Lasers (AKA Phasers): Lasers fire intensely focused beams of light to penetrate and burn their targets. • Cauterize: Anyone Incapacitated by a laser blast adds +2 to his Vigor rolls to keep from Bleeding Out. • Overcharge: The lasers below can overcharge to cause an extra d6 damage, but if any of the Shooting dice are a 1, the weapon must recharge for a round before it can fire again. • Recoil: There is no recoil modifier for firing lasers on full-auto.
Armored Vest: Provides 4 points of armor against energy and ballistic, but only +2 v. melee. It covers the torso. (4 lb)
Combat Armor: These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. The vest (5 lb) and helmet (2 lb) may also be worn separately. Combat armor adds +6 Armor and negates up to 4 points of AP from ballistic attacks (but not energy or melee). (12 lb)
Collapsible Staff Appearing as a small cylinder (Roughly 6" long and 2" wide) this staff can be extended with a shake of the hand (Free Action) to 5' in length. Damage: STR+d4 Weight: 5 Cost: 800 Notes: Parry +1, Reach 1, 2 hands
Last Edit: Nov 16, 2014 23:05:30 GMT -6 by Mike E.