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Map_and_Gear_Quick_Reference_Sheet

The document outlines various locations available for gameplay, including options for custom locations. It details the gear system, specifying the number of weapons and armor players can start with based on their +hand ability modifier. Additionally, it distinguishes between armor defeating and non-armor defeating damage types, and provides a comprehensive list of weapons and armor categorized by their hand ability requirements.

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duuudebrodnd
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0% found this document useful (0 votes)
6 views

Map_and_Gear_Quick_Reference_Sheet

The document outlines various locations available for gameplay, including options for custom locations. It details the gear system, specifying the number of weapons and armor players can start with based on their +hand ability modifier. Additionally, it distinguishes between armor defeating and non-armor defeating damage types, and provides a comprehensive list of weapons and armor categorized by their hand ability requirements.

Uploaded by

duuudebrodnd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MAP LOCATIONS

Note that some locations are assigned to spacer playbooks and are included on a map if that playbook is
being used. However, you can still choose to use that location even if no one is using that playbook.

You can also create custom locations as you see fit. Just be sure to include them during the mapping phase.

Locations:

• Armory • Kitchen
• Atrium • Lab
• Barracks • Living Quarters
• Cafeteria • Maintenance and Processing Room
• Cargo Storage • Marketplace
• Common Room • Observation Deck
• Communications Room • Recreation Room
• Garage • Research Room
• General Store • Retreat
• Generator Room • School
• Greenhouse • Secret Room
• Hangar • Server Room
• Headquarters • Training Area
• Infirmary • Workroom
GEAR
All spacers are allowed two weapons and one piece of armor at the beginning of the game.

The type you can use is based on their +hand ability modifier. You can take any gear that is at your +hand
level or lower. Choose or create your weapons and armor and write them in your playbook.

The modifier types are as follows:

• +3 – GIANT
• +2 – HEAVY
• +1 – MEDIUM
• +0 – LIGHT

Treat any negatives to your +hand ability as a +0 for gear weight.


“ARMOR DEFEATING” VS “NON-ARMOR DEFEATING” DAMAGE

Armor defeating damage is damage that ignores your armor. You might have 2-armor but if you take 2-harm
armor defeating, then your armor doesn’t protect you from it. Below you’ll find a list of damage based on
whether it is armor defeating or not. Some tags will protect you from specific types of damage that may
otherwise be armor defeating, so pay attention to your tags!

If gear lists 0-armor but includes a tag like “insulating”, “barrier”, or “resistant”, then that gear offers
1-armor against that type of harm (and that type of harm only).

Armor Defeating Damage Non-Armor Defeating Damage


Burning Biting
Chemical Blunt force (short fall, punching, kicking)
Electric Crushing
Falling/forceful (long fall, inhuman/extreme force) Projectile (non-piercing)
Freezing (exception: EVA suits) Slashing
Piercing Stabbing (non-piercing)
Poison
WEAPONS

LIGHT [+0-hand] MEDIUM [+1-hand]


• Baton [1-harm hand quick] • Blast Rifle [2-harm versatile recharge]
• Blowtorch [1-harm hand fire] • Crowbar [2-harm close MP]
• Bow Gun [1-harm far quiet] • Disruptor Rifle [2-harm inorganic midrange]
• Bowie Knife [1-harm hand messy] • Electric Whip [1-harm midrange stun]
• Brass Knuckles [1-harm hand stun] • Gauss Rifle [2-harm close reload]
• Cyberglove [0-harm inorganic stun touch] • Plasma Rifle [2-harm midrange recharge]
• Dagger [1-harm hand piercing] • Tactical Flashlight [1-harm hand MP]
• EMP Grenades [1-harm inorganic messy] • Magnum [2-harm loud reload]
• Folding Knife [1-harm intimate quick]
• Gamma Gun [1-harm organic burning] HEAVY [+2-hand]
• Garrote [1-harm intimate quick] • Blast Cannon [3-harm midrange recharge]
• Mini Sentry Turret [1-harm mounted remote] • EMP Cannon [2-harm inorganic AoE]
• Needle Gun [0-harm versatile poison] • Flamethrower [2-harm fire volatile AoE]
• Plasma Pistol [1-harm versatile quick] • Sniper Rifle [3-harm far piercing]
• Smoke Bombs [0-harm gas many] • Portable Turret [2-harm mounted remote]
• Stun Gun [0-harm midrange stun]
• Thermal Knife [1-harm hand burning] GIANT [+3-hand]
• Tangle Gun [0-harm versatile restraining] • Rocket Launcher [4-harm two-handed AoE far]
• Gravity Grenade Launcher [2-harm rare
restraining slow]
ARMOR

LIGHT [+0-hand] HEAVY [+2-hand]


• Boots [0-armor insulated] • Arc Flash Suit [2-armor insulated]
• Coveralls [1-armor MP] • Full-Face Helmet [2-armor barrier]
• Half-Helmet [1-armor] • Metatarsal Boots [2-armor resistant]
• Jacket [1-armor MP] • Reinforced Gloves [2-armor inflammable]
• Metal Mesh Bodysuit [1-armor] • Tactical Vest [2-armor barrier]
• Needle Gloves [0-armor barrier]
• Respirator [0-armor resistant] GIANT [+3-hand]
• Rubber Gloves [0-armor insulating] • Hardlight Shield Generator [2-armor advanced
AoE hand]
MEDIUM [+1-hand] • Mechsuit [4-armor advanced recharge slow]
• Power Gauntlets [2-armor 2-harm forceful]
• Ceramic Arm Guards [1-armor barrier] • Graphene Bodysuit [3-armor barrier]
• Ceramic Leg Guards [1-armor barrier]
• Flight Jumpsuit [1-armor inflammable]
• Heavy-Duty Leather Boots [1-armor insulated]
• Open Face Helmet [1-armor barrier]
• Rubber Bodysuit [1-armor insulated]
• Thick Gloves [1-armor MP]

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