So yeah, remember oh so long ago, where I said Rage of the Polygems was gonna be my last go at this? Well, I didn't know Roll20.net existed at the time, and quite frankly, its tools will make this a lot easier to handle. That being said, after concerns were brought up regarding the Roll20 implementation, players don't need an account to participate; I do still recommend you take the time to create one, though, as it will not only enhance the experience for you, but also make it easier for me to manage. And the easier it is for me to manage, the sooner I can get my own posts rolling out for you guys, so it benefits everybody.
Anyways, here's the stuff I've got so far...
<<Backstory>>
Spoiler (click to show/hide):
The time is Cosmic Year 2791. The Republic of Trans-Galactic Systems (RTGS) - a democratic unity of many interstellar races and their respective governments - has been expanding unto the stars for a good few centuries. The road wasn't exactly easy; the most notable bump in said road was the 15-year-long Dracolite War, but that was almost 300 years ago. Nowadays, the worst the RTGS has to worry about are smaller insurgent groups, and thus far, the Republic's finest military branch - the Platinum Stilettos - have been handing them their asses time and again.
Speaking of the Stilettos, you're among them. Trained to handle a wide variety of gear, tactics, and skills, you are the best the RTGS has to offer. You Stilettos' main calling cards, however, are your cutting-edge technology: energy weapons galore, ranging from ray gun-esque pistols and rifles, to plasma shotguns, to electrified katanas, and that's just scratching the surface. Your armor and vehicles match that standard, as well. Powered armor-suits with energy shielding units protect you on your feet. Hovering APCs, tanks, and so on have made wheels obsolete. The skies and stars are dominated by grapple-fighters, war-mechs, and gargantuan space battleships. Indeed, the Dracolite War - which first gave rise to the Platinum Stilettos - was the last time your breed of warrior ever saw any actual threats...
...but that may be about to change.
Two weeks ago, Belle Magnis - a vacation resort colony orbiting the planet of New Scotland - has been assailed by an insurgent regime calling themselves the "Five Golden Rings." Rumor has it that they're a remnant of the Urtragian Vikings - an old group of crafty space pirates, and former thorns in the RTGS's side - but that has yet to be confirmed. What is confirmed, however, is that the daughters of several RTGS senators were last seen staying onboard that very colony, which raises the stakes considerably. If these "Goldies" - as your comrades so affectionately call them - were able to overwhelm a base like Midguard, they must mean business...and if they really are Viking remnants, then they'll probably employ a lot of hit-and-run guerrilla tactics, so be prepared for that. As for the aforementioned young ladies, it is unconfirmed whether or not they were taken hostage; however, general logic suggests that if they were, the Goldies would've brought that to our attention as a bargaining ploy.
This is where you come in. Each of you has been assigned to the ops team for the rescue mission. Your objectives are simple:
1: Locate any and all surviving civilians, and secure their safe extraction.
2: Neutralize the Five Golden Rings' presence on the colony.
3: Secure an extraction point for yourselves afterward, and deploy an EVAC beacon. Your transport ship will deploy 3 blue flares for a signal.
Since none of you are at or above the rank of Captain, however, you will need one more operative to fill the role of commanding officer. For this task, Captain Greggory Spade has been selected to lead your team. Some of you may know him better as the "Ace of Spades," a nickname he got during the defense of Atlus Prime, in which he downed 20 enemy fighters without any backup or refueling. Considering the fact that your approach will be made in GF-71 "Hogan" grapple-fighters, and that Cpt. Spade's abilities on the ground are comparable to his in the stars, he seemed the best option for the CO role.
Good luck, Stilettos.
The time is Cosmic Year 2791. The Republic of Trans-Galactic Systems (RTGS) - a democratic unity of many interstellar races and their respective governments - has been expanding unto the stars for a good few centuries. The road wasn't exactly easy; the most notable bump in said road was the 15-year-long Dracolite War, but that was almost 300 years ago. Nowadays, the worst the RTGS has to worry about are smaller insurgent groups, and thus far, the Republic's finest military branch - the Platinum Stilettos - have been handing them their asses time and again.
Speaking of the Stilettos, you're among them. Trained to handle a wide variety of gear, tactics, and skills, you are the best the RTGS has to offer. You Stilettos' main calling cards, however, are your cutting-edge technology: energy weapons galore, ranging from ray gun-esque pistols and rifles, to plasma shotguns, to electrified katanas, and that's just scratching the surface. Your armor and vehicles match that standard, as well. Powered armor-suits with energy shielding units protect you on your feet. Hovering APCs, tanks, and so on have made wheels obsolete. The skies and stars are dominated by grapple-fighters, war-mechs, and gargantuan space battleships. Indeed, the Dracolite War - which first gave rise to the Platinum Stilettos - was the last time your breed of warrior ever saw any actual threats...
...but that may be about to change.
Two weeks ago, Belle Magnis - a vacation resort colony orbiting the planet of New Scotland - has been assailed by an insurgent regime calling themselves the "Five Golden Rings." Rumor has it that they're a remnant of the Urtragian Vikings - an old group of crafty space pirates, and former thorns in the RTGS's side - but that has yet to be confirmed. What is confirmed, however, is that the daughters of several RTGS senators were last seen staying onboard that very colony, which raises the stakes considerably. If these "Goldies" - as your comrades so affectionately call them - were able to overwhelm a base like Midguard, they must mean business...and if they really are Viking remnants, then they'll probably employ a lot of hit-and-run guerrilla tactics, so be prepared for that. As for the aforementioned young ladies, it is unconfirmed whether or not they were taken hostage; however, general logic suggests that if they were, the Goldies would've brought that to our attention as a bargaining ploy.
This is where you come in. Each of you has been assigned to the ops team for the rescue mission. Your objectives are simple:
1: Locate any and all surviving civilians, and secure their safe extraction.
2: Neutralize the Five Golden Rings' presence on the colony.
3: Secure an extraction point for yourselves afterward, and deploy an EVAC beacon. Your transport ship will deploy 3 blue flares for a signal.
Since none of you are at or above the rank of Captain, however, you will need one more operative to fill the role of commanding officer. For this task, Captain Greggory Spade has been selected to lead your team. Some of you may know him better as the "Ace of Spades," a nickname he got during the defense of Atlus Prime, in which he downed 20 enemy fighters without any backup or refueling. Considering the fact that your approach will be made in GF-71 "Hogan" grapple-fighters, and that Cpt. Spade's abilities on the ground are comparable to his in the stars, he seemed the best option for the CO role.
Good luck, Stilettos.
<<Character Sheet>>
Spoiler (click to show/hide):
-Name: (This one should be obvious...)
-Race: (A list of "default" races can be found below, or you can make your own. Custom races are, however, subject to GM approval.)
-Age: (For...moral reasons, your character should be a minimum age of 18 for a human, or the equivalent for any non-human races. Conversion rates can be found in each default race's info; if your race is a custom one, be sure to point out its aging rate.)
-Appearance: (Text-based descriptions are okay, but I highly advise you provide a picture for reference, with or without the written description. This will make creating your character's token in Roll20's system much easier.)
-Specialization: (This will determine your starting equipment, along with some stat bonuses. Don't forget the type of armor-suit you get with it, as well; Heavy armor automatically reduces HP damage by 2, but also puts a -2 penalty on evasion rolls. Medium armor resists 1 point of HP damage, with no other buffs/debuffs attached. Light armor has no damage resistance value, but adds a +2 bonus on evasion rolls, so it can still come in handy.)
--Primary Weapon: (This is the first firearm specified by your Specialization. Choose one from the appropriate group in the "Weapons" section.)
--Secondary Weapon: (This is the second firearm specified by your Specialization. Choose one the same way you did for the Primary Weapon.)
--Melee Weapon: (Same thing as before, but check what "Class" each melee weapon is; as cool as a badass Medic with a Plasma Axe would look, the other gear in their loadout simply doesn't leave room for it. Apologies for the inconvenience. )
-Nano-Tech: (choose one from the spoiler-tagged list down below.)
<Stats> (30 points to distribute, except for HP and EN. Those values are defined below. For the other 6 stats, each one starts with 1 point in it, which you distribute the 30 points on top of.)
-HP: (Your health, nuff said. This is calculated by adding your race's HP mod and your Stamina to a base value of 50. See the "Health and Damage" section for more info.)
-EN: (Your suit's energy. This stat is depleted when you use a Nano-Tech ability, or when an attack damages your energy shields. This stat has a starting base capacity of 100, but that capacity can be increased with the right gear, or by a Mechanic's starting EN bonus. See "Health and Damage" for more info regarding energy shields.)
-Might: (Your ability to deal damage with melee strikes, at move heavy objects, and other strength-related tasks. Add this to your rolls for melee damage.)
-Vision: (Your ability to aim (aka, your damage dealt with projectiles), searching ability, etc. Add this to your damage rolls for projectile weapons.)
-Stamina: (Your ability to resist damage. If your shields are down and an attack hits you, you subtract this stat's value from the damage received. Be advised: when your shields are down, any attack that hits you will do a minimum of 1 damage, regardless of how much your Stamina resists.)
-Technology: (Your ability to handle technological tasks, such as hacking into terminals, or piloting vehicles. How it factors in mathematically varies depending on the situation.)
-Intelligence: (Your ability to gather and analyze information, as well as the power source for a Neo-Elf's Psionic abilities. Like the Technology stat, its mathematical meaning changes based on the situation.)
-Mobility: (Your ability to move fast, jump high, and so on. When you're targeted by an attack, your ability to evade is a d20 roll plus this stat.)
<Bio>
(this is where your character's background story goes)
-Name: (This one should be obvious...)
-Race: (A list of "default" races can be found below, or you can make your own. Custom races are, however, subject to GM approval.)
-Age: (For...moral reasons, your character should be a minimum age of 18 for a human, or the equivalent for any non-human races. Conversion rates can be found in each default race's info; if your race is a custom one, be sure to point out its aging rate.)
-Appearance: (Text-based descriptions are okay, but I highly advise you provide a picture for reference, with or without the written description. This will make creating your character's token in Roll20's system much easier.)
-Specialization: (This will determine your starting equipment, along with some stat bonuses. Don't forget the type of armor-suit you get with it, as well; Heavy armor automatically reduces HP damage by 2, but also puts a -2 penalty on evasion rolls. Medium armor resists 1 point of HP damage, with no other buffs/debuffs attached. Light armor has no damage resistance value, but adds a +2 bonus on evasion rolls, so it can still come in handy.)
--Primary Weapon: (This is the first firearm specified by your Specialization. Choose one from the appropriate group in the "Weapons" section.)
--Secondary Weapon: (This is the second firearm specified by your Specialization. Choose one the same way you did for the Primary Weapon.)
--Melee Weapon: (Same thing as before, but check what "Class" each melee weapon is; as cool as a badass Medic with a Plasma Axe would look, the other gear in their loadout simply doesn't leave room for it. Apologies for the inconvenience. )
-Nano-Tech: (choose one from the spoiler-tagged list down below.)
<Stats> (30 points to distribute, except for HP and EN. Those values are defined below. For the other 6 stats, each one starts with 1 point in it, which you distribute the 30 points on top of.)
-HP: (Your health, nuff said. This is calculated by adding your race's HP mod and your Stamina to a base value of 50. See the "Health and Damage" section for more info.)
-EN: (Your suit's energy. This stat is depleted when you use a Nano-Tech ability, or when an attack damages your energy shields. This stat has a starting base capacity of 100, but that capacity can be increased with the right gear, or by a Mechanic's starting EN bonus. See "Health and Damage" for more info regarding energy shields.)
-Might: (Your ability to deal damage with melee strikes, at move heavy objects, and other strength-related tasks. Add this to your rolls for melee damage.)
-Vision: (Your ability to aim (aka, your damage dealt with projectiles), searching ability, etc. Add this to your damage rolls for projectile weapons.)
-Stamina: (Your ability to resist damage. If your shields are down and an attack hits you, you subtract this stat's value from the damage received. Be advised: when your shields are down, any attack that hits you will do a minimum of 1 damage, regardless of how much your Stamina resists.)
-Technology: (Your ability to handle technological tasks, such as hacking into terminals, or piloting vehicles. How it factors in mathematically varies depending on the situation.)
-Intelligence: (Your ability to gather and analyze information, as well as the power source for a Neo-Elf's Psionic abilities. Like the Technology stat, its mathematical meaning changes based on the situation.)
-Mobility: (Your ability to move fast, jump high, and so on. When you're targeted by an attack, your ability to evade is a d20 roll plus this stat.)
<Bio>
(this is where your character's background story goes)
<Health and Damage>
Spoiler (click to show/hide):
When taking damage, it must first get through your armor's energy shielding to actually harm you. Since your suit's internal energy supply (EN) is what powers your shields, damage values are first subtracted from your EN; note that some forms of harm are more damaging to shields than others, so watch out for that.
When your EN drops to 0 - either by shield damage, poorly-managed uses of Nano-Tech, or some combination thereof - your shields will short out, and your armor will be exposed. From then on, any attack that hits you will damage your HP directly. Naturally, this is a situation you don't want to be in for long; obviously enough, if your HP hits 0, you're dead as a dodo. However, if you can avoid taking any damage for 2 full rounds, your EN will recharge up to 20 on the second round's conclusion, so not all hope is lost. Your EN also regenerates a few points whenever you finish a turn without using any; naturally, you'll want to carefully pick when you use those Nano-Tech benefits. Whenever you're not in battle, EN recharges back to full automatically.
As for HP, you don't get that back so easily. You may be able to patch up the structural damage to your armor, sure, but your physical health requires medical upkeep. This is where Medics and their Medkits come in; each Medkit restores about 30% of your maximum HP when used, which is a lot more helpful than it may sound. You can also restore HP by resting, though that takes far longer; stopping to rest only restores 1 HP per turn, and you can't rest while in combat.
When taking damage, it must first get through your armor's energy shielding to actually harm you. Since your suit's internal energy supply (EN) is what powers your shields, damage values are first subtracted from your EN; note that some forms of harm are more damaging to shields than others, so watch out for that.
When your EN drops to 0 - either by shield damage, poorly-managed uses of Nano-Tech, or some combination thereof - your shields will short out, and your armor will be exposed. From then on, any attack that hits you will damage your HP directly. Naturally, this is a situation you don't want to be in for long; obviously enough, if your HP hits 0, you're dead as a dodo. However, if you can avoid taking any damage for 2 full rounds, your EN will recharge up to 20 on the second round's conclusion, so not all hope is lost. Your EN also regenerates a few points whenever you finish a turn without using any; naturally, you'll want to carefully pick when you use those Nano-Tech benefits. Whenever you're not in battle, EN recharges back to full automatically.
As for HP, you don't get that back so easily. You may be able to patch up the structural damage to your armor, sure, but your physical health requires medical upkeep. This is where Medics and their Medkits come in; each Medkit restores about 30% of your maximum HP when used, which is a lot more helpful than it may sound. You can also restore HP by resting, though that takes far longer; stopping to rest only restores 1 HP per turn, and you can't rest while in combat.
<<Specializations>>
Spoiler (click to show/hide):
Trooper
You are the jack-of-all-trades type, focused on adapting to the ever-changing battlefield. While this means you can be outshone by all the other classes in their respective specialties, you can react to situations with more flexibility than they can, making you a valuable soldier for any mission.
-Stat bonuses: +1 to 3 stats of your choice.
-Starting Equipment: Medium armor-suit, 1 rifle or shotgun, 1 pistol, 1 Light- or Medium-class melee weapon, and 2 Frag Grenades.
Blitzer
You follow the old rule of "speak softly, and carry a big stick"...only your speech is anything BUT soft, and the "big stick" is more of a big gun or two. Perfect for dakka enthusiasts, Rambo fans, and lovers of things that go boom.
-Stat bonuses: +2 Might, +1 Stamina, +15 Max HP.
-Starting Equipment: Heavy armor-suit, 1 heavy weapon, 1 Heavy-class melee weapon, and 3 Photon Grenades.
Phantom
You believe that discretion is the better part of valor. Your specialty is in penetrating the enemy's defense grid, leaving the mark where it matters, then vanishing without a trace. Much like the typical college kid on Spring Break, but with less sex and more tactics.
-Stat bonuses: +2 Vision, +2 Mobility.
-Starting Equipment: Light armor-suit, 2 pistols OR 1 Neutron Sniper Rifle, 1 Light-class melee weapon, 1 Cloaking Device, and 6 Heat Shuriken.
Mechanic
You may not have the physical abilities of your more gung-ho comrades, but you more than make up for it with your aptitude for technology. Your kind are often excellent hackers and pilots, as well, as you have a general knack to make tech of all shapes and sizes bow before that geeky charisma. Wonder-Nerd powers activate!
-Stat bonuses: +2 Technology, +1 Vision, +20 Max EN.
-Starting Equipment: Light armor-suit, 1 pistol OR rifle, 1 Hacking Device, 1 Light-class melee weapon, and 3 Scrambler Grenades.
Medic
You find it more appealing to heal your allies than harm your enemies, and while the others in your squad may be the muscle, you provide the backbone that keeps them going. No team should ever be without a Medic; you are the White Mage, and nobody...fucks...with the White Mage.
-Stat bonuses: +2 Mobility, +2 Intelligence.
-Starting Equipment: Light armor-suit, 1 Needle Gun, 1 pistol, 1 Surgical Saw, and 4 medkits.
Trooper
You are the jack-of-all-trades type, focused on adapting to the ever-changing battlefield. While this means you can be outshone by all the other classes in their respective specialties, you can react to situations with more flexibility than they can, making you a valuable soldier for any mission.
-Stat bonuses: +1 to 3 stats of your choice.
-Starting Equipment: Medium armor-suit, 1 rifle or shotgun, 1 pistol, 1 Light- or Medium-class melee weapon, and 2 Frag Grenades.
Blitzer
You follow the old rule of "speak softly, and carry a big stick"...only your speech is anything BUT soft, and the "big stick" is more of a big gun or two. Perfect for dakka enthusiasts, Rambo fans, and lovers of things that go boom.
-Stat bonuses: +2 Might, +1 Stamina, +15 Max HP.
-Starting Equipment: Heavy armor-suit, 1 heavy weapon, 1 Heavy-class melee weapon, and 3 Photon Grenades.
Phantom
You believe that discretion is the better part of valor. Your specialty is in penetrating the enemy's defense grid, leaving the mark where it matters, then vanishing without a trace. Much like the typical college kid on Spring Break, but with less sex and more tactics.
-Stat bonuses: +2 Vision, +2 Mobility.
-Starting Equipment: Light armor-suit, 2 pistols OR 1 Neutron Sniper Rifle, 1 Light-class melee weapon, 1 Cloaking Device, and 6 Heat Shuriken.
Mechanic
You may not have the physical abilities of your more gung-ho comrades, but you more than make up for it with your aptitude for technology. Your kind are often excellent hackers and pilots, as well, as you have a general knack to make tech of all shapes and sizes bow before that geeky charisma. Wonder-Nerd powers activate!
-Stat bonuses: +2 Technology, +1 Vision, +20 Max EN.
-Starting Equipment: Light armor-suit, 1 pistol OR rifle, 1 Hacking Device, 1 Light-class melee weapon, and 3 Scrambler Grenades.
Medic
You find it more appealing to heal your allies than harm your enemies, and while the others in your squad may be the muscle, you provide the backbone that keeps them going. No team should ever be without a Medic; you are the White Mage, and nobody...fucks...with the White Mage.
-Stat bonuses: +2 Mobility, +2 Intelligence.
-Starting Equipment: Light armor-suit, 1 Needle Gun, 1 pistol, 1 Surgical Saw, and 4 medkits.
<<Nano-Tech>>
Spoiler (click to show/hide):
Nano-Tech is the trump card of the Platinum Stilettos; each suit of powered armor, when donned, makes a painless connection to the spinal column. With that connection, it can inject and command nanomachines within the wearer's body, providing a wide range of beneficial effects. However, utilizing these boosts consumes some of the suit's energy supplies, and should be used sparingly.
NOTE: An ability marked with one asterisk (*) has a special condition involved. This condition must be met before it can be used. An ability marked with two asterisks (**) is a "toggle," and will drain EN over time until it is switched off.
~1. Smash Strike: When used, the next melee attack performed by the user gains a power boost, via a temporary increase in the striking limb's physical strength. If that strike lands the hit, it will deal 150% of its normal damage.
Cost: 25 EN.
~2. *Razor's Edge: A helping hand for the high-risk combatant, this ability slows down the user's perception of time for 1 round, allowing him to more accurately react to incoming attacks. Visually, the user's sight appears to be in a state of "bullet-time" physics; in terms of stats, this is represented by a +10 bonus on all rolls for evasion.
Condition: HP at or below 30%.
Cost: 32 EN.
~3. *Whisperwind
Practically a requirement for stealth-oriented missions, this ability provides the user with swift, silent reflexes on par with that of a true ninja. This allows for a very efficient sneak attack on the unwary, doubling the accuracy roll's value, and dealing double damage if it connects. Needless to say, any target this does NOT hit would have to know you're there already.
Condition: Target must be unaware of your presence.
Cost: 30 EN.
~4. Counterstrike
This ability works on the user's optic nerves and limb reflexes, focusing on enemies attempting to use melee attacks. Drawing from an immense library of CQC and martial arts techniques, it highlights openings in the opponent's defense in red, allowing for a quick counter-attack if their attack misses. (For 1 full round, any melee attacks that miss the user will automatically be countered, dealing damage with the user's melee weapon.)
Condition: Cannot be used against projectile attacks.
Cost: 40 EN.
~5. Juggernaut: When used, the nanomachines move to intercept inbound attacks, hardening the surface being targeted by the enemy. This reduces the damage dealt to the user by a considerable degree, though it's not enough to shrug off something like a railgun slug or a plasma rocket. Still...nanomachines, son! (For 1 full round, all attacks that hit the user will have their damage reduced by an amount equal to a d20 roll. However, the damage reduction can not exceed 50% of the attack's overall damage.)
Cost: 27 EN.
~6. Nano-Magnet: This ability is a bit different in function than most Nano-Tech abilities, in the sense that it doesn't augment the user's physical performance directly. Instead, the nanomachines form a barrier in front of the user, projected through his/her palm. All projectiles aimed at the user for 1 round's duration are held in place by the nanomachines, which then release those projectiles back in a direction of the user's choosing. This ability consumes more EN than any other Nano-Tech module, however, and should be used sparingly.
Cost: 48 EN.
~7. Cloaking Sheath: Like the Nano-Magnet, the Cloaking Sheath doesn't directly augment the user's physical abilities. Instead, the nanomachines "swim" through the user's shielding system, using various forms of visual data to create an optical illusion of invisibility. For Phantoms, this is actually a built-in function of their armor-suit, and takes up no space in their Nano-Tech equipment slot; however, after concerns from some field officers were raised, Engineering decided to make an optional Nano-Tech variant for other Specializations to use.
(NOTE: In terms of RP mechanics, a character who cloaks without being seen by an enemy can move about unnoticed, and enemy NPCs cannot target the character until he/she disengages the cloak. If cloaking is activated while in an enemy's field of vision, however, the enemy can make one "attack of opportunity" immediately upon the cloak's activation; if the cloaked player is hit by that attack, their cloaking is disengaged, and they will take direct HP damage from the attack, since cloaking interferes with the shielding system for the brief moment of activation. Naturally, using an attack while cloaked will disengage the cloaking device.)
Cost: 20 EN.
Nano-Tech is the trump card of the Platinum Stilettos; each suit of powered armor, when donned, makes a painless connection to the spinal column. With that connection, it can inject and command nanomachines within the wearer's body, providing a wide range of beneficial effects. However, utilizing these boosts consumes some of the suit's energy supplies, and should be used sparingly.
NOTE: An ability marked with one asterisk (*) has a special condition involved. This condition must be met before it can be used. An ability marked with two asterisks (**) is a "toggle," and will drain EN over time until it is switched off.
~1. Smash Strike: When used, the next melee attack performed by the user gains a power boost, via a temporary increase in the striking limb's physical strength. If that strike lands the hit, it will deal 150% of its normal damage.
Cost: 25 EN.
~2. *Razor's Edge: A helping hand for the high-risk combatant, this ability slows down the user's perception of time for 1 round, allowing him to more accurately react to incoming attacks. Visually, the user's sight appears to be in a state of "bullet-time" physics; in terms of stats, this is represented by a +10 bonus on all rolls for evasion.
Condition: HP at or below 30%.
Cost: 32 EN.
~3. *Whisperwind
Practically a requirement for stealth-oriented missions, this ability provides the user with swift, silent reflexes on par with that of a true ninja. This allows for a very efficient sneak attack on the unwary, doubling the accuracy roll's value, and dealing double damage if it connects. Needless to say, any target this does NOT hit would have to know you're there already.
Condition: Target must be unaware of your presence.
Cost: 30 EN.
~4. Counterstrike
This ability works on the user's optic nerves and limb reflexes, focusing on enemies attempting to use melee attacks. Drawing from an immense library of CQC and martial arts techniques, it highlights openings in the opponent's defense in red, allowing for a quick counter-attack if their attack misses. (For 1 full round, any melee attacks that miss the user will automatically be countered, dealing damage with the user's melee weapon.)
Condition: Cannot be used against projectile attacks.
Cost: 40 EN.
~5. Juggernaut: When used, the nanomachines move to intercept inbound attacks, hardening the surface being targeted by the enemy. This reduces the damage dealt to the user by a considerable degree, though it's not enough to shrug off something like a railgun slug or a plasma rocket. Still...nanomachines, son! (For 1 full round, all attacks that hit the user will have their damage reduced by an amount equal to a d20 roll. However, the damage reduction can not exceed 50% of the attack's overall damage.)
Cost: 27 EN.
~6. Nano-Magnet: This ability is a bit different in function than most Nano-Tech abilities, in the sense that it doesn't augment the user's physical performance directly. Instead, the nanomachines form a barrier in front of the user, projected through his/her palm. All projectiles aimed at the user for 1 round's duration are held in place by the nanomachines, which then release those projectiles back in a direction of the user's choosing. This ability consumes more EN than any other Nano-Tech module, however, and should be used sparingly.
Cost: 48 EN.
~7. Cloaking Sheath: Like the Nano-Magnet, the Cloaking Sheath doesn't directly augment the user's physical abilities. Instead, the nanomachines "swim" through the user's shielding system, using various forms of visual data to create an optical illusion of invisibility. For Phantoms, this is actually a built-in function of their armor-suit, and takes up no space in their Nano-Tech equipment slot; however, after concerns from some field officers were raised, Engineering decided to make an optional Nano-Tech variant for other Specializations to use.
(NOTE: In terms of RP mechanics, a character who cloaks without being seen by an enemy can move about unnoticed, and enemy NPCs cannot target the character until he/she disengages the cloak. If cloaking is activated while in an enemy's field of vision, however, the enemy can make one "attack of opportunity" immediately upon the cloak's activation; if the cloaked player is hit by that attack, their cloaking is disengaged, and they will take direct HP damage from the attack, since cloaking interferes with the shielding system for the brief moment of activation. Naturally, using an attack while cloaked will disengage the cloaking device.)
Cost: 20 EN.
<<Races>>
Spoiler (click to show/hide):
Note that these are only the standard, "default" races already present in-universe; concepts for custom-made races are fair game for consideration. Anyone who wishes to suggest a custom race need only provide the name of the race, a ratio/formula to compare to a human's aging rate (since that's the standard unit of aging measurement), and a brief description of how they came to be part of the RTGS. Stat mods and a special ability for custom races is optional, but encouraged if you're willing to provide them.
{Human}
Humans first joined the RTGS in Cosmic Year 2509, when one of their space colonies happened upon a Republic ship. Introductions were made, cultural and racial information was exchanged, and after a meeting between mankind's leaders and those of the other races, they gained all the rights of RTGS citizenship. Ever since then, humanity's technology - particularly in the military and entertainment departments - has set many new standards for RTGS economics, and their political leaders are typically eager to admit it. What stands out most for humans, however, is their ability to adapt and persevere; no matter what stands in their way, mankind will, sooner or later, find a way around it.
Age formula: N/A (human aging is the standard rate. So yeah, no ages under 18 in this one.)
Race HP mod: 10.
Stat bonuses: +2 to any stat.
Special Ability: Determination.
Humans are known to be persistent, strong-willed beings, and are often most dangerous when the threat of death is imminent. If a human player is struck by an attack that would normally reduce their HP to zero, and they have more than 1 HP left, they will survive that attack with 1 HP. This ability can only be used once per battle, however; they cannot endure such an attack, heal, then tank another attack with 1 HP left over again.
{Neo-Elf}
Neo-Elves are the oldest race in the Republic, both in terms of citizenship and actual age. To put things into perspective, they were inventing devices such as the wheel and torch around the same time that Earth's moon started forming. As a result, their level of technological advancement far outshines humanity's own, though they focused far more on the medical and colonization fields. While they are a bit more...physically frail than the other races, their long-running history gives them a greater degree of natural intellect and wisdom.
Age formula: x20.
Race HP mod: 8.
Stat bonuses: +2 to Intelligence.
Special Ability: Psionics.
In addition to their natural abilities, Neo-Elves also develop very unique powers, such as telepathy, psychokinesis, and in especially rare cases, clairvoyance. Known as "Psionics," these powers are speculated to be the result of a unique solar flare that once struck the Neo-Elves' home planet of Rovendall, though the true cause remains unknown. (NOTE: For the sake of balancing, clairvoyance will not be available as a Psionic power for PCs. Telepathy and psychokinesis, however, are fair game, though Psionics can only be used a limited number of times without resting. For each turn the player spends "resting," 1 Psionic use is replenished; a full night's sleep will replenish all Psionic uses. The number of Psionic uses a player can use without resting is equal to his/her Intelligence stat.)
{Astrognomes}
The Astrognomes, physically speaking, are essentially "Space Dwarves," though many would consider such a term an insult if you called them by it. Short, stout, and muscular, they originated from their homeworld of Norya, where they had cavernous, sprawling cities built far beneath the surface. This quality made their pre-Republic civilization very safe from anyone who would conspire against it, and for whatever reason, they spent most of that period with a paranoid expectation of an invasion by extraterrestrials. Needless to say, this caused some..."complications" when the Neo-Elves attempted to colonize it in 2284, unaware of its subterranean denizens. After a short outbreak of small conflicts, it became apparent that the whole thing was a big misunderstanding, and the two races formed a friendship with each other. After forming a similar pact with the Nekovians 17 cosmic years later, the three races formed the interstellar federation now known as the RTGS.
Having lived underground for so long, Astrognomes have very keen eyesight in the dark, even better than the Nekovians. Their stout physique also makes them well-suited for physical labor, and while their natural temper can sometimes get in the way, they also make excellent footsoldiers, able to give even a Dracolite a run for his/her money in marksmanship. Their primary technological expertise is in mechanical engineering, though they also have quite a reputation in the sports world; the Norya Flametongues are enjoying a 5th consecutive year in the champion's spot on Hammerball listings.
Age formula: x3
Race HP: 12.
Stat bonuses: +2 to Vision, +1 to Strength.
Special Ability: Tech-Savvy.
The natural knack Astrognomes have for technology can come in handy many times out in the field. Not only do they get a natural +2 boost to operating vehicles and devices of all shapes and sizes, but they can also attempt to hot-wire most electronic mechanisms, effectively allowing them to hack some things without even needing a Hacking Device. However, not everything that can be hacked can be hot-wired; in some cases, the inner workings of the device are wired in such a way that in order to access the wires, the device itself must be permanently disabled, which would obviously neutralize hot-wiring's benefits.
{Nekovians}
The Nekovians are a cat-like race, composed of a number of tribes across multiple planets in the Felinis system. Some of these tribes are to their race as the Amish are to humans: shunning of higher-level technology, preferring a simpler, surface-bound life. Others are quick to embrace the aforementioned gadgetry, and wander amongst the stars looking for profit and/or thrills on other planets. Naturally, this can cause some social friction between tribes, and a few have gone to war with each other in ages past. While all Nekovians are technically considered RTGS citizens ever since meeting the Neo-Elves and Astrognomes in the Republic's formation, not all of the tribes actually see themselves as part of it, which can complicate things at times. Nevertheless, they usually avoid getting into any actual fights with the Republic...usually. Can't really speak for the rebels on that one.
The most unique ability with Nekovians is their nimble, light-weight frames, which allow them to run, jump, and climb in ways most other folks could only dream of. They also have above-average natural vision, though not quite as good as Astrognomes, and most of their military experts specialize in stealth operations. Considering their feline physical traits, this is, perhaps, to be expected. Just try to lay off the cat jokes around them; some will brush it off, but others will take far more offense to them.
Age formula: x9
Race HP: 10.
Stat bonuses: +2 Mobility, +1 Vision.
Special Ability: Wall Hang.
Among other things, Nekovians are well-known for having retractable, sharp claws that let them cling to a wide variety of surfaces. Not only does this aid them in climbing up and across terrain, but they also can cling to most walls without trouble, allowing them to get the drop on any unsuspecting targets down below.
{Dracolites}
The Dracolites are the most recent addition to the RTGS...and it wasn't easy getting them in. In fact, first contact between the Republic and the Dracolite Imperium was in an unprovoked attack on the Prometheus orbital defense outpost in the Icarus system. What followed after that is known today as the Dracolite War: a bloody, 15-year military conflict (lasting from 2435 to 2450, specifically) between the RTGS and Imperium, with the most important battle being the Siege of New Scotland. It was that battle, after all, in which the Republic first created the Photonic Weapons Platoon, which later grew into the Platinum Stilettos. By exploiting the Imperium's technological weakness to concentrated photon energy, the Stilettos' predecessors turned the tide, and after defeating former Imperator Dovak Fusroh'Dah in a climactic showdown, he was succeeded by Ignos Volterr'Chihl, son of the Dracolite that Dovak had originally deposed in a coup d'etat. Wanting to right the wrongs caused during Dovak's reign, Ignos declared a cease-fire, and after negotiating terms of surrender with the Republic - which some may argue were not harsh enough - the Dracolites nursed the wounds of war, and eventually began trading with the RTGS. Some Dracolites even opted to become citizens, and while some may silently resent them for past aggressions, Republic law grants them equal rights as any other citizen, unmarred by racial discrimination.
Physically, Dracolites possess the mightiest forms of all currently known sentient species. They tower over others with heights between 8 and 12 feet tall, many of which also sport impressive pairs of wings. Some of them even have a natural ability to breath fire, much like actual dragons out of pre-Republic human folklore. Technologically, they are the only rival for humans in the field of weaponry, their plasma-based armaments providing some hot competition for mankind's photons and ions. Though, some intermingling happens between the two; without said intermingling, we wouldn't have the Plasma Shotgun, among other weapons. Between that, their physical strength, and the abilities of flight granted by their wings, it's no wonder how several of them now fight for the Republic they once stood against, ironic as it may be.
Age formula: x50
Race HP: 14.
Stat bonuses: +2 Strength, +1 Stamina.
Special ability: Flight.
Most Dracolites come with a pair of natural wings from birth, which their armor systems provide adequate protection for. However, their wing armor also allows them to exercise their ability to fly without penalty. As a result, Dracolites can bypass height differences in terrain altogether, though their claws aren't sharp enough to provide the climbing abilities of a Nekovian, and their physical bulk does limit the spaces into which they can fly.
Note that these are only the standard, "default" races already present in-universe; concepts for custom-made races are fair game for consideration. Anyone who wishes to suggest a custom race need only provide the name of the race, a ratio/formula to compare to a human's aging rate (since that's the standard unit of aging measurement), and a brief description of how they came to be part of the RTGS. Stat mods and a special ability for custom races is optional, but encouraged if you're willing to provide them.
{Human}
Humans first joined the RTGS in Cosmic Year 2509, when one of their space colonies happened upon a Republic ship. Introductions were made, cultural and racial information was exchanged, and after a meeting between mankind's leaders and those of the other races, they gained all the rights of RTGS citizenship. Ever since then, humanity's technology - particularly in the military and entertainment departments - has set many new standards for RTGS economics, and their political leaders are typically eager to admit it. What stands out most for humans, however, is their ability to adapt and persevere; no matter what stands in their way, mankind will, sooner or later, find a way around it.
Age formula: N/A (human aging is the standard rate. So yeah, no ages under 18 in this one.)
Race HP mod: 10.
Stat bonuses: +2 to any stat.
Special Ability: Determination.
Humans are known to be persistent, strong-willed beings, and are often most dangerous when the threat of death is imminent. If a human player is struck by an attack that would normally reduce their HP to zero, and they have more than 1 HP left, they will survive that attack with 1 HP. This ability can only be used once per battle, however; they cannot endure such an attack, heal, then tank another attack with 1 HP left over again.
{Neo-Elf}
Neo-Elves are the oldest race in the Republic, both in terms of citizenship and actual age. To put things into perspective, they were inventing devices such as the wheel and torch around the same time that Earth's moon started forming. As a result, their level of technological advancement far outshines humanity's own, though they focused far more on the medical and colonization fields. While they are a bit more...physically frail than the other races, their long-running history gives them a greater degree of natural intellect and wisdom.
Age formula: x20.
Race HP mod: 8.
Stat bonuses: +2 to Intelligence.
Special Ability: Psionics.
In addition to their natural abilities, Neo-Elves also develop very unique powers, such as telepathy, psychokinesis, and in especially rare cases, clairvoyance. Known as "Psionics," these powers are speculated to be the result of a unique solar flare that once struck the Neo-Elves' home planet of Rovendall, though the true cause remains unknown. (NOTE: For the sake of balancing, clairvoyance will not be available as a Psionic power for PCs. Telepathy and psychokinesis, however, are fair game, though Psionics can only be used a limited number of times without resting. For each turn the player spends "resting," 1 Psionic use is replenished; a full night's sleep will replenish all Psionic uses. The number of Psionic uses a player can use without resting is equal to his/her Intelligence stat.)
{Astrognomes}
The Astrognomes, physically speaking, are essentially "Space Dwarves," though many would consider such a term an insult if you called them by it. Short, stout, and muscular, they originated from their homeworld of Norya, where they had cavernous, sprawling cities built far beneath the surface. This quality made their pre-Republic civilization very safe from anyone who would conspire against it, and for whatever reason, they spent most of that period with a paranoid expectation of an invasion by extraterrestrials. Needless to say, this caused some..."complications" when the Neo-Elves attempted to colonize it in 2284, unaware of its subterranean denizens. After a short outbreak of small conflicts, it became apparent that the whole thing was a big misunderstanding, and the two races formed a friendship with each other. After forming a similar pact with the Nekovians 17 cosmic years later, the three races formed the interstellar federation now known as the RTGS.
Having lived underground for so long, Astrognomes have very keen eyesight in the dark, even better than the Nekovians. Their stout physique also makes them well-suited for physical labor, and while their natural temper can sometimes get in the way, they also make excellent footsoldiers, able to give even a Dracolite a run for his/her money in marksmanship. Their primary technological expertise is in mechanical engineering, though they also have quite a reputation in the sports world; the Norya Flametongues are enjoying a 5th consecutive year in the champion's spot on Hammerball listings.
Age formula: x3
Race HP: 12.
Stat bonuses: +2 to Vision, +1 to Strength.
Special Ability: Tech-Savvy.
The natural knack Astrognomes have for technology can come in handy many times out in the field. Not only do they get a natural +2 boost to operating vehicles and devices of all shapes and sizes, but they can also attempt to hot-wire most electronic mechanisms, effectively allowing them to hack some things without even needing a Hacking Device. However, not everything that can be hacked can be hot-wired; in some cases, the inner workings of the device are wired in such a way that in order to access the wires, the device itself must be permanently disabled, which would obviously neutralize hot-wiring's benefits.
{Nekovians}
The Nekovians are a cat-like race, composed of a number of tribes across multiple planets in the Felinis system. Some of these tribes are to their race as the Amish are to humans: shunning of higher-level technology, preferring a simpler, surface-bound life. Others are quick to embrace the aforementioned gadgetry, and wander amongst the stars looking for profit and/or thrills on other planets. Naturally, this can cause some social friction between tribes, and a few have gone to war with each other in ages past. While all Nekovians are technically considered RTGS citizens ever since meeting the Neo-Elves and Astrognomes in the Republic's formation, not all of the tribes actually see themselves as part of it, which can complicate things at times. Nevertheless, they usually avoid getting into any actual fights with the Republic...usually. Can't really speak for the rebels on that one.
The most unique ability with Nekovians is their nimble, light-weight frames, which allow them to run, jump, and climb in ways most other folks could only dream of. They also have above-average natural vision, though not quite as good as Astrognomes, and most of their military experts specialize in stealth operations. Considering their feline physical traits, this is, perhaps, to be expected. Just try to lay off the cat jokes around them; some will brush it off, but others will take far more offense to them.
Age formula: x9
Race HP: 10.
Stat bonuses: +2 Mobility, +1 Vision.
Special Ability: Wall Hang.
Among other things, Nekovians are well-known for having retractable, sharp claws that let them cling to a wide variety of surfaces. Not only does this aid them in climbing up and across terrain, but they also can cling to most walls without trouble, allowing them to get the drop on any unsuspecting targets down below.
{Dracolites}
The Dracolites are the most recent addition to the RTGS...and it wasn't easy getting them in. In fact, first contact between the Republic and the Dracolite Imperium was in an unprovoked attack on the Prometheus orbital defense outpost in the Icarus system. What followed after that is known today as the Dracolite War: a bloody, 15-year military conflict (lasting from 2435 to 2450, specifically) between the RTGS and Imperium, with the most important battle being the Siege of New Scotland. It was that battle, after all, in which the Republic first created the Photonic Weapons Platoon, which later grew into the Platinum Stilettos. By exploiting the Imperium's technological weakness to concentrated photon energy, the Stilettos' predecessors turned the tide, and after defeating former Imperator Dovak Fusroh'Dah in a climactic showdown, he was succeeded by Ignos Volterr'Chihl, son of the Dracolite that Dovak had originally deposed in a coup d'etat. Wanting to right the wrongs caused during Dovak's reign, Ignos declared a cease-fire, and after negotiating terms of surrender with the Republic - which some may argue were not harsh enough - the Dracolites nursed the wounds of war, and eventually began trading with the RTGS. Some Dracolites even opted to become citizens, and while some may silently resent them for past aggressions, Republic law grants them equal rights as any other citizen, unmarred by racial discrimination.
Physically, Dracolites possess the mightiest forms of all currently known sentient species. They tower over others with heights between 8 and 12 feet tall, many of which also sport impressive pairs of wings. Some of them even have a natural ability to breath fire, much like actual dragons out of pre-Republic human folklore. Technologically, they are the only rival for humans in the field of weaponry, their plasma-based armaments providing some hot competition for mankind's photons and ions. Though, some intermingling happens between the two; without said intermingling, we wouldn't have the Plasma Shotgun, among other weapons. Between that, their physical strength, and the abilities of flight granted by their wings, it's no wonder how several of them now fight for the Republic they once stood against, ironic as it may be.
Age formula: x50
Race HP: 14.
Stat bonuses: +2 Strength, +1 Stamina.
Special ability: Flight.
Most Dracolites come with a pair of natural wings from birth, which their armor systems provide adequate protection for. However, their wing armor also allows them to exercise their ability to fly without penalty. As a result, Dracolites can bypass height differences in terrain altogether, though their claws aren't sharp enough to provide the climbing abilities of a Nekovian, and their physical bulk does limit the spaces into which they can fly.
<<Weapons>> (Prepare your literary anus, because this section is a LONG one.)
Spoiler (click to show/hide):
Even Stilettos can't fight all their battles bare-handed; like any bunch o' well-trained soldiers, they need to be properly armed for the task. Thankfully, the armory selection is quite generous for them, as they have access to the best energy weapons the RTGS has to offer. Those who prefer a more ballistic approach aren't shunned by that armory, though; plenty of bullets to go around, though one needs to watch their ammo a bit more closely with those. If need be, Stilettos can also acquire weapons in the field; while most military-grade weapons come with an ID locking system, Stiletto armor can often bypass that system using a software override.
NOTE: While ballistic ammunition must be acquired in the environment if you run out, you can use your EN to recharge energy weapons directly, at a rate of 5 energy ammo per 1 point of EN.
<Sidearms>
Photon Pistol
The P400kJ Photon Pistol was among the first photon-based weapons to enter military service, and the Platinum Stilettos have made it their standard sidearm for general field ops. The handgun fires 100-kilojoule pulses of photonic energy straight forward, without any recoil that would otherwise hinder accuracy.
Secondary Mode: Charge Shot.
By holding the trigger for 1 turn, the next pulse will be amplified, at the cost of an additional pulse’s energy cost. The charge can be built up for up to 3 turns, allowing up to 4x normal power in one shot; however, attempting to hold the charge any longer will cause the gun to overheat, disabling it for 1 turn.
Number of shots per core (uncharged): 50.
Power: 1d6
Accuracy: +1
Range: 30ft.
Deals Light-type damage.
Shot-Mag
The JD37 “Shot-Mag” magnum is the ballistic counterpart to the Photon Pistol, and is still in wide use even now. While lacking the higher firing rate of its twin – largely due to recoil – it is considerably stronger, especially against armor and flesh. Many units that wield an energy weapon as their main choice carry one of these as a backup.
Secondary Mode: Spread Shot.
The wide second barrel beneath the thinner main one is made specifically for this feature, in which all of the clip’s remaining rounds are discharged all at once, like a miniature shotgun blast. It also has a kickback appropriate for a shotgun, and is better used against single close-range targets, as opposed to targets at medium or long range.
Clip Size: 12 rounds per clip. Comes with 5 reserve clips at start.
Power: 1d6 + 2
Accuracy: +0
Range: 30ft.
Stun Pistol
While not that great for actual killing power, the Stun Pistol works wonders against mechanical targets like vehicles and drones, as well as being the safest bet for when the enemy must be subdued, but left alive. The downside? Its range is pretty lackluster, so you'll need to be relatively close for the full effect.
Secondary Mode: Charge Shot. This mode is almost identical to the charge feature of the Photon Pistol, except the Stun Pistol's Charge Shot increase EMP duration on mechanical targets, and can deal lethal damage if the shot depletes the target's HP to zero.
Ammo: 50 uncharged shots.
Power: 1d6 (uncharged shots will knock the target out instead of killing.)
Accuracy: +1
Range: 25ft
Needle Gun
The medic's Needle Gun is the only weapon built as much for healing as it is for killing. The former goal makes use of hyper-thin needles to administer tissue-regenerating medicine, while the latter use swaps the healing liquid out with a nasty cocktail of poisons.
Secondary Mode: Swap Chemicals. Highly doubtful that this would need explained...
Clip Size: 20 Needles.
Power: 1d6
Accuracy: +0
Range: 35ft
<Rifles>
Photon Rifle
The P500kJ Photon Rifle is the most accurate automatic weapon around, even on full-auto fire. Like the Photon Pistol, this is due to its lack of recoil, though it also shares the same drawback on firepower. That said, its shots are much stronger thana Photon Pistol shot, weighing in at 200 kilojoules per pulse. A staple weapon of the Platinum Stiletto arsenal, and still very effective.
Secondary Mode: Sustained Laser.
When active, this mode will trade the standard auto-fire pulses for a sustained beam of photonic energy. While excellent at melting through armor plating in a hurry, this feature can drain the entire core in 3 turns, if sustained for that long.
Ammo per core: 150. Fires up to 10 shots per turn. Secondary fire drains 50 ammo per turn active.
Power: 1d6 per 5 ammo.
Accuracy: +1
Range: 35ft
Deals Light-type damage.
Lunchbox Gun
A personal favorite among many infiltration units, the CI200 “Lunchbox Gun” gets its name from how it’s built to be disguised as a – you guessed it – lunchbox. However, when it swiftly unfolds into an SMG, the true lethality of this weapon is on full display: a beastly 40 RPS mows down any on-foot adversary unfortunate enough to be in its sights. However, this gun’s tactical abilities really shine with…
Secondary Mode: Hover Sentry.
When activated, the wielder disarms him/herself of this weapon, but only so that it can transform yet again, this time into a self-propelled aerial drone gun. The wielder can also move it manually via a control link on their HUD, though the constant signal required to do so demands that they not move even a step during control. It should also be noted that the gun is not invincible, and runs on whatever ammo was loaded into it in Sentry mode, though it can be re-acquired by the original wielder...assuming the enemy doesn't bust it up, that is.
Clip Size: 200 per clip. 3 reserve clips. Fires up to 15 rounds per turn.
Power: 1d6 per 5 ammo.
Accuracy: +0
Range: 30ft.
<Heavy Weapons>
Gatling Blaster MKII
An upgraded form of the iconic ion-scattering death machine, the Gatling Blaster (commonly omitting the “MKII” for shorter mentioning) has retained all of the features that made the MKI such a monstrous killer of infantry and light vehicles: high power, insane rate of fire, and easy mounting on either stationary or mobile turret emplacements. However, the MKII has received a quite dastardly trump card…
Secondary Mode: Proximity Detonation.
When this mode is activated, the Gatling Blaster is left on the ground where enemies may consider taking it for their own; Platinum Stiletto technology is, after all, quite rare, and many a black marketer would like to reverse-engineer that tech. However, the moment anyone that the former wielder’s IFF system marks as “foe” gets close…BOOM! A white-hot cloud of ionized energy and shrapnel erupts from the spent weapon, sending anyone within 15 feet (or about 3 squares) directly to Hell. Do not pass “Go.” Do not collect 200 credits. (This mode works even if the weapon is out of ammo.)
500 shots per core. Fires up to 20 rounds per turn.
Power: 1d8 per 5 ammo
Accuracy: -1
Range: 30ft
Deals Electric-type damage.
Plasma Rocket Launcher
Ah, what is a military force without a rocket launcher? A miserable little pile of puss-outs, that’s what. Thankfully, the Plasma Rocket Launcher fills the role wonderfully; an initial explosion of ballistic fragmentation, followed by a searing after-cloud of plasma, makes this bad boy the ultimate in man-portable artillery. That ammo isn't cheap, though, nor is it common; if you're packing one of these, use it sparingly.
Secondary Mode: Lock-On.
This pretty much speaks for itself, but for any green recruits reading this, pay attention. In order to establish a lock, you need to keep the HUD’s crosshairs on your target for about 2 seconds (1 turn), then fire. If anything slower than a Stallone-class fighter escapes its chasing fury, you either have a wall in the way, or can call 3-800-PAY-BACK for a full reimbursement of the wasted rocket’s value.
Holds up to 3 spare rockets in a side compartment.
Power: 1d10 + 12
Accuracy: +0 (+3 in lock-on mode)
Range: 40ft
Deals Heat-type damage.
Burst Railgun
In ages past, the concept of having even a single-shot railgun in a man-portable form was hard to believe, much less make a reality. We, however, live in a golden age of stuff that goes wham, bam, and boom, and with this triple-barreled Gauss-toting beauty, you can fire not one, but three hypersonic slugs of tungsten straight at whatever cocky fool steps into your crosshairs, and all without reloading! Make like Beyblade and let 'er rip!
Secondary Mode: Triple Shot
While the primary mode fires the slugs at a pretty nice clip, it still has to charge for each shot. If you're not that concerned about accuracy, though, you can unleash the power of all 3 slugs at once for an even bigger bam! Just make sure that your target's big enough to warrant all three, cuz they're not quite gonna make dead center on your reticle...
Loads up to 3 slugs at once. Comes with 2 reserve magazines.
Power: 1d10 +2 per slug
Accuracy: +0 (-2 for Scatter Shots)
Range: 50ft
<Spread weapons>
Plasma Shotgun MKIV
Due to a technical glitch with how the internal CPU calculated the charging process, the flawed MKIII version of the Plasma Shotgun has been replaced with a new, debugged model. Originally, the glitched internal systems had each charge level put greater density on the plasma discharge, causing the heat blast to travel farther and faster, but with a much smaller spread. The new version, however, has been re-programmed to instead fire the smaller level of spread uncharged, and increase the spread with each level of charge. The drawback is that it cannot alter its effective range, charged or otherwise.
Secondary Mode: None. With all the engineering put into just containing the gun's plasma, not much was left for anything else.
Shots per core (uncharged): 30.
Power: 1d10 +3
Accuracy: +o
Range: 20ft
Deals Heat-type damage.
Assault Shotgun
Shotties have never been the most far-ranged weapons, even with the transition to an energy variant. In cramped spaces, however, there is no better go-to weapon for those enemies that just refuse to say “die.” A spread of 12 pellets let loose all at once, combined with even an average aiming skill, will show the enemy that your boomstick is not to be trifled with. Its primary firing mode’s only drawback is the pump-action system’s low rate of fire…and to fix that…
Secondary Mode: Automatic Fire.
That’s right, this baby serves as both a pump-action and auto-shotty. The secondary function trades 4 of each shell’s pellets to fire them in rapid succession, about as fast as your average ballistic pistol. Shop smart. Shop SpadeMart.
Clip Size: 12 spreads. (16 in Secondary Mode)
Power: 1d10 +4
Accuracy: +0 (-1 in Secondary Mode)
Range: 20ft
<Snipers>
Neutron Sniper Rifle
The energetic adaptation of the age-old sniping firearm has seen little improvement over the years, but only because it needed little improvement to begin with. The neutron energy of its shots are nuclear in nature, meaning that until it hits the ground, anything alive in its path will have a hole in it so big, you could make a merry-go-round seat out of it. It doesn’t matter if there’s 30, 50, even 100 guys between you and the ground; if it breathes, you can pierce it. The natural silencer-like effect of the shots also helps.
Secondary Mode: Thermal Scope.
There are two main situations where this feature can mean the difference between victory and death. The first is in dark or cold areas, where the natural body heat of the opposition will allow you to pick them off amid all the chilly stuff. The second is against cloaked enemies, as few can mask the heat signature that their cloaking unit gives off. Even if they can, they’re often too busy with other things to notice you aiming at their brain-pan. However, it should be noted that the Thermal Scope's link with your HUD will override your armor's Nano-Drive, preventing you from using any Nano-Tech abilities while it's active.
Shots per core: 10.
Power: 1d10 + 5 (Critical hits will instantly kill any non-boss enemy).
Accuracy: +2
Range: 500ft
Deals Nuclear-type damage.
<Throwing Weapons>
These are unique in terms of range, since they are thrown by hand. Instead of having a static effective range, you can throw these weapons a number of spaces equal to your Might stat. However, it should also be noted that while you can throw a shorter distance than that stat's value, you cannot throw beyond that range, even with the usual -2 penalty per extra space. What you see is effectively what you get.
Frag Grenade
The fragmentation grenade is a long-lived staple of the standard military arsenal, and the Stilletos are no exception. The explosive’s 1.5-second fuse activates once it touches a solid object, like a wall or floor, and the detonation scatters a thick blast of shrapnel for added lethality. Very effective against most infantry and light vehicles.
Power: 1d6 +3
Blast Radius: 3x3.
Photon Grenade
Since sheer photonic energy tends to be more effective against armored units and vehicles, most Stiletto operatives prefer to keep at least one of these on them, just to prepare for the unexpected. Like the frag grenade, it has a 1.5-second fuse activated by a kinetic impact. Unlike its classic counterpart, however, the Photon Grenade replaces the shrapnel with pure energy, hot enough to vaporize most species standing right next to it when it goes off, and covering a much larger blast radius. Roll one of these under a tank, and it’ll be gone faster than you can say “son of a bitch.”
Power: 1d10 + 3
Blast Radius: 3x3.
Deals Light-type damage.
Scrambler Grenade
While not causing physical damage, this grenade wreaks havoc on anything and everything electronic, especially AIs. Against targets using electronic HUDs, it makes them all but blind through the visor, and slows the movement of powered armor-suits. Against AI targets, it has even more chaotic results, sometimes causing them to self-destruct, or even shoot each other by scrambling their IFF systems. Of course, this means that great care should be taken when using it against drones, as the self-destruct scenario could potentially take unwary allies out with the target…
Power: N/A.
Blast Radius: 5x5.
Scramble duration: between 1 and 3 turns.
Heat Shuriken
An oriental spin on the classic throwing knife, modeled after an old weapon of the "ninja" covert operatives, in the pre-stellar ages of human civilization. Unlike its classic inspiration, however, the Heat Shuriken sports hidden heating coils within the razor-sharp, star-shaped blades, allowing it to cut through a variety of common materials with ease.
Power: 1d6
Blast Radius: N/A.
<Melee Weapons>
Heat Dagger
The Heat Dagger is pretty much what it says on the tin. A knife-sized blade uses tiny heat coils tucked into its blade to heat the edge immensely, allowing it to cut through even steel like a – for lack of a better analogy – hot knife through butter.
Class: Light.
Power: 1d4
Deals Heat-type damage.
Heat Machete
The Heat Machete, as its name implies, is essentially a larger version of the Heat Dagger. It heats itself in the same fashion, but allows greater damage to be dealt, thanks to its increased weight.
Class: Medium.
Power: 1d6
Deals Heat-type damage.
EM Katana
Loosely based on the high-frequency blades that used to dominate the melee weapon market, the EM Katana gains two unique benefits from its electromagnetic augmentation. First, it cuts far more efficiently than any of its high-frequency predecessors, even against shielded targets. Second, the electrical energy radiating from its edge deals a nasty shock to any mechanical targets the wielder slices and dices his/her way through. Also, it's one of the few modern melee weapons that actually comes with a sheath, though said sheath is purely cosmetic; it was mainly a marketing ploy to appease fans of the classic quick-draw slash techniques.
Class: Medium.
Power: 1d8
Deals Electric-type damage.
Photon Zweihander
The heavy Photon Zweihander is a blade that requires significant muscle might to wield. For those who can handle its daunting weight, however, its photonic-emission edge proves an absolute wrecking ball in the field, especially against energy shielding.
Class: Heavy.
Power: 1d8
Deals Light-type damage.
Plasma Axe
The Plasma Axe, from head to hilt, is designed for one very special purpose: cutting through anything and everything in its path. Solar plasma radiating from the weapon's "edge" peaks at temperatures well over 1400 Celsius, easily capable of melting through armor and flesh in one clean swing. However, the heat quickly dissipates as it travels away from that edge, in order to cut down (no pun intended) on friendly fire accidents.
Class: Heavy.
Power: 1d10
Deals Heat-type damage.
Shock Rod
Adapted from a non-lethal tool of law-enforcement officers, the military Shock Rod model sizzles the target with an easily-fatal dose of 80,000 volts. Unfortunately, design limitations require a contact duration of roughly 2-3 seconds for full lethality – perhaps more, depending on the species – and is often not the most subtle weapon for stealth tactics. Against vehicles and drones, however, the electric shock proves insanely effective.
Class: Light.
Power: 1d6 (+2 for every consecutive second of contact)
Deals Electric-type damage.
Surgical Saw
While not a weapon per se, the medic-standard Surgical Saw can be used as one just fine. The micro-toothed edges are designed to cut flesh and bone alike with minimal strength required, though its effectiveness against metallic armor is...questionable, at best.
Class: Medium.
Power: 1d6 (-2 against armored targets)
<<Energy Types>>
You may have noticed terms like "Electric-type" and "Light-type" in the weapon list above. This is because we're making use of an "elemental affinity" kind of system, where certain types of energy will be more effective on certain targets. General guidelines for these are below:
Light-type energy is more effective on energy shields than any other form of attack, and deals pretty good damage to armor and vehicles, though less effective against flesh.
Heat-type energy is most effective against hardened materials, such as those found in vehicles and powered armor-suits. Its effect on flesh is average, and shields tend to block most of its effect. It also has the bonus of igniting flammable materials, and can cause Burn status on fleshy enemies.
Electric-type energy is a godsend against vehicles and AI-controlled drones, as it afflicts them with an EMP-like effect. It deals pretty nice damage to shields too, though not as much as Light-type energy. Its effect on flesh is the drawback, though if you can keep a constant flow of electricity on your target, your damage will skyrocket. There's a reason defibrillators don't work while the heart is beating...
Nuclear-type energy is equally effective against flesh, armor, and shields, but with a special bonus: it pierces through any unshielded targets like an AP round, allowing you to strike targets on their other side, as well. However, the only weapon known to make use of this special energy is the Neutron Sniper Rifle...or rather, the only one available in man-portable form. Mini-nukes aren't really something you just carry around with you, after all.
As for physical or ballistic attacks, they generally do equal damage across the board, though not to the extent of Nuclear-type energy. Still, while some enemies might have resistances to certain energy types, none of them will be immune to ye olde bullet to the brain, so ballistics are still up for consideration.
Even Stilettos can't fight all their battles bare-handed; like any bunch o' well-trained soldiers, they need to be properly armed for the task. Thankfully, the armory selection is quite generous for them, as they have access to the best energy weapons the RTGS has to offer. Those who prefer a more ballistic approach aren't shunned by that armory, though; plenty of bullets to go around, though one needs to watch their ammo a bit more closely with those. If need be, Stilettos can also acquire weapons in the field; while most military-grade weapons come with an ID locking system, Stiletto armor can often bypass that system using a software override.
NOTE: While ballistic ammunition must be acquired in the environment if you run out, you can use your EN to recharge energy weapons directly, at a rate of 5 energy ammo per 1 point of EN.
<Sidearms>
Photon Pistol
The P400kJ Photon Pistol was among the first photon-based weapons to enter military service, and the Platinum Stilettos have made it their standard sidearm for general field ops. The handgun fires 100-kilojoule pulses of photonic energy straight forward, without any recoil that would otherwise hinder accuracy.
Secondary Mode: Charge Shot.
By holding the trigger for 1 turn, the next pulse will be amplified, at the cost of an additional pulse’s energy cost. The charge can be built up for up to 3 turns, allowing up to 4x normal power in one shot; however, attempting to hold the charge any longer will cause the gun to overheat, disabling it for 1 turn.
Number of shots per core (uncharged): 50.
Power: 1d6
Accuracy: +1
Range: 30ft.
Deals Light-type damage.
Shot-Mag
The JD37 “Shot-Mag” magnum is the ballistic counterpart to the Photon Pistol, and is still in wide use even now. While lacking the higher firing rate of its twin – largely due to recoil – it is considerably stronger, especially against armor and flesh. Many units that wield an energy weapon as their main choice carry one of these as a backup.
Secondary Mode: Spread Shot.
The wide second barrel beneath the thinner main one is made specifically for this feature, in which all of the clip’s remaining rounds are discharged all at once, like a miniature shotgun blast. It also has a kickback appropriate for a shotgun, and is better used against single close-range targets, as opposed to targets at medium or long range.
Clip Size: 12 rounds per clip. Comes with 5 reserve clips at start.
Power: 1d6 + 2
Accuracy: +0
Range: 30ft.
Stun Pistol
While not that great for actual killing power, the Stun Pistol works wonders against mechanical targets like vehicles and drones, as well as being the safest bet for when the enemy must be subdued, but left alive. The downside? Its range is pretty lackluster, so you'll need to be relatively close for the full effect.
Secondary Mode: Charge Shot. This mode is almost identical to the charge feature of the Photon Pistol, except the Stun Pistol's Charge Shot increase EMP duration on mechanical targets, and can deal lethal damage if the shot depletes the target's HP to zero.
Ammo: 50 uncharged shots.
Power: 1d6 (uncharged shots will knock the target out instead of killing.)
Accuracy: +1
Range: 25ft
Needle Gun
The medic's Needle Gun is the only weapon built as much for healing as it is for killing. The former goal makes use of hyper-thin needles to administer tissue-regenerating medicine, while the latter use swaps the healing liquid out with a nasty cocktail of poisons.
Secondary Mode: Swap Chemicals. Highly doubtful that this would need explained...
Clip Size: 20 Needles.
Power: 1d6
Accuracy: +0
Range: 35ft
<Rifles>
Photon Rifle
The P500kJ Photon Rifle is the most accurate automatic weapon around, even on full-auto fire. Like the Photon Pistol, this is due to its lack of recoil, though it also shares the same drawback on firepower. That said, its shots are much stronger thana Photon Pistol shot, weighing in at 200 kilojoules per pulse. A staple weapon of the Platinum Stiletto arsenal, and still very effective.
Secondary Mode: Sustained Laser.
When active, this mode will trade the standard auto-fire pulses for a sustained beam of photonic energy. While excellent at melting through armor plating in a hurry, this feature can drain the entire core in 3 turns, if sustained for that long.
Ammo per core: 150. Fires up to 10 shots per turn. Secondary fire drains 50 ammo per turn active.
Power: 1d6 per 5 ammo.
Accuracy: +1
Range: 35ft
Deals Light-type damage.
Lunchbox Gun
A personal favorite among many infiltration units, the CI200 “Lunchbox Gun” gets its name from how it’s built to be disguised as a – you guessed it – lunchbox. However, when it swiftly unfolds into an SMG, the true lethality of this weapon is on full display: a beastly 40 RPS mows down any on-foot adversary unfortunate enough to be in its sights. However, this gun’s tactical abilities really shine with…
Secondary Mode: Hover Sentry.
When activated, the wielder disarms him/herself of this weapon, but only so that it can transform yet again, this time into a self-propelled aerial drone gun. The wielder can also move it manually via a control link on their HUD, though the constant signal required to do so demands that they not move even a step during control. It should also be noted that the gun is not invincible, and runs on whatever ammo was loaded into it in Sentry mode, though it can be re-acquired by the original wielder...assuming the enemy doesn't bust it up, that is.
Clip Size: 200 per clip. 3 reserve clips. Fires up to 15 rounds per turn.
Power: 1d6 per 5 ammo.
Accuracy: +0
Range: 30ft.
<Heavy Weapons>
Gatling Blaster MKII
An upgraded form of the iconic ion-scattering death machine, the Gatling Blaster (commonly omitting the “MKII” for shorter mentioning) has retained all of the features that made the MKI such a monstrous killer of infantry and light vehicles: high power, insane rate of fire, and easy mounting on either stationary or mobile turret emplacements. However, the MKII has received a quite dastardly trump card…
Secondary Mode: Proximity Detonation.
When this mode is activated, the Gatling Blaster is left on the ground where enemies may consider taking it for their own; Platinum Stiletto technology is, after all, quite rare, and many a black marketer would like to reverse-engineer that tech. However, the moment anyone that the former wielder’s IFF system marks as “foe” gets close…BOOM! A white-hot cloud of ionized energy and shrapnel erupts from the spent weapon, sending anyone within 15 feet (or about 3 squares) directly to Hell. Do not pass “Go.” Do not collect 200 credits. (This mode works even if the weapon is out of ammo.)
500 shots per core. Fires up to 20 rounds per turn.
Power: 1d8 per 5 ammo
Accuracy: -1
Range: 30ft
Deals Electric-type damage.
Plasma Rocket Launcher
Ah, what is a military force without a rocket launcher? A miserable little pile of puss-outs, that’s what. Thankfully, the Plasma Rocket Launcher fills the role wonderfully; an initial explosion of ballistic fragmentation, followed by a searing after-cloud of plasma, makes this bad boy the ultimate in man-portable artillery. That ammo isn't cheap, though, nor is it common; if you're packing one of these, use it sparingly.
Secondary Mode: Lock-On.
This pretty much speaks for itself, but for any green recruits reading this, pay attention. In order to establish a lock, you need to keep the HUD’s crosshairs on your target for about 2 seconds (1 turn), then fire. If anything slower than a Stallone-class fighter escapes its chasing fury, you either have a wall in the way, or can call 3-800-PAY-BACK for a full reimbursement of the wasted rocket’s value.
Holds up to 3 spare rockets in a side compartment.
Power: 1d10 + 12
Accuracy: +0 (+3 in lock-on mode)
Range: 40ft
Deals Heat-type damage.
Burst Railgun
In ages past, the concept of having even a single-shot railgun in a man-portable form was hard to believe, much less make a reality. We, however, live in a golden age of stuff that goes wham, bam, and boom, and with this triple-barreled Gauss-toting beauty, you can fire not one, but three hypersonic slugs of tungsten straight at whatever cocky fool steps into your crosshairs, and all without reloading! Make like Beyblade and let 'er rip!
Secondary Mode: Triple Shot
While the primary mode fires the slugs at a pretty nice clip, it still has to charge for each shot. If you're not that concerned about accuracy, though, you can unleash the power of all 3 slugs at once for an even bigger bam! Just make sure that your target's big enough to warrant all three, cuz they're not quite gonna make dead center on your reticle...
Loads up to 3 slugs at once. Comes with 2 reserve magazines.
Power: 1d10 +2 per slug
Accuracy: +0 (-2 for Scatter Shots)
Range: 50ft
<Spread weapons>
Plasma Shotgun MKIV
Due to a technical glitch with how the internal CPU calculated the charging process, the flawed MKIII version of the Plasma Shotgun has been replaced with a new, debugged model. Originally, the glitched internal systems had each charge level put greater density on the plasma discharge, causing the heat blast to travel farther and faster, but with a much smaller spread. The new version, however, has been re-programmed to instead fire the smaller level of spread uncharged, and increase the spread with each level of charge. The drawback is that it cannot alter its effective range, charged or otherwise.
Secondary Mode: None. With all the engineering put into just containing the gun's plasma, not much was left for anything else.
Shots per core (uncharged): 30.
Power: 1d10 +3
Accuracy: +o
Range: 20ft
Deals Heat-type damage.
Assault Shotgun
Shotties have never been the most far-ranged weapons, even with the transition to an energy variant. In cramped spaces, however, there is no better go-to weapon for those enemies that just refuse to say “die.” A spread of 12 pellets let loose all at once, combined with even an average aiming skill, will show the enemy that your boomstick is not to be trifled with. Its primary firing mode’s only drawback is the pump-action system’s low rate of fire…and to fix that…
Secondary Mode: Automatic Fire.
That’s right, this baby serves as both a pump-action and auto-shotty. The secondary function trades 4 of each shell’s pellets to fire them in rapid succession, about as fast as your average ballistic pistol. Shop smart. Shop SpadeMart.
Clip Size: 12 spreads. (16 in Secondary Mode)
Power: 1d10 +4
Accuracy: +0 (-1 in Secondary Mode)
Range: 20ft
<Snipers>
Neutron Sniper Rifle
The energetic adaptation of the age-old sniping firearm has seen little improvement over the years, but only because it needed little improvement to begin with. The neutron energy of its shots are nuclear in nature, meaning that until it hits the ground, anything alive in its path will have a hole in it so big, you could make a merry-go-round seat out of it. It doesn’t matter if there’s 30, 50, even 100 guys between you and the ground; if it breathes, you can pierce it. The natural silencer-like effect of the shots also helps.
Secondary Mode: Thermal Scope.
There are two main situations where this feature can mean the difference between victory and death. The first is in dark or cold areas, where the natural body heat of the opposition will allow you to pick them off amid all the chilly stuff. The second is against cloaked enemies, as few can mask the heat signature that their cloaking unit gives off. Even if they can, they’re often too busy with other things to notice you aiming at their brain-pan. However, it should be noted that the Thermal Scope's link with your HUD will override your armor's Nano-Drive, preventing you from using any Nano-Tech abilities while it's active.
Shots per core: 10.
Power: 1d10 + 5 (Critical hits will instantly kill any non-boss enemy).
Accuracy: +2
Range: 500ft
Deals Nuclear-type damage.
<Throwing Weapons>
These are unique in terms of range, since they are thrown by hand. Instead of having a static effective range, you can throw these weapons a number of spaces equal to your Might stat. However, it should also be noted that while you can throw a shorter distance than that stat's value, you cannot throw beyond that range, even with the usual -2 penalty per extra space. What you see is effectively what you get.
Frag Grenade
The fragmentation grenade is a long-lived staple of the standard military arsenal, and the Stilletos are no exception. The explosive’s 1.5-second fuse activates once it touches a solid object, like a wall or floor, and the detonation scatters a thick blast of shrapnel for added lethality. Very effective against most infantry and light vehicles.
Power: 1d6 +3
Blast Radius: 3x3.
Photon Grenade
Since sheer photonic energy tends to be more effective against armored units and vehicles, most Stiletto operatives prefer to keep at least one of these on them, just to prepare for the unexpected. Like the frag grenade, it has a 1.5-second fuse activated by a kinetic impact. Unlike its classic counterpart, however, the Photon Grenade replaces the shrapnel with pure energy, hot enough to vaporize most species standing right next to it when it goes off, and covering a much larger blast radius. Roll one of these under a tank, and it’ll be gone faster than you can say “son of a bitch.”
Power: 1d10 + 3
Blast Radius: 3x3.
Deals Light-type damage.
Scrambler Grenade
While not causing physical damage, this grenade wreaks havoc on anything and everything electronic, especially AIs. Against targets using electronic HUDs, it makes them all but blind through the visor, and slows the movement of powered armor-suits. Against AI targets, it has even more chaotic results, sometimes causing them to self-destruct, or even shoot each other by scrambling their IFF systems. Of course, this means that great care should be taken when using it against drones, as the self-destruct scenario could potentially take unwary allies out with the target…
Power: N/A.
Blast Radius: 5x5.
Scramble duration: between 1 and 3 turns.
Heat Shuriken
An oriental spin on the classic throwing knife, modeled after an old weapon of the "ninja" covert operatives, in the pre-stellar ages of human civilization. Unlike its classic inspiration, however, the Heat Shuriken sports hidden heating coils within the razor-sharp, star-shaped blades, allowing it to cut through a variety of common materials with ease.
Power: 1d6
Blast Radius: N/A.
<Melee Weapons>
Heat Dagger
The Heat Dagger is pretty much what it says on the tin. A knife-sized blade uses tiny heat coils tucked into its blade to heat the edge immensely, allowing it to cut through even steel like a – for lack of a better analogy – hot knife through butter.
Class: Light.
Power: 1d4
Deals Heat-type damage.
Heat Machete
The Heat Machete, as its name implies, is essentially a larger version of the Heat Dagger. It heats itself in the same fashion, but allows greater damage to be dealt, thanks to its increased weight.
Class: Medium.
Power: 1d6
Deals Heat-type damage.
EM Katana
Loosely based on the high-frequency blades that used to dominate the melee weapon market, the EM Katana gains two unique benefits from its electromagnetic augmentation. First, it cuts far more efficiently than any of its high-frequency predecessors, even against shielded targets. Second, the electrical energy radiating from its edge deals a nasty shock to any mechanical targets the wielder slices and dices his/her way through. Also, it's one of the few modern melee weapons that actually comes with a sheath, though said sheath is purely cosmetic; it was mainly a marketing ploy to appease fans of the classic quick-draw slash techniques.
Class: Medium.
Power: 1d8
Deals Electric-type damage.
Photon Zweihander
The heavy Photon Zweihander is a blade that requires significant muscle might to wield. For those who can handle its daunting weight, however, its photonic-emission edge proves an absolute wrecking ball in the field, especially against energy shielding.
Class: Heavy.
Power: 1d8
Deals Light-type damage.
Plasma Axe
The Plasma Axe, from head to hilt, is designed for one very special purpose: cutting through anything and everything in its path. Solar plasma radiating from the weapon's "edge" peaks at temperatures well over 1400 Celsius, easily capable of melting through armor and flesh in one clean swing. However, the heat quickly dissipates as it travels away from that edge, in order to cut down (no pun intended) on friendly fire accidents.
Class: Heavy.
Power: 1d10
Deals Heat-type damage.
Shock Rod
Adapted from a non-lethal tool of law-enforcement officers, the military Shock Rod model sizzles the target with an easily-fatal dose of 80,000 volts. Unfortunately, design limitations require a contact duration of roughly 2-3 seconds for full lethality – perhaps more, depending on the species – and is often not the most subtle weapon for stealth tactics. Against vehicles and drones, however, the electric shock proves insanely effective.
Class: Light.
Power: 1d6 (+2 for every consecutive second of contact)
Deals Electric-type damage.
Surgical Saw
While not a weapon per se, the medic-standard Surgical Saw can be used as one just fine. The micro-toothed edges are designed to cut flesh and bone alike with minimal strength required, though its effectiveness against metallic armor is...questionable, at best.
Class: Medium.
Power: 1d6 (-2 against armored targets)
<<Energy Types>>
You may have noticed terms like "Electric-type" and "Light-type" in the weapon list above. This is because we're making use of an "elemental affinity" kind of system, where certain types of energy will be more effective on certain targets. General guidelines for these are below:
Light-type energy is more effective on energy shields than any other form of attack, and deals pretty good damage to armor and vehicles, though less effective against flesh.
Heat-type energy is most effective against hardened materials, such as those found in vehicles and powered armor-suits. Its effect on flesh is average, and shields tend to block most of its effect. It also has the bonus of igniting flammable materials, and can cause Burn status on fleshy enemies.
Electric-type energy is a godsend against vehicles and AI-controlled drones, as it afflicts them with an EMP-like effect. It deals pretty nice damage to shields too, though not as much as Light-type energy. Its effect on flesh is the drawback, though if you can keep a constant flow of electricity on your target, your damage will skyrocket. There's a reason defibrillators don't work while the heart is beating...
Nuclear-type energy is equally effective against flesh, armor, and shields, but with a special bonus: it pierces through any unshielded targets like an AP round, allowing you to strike targets on their other side, as well. However, the only weapon known to make use of this special energy is the Neutron Sniper Rifle...or rather, the only one available in man-portable form. Mini-nukes aren't really something you just carry around with you, after all.
As for physical or ballistic attacks, they generally do equal damage across the board, though not to the extent of Nuclear-type energy. Still, while some enemies might have resistances to certain energy types, none of them will be immune to ye olde bullet to the brain, so ballistics are still up for consideration.