Equipment

Resources:


The Shadow-Broker’s network has access to more than just cash. Equipment, blackmail, fuel, and of course information are all commodities. This game abstracts all of that into a single “Resources” number that represents your wealth or ability to procure whatever it is you need.

  • 1-Resources: Represents a month’s rent, no-place fancy. You can buy some basic weapons (no more than 2-harm), a half-decent mercenary bodyguard’s services, or bribe a normal guy for something not too dangerous to him.
  • 2-Resources: Represents a month’s rent in a pretty nice place, a more significant weapon (3-harm or less), a reputable mercenary, or small group of half-decent newbies, or the ability to convince a normal person to take a small risk to life or liberty on your behalf.
  • 3-Resources: Represents a high-roller lifestyle if spent weekly, a serious, hard-to-find military-grade or hi-tech weapon, the services of a famous mercenary or small group of hard-cases, or finding a normal guy willing to risk his life for you.
  • 4-resources: Represents a high-roller lifestyle for a month, a serious, hard-to-find military grade or hi-tech heavy weapon, the services of a disciplined gang of veteran mercenaries, or finding a normal guy willing to take stupid risks for you.
  • 5-resources: Represents a down-payment on a persistently luxurious lifestyle, a serious, hard-to-find, military grade AND hi-tech heavy weapon, the services of a mercenary company, or finding a normal guy willing to take suicidal risks for you.

Weapons:


Most weapon models use the base weapon stats as listed below. Some specific models may vary, as listed.

  • Heavy Pistols
    • (2-harm close loud) – M-3 Predator, M-5 Phalanx, Acolyte
    • (2-harm close loud autofire) – N7 Eagle
    • (3-harm close loud reload) – M-6 Carnifex, M-77 Paladin, M-358 Talon, Scorpion, Executioner Pistol
    • (3-harm close loud hi-tech) – Arc Pistol, M-358 Talon, Scorpion
  • Assault Rifles
    • (3-harm close loud autofire) – M-8 Avenger, M-15 Vindicator, M-76 Revenant, M-96 Mattock, Phaeston,
    • (4-harm close messy hi-tech) – M-37 Falcon, M-55 Argus, M-99 Saber, N7 Valkyrie
    • (4-harm close loud autofire hi-tech) – Cerberus Harrier, Geth Pulse Rifle, N7 Typhoon, Striker Assault Rifle
  • Shotguns
    • (3-harm close reload messy) – M-23 Katana, Disciple, M-11 Wraith, M-22 Eviscerator
    • (3-harm close autofire, hi-tech) – M-27 Scimitar, N7 Piranha,
    • (4-harm close recoil reload) – M-300 Claymore, N7 Crusader, AT-12 Raider,
    • (4-harm close reload messy, hi-tech) – Venom Shotgun, Geth Plasma Shotgun, Graal Spike Thrower,
  • Sniper rifles
    • (3-harm far reload hi-tech) – M-92 Mantis
    • (2-harm far hi-tech) – M-13 Raptor, M-29 Incisor
    • (3-harm far hi-tech) – M-97 Viper, Krysae sniper rifle
    • (4-harm far reload recoil hi-tech) – M-98 Widow, Javelin, KiShock Harpoon Gun
    • (4-harm far recoil hi-tech) – Black Widow
  • Submachine guns
    • (2-harm close autofire loud) – M-4 Shuriken, M-9 Tempest, M-12 Locust, M-25 Hornet
    • (3-harm close autofire loud hi-tech) – N7 Hurricane, Blood Pack Punisher, Geth Plasma SMG
  • Heavy weapons
    • ML-77 Missile Launcher (4-harm far area messy reload)
    • M-100 Grenade Launcher (4-harm close/far area messy)
    • M-451 Firestorm (3-harm close area messy burn)
    • M-622 Avalanche (S+3-harm close area)
    • M-920 Cain (5-harm far area hi-tech refill)
    • Arc Projector (3-harm close area ap)
    • Collector Particle Beam (3-harm close/far hi-tech disruptor anti-barrier)
    • Geth Spitfire (4-harm close/far autofire hi-tech disruptor)
    • M-490 Blackstorm (3-harm far area hi-tech ap lift)

Note: Use of heavy weapons requires the user to act under fire unless they have taken the Heavy Weapons Specialist Combat move. Heavy weapons may not be used with “ammo” moves.

Anti-barrier: The +anti-barrier tag indicates a weapon that destroys 2 levels of barrier per hit prior to calculating harm.

Burn: The +burn tag indicates a weapon that sets the target on fire. Burning targets will tend to panic, and will take some amount of ongoing harm or have layers of armor burn away at the GM’s discretion

Disruptor: The +disruptor tag indicates a weapon that destroys 2 levels of shields per hit prior to calculating harm.

Lift: The +lift tag indicates a weapon that emulates biotic telekinetic properties, and can be used to lift enemies out of cover or manipulate the battlefield

Recoil: The +recoil tag indicates a weapon with such a kick that firing it requires either careful setup, careful concentration, or unusual strength. Using such a weapon without any of those things counts as acting under fire.

Grenades:

  • Cluster Grenades: These specialized, high-tech grenades can only be used by a biotic. Use of Cluster grenades acts as a one-use manifestations of the Throw Biotic Move, and can also negate the size-advantage of a small gang for that action. +hi-tech.
  • Flashbang Grenades: Flashbang grenades do (s-harm area hi-tech).
  • Inferno Grenades: These high-tech, dangerous, incendiary grenades can be used as one-use manifestations of the Incinerate Tech Move. +hi-tech.
  • Lift Grenades: These specialized, high-tech grenades can only be used by a biotic. Use of lift grenades acts as a one-use manifestations of the Pull Biotic Move with the +area tag. +hi-tech.

Shields, Barriers, and Armor

Personal Shields: Most modern combat armor generates a personal shield. This shield generates a number of free, ablative harm-wedges that must first be filled before the wearer suffers any harm. The wearer can regenerate these shield-wedges by getting a hit on the battle move stay the fuck down. Light Shields offer 2-shield. Heavy Shields offer 4-shield. Heavy Shields are typically only available on heavy mechs or gunships. Shields are immune to barrier-affecting moves, vulnerable to shield-affecting moves. Useable by any Tech or Combat class.

Biotic Barriers: Functionally identical to Personal Shields. Most combat-trained biotics can generate Light Barriers which offer 2-barrier. Heavy Barriers are typically only generated by masters of the Barrier move. Barriers are immune to shield-affecting moves, vulnerable to barrier-affecting moves. Usable by Biotic classes.

Shields and Barriers and the Harm move: damage to shield or barrier levels do not prompt the suffer harm peripheral move.

Shields/Barriers on gangs: If members of a gang are equipped with shields, or are biotics, the protection applies to the gang as a whole. The gang has a shield/barrier-rating equal to the number of gang members equipped with shields or capable of biotic barriers. Once the shield/barrier rating has been depleted, a gang cannot refresh it.

Armor:

  • Light Combat Armor (1-armor, 2-shield optional, hi-tech)
  • Medium Combat Armor (2-armor, 2 shield optional, hi-tech)
  • Heavy Combat Armor (3-armor, 2 shield optional, heavy, hi-tech)

Miscellaneous:

Omni-Tools and Biotic Implants:
Every character has an Omni-Tool. They’re the future version of a smartphone, an all-purpose holographic tool for interfacing with galactic-standard technology. All biotic characters have implants and can select from an array of biotic amps. Although there are a wide variety of makes and models of both Omni-Tools and amps, there is no game-mechanical difference between them.

Medical Kit:
Trained medical professionals, such as those with the Battlefield Medic or Unity Personal moves, may use mundane medical supplies in the following fashion:

Your kit has all kinds of stuff in it represented by a “stock” score. When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it for 1-Resources per 2-stock, if your circumstances let you barter for medical supplies.

To use it to stabilize and heal someone at 9:00 or past: roll +stock spent. On a hit, they will stabilize and heal to 6:00, but the MC will choose 1 (on a 10+) or 2 (on a 7–9):

  • they need to be physically stabilized before you can move them.
  • even sedated, they fight you; you’re acting under fire.
  • they’ll be in and out of consciousness for 24 hours.
  • stabilizing them eats up your stock; spend 1-stock more.
  • they’ll be bedridden, out of action, for at least a week.
  • they’ll need constant monitoring and care for 36 hours.

On a miss, they take 1-harm instead.

To use it to speed the recovery of someone at 3:00 or 6:00: don’t roll. They choose: spend 4 days (3:00) or 1 week (6:00) blissed out on drugs, immobile but happy, or power through and heal more slowly.

To use it to revive someone who’s on death’s door (at 12:00, not beyond): roll +stock spent. On a 10+, they recover to 10:00. On a 7–9, they recover to 11:00. On a miss, you’ve done everything you can for them, and they’re still dead.

Equipment

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