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Technology and equipment of this period.
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Origins of the Jedi - vanir -> Technology and equipment of this period.
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Sun Feb 10, 2013 7:15 am    Post subject: Technology and equipment of this period. Reply with quote

Important notes about use of credits
I'll copy/paste a PM that covers some important points:
Quote:
Subspace communications is the best available, but have a maximum range (with skip) of the local stellar region at best (ie. nearby systems with high difficulties).
Interstellar communications is often delivered in person via starships (this is what Courier Ships were originally designed for, Jedi used them in Tales of the Old Republic because they were pretty much the only small and inexpensive, hyperdrive capable ships around at the time, but neither are in the game yet). Thus most outlying colonies and frontier worlds are virtually cut off from the rest of the galaxy in this era, and experience independent evolution or devolution.

Another point is that interstellar travel is so slow at game start that centuries could pass whilst the PC is in hibernation aboard a starship, between visits to the same planet. There's no guarantee anyone connected a PC's personal life will still be alive the next time he visits his homeworld.

During this time individual banks can and do simply go under, executives run off with the money, or the planetary government changes hands and the old currency and creditors are no longer recognised and have no value.

Hence "galactic standard credits" are usually in the form of embossed nova crystals (the size of business cards made from slices of novacrystal and printed with the physical value of the crystal for easy recognition). Other standard items are various gems and trade credits made from semiprecious and precious materials, again so that the written value of the piece is equal to its physical value, so they have a universal credit value.
Electronic credit chips are only really recognised at major population centres with standard class starports and this substitutes the banking system in SWU. Standard credits of some form or another are deposited with a credit company (bank) who issues an electronic record of the transaction (an electronic chip, later referred to variously as Republic or Imperial credits). This "chip" is endorsed by the planetary government on the world you obtained it from and can be used like a credit card for electronic monetary transfers anywhere using a datapad, the value is hardcoded and adjusted by the user with his PIN (tends to include things like DNA readers for added security).
The reason why electronic credit transfer "credit chips" works so well in the later era is because of starship travel, whole governments don't tend to change while you're in hyperspace going from Bestine to Corulag. In the pre-Republic period...they do. And it maybe years before someone who received your electronic credit transfer travels to a major world where they can actually draw trade items with it, not everybody recognises them unless they are part of some sort of federal "republic" (ahem, there's a hint as to how and why the Republic was initially formed).

So basically you need it in cash form (galactic standard credits) rather than electronically recorded (credit chip). And if you want to invest it the smartest way is by claim staking (space version of buying land), and hope the ruling government of the claim region doesn't change.
For 5K credits you could probably stake a mining claim somewhere, then scout the place, bring some prospectors or scientists, and if you find any mineral worth it's yours. Some prospectors have made literally a king's ransom this way. Others got killed by claim jumpers because they found literally a king's ransom this way Twisted Evil


Typical forms of credits:
Galactic Standard Credits are the following:
"Nova-chips" are slithers of nova crystal about the size and thickness of a business card, with a physical value equal to the embossed value. Their value ranges 5 credits to 500 in decimal steps, clearly marked and coloured.
Cut and polished gems are often used which include Corusca stones and other precious stones, but these will be valued during the transaction, and can range in value from several hundred to several thousand credits or six figures.
Semiprecious and precious minerals are also used which are simply referred to as "credits standard", these are small, metallic and often pyramid shaped, they fit in a pocket like small change but can amount to several hundred credits, printed on the flat faces.

Credit Chips refers to the following:
Electronically stored credit value endorsed by a systems government, whose planet upon which you deposited credits-standard or trade items to the value. It is transferrable using a simple datapad and security challenge. They are not universally recognised and can lose value with changes of government.


A note about firearms ranges:
Listed ranges do not reflect the maximum effective range of the intrinsic weapon but are a compromise between a reasonable usage to fire by the average skilled person without hesitation, and a range in which damage has not degraded and trajectories remain flat and straight, and targets are easily acquired with the individual weapon type. This is more representative of the gaming environment for our purposes. Yes I know special equipment exists for accurate, indirect fire which would exceed listed normal ranges, and on forums people frequently claim these extreme ranges with hip shots at their local sporting club. For ease I'm just going with what's going to work nice in the game but am always open to OOC discussion regarding PC customised/modified equipment.

Special rules about firearms:
The rapport of firing gives +2D to Per/Search rolls to find the user at any reasonable range, meaning up to several kilometres depending on circumstance and weapon type.
Projectiles are by default expansive and do -1D damage against targets wearing modern armour types (ie. padded kevlar but not feudal tech chainmail).
Armour piercing projectiles are available which cancel this penalty but tend to go through soft tissue without releasing much energy so damage is reduced against unarmoured, soft targets by -1D for these.
Many carry a mixed loadout of expansive (HP) and AP.
The best projectiles are hard cased with unstable/exotic mineral fill (AP/E) which do the listed damage against all targets but are 5x normal ammunition cost and not always available. Current technology is such these do exist in any calibre.
Characters may load their own ammunition with appropriate tools and parts using the firearms repair skill in common with maintaining the weapon itself.

Fire rate is due to recoil, it can be ignored with a moderate Strength roll (free action) to overcome recoil, each additional shot requires another Strength roll at +5 difficulty. Failing the roll spoils the shot but does not disrupt successive attack declarations although difficulty continues to increase even if the previous shot was spoiled by recoil. Where fire rate is n/a or not listed the weapon can be fired as fast as the trigger can be pulled without recoil disruption, these are typically bulkier weapons which are weighted, balanced, muzzle braked and/or braced for firing to this effect. These modifications can be made by Players to increase a listed rate of fire but may prevent other modifications and features like silencers or concealment bonuses.


6mm holdout sidearm
type: small calibre pistol firearm
scale: character
skill: firearms
ammo: 5
cost: 150, 10 (ammo cylinder)
availability: 2 R
fire rate: 2
range: 1-5/10/25 (4cm barrel)
damage: 2D+2
notes: this low powered, concealable pistol gains +10 to hide rolls for concealment and is small enough to sit in the palm of your hand, or up a sleeve. It uses traditional cartridges but does not eject spent cases, the tiny magazine cylinder must be changed for reloading with an easy snap-back action. It is often restricted (a licensing process to carry) because most consider it an assassin's weapon.

7.5mm holdout sidearm
type: small calibre pistol firearm
scale: character
skill: firearms
ammo: 8
cost: 200, 15 (ammo clip)
availability: 1 F or R
fire rate: 1
range: 3-10/25/50 (7cm barrel)
damage: 3D+1
notes: this concealable pistol gains +5 to hide rolls for concealment but is so small and lightweight that recoil becomes a factor.

8mm-caseless Sidearm
type: small calibre pistol firearm
scale: character
skill: firearms
ammo: 10
cost: 300, 20 (ammo clip)
availability: 1 F or R
fire rate: 2
range: 3-10/30/60 (concealable, 9cm barrel); 3-15/45/90 (holstered, 11cm barrel)
damage: 3D+2
notes: this handy semiautomatic can be fitted with a 10cm silencer, which adjusts search rolls against the user to +1p. The holstered version can be modified to increase fire rate but this prevents use of a silencer.

9mm-caseless Sidearm
type: security pistol firearm
scale: character
skill: firearms
ammo: 15
cost: 500, 30 (ammo clip)
availability: 1 F or R
fire rate: 3
range: 3-20/50/100 (12.5cm barrel)
damage: 4D
notes: this reliable weapon has little appreciable recoil due to bulk and can be fitted with a 15cm silencer, which adjust search rolls against the user to +1p. Modification to increase fire rate prevents use of a silencer.

10mm-caseless Sidearm
type: military pistol firearm
scale: character
skill: firearms
ammo: 15
cost: 750, 50 (ammo clip)
availability: 2 F or R
fire rate: 3
range: 3-25/60/130
damage: 4D+2
notes: this robust weapon is quite powerful but recoil is compensated by weighted balancing and a muzzle brake. It is a standard sidearm among planetary security forces.

12mm-caseless Sidearm
type: heavy military or gaming pistol firearm
scale: character
skill: firearms
ammo: 8
cost: 1500, 100 (ammo clip)
availability: 3 R
fire rate: 1
range: 1-30/80/150
damage: 5D+2
notes: this is a very heavy weapon capable of penetrating some armouring using soft expansive rounds. It has quite a kick despite a muzzle brake and heavy construction (3D item strength).


Most normal equipment in Tales of the Jedi Companion is available, listed forthwith. For those without this supplement simply ask about an item and I'll post stats.

Firstly power cells are larger and heavier than later. Vibroblades are usually powered by a cell the size of a cigarette packet, clipped to a belt and a cord attached to the weapon. Smaller ones can be used within the hilt, but they must be changed or recharged frequently.

breathmask
security code slicer
dehydrated rations
fibrarope
gyrograppler
infragoggles
med-aid
ptp-link
rocketpack
widescan binoculars

concussion helmet (alloy with padding)
concussion vest (padded kevlar with inserts)
flex armour (rare experimental plasteel bounty hunter style suit)
dura armour (thick durasteel bounty hunter style armour)
link armour (heavy alloy and textile mesh)

standard axe (very nasty looking alloy hatchet)
standard knife (halfway between combat knife and machete size)
standard sword (bastard sword sized alloy weapon with blood grooves)
standard throwing knife (does Str+2p as melee weapon, Str+1D thrown)

*note pulsewave blasters are more expensive (2-3x) and uncommon but exist
autocaster
quickdraw pulsewave blaster
pulsewave blaster (pistol)
pulsewave blaster rifle
pulsewave light cannon
wristcaster

incendiary grenade (frag grenades are also available)
magnetamine (speeder scale)

Ashla special equipment like Force tempered sword is in the Ashla thread.


Last edited by vanir on Wed Feb 13, 2013 9:05 pm; edited 1 time in total
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Tue Feb 12, 2013 3:32 am    Post subject: Reply with quote

Special rules about melee weapons
Energy cells are larger and less powerful than those of later era, so powered weapons like vibroblades often use power cells roughly the size of a cigarette packet which is clipped to a belt, and a power cord is linked to the weapon hilt. Smaller power cells can be installed into hilts, but these require frequent recharging or replacement. Most would be drained after about an hour of constant use, or 5-10 activations of combat use (depending how extended each combat). Small energy cells are about the size of a conventional AAA battery with qualities similar to a lithium phone battery (don't carry near radioactive sources or it becomes a grenade).
A belt power cell would last days without recharging and works like a nuclear battery. These aren't in any way unstable.

Using demolition skill, spent (small) energy cells can be used as an improvised explosive. Some people inadvertantly use them as an improvised explosive by overcharging them at a power outlet.

Small knives used in combat can be parried with Brawling skill at +10 difficulty modifier (always applies). Larger combat knives (which are almost shortswords or machetes) and above cannot be parried in this way without certain injury, so must be parried using a melee item.

Unless specified melee weapons are constructed using modern technologies such as advanced, layered alloys machined and tempered with near perfection as mass produced weapons go. Performance is often reduced for similar items constructed using older technological industry, even when they are hand made.


Buckle Knife
type: concealable alloy blade
scale: character
skill: melee
cost: 15
availability: 1
difficulty: very easy
damage: Str+1p (max 4D)
notes: snaps out from a typical looking belt buckle, has +10 concealment bonus

Boot knife
type: utility blade
scale: character
skill: melee
cost: 25
availability: 1
difficulty: very easy
damage: Str+2p (max 5D)
notes: many people use variations balanced for throwing, in this form they function as a throwing knife (Str+1D when thrown, retains normal melee damage) but double cost.

Combat knife
type: serated survival blade
scale: character
skill: melee
cost: 35 to 45
availability: 1
difficulty: easy
damage: Str+1D to Str+1D+1 (depending on size, max 5D)
notes: often has a hollow handle for tiny survival items like flint, medtabs, radstrip and magnetic compass.

Throwing knife
type: balanced throwing blade
scale: character
skill: thrown weapons or melee
cost: 35
availability: 1
difficulty: (as melee weapon) easy
range: (thrown) 2-3/5/10
damage: Str+1D (thrown, max 5D), Str+2p (melee, max 5D)
notes: these lack guarded hilts as crafted and are a little more unforgiving to use than a typical boot knife in melee, +1 mishap modifier for a catastrophic result to injure yourself when used in melee as your hand slides onto the blade

Scimitars and shortswords
type: small sword
scale: character
skill: melee
cost: 150
availability: 1
difficulty: moderate
damage: Str+1D+2 (max 6D)
notes: does good melee damage whilst still fairly easily carried over a back or on a belt without snagging, for example whilst operating a starship crew station.

Broadswords and Longswords
type: full length sword
scale: character
skill: melee
cost: 200
availability: 1
difficulty: moderate
damage: Str+2D (max 6D)
notes: these are hefty sized, generally speaking the distinction is broadswords can only be used one handed whilst longswords can be used one or two handed, blades are typically the same length (true variation is just the hilt), which is a little too big to carry around a starship cockpit. Plenty of officers carry them aboard the bridge of a cruiser however.

Bastard Swords and Two-handed Swords
type: very large sword
scale: character
skill: melee
cost: 250
availability: 1
difficulty: difficult
damage: Str+2D+2 (max 7D)
notes: using modern construction these are much lighter than archaic weapons of similar size and can all actually be used either one handed or two handed, but are a little tricky to swing around with fine skill either way. In a modern galactic environment they do tend to look a little silly carried by anyone but a large alien.

Echani Foil
type: alien sword
scale: character
skill: melee
cost: 2,500
availability: 4
difficulty: moderate
damage: Str+2D (physical, max 6D), 3D (frost stun damage)
notes: the echani are a highly militant culture of blonde humans seeded among the known colonies by star travellers (recruited or enslaved by them as mercinaries), they use an alien sword construction process involving cortosis weave and supercooled alloys. Nobody knows where they or their weapons come from (roughly the area of an ancient colony called Arkania). Physical damage and frost (stun) damage is simultaneous and rolled separately, a wound from physical damage would result in lowered resistance to the stun damage. These are lightweight, sabrelike weapons with ornate hilts.

Vibrobayonet
type: powered dagger with attachment
scale: character
skill: melee
cost: 500
availability: 2
difficulty: easy
damage: Str+1D+2 (max 5D)
notes: these slender, futuristic daggers are often carried by well equipped individuals as a secondary utility blade which doubles as a bayonet with its rifle attachment. A small energy cell in the handle has 10 charges before replacement or recharging.

Vibroblade
type: powered sword
scale: character
skill: melee
cost: 750
availability: 2 F
difficulty: moderate
damage: Str+2D to Str+3D (depending on size, max 6D)
notes: smaller lengths maybe carried easily by starship crews, broadsword sized examples do excellent damage averages. A small energy cell in the handle has 10 charges before replacement or recharging, a belt clipped power cell and cord offers several days of continuous operation before recharging.

Vibrosword
type: powered large sword
scale: character
skill: melee
cost: 1,000
availability: 2 F
difficulty: moderate
damage: Str+3D (max 7D)
notes: these custom weapons are all full length swords of various appearance and hilt modification, used one or two handed. Series linked energy cells are used in the handle which provides 2hrs of continuous use before recharging or replacement (5 cells required to reload or a custom power pack can be used, which is essentially a 5 cell power cartridge).

Vibroaxe
type: power axe
scale: character
skill: melee
cost: 1,000
availability: 2 F
difficulty: moderate
damage: Str+3D+1 (max 7D)
notes: these hatchet sized weapons do great damage and can be easily carried in terms of size, but must be powered by a belt clipped power cell and cord.

Neutronium Powersword
type: powered sword
scale: character
skill: melee
cost: 1,500
availability: 3 F or R
difficulty: moderate
damage: Str+3D (Str+2D unpowered with a max of 6D, no damage limit powered)
notes: these ultramodern high tech swords require belt clipped power cells with a cord and are of an exotic alloy construction shrouded by an energetic power field which not only renders the blade virtually indestructible in normal combat, but also renders it capable of slicing through virtually any armour in powerful enough hands.


Last edited by vanir on Tue Feb 12, 2013 5:49 pm; edited 1 time in total
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Tue Feb 12, 2013 5:35 pm    Post subject: Reply with quote

Notes about rifles
Unless specified most rifles cannot be effectively suppressed using a silencer. Certain custom types can but this will be specified in the description.

7mm-conventional long rifle
type: common long rifle
scale: character
skill: firearms
ammo: 15
cost: 600, 15 (ammo clip)
availability: 1 F
fire rate: 2
range: 3-30/100/300
damage: 4D
notes: a popular general use semiautomatic long firearm, uses traditional ammunition cartridges and ejects spent cases.

10mm-caseless Assault Rifle
type: autofire combat rifle
scale: character
skill: firearms
ammo: 30
cost: 1,500, 100 (ammo clip)
availability: 2 F or R
fire rate: n/a
autofire bonus: 1D (add to damage or skill)
range: 3-40/100/250
damage: 5D
notes: this tough weapon is a conventional assault rifle with single shot and autofire settings, a muzzle brake is fitted to control recoil during autofire. When autofire is used each shot is a 5rd burst.

High powered rifle
type: 8mm-custom long rifle
scale: character
skill: firearms
ammo: 10
cost: 1,750, 100 (ammo clip)
availability: 3 F or R
fire rate: 1
range: 5-50/150/450
damage: 5D+2
notes: generally intended for game hunting and is fitted with a magnification scope (+1D skill at medium and long range when aimed), ammunition is custom loaded to specification.

Sniper rifle
type: 9mm-caseless long carbine
scale: character
skill: firearms
ammo: 20
cost: 800, 40 (ammo clip)
availability: 2 F
fire rate: n/a
range: 3-25/75/250
damage: 4D
notes: uses pistol ammunition (15rd pistol clips in same class are interchangable) and is fitted with a large silencer, it is virtually silent and firing the weapon easily blends into background clutter without increasing chances of detecting the firer's location. Also fitted with a magnification scope (+1D skill at medium and long range when aimed).
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Sat Feb 16, 2013 3:17 pm    Post subject: Reply with quote

Special rules about damage forms
Concussion weapons attack the brain through overloading sensory input with concussive power. Examples of this type of damage is the grenades used by police and security forces like flash/bang grenades and more powerful versions used by military special forces listed as concussion grenades.
Characters attacked with concussive damage resist using only headgear, from which helmet protection vs physical damage is used unless protection against concussive weapons is specified.
Sonic weapons work upon a similar basis although the headgear resists as an energy damage form unless otherwise specified, which defies most armoured combat helmets of the period and makes sonic weapons highly dangerous, although they are rare and largely of alien manufacture.



Sonic dampening headgear
type: protective headgear
scale: character
cost: 600
availability: 2
Game effect: +3D vs sonic attacks, +1D vs concussive attacks
notes: headgear designed to protect against sonic damage, also provides some protection against concussion weapons, but not other physical damage

Concussion helmet
type: armoured helmet
scale: character
cost: 350
availability: 1
Game effect: +1D vs physical, +2D vs concussive attacks, covers head
Notes: standard armour helmet, contains polarising lenses and dampening protection against damage from concussion weapons

Concussion vest
type: light armour
scale: character
cost: 500
availability: 1
Game effect: +1D vs physical damage, covers torso
Notes: standard armoured and padded vest

Camo scout armour
type: combat suit
scale: character
cost: 1,500
availability: 2
Game effect: +1D versus physical attacks, +2D vs sonic/concussive attacks, covers head, torso, arms and legs; camo field provides +1D to hide rolls to conceal the wearer (if motionless, does not add to sneak), contains breathmask and filter appropriate for Type II atmospheres
notes: Type III atmospheres typically contain microbial and biological infections and require fully envirosealed filtration for guaranteed protection, whilst Type IV atmospheres require an envirosuit with internal environmental control systems and independent air supply. Camofield functions using power cells, which are drained after 10 minutes of continuous operation.

Cinnagar Warsuit
type: combat suit
scale: character
cost: 800
availability: 3
Game effect: +1D vs physical, +1 vs energy, covers torso and arms
Notes: a combat suit of more advanced construction than typical light armour available in this period

Link mesh armour
type: standard battle armour
scale: character
cost: 1,000
availability: 1
Game effect: +1D vs physical, +2 vs energy, -1D Dexterity penalty, covers head, torso, arms and legs
notes: heavy alloy and textile mesh armour suit used by professional soldiers

Flex armour
type: experimental battle armour
scale: character
cost: 2,000
availability: 3
Game effect: +1D vs physical and energy, -1D Dexterity penalty, covers head, torso, arms and legs
notes: advanced plasteel armouring, at significant cost increase can be moulded to a specific user for reduction in encumberance to -2 Dexterity penalty

Durasteel armour
type: heavy battle armour
scale: character
cost: 8,000
availability: 3
Game effect: +2D vs physical and energy attacks, -2D Dexterity penalty, covers head, torso, arms and legs
notes: made from the same material used in starship hull construction, if custom tailored can be moulded to a specific wearer for reduction in encumberance to -1D-1 Dexterity penalty at a significant increase in cost

Felenar combat armour
type: exotic battle armour
scale: character
cost: 18,000
availability: 4
Game effect: +2D vs physical, +1D vs energy, -1D Dexterity penalty, covers head, torso, arms and legs
notes: most of these rare suits are modified with fitted equipment by their wealthy owners, which are typically Master Bounty Hunters and not to be trifled with

Jed'aii battle armour
type: force tempered alloy combat suit
scale: character
cost: n/a
availability: 4
Game effect: +1D vs physical and energy, covers torso, arms and legs
Notes: these unencumbering suits are constructed in a manner similar to the Ashla/Bogan swords, created only occasionally by the enclaves they are sparingly worn by both Ashla and Bogan knights.


Last edited by vanir on Sun Feb 17, 2013 4:34 pm; edited 1 time in total
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Sat Feb 16, 2013 7:39 pm    Post subject: Reply with quote

Frag grenade
type: fragmentation explosive
scale: character
skill: grenade
cost: 200
availability: 1 R
range: 3-7/20/40
blast radius: 0-2/4/6/10
damage: 5D/4D/3D/2D
notes: does physical damage

Plasma grenade
type: incendiary explosive
scale: character
skill: grenade
cost: 1000
availability: 3 R
range: 0-5/10/20
blast radius: 0-1/2/4/6
damage: 6D/5D/3D/2D
notes: energy damage form

Cryoban grenade
type: crygenic explosive
scale: character
skill: grenade
cost: 800
availability: 3 R
range: 0-5/10/20
blast radius: 4 metres
damage: 3D+2 (freezing damage), 7D (stun)
notes: both damage forms rolled simultaneously, heavy/padded clothing gives +1D to resist, sealed envirosuits negate this weapon's effects

Concussion grenade
type: concussive explosive
scale: character
skill: grenade
cost: 300
availability: 2 R
range: 3-7/20/40
blast radius: 0-1/2/4
damage: 5D/4D/2D
notes: does physically concussive damage via the head area, can only be resisted with headgear protection, negated by sealed envirosuits

Stun grenade
type: energy explosive
scale: character
skill: grenade
cost: 450
availability: 1 R
range: 0-8/16/25
blast radius: 0-2/4/6/8
damage: 6D/5D/3D/2D (stun)
notes: energy damage form

Poison grenade
type: gas explosive
scale: character
skill: grenade
cost: 325
availability: 1 X
range: 0-8/16/25
blast radius: 4 metres
damage: 4D (poison)
notes: targets resist the deadly nerve toxin using stamina, each consecutive round roll damage again at -1D whilst targets remain in area of effect (eg. 3D second round, etc.); breathmask filtration or sealed envirosuit negates all damage

Ion grenade
type: electrostatic explosive
scale: character
skill: grenade
cost: 250
availability: 2 F
range: 0-7/20/40
blast radius: 0-2/4/6/10
damage: 6D/5D/3D/2D (ionization)
notes: damages electrical gear and droids as an energy form, does only 2D/0-2m radius electrical damage to biologicals.

Spore/B grenade
type: explosive bioweapon
scale: character
skill: grenade
cost: 300
availability: 2 X
range: 0-8/16/25
blast radius: 4 metres
damage: 4D (stun)
notes: breathmask filtration or sealed envirosuit negates effects

Plank grenade
type: chemical gas explosive
scale: character
skill: grenade
cost: 850
availability: 2 X
range: 0-8/16/25
blast radius: 4 metres
damage: 5D (corrosive)
notes: highly corrosive gas attack ignores normal armour and can only be negated by sealed envirosuits (but not breathmasks) which, unless washed down with neutralizing agent then take 3D item damage each hour until destroyed. Any mild acidic (such as fruit juice) will neutralize the corrosive active-agent.
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