Player equipment
Integrated:
Aquatic movement suite
Arm Cannon
Assistant AI
Bit shield
Broadcast Radome
Decoy balloons
EMP burst
Energy interference field
Flight pack
Hard point
Kinetic shield generator
Laser Bit
Magnetic anchor
Phasic interface
Psionic control system
Psionic Noise amplifier
Remote Turret
Rocket anchor
Rocket Pods
Small explosive charge
Stealth field generator
Thermal Visor
X-ray Visor
External:
Blast shield
Birdlime shells
Chain gun
EMP Grenades
Energy Pistol
Energy sword
Energy Rifle
Gatling gun
Grenades
Guided missile launcher
Handgun
High powered rifle
Laser Sniper
Melee
Plasma cannon
Rifle
schneide dampfer
Shotgun
Small rocket launcher
Sub-energy gun
Sub-machine gun
Type-D launcher
Wired mine
Stowed:
Energy can
Player Added:
Integrated
Thermal rage mode
External
Integrated:
Aquatic movement suite
Damage Type: none
Weapon Type: none
Class: D
Price: 55 zc
Slot space: 2
Function: Allows suspended movement in aquatic environment by use of small jets.
Arm Cannon
Damage Type: Energy (any chosen on purchase)
Weapon Type: Ranged
Class: D
Price: 30 zc.
Slot space: 1 integrated + 1 external
Function: Fires energy bursts from a cannon located at the end of an appendage.
Assistant AI
Damage Type: none
Weapon Type: none
Class: N/A
Price: 200 zc
Slot space: 2
Function: Allows the use of AI assisted equipment
Bit shield
Damage Type: Kinetic
Weapon Type: Melee
Class: C
Price: 200 zc.
Slot space: 1 + psionic
Function: A free floating shield controlled by the brainwaves of the wielder, It serves as a great defense to ranged attacks.
Broadcast Radome
Damage Type: N/A
Weapon Type: N/A
Class: N/A
Price:100 zc
Slot space: 2
Function: A large radome that hijacks remote controlled systems.
Decoy balloons
Damage Type: N/A
Weapon Type: Kinetic
Class: N/A
Price: 15 zc
Slot space: 1
Function: Quick inflatable balloons great for sniper cover or ninja tricks.
EMP burst
Damage Type: Magnetic Energy
Weapon Type: Ranged burst
Class: 2 meter diameter
Price: 175 zc
Slot space: 2
Function: A spherical shock wave of energy that disables any integrated equipment within it’s range included that of the wearer (including the wearer) for 10 minutes.
Energy interference field
Damage Type: Energy all
Weapon Type:Ranged field
Class: 3 meter diameter
Price: 100 zc
Slot space: 1
Function: Lessens the accuracy and power of all energy weaponry in a diameter of its origin. Field is stationary.
Flight pack
Damage Type: N/A
Weapon Type: N/A
Class: D
Price: 125 zc.
Slot space: 2
Function: Allows the player flight, low classes allow for slow hovering while higher classes grant higher speeds, maneuverability and height.
Hard point
Damage Type: N/A
Weapon Type: N/A
Class: N/A
Price: 75 zc.
Slot space: 1
Function: Grants one extra external weapon slot.
Kinetic shield generator
Damage Type: N/A
Weapon Type: N/A
Class: N/A
Price: 100 zc.
Slot space: 1
Function: A transparent force field that prevents all physical damage for 3 minutes. Once deployed the shield may not move and nothing kinetic can enter or exit the shield.
Laser Bit x2
Damage Type: Laser Energy
Weapon Type: Ranged
Class: D
Price: 200 zc.
Slot space: 1 requires Psionic
Function: Deploys two single ray bits that may be controlled at will from integrated recharging stations.
Magnetic grapple anchor
Damage Type: Magnetic
Weapon Type: Ranged
Class: N/A
Price: 50 zc.
Slot space: 1
Function: Allows attachment to metallic ships and structures, once attached the cable is quickly reeled to allow for quick ascensions.
Phasic interface
Damage Type: N/A
Weapon Type: N/A
Class: N/A
Price: 400 zc.
Slot space: 2
Function: User transfers into subspace rendering immune to all kinetic damage and hides them from the visible spectrum. Player cannot harm others while in subspace, disables “stealth field generator” when in use.
Psionic control system
Damage Type: N/A
Weapon Type: N/A
Class: N/A
Price: 300 zc
Slot space: 2
Function: Allows use of psionic weaponry
Psionic Noise amplifier
Damage Type: N/A
Weapon Type: N/A
Class: N/A
Price: 250 zc
Slot space: 2
Function: Allows user to disable psionic control systems.
Remote Turret
Damage Type: Any (chosen on purchase)
Weapon Type: Ranged
Class: D
Price: 100 zc.
Slot space: 1, requires AI
Function: A deployable turret that fires either under direct control or at all threats.
Rocket anchor
Damage Type: Kinetic Heavy
Weapon Type: Ranged
Class: D
Price: 50 zc.
Slot space: 1
Function: Fires a jet propelled rocket into on object the quickly retracts cable to allow for quick ascensions.
Rocket Pods
Damage Type: Kinetic Explosive
Weapon Type: Ranged
Class: C
Price: 85 zc.
Slot space: 2
Function: Fires a barrage of rockets in the direction of an enemy.
Small explosive charge
Damage Type: Kinetic Explosive
Weapon Type: Ranged
Class: D
Price: 20 zc.
Slot space: 1
Function: Provides a small number of charges strong enough to blow small holes in buildings just large enough for a man to fit horizontally.
Stealth field generator
Damage Type: N/A
Weapon Type:N/A
Class: N/A
Price: 175 zc.
Slot space: 2
Function: Hides the user from the visible spectrum. Usage of weapons disrupts the field.
Thermal Visor
Damage Type: N/A
Weapon Type: N/A
Class: N/A
Price: 125 zc.
Slot space: 1
Function: Allows detection of those utilizing stealth fields and other optical camouflage
X-ray Visor
Damage Type: N/A
Weapon Type: N/A
Class: N/A
Price: 175 zc.
Slot space: 1
Function: Allows detection and targeting of those in subspace.
External:
Blast shield
Damage Type: Kinetic
Weapon Type: Melee
Class: D
Price: 45 zc.
Slot space: 1
Function: A shield large enough to hide behind, offers limited protection from both energetic and kinetic projectiles.
Birdlime shells
Damage Type: Kinetic
Weapon Type: Ranged
Class: D
Price: 20 zc.
Slot space: 1 per 4 units each encounter.
Function: A small number of grenades that explode in birdlime, immobilizing some foes.
Chain gun
Damage Type: Kinetic Heavy
Weapon Type: Ranged
Class: C
Price: 45 zc.
Slot space: 2
Function: A belt fed heavy machine gun.
EMP Grenades
Damage Type: Energy Magnetic
Weapon Type: Ranged
Class: 6 foot diameter
Price: 65 zc.
Slot space: 1 per 3 units each encounter.
Function: A small number of grenades that discharge an EMP field that disables Integrated equipment in the area of the shockwave for 10 minutes.
Energy Pistol
Damage Type: Energy Beam
Weapon Type: Ranged
Class: D
Price: 75 zc.
Slot space: 1
Function: A small one handed sidearms that fires low yield beam shots at a semi automatic rate of fire.
Energy sword
Damage Type: Energy Beam
Weapon Type: Melee
Class: D
Price: 60 zc.
Slot space: 1
Function: Melee use beam swords meant for close combat and battlefield utility.
Energy Rifle
Damage Type: Energy Beam
Weapon Type: Ranged
Class: D
Price: 80 zc.
Slot space: 2
Function: More accurate at range than the energy pistol and fires at a fully automatic rate.
Gatling gun
Damage Type: Kinetic Heavy
Weapon Type: Ranged
Class: C
Price: 100 zc.
Slot space: 2 + 1 external. 1 internal on Exo
Function: A high rate of fire makes this weapon a terror on the battlefield.
Grenades
Damage Type: Kinetic Explosive
Weapon Type: Ranged
Class: 4.5 meters
Price: 25 zc.
Slot space: 1, per 4 units each encounter.
Function: You throw them, they go *plink* *plink* *plink* *BANG!*
Guided missile launcher
Damage Type: Kinetic Explosive
Weapon Type: Ranged
Class: B
Price: 100 zc.
Slot space: 2
Function: Best utilized on airborne ships and planes, it is laser guided.
Handgun
Damage Type: Kinetic Small
Weapon Type: Ranged
Class: E
Price: 20 zc.
Slot space: 1
Function: A small emergency pistol with a semi-automatic rate of fire.
High powered rifle
Damage Type: Kinetic Small
Weapon Type: ranged
Class: B
Price: 75 zc.
Slot space: 2
Function: Colloquially known as a “Sniper rifle” it is one of the best options to eliminate unarmored targets at range, though many underestimate the difficulty of actually hitting targets.
Laser Sniper
Damage Type: Energy Laser
Weapon Type: Ranged
Class: C
Price: 110 zc.
Slot space: 2
Function: Fires a single stream of a laser at the enemy. Sustained fired can even penetrate hardened units. However the steady stream also gives enemy units a real time location.
Melee weapon
Damage Type: Kinetic small
Weapon Type: melee
Class: E
Price: 10 zc
Slot space: 1
Function: Hammer, swords and other melee weapons, good for usage against unarmed foes but has difficulty heavily damaging power suits.
Plasma cannon
Damage Type: Energy Plasma
Weapon Type: Ranged
Class: B
Price: 135 zc
Slot space: 2 + 1 internal. 2 Internal on Exo
Function: A super heated burst of linear energy fires from a fully charged cannon, however the backpack battery takes 3-5 minutes between each shot to charge.
Rifle
Damage Type: Kinetic Small
Weapon Type: Ranged
Class: D
Price: 35 zc
Slot space: 2
Function: Fully automatic and more accurate at ranged than a pistol.
schneide dampfer
Damage Type: kinetic small
Weapon Type: Melee
Class: B
Price: 40 zc
Slot space: 2
Function: Water runs throughout the blade in small pipes, when handled by a Lichmacht powered suit the water is super heated causing the blade to cut easily through metal. This “Steam powered” blade is a devestating weapon but, tempermental, since on contact with other Schneide Dampfers or liquid water, it violently explodes.
Shotgun
Damage Type: kinetic small
Weapon Type: Ranged
Class: C
Price: 30 zc
Slot space: 2
Function: A pump-action shotgun that is damaging up close but has limited effect at range.
Small rocket launcher
Damage Type: Kinetic Explosive
Weapon Type: Ranged
Class: C
Price: 95 zc.
Slot space: 1
Function: A single use rocket launcher used for damaging larger units like Exos or tanks.
Sub-energy gun
Damage Type: Energy Beam
Weapon Type: Ranged
Class: D
Price: 65 zc
Slot space: 1
Function: A fully automatic energy weapon with a high rate of fires, best at closer ranges for those who wish to maintain mobility while firing.
Sub-machine gun
Damage Type: Kinetic Small
Weapon Type: Ranged
Class: D
Price: 42 zc.
Slot space: 1
Function: A small fully automatic machine gun, best used on the move.
Type-D launcher
Damage Type: Kinetic Heavy/ Energy Beam
Weapon Type: Ranged
Class: B
Price: 150 zc.
Slot space: 2
Function: A dual type launcher well known for it’s utility, power and, expense. It fires at a semi-automatic rate of fire.
Wired mine
Damage Type: Kinetic Explosive
Weapon Type: Ranged
Class: C
Price: 30 zc.
Slot space: 1 per 5 units each encounter.
Function: Useful for traps, once the wire is pulled and secured, sufficient force on it will cause the device to explode.
Stowed:
Energy can
Damage Type: –
Weapon Type: –
Class: –
Price: 100 zc.
Slot space: 0
Function: usable 3 times, each restores 30 Hp, usage will be interrupted by battle, usage will not be counted if interrupted
Player added
Integrated
Type: Melee(cost 25)
Damage Type: Kinetic Heavy/Plasma(cost 7/5)
Damage Class: C/B(cost x3/x5,)
Slots: 2 internal, 2 external
Description: Functions like a super-mode, internal Lichtmacht drive and emitters implanted in the forearms and hands allow for superheated plasma-based melee attacks. Increased power to the artificial muscles dramatically improve the physical damage caused by each blow. Attacks are based on fighting game moves in appearance, and include moves such as “Bare Knuckle”, “Shoryuken”(and it’s various super-move forms), and pretty much any move you can think of that involves fire and punching
External
Super collider
Damage Type: Kinetic Heavy
Weapon Type: Ranged
Class: D
Slot space: 1
Function: A stupidly large-caliber semi-automatic handgun, reworked extensively to fit the character’s hand, while still firing a .600 caliber(just over half-inch diameter) bullet. Damage is less than the “Thermal Rage” attacks, but impressive for a pistol.