate feat).

**Maximum Dex Bonus:** This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armor limits mobility, reducing a character’s ability to avoid attacks.

Even if A character’s Dexterity bonus drops to +0 because of armor, the character are not considered to have lost his or her Dexterity bonus.

**Armor Penalty:** The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.

**Speed Adjustment:** Medium and heavy armor slows a character down. The number in this column is the character’s speed while in armor, assuming his or her base speed is 10 meters (the normal speed for most human beings).

**Weight:** This column gives the armor’s weight.

**Purchase TN:** This is the purchase TN for a Wealth check to acquire the armor. This number reflects the base price and doesn’t include any modifier for purchasing the armor on the black market.

**Restriction:** The restriction rating for the armor, if any, and the appropriate black market purchase TN modifier. Remember to apply this modifier to the purchase TN when making a Wealth check to acquire the armor on the black market.

**THE GADGET SYSTEM**

The gadget system is a way to customize weapons, armor, and equipment to more appropriately fit a given campaign or character. Since each campaign will likely use very different items based on its unique setting, the gadget system allows total freedom in designing specific models of equipment from the generic base items found throughout this chapter.

Using the gadget system is a simple matter of mixing and matching various elements of a piece of gear until it fits what is needed.

First, pick a base weapon, armor, or piece of equipment to be modified. Select a gadget for the appropriate type (armor gadgets for armor, and so on) that is either a universal gadget or a gadget from the same (or lower) Progress Level. Modify the Purchase TN of the base item according to the gadget’s instructions, and then purchase the gadget-modified item as normal. Some gadgets have additional restrictions placed on them that must be considered before making the gadget modification.

PlaceholderAlien vs Predator EquipmentPlaceholderAndromeda Ascendant EquipmentPlaceholderBattlestar: Galactica EquipmentPlaceholderBladerunner EquipmentPlaceholderFarscape EquipmentPlaceholderGundam EquipmentPlaceholderHeavy Gear EquipmentPlaceholderRobocop EquipmentPlaceholderStargate EquipmentPlaceholderStarship Troopers EquipmentPlaceholderStar Wars EquipmentPlaceholderTerminator EquipmentPlaceholderWarhammer 40K Equipment