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3/26/2019 Armory of the Future - MES IE - Google Docs

*v.1 (updated 02/01/2018)


MES Infinite Edge Venue

Space: The Infinite Edge 


Armory of the Future
Introduction
Over the centuries, mankind has developed more and more advanced ways of killing each other. From
the most basic of clubs to the Pulse Rifle, one thing has remained certain: the goal of weapons is to kill.
As technology has continued to evolve, however, so have the weapons it creates.
In the industrial and post-industrial eras (Tech Level 0-3) mankind developed kinetic projectile
weapons--guns. Delivering a heavy metal projectile by means of small explosion, these weapons were
incredibly deadly when first introduced, and remain so today as the technology expanded from chemical
explosions to magnetic propulsion.
At the point where man mastered the art of energy control and refinement, the concept of weaponry
began to change. Whereas previous weapons focused heavily on the damage they could inflict, this
became less effective as new armor technology (and eventually shields) became prevalent. To combat
this, newer weapons sacrificed some raw power for increased ability to pierce protection; often, other
features were able to be introduced, or flaws solved, due to the changeover from mechanical kinetic
systems to electronics and energy-based fire. Below, statistics for such high-tech weapons are provided.
All weapon rules below use the weapon rules from Hurt Locker Appendix: Equipment. All weapon tags
not explicitly defined below can be found on Hurt Locker 141-142. Weapons for lower tech levels use the
standard rules found in Hurt Locker and the MES CoD Universal Addendum.

Weapons
In order to better represent the new weapons developed by the population of the galaxy, the following
weapons are sanctioned for play to represent “high tech” weaponry. Note that each weapon has a Tech
Level requirement. While finding that weapon in a lower tech level system is possible, it is not in
widespread use; it cannot be easily bought or sold, may draw additional attention, and has a higher
availability rating. In a similar fashion, “low tech” weapons on very high Tech Level VSSs may draw
attention. Acquiring a weapon above the Tech Level of the system may require travel to or trade with
other systems, magical item creation, or may be possible through rewards from the job system. A
character with an Origin from a TL higher than their current VSS might even start with 1-2 pieces of tech
they brought with them, but equipment lost or stolen or broken is not easily replaced. The ST is the final
arbiter on what may be acquired in their VSS, and what may be brought into their VSS.

Ranged Weapons
These weapons represent the latest standard models for energy-based ranged weapons.
★ Laser Pistol: While a variety of these exist, they share a number of common factors. Utilizing an
energy pack or cell of some kind, energy is created and focused into a quick, destructive burst.
While they don’t pack quite as much punch as their kinetic counterparts, they’re much lighter and
faster, and excel at bypassing armor.
★ Laser Rifle: After the invention of laser pistols, it wasn’t long before military and mercenary soldiers
alike were looking for something bigger. Resembling an assault rifle, this two-handed weapon
packs more punch than its smaller cousin and is capable of accurate fire over a longer range.

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★ Sonic Shotgun: Originally designed as a less-lethal ranged alternative to the laser weapons of the
era, the Sonic Shotgun is now the weapon of choice among many bounty hunters. It’s capable of
neutralizing a foe for safe live capture.
★ Long Distance Pulse Rifle: As laser weapon technology advanced, weapons designers sought to
utilize new technologies to replicate sniping weapons. The result is the LDPR, capable of
extremely long distance shots and bypassing armor. Unfortunately, the incredibly focused shot
causes a massive heat buildup resulting in the core burning out and needing to be replaced
afterward, but researchers are continuing to search for solutions.

While numerous models and varieties from multiple manufacturers exist, all weapons of these types
utilize the following base statistics:

Damage Initiative Strength Availability


Name Range Capacity Size Tags Tech
Level

Laser Pistol +1 Medium Medium -1 1 1 oo Piercing 2 TL4

Laser Rifle +2 Long High -2 2 3 ooo Piercing 3, TL4


Accurate

Sonic +2 Medium Medium -3 3 2 oo Stun, TL4


Shotgun Knockdown

Long +4 Extreme Single -4 3 4 ooooo Accurate, TL5


Distance Shot Piercing 4
Pulse Rifle

Melee Weapons
These weapons represent the latest in close combat innovation--energy weaponry, powered
augmentation, and more.
★ High-vibration blade: This small knife conceals a miniaturized high-power motor in the hilt, which
enables the blade to reach vibrational frequencies necessary to slice through metals. Originally
designed with construction work in mind, this was quickly repurposed by discreet assassins looking
for small, armor-bypassing weapons.
★ Powerstaff: Utilizing the size of staves, particularly clever custom weapons designers originally
created this weapon by utilizing an ionized metal core to hold a charge delivered on impact.
Modern powerstaff models feature momentum-based charging, capable of charging a shock via the
same kinetic momentum that delivers the blow and removing the need for frequent recharging.
★ Light Sword (Standard): Usually resembling a small flashlight when inert, laser swords utilize
breakthroughs in “Hard Light” technologies in order to turn a traditional laser into a highly
sharpened cutting edge. Prized for their easy concealment, these weapons are frequently carried
as a close-range option by military and paramilitary personnel in high-tech systems.
★ Light Sword (Large): With the advent of the Light Sword, it was really only a matter of time before
someone developed an even larger model. While the hilt is only modestly larger, an overcharge
capacitor makes this model capable of a much longer blade, resembling an archaic greatsword.
Unfortunately, the longer, more unwieldy blade requires two hands to wield properly, but for many
users the stronger blade is worth the trade-off.
★ Powered Impact Gauntlets: Originally a standard issue feature of military Battlesuits, these were
removed from the publicly sold models but eventually found their way to the market anyway. While
models differ in their augmentation--pneumatic, magnetic, or other methods--the common theme of
these weapons is the creation of excess kinetic force for punching attacks. The force often throws

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off aim a bit, but users of this weapon are generally fighting large enough targets to disregard this
minor flaw.
★ Energized Filament Whip: Utilizing the latest in electrokinetic materials tech, this weapon is able
to prioritize finesse over raw strength while still packing a punch. The whip itself is thread-thin and
ultralight, but supercharged with concentrated energy in order to deliver extremely precise cutting
power. Users of the weapon often wear specially designed gloves to prevent accidental
self-maiming, especially when leveraging it in grappling combat.

While numerous models and varieties from multiple manufacturers exist, all weapons of these types
utilize the following base statistics:

Damage Initiative Strength Availability


Name Size Tags Tech
Level

High-vibration blade +1 -1 3 1 oo Piercing 1, Bleed TL3

Powerstaff +2 -1 2 4 ooo Reach, Two-Handed, Stun TL3

Light Sword +2 -2 2 3 ooo Piercing 2, Concealable* TL4

Light Sword (Large) +3 -3 2 3 oooo Piercing 3, Two-Handed, TL4


Concealable*

Powered impact +2 -2 3 2 oo Brawl, Knockdown, Stun, TL4


gauntlets Inaccurate

Energized Filament +1 -1 1 2 ooo Bleed, Grapple, Requires TL5


Whip Dexterity 3 or higher, Uses
Dex + Weaponry to Attack,
Concealable*
*Concealable: When this weapon is deactivated, it is considered Size 1 for the purposes of concealment and storage.

Armor
These armor statistics represent advanced protective technologies--power-assisted battlesuits and
energy shields.
★ Augmented Anti-Kinetic Armor: Thin armor utilizing non-Newtonian Shear Thickening Fluid to
deflect ballistic attacks; provides little protection against slower, heavier attacks. A helmet can be
added to this armor for +1 availability (using helmet rules above).
★ Battlesuit (Standard): This standard battlesuit is mass produced for law enforcement riot
response, Megacorp security, and other non-military customers. The powered-assist suit includes
full-coverage armor with helmet, servo-flexibility enhancements, and predictive dodge assist
algorithms provided via heads up display. The resulting armor is as resilient as its toughest
low-tech counterparts but faster and more maneuverable, and is widely sought after by many
combatants. The mobility of such heavy armor comes at a cost however, in that the suit relies on
substantial energy reserves which are often a target for opponents. Using the Specified Targeting
Rules (CoD 92-93), an attacker may focus an attack on the suit’s power supply at a -5 penalty;
armor applies to the attack as normal. If the power supply receives 5 or more damage, it is
compromised, shutting down the suit until repaired and forcing its user to eject or be immobilized.
The suit provides no special resistance against magic which targets technology, making it a less
preferred choice for those who are regularly fighting supernaturals.

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★ Personal Energy Shield: A recently released design prized by non-combatants whose travels pass
through decidedly less safe corners of the universe, the Personal Energy Shield is a recent
development in protection against blasters and bullets. When activated, it projects a short-range
energy bubble capable of repelling high-speed kinetic attacks and lasers, to a limited degree.
Unfortunately, the technology to provide rapid-drain high-yield energy for the PES isn’t quite perfect,
resulting in a power core which needs frequent recharging and burns out from too much strain.
➞ Personal Energy Shield may be activated reflexively and lasts for the rest of the scene or
until it has taken 5 damage. The shield absorbs damage from incoming ranged attacks;
mundane armor does not apply to damage absorbed by the shield. If the shield deactivates
due to taking damage, the power core is damaged and must be replaced before the shield is
activated again. (see the Crafting Guide for rules on crafting and installing new power cores
- Coming soon!).

While numerous models and varieties from multiple manufacturers exist, all armor of these types utilize
the following base statistics:

Strength Defense Availability


Name Rating Speed Coverage Tech
Level

Augmented 1/5 2 0 0 oo Torso, arms, legs TL3


Anti-kinetic
Armor

Battlesuit* 4/6 2 -3 -3 ooo Torso, arms, legs, head TL4


Special (see below)

Personal - 0 0 0 ooooo Special (see below) TL5


Energy
Shield
*As this armor includes a helmet, it confers a -1 to sight- and hearing-based Perception rolls. Head armor provides
half the protection (rounded up) of the armor’s normal ratings.

Equipment
Equipment is one of the most variable things between systems of different tech levels. The sort of
marvels that might be commonplace in more technologically advanced societies would be considered a
marvel in other places. While the flavor of equipment may vary greatly, at the end of the day Equipment
in Chronicles of Darkness mechanically works in a defined fashion.
In a game as diverse as Infinite Edge, it is impossible to catalogue all the possible equipment which might
exist in the galaxy, and this guide makes no attempt to do so. Players are encouraged to create flavorful,
useful equipment within the rules.
The Technology Level of the equipment (which, in most cases, will not exceed the Tech Level of the
system where it is acquired) will largely determine the appropriate flavor of equipment; Storytellers are
encouraged to reference the Technology Guide regarding appropriateness of desired flavor for a piece of
equipment. Regardless of tech level of the Equipment or the system, all equipment must mechanically
adhere to the Chronicles of Darkness Equipment rules (pg. 100-103). No matter what technology and
flavor it is given, no mundane equipment can provide a bonus larger than +5, and these bonuses apply to
mundane rolls such as skills or perception; see CoD Equipment Appendix (pg. 270-279) for appropriate
examples.

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Space Suits
Space suits are considered to have full coverage as they are sealed. They also include a helmet, using
standard helmet rules (Assuming these are added to the armor table, the helmet rules are already below
that table, so not reiterating). In their sealed state, any of these suits is capable of holding approximately
one scene's worth of breathable air.

If a character wearing a space is attacked with a source which could pierce the suit (bullets, bladed
weapons, claws, ST discretion supernatural powers) which deals damage after armor reduction, the suit
is pierced. It still provides its full armor value, but is no longer sealed for the purposes of maintaining air
supply in vacuums such as space.

✭ Space Suit: A simple, low technology space suit. Bulky, difficult to move in, not very resilient. But
they're cheap and readily available at TL 2
✭ Advanced Suit: More streamlined, more resilient, but more expensive. These are the first
refinement on a standard Space Suit, and allow the wearer to move about more easily while on
space walk.
✭ Space-ready Battlesuit: It's the Battlesuit, with a bit of additional sealing. While the battlesuit is
TL4, it wasn't until TL5 that they figured out how to make a full combat suit space-capable, and
it's expensive to do.
✭ Containment Field: A revision of the personal shield technology, the Containment Field focuses
on keeping air particles in, rather than keeping high-speed projectiles out. Utilizing this field
allows an individual to store roughly the same amount of air as other suits, but without the
encumbrance or limitation of movement that comes with them. Note that the field generator
cannot function alongside the personal shield, and if it is damaged, the field will destabilize; thus,
caution should be taken when spacewalking.

While numerous models and varieties from multiple manufacturers exist, all suits of these types utilize the
following base statistics:
Armor
Name Rating Strength Defense Speed Availability Coverage Tech Level

Special
Space Suit 1/1 3** -3 -3 oo (see below) TL2

Special
Advanced Suit 2/2 2** -1 -1 oooo (see below) TL4

Space-ready Special
Battlesuit 4/6 2** -3 -3 ooooo (see below) TL5
Personal
Containment N/A* (see Special
Field below) - - - ooooo (see below) TL5
*The Containment field is not armor, and does not stop incoming attacks.
**Strength requirement does not apply in areas with no gravity

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