Gear
Warmaker Combat Armor (Customized NG Peacekeeper EBA)
- +5/7Armor; +2/3 Toughness; d4/d8 Min Str; 16/27 lbs
- HJ Body Armor table adds +1 Toughness (factored in above), +1 die type to strength
- Attaching/removing “tactical” plates adds/removes weight and +2 Armor +1 Toughness, takes 4 actions.
- Includes body camera, language translator, and vital monitor options.
Multi-Optics Helmet
- Includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics.
- The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons.
- The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
- It provides +4 Armor and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits).
Hekate’s Ring of Protection (Signature Item)
- Base item: a delicate silver ring in the design of two crossed torches
- Major: Arcane Resistance Edge (applicable to magic only)
- Major: Embedded Arcane Resistance does not affect self-cast powers (whether via TW or other devices). Arcane Resistance does still apply to magic powers (even friendly ones) cast by others.
- Minor: Free reroll to resist poisons.
- Minor: +2 Armor vs damaging magical powers and effects
- Description: This ring, designed in one of the traditional symbols of the Roman goddess of magic, Hekate, provides the wearer with modest resistance to arcane attacks and hostile arcane effects. Mars discovered this ring on one of her first expeditions, back when she was still Lacey, and it played right into her fascination (some would say obsession) with pre-Rifts Greek and Roman history. Following her M.O.M. procedure, she rarely takes it off.
Vibro Longsword
- Strength+1d10 MD; AP 10; Min Str. d8; 4 lbs; 11,000
- HJ Notes:
- An unarmed foe is much less of a concern. Your weapon is designed with that in mind—opponents are –2 on Strength rolls to resist your Disarm attempts.
- The superior balance of this weapon allows you to ignore up to 2 points of penalties to Fighting rolls, including those from Called Shots and Off-Hand Penalties.
Grenades: Armor Piercing (x10)
- 5/10/20; 3d8 MD; AP 16; SBT; 0.25 lbs; 700
Wilks 237 Backup Laser Pistol
- 10/20/40; 3d6+3; ROF 1; AP 6; Shots 12; 3 lbs; Min Str d6; 24,000; +1 Shooting from Wilks manufacture (see EOH)
- HJ Notes:
- This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses).
- Advanced technology makes this weapon extra effective against armor, giving it +2 AP (included in stats above).
- 5 e-clips
WI23 Rocket Launcher
- 100/200/400; 7d6; ROF 1; Shots 6; Min Str d8; 26 lbs;
- Mini Missile; Snapfire
- It Burns: On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused (see Fire in Savage Worlds).
- Loaded with plasma mini missiles
NG-S2 Survival Pack (20 lb)
- • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes
Shadow Cloak
- 3 ISP/hour for fear and invisibility at their base effectiveness (no raise), though invisibility only works in darkness and shadow.
Fireburst Pistol
- 12/24/48; 3d6; ROF 1; AP 6; Shots 10; 3 lbs; Min Str --; 80,000; rarity -2
- 2 ISP to reload; 2 ISP to cause MD for 5 rounds; It Burns (on a raise, targets catch fire, taking 3d6 damage each round and are Distracted until doused).
Coalition Arms CP-40 Pulse Laser Rifle
NG Equalizer (Patron Item)
The Equalizer is a purpose built adaptation using rounds made by competitors to see if it is worth reverse engineering those rounds. This six barreled pistol can use Bandito Arms Big Bore rounds, or Naruni Enterprises Plasma Rounds equally. Its revolutionary Steady Shot Aim Assist, standard Fast Draw Holster, and the shiny finish tend to draw admiration from its users.
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the pistol.
• • Range: 6/12/24
• • Damage: 1-3d6+1, AP: 3
• • Special: When using this round, the Equalizer acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
• • Range: 10/20/40
• • Damage: 3d10+3, AP: 0
• • Notes: Mega Damage, It Burns
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 6/12/24
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 1, Revolver
• Shots: 6, Cannot use Speed Loader, Reload one round per action.
• Features:
- • Min Str d8
• Adaptive Engineering: Can use Bandito BigBore Pistol Rounds or "Medium" or Naruni Pistol Plasma Rounds. Can also use standard 12 gauge Shotgun buckshot and slug rounds (including silver). Because of the variable nature of the cylinder, malfunctions and jams are common. This gun is +1 on the Technical Difficulties table.
• Steady Shot Aim Assist: A miniature Sensor Targeting Suite in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. This system can negate up to 2 points of Range, Multi-Action, and other penalties when Shooting. The system also acts an Improved Stabilizer, reduce the shooting penalty from Unstable Platform or Running by 1
• Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
• Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you. (Acts as a Quirk Minor Hindrance)
• Cannot make use of a "Speed Loader" due to the adaptive design that allows for multi-munitions use. Must be loaded one at a time.
• Unique Ammo: Big Bore Rounds may be purchased at most Northern Gun Stores, or Bandito Arms stores for 100 credits each (Rarity -1); For those with the weapon and authorization, Northern Gun stores that have them will sell any Naruni Pistol Plasma rounds to the tester for 50 credits (Rarity -2).
• Northern Gun Quality: Uses the Northern Gun Manufacturer Quality (Empires of Humanity, page 38)
NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
Credits: Wealth die d10