Random Homebrews
Posted: Thu May 04, 2023 5:34 am
ARMOUR:
Rename to "armor".
Change the armors ion Core that "Covers All" to "Covers arms, legs, and body." This means you don't have to wait until to Powered Tactical Armor before it becomes good.
Advanced Combat Helmet | +2 AV | 2,000c
Covers Head
A helmet that has been made with protection in mind, but comes at the disadvantage of making things harder to see and hear. A -1 penalty is applied to Perception. The helmet is airtight, letting no airborne agents or water seep in. Comes with a 30 minute long built-in air canister that can be replaced for 80c.
Octocamo Stealth Suit | +2 AV | 8,000c
Covers All
A unique type of stealth suit with its mimicry abilities inspirated by the octopus' natural camouflage abilities. Given 1 Combat Round or 30 seconds outside of combat, the entire outfit is able to mimic its surroundings. Furthermore, it also has thermal insulation to prevent thermal imaging from picking it up easily. This adds a +3 to your Stealth and any bonuses from Thermal vs you are completely ignored. The facemask can be removed and a helmet can be worn instead, but this reduces the Stealth bonus to +2 and applies it vs Thermals instead of being completely safe from it.
Tactical CBRN Environmental Suit | +2 AV |7,500c
Covers All
An all-encompassing suit made of synth-Kevlar and composite fibers. It allows you to exist in hostile environments thanks to its air-tight design and the inclusion of a gas mask (acting the same way as a Toxin Filter (Reusable)). The materials is also fire retardant, adding an additional +2 AV vs fire damage. While it does cover the entire body, a helmet can still be worn with it.
Armor Mods:
Advertising - 10c per Small Ad, 30 for Large Ad
Advertising is the act of putting ads for products or corporations upon their armor. Keep in mind that advertisements ruin stealth! A singular piece of armor can have 4 small ads and 1 big ad. Keep in mind that rival corporations will not
Small Ads - Small squares or strips placed somewhere upon the body. These advertisements offer 50c for the character.
Large Ads - A large stripe across the back of square upon the breastplate, proudly displaying the corporation or product. This earns the agent 150c.
Digital ads increase the payout by 25%. These ads are moving pictures and may even produce sound, making it much harder to stealth with a -2 penalty.
Dedicating 3 small ads, or 1 large ad and a small ad, to a single corporation increases the total payout for those ads by 25%. No one really takes the guy running around with a McDonalds ad for whoppers on his chest seriously, so you'll also deal with a -1 penalty to Intimidation or Looking Good depending on the scenario. This can be ignored with the Recolor mod as it blends the ads stylistically with the armor.
The armor must be worn as much as possible to earn money from it.
Recolor - 200c
Recolor your armor to a singular solid color, Corporation colors, have flashy pictures or decals upon it, etc. May add +1 to Looking Good or Intimidation depending on the company and the GM.
Camouflage Recolor - 500c
Have a camouflage pattern sprayed upon your armor. Camoulfage adds a +1 bonus to stealth in appropriate environments, but may add a -1 penalty to Stealth if used in the completely wrong environment. Someone wearing snow camo is going to really stick out in the desert! The type of camos are typically:
Desert
Snow
Urban
Woodland
Jungle
Mountain
Light Alloy Materials - 400c
Replace the standard kevlar plates and what-have-you with a thinner material intended to make those of a smaller build easily lug around the armor. Treat the armor as being 1 less when totaling your AV for your Armor Limit. However, any doubles that hit you will reduce the AV by 1.
Weapons:
Quad-Shotgun - KAC Bloody Marry Quadruple Barrel Shotgun (Heavy)
5d10/7d10 Damage | 1,400c | Close/Medium Range | Rate 1 | EMP Immune
Some say this is the best thing Kaung Arms Concern has produced, a destructive, massive shotgun that is able to remove limbs with a singular blast and tear holes the side of basketballs into people! Yet, it still has that KAC charm to it. It gains a +4 to hit when within 5 meters of a target, does 7d10 damage in close range, and pulps a body part as long as 2 of the dice rolled are a 10. The downside? It takes 2 rounds to reload this beast and is always treated as Condition 7. Furthermore, a Strength of 10 is required to shoot this thing or you'll go flying back from the recoil! (If you attempt, you'll fly back about 4 meters and take 2d6 damage that ignores AV.) Uses SMART ammo.
Minigun - AMS 12A Warthog (Heavy)
6d10* Damage | 9,000c | Medium/Long Range | Rate 1 | EMP Immune
A minigun designed to sprinkle an area with a hail of bullets, completely melting away any and all enemies. Most have come to fear the terrifying "brrrt" this weapon produces. The sheer weight and girth of this thing means that a Strength 6 character can utilize two hands, but have a -2 penalty for doing so. Those with strength 8 can two-hand the weapon without this penalty and Strength 11 characters can one-hand it. It can be mounted on a tripod which takes 3 turns to set up. It counts as a machine weapon, but adds a +4 to the first damage die that hits a target and then a +2 to every damage die afterwards. (This means if you hit three targets, you'd do 1d10+4, 1d10+2, and 1d10+2 to the target.)
This weapon can be used for targets at long range, but has a -4 penalty for doing so.
Murderstick (Heavy)
1d12 + Strengthx2 Mashing Damage | 300c | Close Combat| Rate 1 | EMP Immune
Some big guys just love creating their own weapons with no care for its unwieldiness or size. This is one of those weapons, being little more than rebarb with barbs, spikes, blades, and torn metal forming into a ball or cube on the top of it. The strength needed to wield one of these is 9, wielding it two-handed requires 12. Wielding this weapon has an inherent -4 penalty to your Action Total unless you spend 4 months training with it or have the Ogara Weapon Training.
General Equipment:
Solid Eye 800c
The Solid Eye resembles a somewhat-bulky eyepatch with a tiny camera on it. It can be exactly like a PDA/smartphone, even displaying videos, sending messages, recording, and even utilizing AI protocols. It can be installed with thermal, night vision, and binocular capabilities. The device requires a direct connection to the brain in order to utilize this, but HAL INC. includes this into its price.
Night Vision Upgrade is 300c, letting you ignore darkness penalties. However the Solid Eye only covers one eye, so a -2 penalty is applied to shooting, throwing, and close combat thanks to the issue of depth perception.
Thermal Vision Upgrade is 600c, letting you see things in a red-hot thermal vision. This performs exactly like a thermal eye, but still has the -2 penalty that night vision does.
Binocular Upgrade is 200c, letting you make long distance perception tests without penalty.
Rename to "armor".
Change the armors ion Core that "Covers All" to "Covers arms, legs, and body." This means you don't have to wait until to Powered Tactical Armor before it becomes good.
Advanced Combat Helmet | +2 AV | 2,000c
Covers Head
A helmet that has been made with protection in mind, but comes at the disadvantage of making things harder to see and hear. A -1 penalty is applied to Perception. The helmet is airtight, letting no airborne agents or water seep in. Comes with a 30 minute long built-in air canister that can be replaced for 80c.
Octocamo Stealth Suit | +2 AV | 8,000c
Covers All
A unique type of stealth suit with its mimicry abilities inspirated by the octopus' natural camouflage abilities. Given 1 Combat Round or 30 seconds outside of combat, the entire outfit is able to mimic its surroundings. Furthermore, it also has thermal insulation to prevent thermal imaging from picking it up easily. This adds a +3 to your Stealth and any bonuses from Thermal vs you are completely ignored. The facemask can be removed and a helmet can be worn instead, but this reduces the Stealth bonus to +2 and applies it vs Thermals instead of being completely safe from it.
Tactical CBRN Environmental Suit | +2 AV |7,500c
Covers All
An all-encompassing suit made of synth-Kevlar and composite fibers. It allows you to exist in hostile environments thanks to its air-tight design and the inclusion of a gas mask (acting the same way as a Toxin Filter (Reusable)). The materials is also fire retardant, adding an additional +2 AV vs fire damage. While it does cover the entire body, a helmet can still be worn with it.
Armor Mods:
Advertising - 10c per Small Ad, 30 for Large Ad
Advertising is the act of putting ads for products or corporations upon their armor. Keep in mind that advertisements ruin stealth! A singular piece of armor can have 4 small ads and 1 big ad. Keep in mind that rival corporations will not
Small Ads - Small squares or strips placed somewhere upon the body. These advertisements offer 50c for the character.
Large Ads - A large stripe across the back of square upon the breastplate, proudly displaying the corporation or product. This earns the agent 150c.
Digital ads increase the payout by 25%. These ads are moving pictures and may even produce sound, making it much harder to stealth with a -2 penalty.
Dedicating 3 small ads, or 1 large ad and a small ad, to a single corporation increases the total payout for those ads by 25%. No one really takes the guy running around with a McDonalds ad for whoppers on his chest seriously, so you'll also deal with a -1 penalty to Intimidation or Looking Good depending on the scenario. This can be ignored with the Recolor mod as it blends the ads stylistically with the armor.
The armor must be worn as much as possible to earn money from it.
Recolor - 200c
Recolor your armor to a singular solid color, Corporation colors, have flashy pictures or decals upon it, etc. May add +1 to Looking Good or Intimidation depending on the company and the GM.
Camouflage Recolor - 500c
Have a camouflage pattern sprayed upon your armor. Camoulfage adds a +1 bonus to stealth in appropriate environments, but may add a -1 penalty to Stealth if used in the completely wrong environment. Someone wearing snow camo is going to really stick out in the desert! The type of camos are typically:
Desert
Snow
Urban
Woodland
Jungle
Mountain
Light Alloy Materials - 400c
Replace the standard kevlar plates and what-have-you with a thinner material intended to make those of a smaller build easily lug around the armor. Treat the armor as being 1 less when totaling your AV for your Armor Limit. However, any doubles that hit you will reduce the AV by 1.
Weapons:
Quad-Shotgun - KAC Bloody Marry Quadruple Barrel Shotgun (Heavy)
5d10/7d10 Damage | 1,400c | Close/Medium Range | Rate 1 | EMP Immune
Some say this is the best thing Kaung Arms Concern has produced, a destructive, massive shotgun that is able to remove limbs with a singular blast and tear holes the side of basketballs into people! Yet, it still has that KAC charm to it. It gains a +4 to hit when within 5 meters of a target, does 7d10 damage in close range, and pulps a body part as long as 2 of the dice rolled are a 10. The downside? It takes 2 rounds to reload this beast and is always treated as Condition 7. Furthermore, a Strength of 10 is required to shoot this thing or you'll go flying back from the recoil! (If you attempt, you'll fly back about 4 meters and take 2d6 damage that ignores AV.) Uses SMART ammo.
Minigun - AMS 12A Warthog (Heavy)
6d10* Damage | 9,000c | Medium/Long Range | Rate 1 | EMP Immune
A minigun designed to sprinkle an area with a hail of bullets, completely melting away any and all enemies. Most have come to fear the terrifying "brrrt" this weapon produces. The sheer weight and girth of this thing means that a Strength 6 character can utilize two hands, but have a -2 penalty for doing so. Those with strength 8 can two-hand the weapon without this penalty and Strength 11 characters can one-hand it. It can be mounted on a tripod which takes 3 turns to set up. It counts as a machine weapon, but adds a +4 to the first damage die that hits a target and then a +2 to every damage die afterwards. (This means if you hit three targets, you'd do 1d10+4, 1d10+2, and 1d10+2 to the target.)
This weapon can be used for targets at long range, but has a -4 penalty for doing so.
Murderstick (Heavy)
1d12 + Strengthx2 Mashing Damage | 300c | Close Combat| Rate 1 | EMP Immune
Some big guys just love creating their own weapons with no care for its unwieldiness or size. This is one of those weapons, being little more than rebarb with barbs, spikes, blades, and torn metal forming into a ball or cube on the top of it. The strength needed to wield one of these is 9, wielding it two-handed requires 12. Wielding this weapon has an inherent -4 penalty to your Action Total unless you spend 4 months training with it or have the Ogara Weapon Training.
General Equipment:
Solid Eye 800c
The Solid Eye resembles a somewhat-bulky eyepatch with a tiny camera on it. It can be exactly like a PDA/smartphone, even displaying videos, sending messages, recording, and even utilizing AI protocols. It can be installed with thermal, night vision, and binocular capabilities. The device requires a direct connection to the brain in order to utilize this, but HAL INC. includes this into its price.
Night Vision Upgrade is 300c, letting you ignore darkness penalties. However the Solid Eye only covers one eye, so a -2 penalty is applied to shooting, throwing, and close combat thanks to the issue of depth perception.
Thermal Vision Upgrade is 600c, letting you see things in a red-hot thermal vision. This performs exactly like a thermal eye, but still has the -2 penalty that night vision does.
Binocular Upgrade is 200c, letting you make long distance perception tests without penalty.