Equipment

Table: Weapons
Simple Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Rate of Fire
Magazine
Weight
Type
Ranged Weapons
Flash Grenade Launcher
20



60 ft.
Single
15 box
10 lb.

Martial Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment


Weight
Type
Ranged Weapons
Gauss Rifle
20
1d8
1d10
x3
60 ft.
Automatic
Linked
10 lb.
Piercing
Flamethrower
30
1d8
2d8

30 ft. cone
Single
32 int.
15 lb.
Fire
Exotic Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment


Weight
Type
Melee Weapons
Psi-Blade
25
1d6
1d8
19-20




Slashing
Ranged Weapons
Canister Rifle
30
1d10
2d10
x3
100 ft.
Single
12 int. 8 lb.
Piercing

Canister Rifle: The 25mm C-10 Canister Rifle is the standard issue of the Terran special operations unit known as "Ghosts". Known for their long range explosive rounds, canister rilfes are difficult to use at best, and require much training to be proficient in. Firing a canister rifle is a standard action, and inflicts 1d10 damage on adjacent targets, if the attack would have hit their AC. For example, a Ghost fires his canister rifle at a Hydralisk with several Zerglings beside it. He rolls a 17, not enough to pierce the Hydralisk's armor, but enough to hit the Zerglings around him - each adjacent Zergling takes 1d10 damage.

Flash Grenade Launcher: The A-13 Flash Grenade Launcher is popular amongst medics, often serving as their  sole defensive armament. Originally designed as a way to provide illumination to the battlefield, both the delivery system and the projectile have been modified to discharge a maximum burst in the visible white light as well as ultra-violet spectrum. This has the side effect of severely damaging the retinas or photo-optic receptors of any targeted unit. Any creature within 10 ft. of the target must make a Fortitude save (DC 15) or be struck blind.

Gauss Rifle: The C-14 Impaler Gauss Rifle fires 8mm metal "spikes" at hypersonic speeds. The rounds are designed to provide maximum penetration of all armor types. To preserve both ammo usage and minimize power requirements, the rifle uses a capacitor system to fire in short, controlled bursts.

Flamethrower: The standard issue of Terran Firebats, Perdition Flame Throwers are a plasma based projection weapon capable of reducing many targets to a smoldering pile. Flamethrowers fire a 30 ft. cone of flame 5 ft. wide at it's base, and 15 ft. wide at it's end. Targets underneath may make a reflex save (DC 10+1/2 wielder's attack bonus) to take half damage.

Psi-Blade: These blades are manifested by forearm units which channel psionic energy. As such, only a Protoss may make use of these items. These weapons serve as the primary melee weapons for Protoss Zealots. The time required to activate or deactivate them (even as a pair) is the same as drawing or sheathing a weapon. They are treated as light weapons, and a creature with Two-Weapon Fighting may apply its full Strength bonus to attacks with either blade.

Table: Armor
Armor
Cost
Armor Bonus
Maximum Dex Bonus
Armor Check Penalty
Speed (30 ft.)
Speed (20 ft.)
Weight
Light Armor







Hostile Environment Suit
30
+2
+8
0
30 ft.
20 ft.
10 lb.
Medium Armor







CMC-300/400 Powered Combat Suit 30
+9
+3
-3
20 ft.
15 ft.
45 lb.
Protoss Power Suit
30
+6
+6
-2
30 ft.
20 ft.
30 lb.
Heavy Armor







CMC-660 Heavy Combat Suit
45
+10
+3
-4
20 ft.
15 ft.
60 lb.

CMC-300/400 Powered Combat Suit: Worn by Confederate Marines, this suit is effective against most small-arms fire and provides them with full life-support and NBC (Nuclear/Biological/Chemical) shielding for operation in deep space and hostile environments. While wearing the suit, the Marine does not need to breathe (having his own air supply), and thus can function in space. He is also not affected by airborne poisons or radiation.

CMC-660 Heavy Combat Suit: Significantly heavier than standard Marine armor, these suits provide additional protection from heat and flame. It provides fire resistance 10, in addition to the effects of the powered combat suit.

Hostile Environment Suit: Most commonly worn by Ghosts, the Hostile Environment Suit is also equipped with NBC shielding, though much lighter and less protective than the Marine issue. However, it allows for greater freedom of movement, and serves to make its wearer more difficult to detect. They can also be retrofitted with cloaking devices, giving the wearer the unnerving ability to turn invisible. This suit provides a +10 circumstance bonus to Hide and Move Silently checks.

Protoss Power Suit: The standard issue armor for Protoss Zealots, this suit amplifies their psionic shielding. The psionic blades wielded by Zealots are typically designed as part of the suit. This suit adds a +2 shield bonus to a Protoss unit wearing it.

Table: Other
Item
Cost
Weight
Cloaking Device
200
1 lb.
Protoss armor upgrade +1
2000

Protoss armor upgrade +2
3500

Protoss armor upgrade +3
5000

Protoss weapon upgrade +1
2000

Protoss weapon upgrade +2
3000

Protoss weapon upgrade +3
4000

Terran armor upgrade +1
2000

Terran armor upgrade +2
3500

Terran armor upgrade +3
5000

Terran weapon upgrade +1
2000

Terran weapon upgrade +2
3500

Terran weapon upgrade +3
5000


Cloaking Device: This enables a character to turn invisible for 10 minutes at a time, 3/day.

Upgrades: For a price, armor and weapons can be upgraded.
 On armors, these enhancements grant a bonus (of +1 to +3) to the item's armor bonus to AC. Upgraded armors also reduce the suit's armor check penalty by 1.
 On weapons, these enhancements grant a bonus (of +1 to +3) to attack and damage rolls made with the item.
 Upgraded items are also more resiliant to damage - they gain +2 hardness and +10 hit points for each +1 bonus they bestow.