In DSDN, weapons and armor for creatures aren't as common as as in other table-top games. Some nations ban individuals from carrying weapons, while others produce them in mass quantities for anyone to buy on the open market. Although it is much more common for machines to be equipped with weapons and armor, the choices are rather limited as most armaments are standardized. In fact, some races and nations have a monopoly on certain types of weapons and armor due to their control over certain resources and technology. In the Xha'lem System, regulating the buying and selling of products is the business of the Central Trading Association (CTA). No star system has been able to stop the selling of illegal and rare items. This underground market, accessed primarily through the Dark Network, is difficult to find and normally requires special equipment, passphrases, or codes. For an adventurer, the availability of weapons and armor is very important. It can mean the difference between life and death or success or failure. This part of the manual details the armor and weapons available in DSDN for both creatures and machines.
Although armor isn't banned from being sold, not many merchants find it profitable to carry armor in their inventory. Armor protects the wearer from direct physical assaults. As stated in previous chapters of this manual, all armor has a specific number of points (AP). Armor points provide your character with added protection by absorbing the damage points before the damage effects your health or hull points. This part of the manual details the armor available in DSDN.
Most armor can be restored, but only by an armorer or welder. The armor description will specify who can restore the armor's AP. You can find armorers and welders throughout the Xha'lem System, ready to provide restoration and repair services for a fee. Maybe a skilled Noble will be able to negotiate free services. At 5th level a Forge Master attains the Armorer specialty and at 5th level a Machinist attains the Welder specialty. Refer to their profession pages to learn more about these specialties and how they can be used to make your armor like new.
When you are not proficient in a specific category of armor (light, medium, heavy), you suffer -1D4 evasion penalty. After you roll for evasion, roll 1D4 and subtract from the score to get the final evasion score.
Machine Heavy Armor
Machine Energy Armor
In DSDN, weapons aren't as common as as in other table-top games. Some nations ban individuals from carrying weapons, while others produce them in mass quantities for anyone to buy on the open market. In the Xha'lem System, regulating the buying and selling of products is the business of the Central Trading Association, another neutral, governing body based on Shu, the capitol planet. You can always attempt to find where illegal and rare items are bought and sold. This underground market, accessed primarily through the Dark Network, is difficult to find and normally requires special equipment, passphrases, or codes. For an adventurer, the availability of weapons is important. It can mean the difference between life and death or success or failure. This part of the manual details the weapons available in DSDN.
As a machine, you must always add your Systems score to the engagement roll (D20). If you are successful in hitting the target, or besting their Evasion score, you must always add your Hull score to the damage roll if using melee weapons, engaging unarmed, or throwing an object. If you are using an energy ranged weapon, you must always add your Reactor score to the damage roll. Do not add any additional score to conventional ranged weapons, unless it is a thrown weapon. As a creature, your chosen race or archetype may allow you to use certain abilities for certain weapons. Generally, you will add your Agility score to all creature engagement rolls and your Strength score to all damage rolls, with some exceptions (see individual weapons for details). Do not add anything to ranged energy weapon damage rolls.
There are weapons for mechs and weapons for creatures, often times sharing similar names. Weapons made for machines can never be used by creatures, even if the creature is the same size as a mech. However, machines that are capable of wielding weapons made for creatures can do so. There are classifications used for both types of wielders, conventional and energy. Within each classification, there are two types of weapons: melee and ranged.
A melee weapon is any weapon used in hand-to-hand combat between creatures or machines. A melee weapon is typically a handheld weapon or any part of the body (unarmed engagement). A melee weapon, unless otherwise stated, has a reach of 5 feet. Engagements made by body parts also have a reach of 5 feet, unless otherwise stated. See engagement reach for more details.
A ranged weapon is any weapon that is used to engage from a distance, or launches a projectile, such as a bullet or arrow. A ranged energy weapon can emit energy of varying types. Ranged weapons have different engagement ranges. The number displayed as range in feet is the maximum distance the weapon can engage a target without penalty. If the target is out of the range, you must roll engagement with disadvantage and the damage is halved. There is no minimum distance to engage with a ranged weapon.
All weapons will have certain properties that affect how you use.
Ammunition: In order to use this weapon, you must have ammunition available. You must have a free hand available to reload while using an action to engage or use a secondary action in order to use both hands to reload. Any weapon that requires ammunition but used as a melee weapon will use your Strength score and 1D4 to determine damage. The damage type is bludgeoning.
Thrown: All weapons can be thrown, but some were made to be thrown. This type of weapon will have a range associated with it and the ranged weapon rules apply when thrown.
Two-handed: You must use both hands to engage with this weapon. You are unable to equip a second weapon or a shield while this weapon is equipped. If a ranged weapon, you must use a secondary action to reload.
Light: A weapon that is light can be used by any size creature without penalty. You are able to use your Agility score instead of Strength score to determine damage with light melee weapons only. Light ranged weapons need a free hand to reload ammunition. Reloading light weapons does not need an action. If the weapon is light and two-handed, reloading follows the two-handed rule.
Heavy: Weapons that are considered heavy are made to be used by medium-sized creatures or larger. Any creature that is smaller will have a disadvantage during every engagement and evasion while equipped with a heavy weapon. Heavy ranged weapons can only be reloaded as a secondary action.
Reach: Some weapons will extend your normal engagement reach when attacking. Add the additional reach to your base of 5 feet/hexes to determine the range at which you can engage a target when using this weapon.
If the weapon doesn't have special properties, it can be used by any sized creature and can be reloaded during an action. If you are not proficient in a weapon, you suffer a penalty of -1D4 to every engagement roll made with that weapon. Roll for engagement and add any bonuses, and then add this penalty when attacking with a weapon you are not proficient.
Terran Sniper Rifle
Terran Assault Rifle
Conventional Melee for Creatures
Conventional Ranged for Creatures
Energy Melee for Creatures
Energy Ranged for Creatures
Conventional Melee for Machines
Conventional Ranged for Machines
Energy Melee for Machines
Energy Ranged for Machines
Heavy weapons, exclusively made for machines with the reactors strong enough to support them, are produced throughout the galaxies, and the Xha'lem System has a market for them as well. In fact, some races are using their new planets in the system to test and develop new heavy weapons, testing the neutrality of the system and the treaties that help maintain some semblance of peace. This part of the manual details the artillery available in DSDN.
All artillery require a specific number of Reactor points (RP) in order for the machine to use it. When you input or modify your ability scores into the official character sheet, it will automatically generate ability points. The number of RPs you have determine how much artillery you can equip. If a heavy weapon requires 3RP, such as the Barbarian Blaster, you must have at least 3RP to use it. If you want to equip a Disrupter Canon as well, which requires 1RP, you must have 4RP in total to have both heavy weapons available to use. Once RP slots are used, they can not be used again until whatever is using them is unequipped. You can carry as much artillery as you like, being mindful of weight limitations, but you can only equip what your RP will allow.
The range of artillery is measured in hexes, not feet.
If the weapon has a radius area of effect, this means that the attack