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Equipment - d6 Pool 2nd Try - 2021
Equipment - d6 Pool 2nd Try - 2021
Equipment
Equipment Basics
Weapons
Armour
General Gear
Tech Gear
Drones
Vehicles
Services
Body Modifications
- currency
Encumbrance
In Gateway Knights, the game is written with the view that encumbrance isn’t really very fun or
interesting. The moments when it is, this is because of the fiction and the narrative, it becomes an
interesting momentary obstacle to overcome or puzzle to solve. If you are the type of group or
player that enjoys calculating and tracking this sort of thing, that’s absolutely great, its just really
not the focus of this game.
It’s normally pretty obvious when something is silly or feels wrong, like the character that wants to
constantly carry around 4 two-handed heavy weapons and 50 grenades. We all know them and most
of us have been that character at least once. For this reason the game just trusts it’s players and GM
to be reasonable and do what suits them and their needs in their game. Frankly, if your group is
happy with it’s characters carrying around most of their homes (including the bath and the kitchen
sink) with them all the time, go for it.
Quality
(common, fine, exquisite. poor quality)
Equipment Damage
- ware, breaking and repair (+ damaged???)
Weapons
- Weapon Type
---- Light (2), Medium (3), Heavy (5)
---- Melee, Ranged (band)
---- damage type
Class (type)
Light (L), 2 damage, one-handed only, finesse
Medium (M), 3 damage, one-handed or two-handed
Heavy (H), 5 damage, two-handed only, hardy
Melee (Mel.)
Ranged (Rng.)
- Pistol (pis.): one-handed, short range, better up close, can’t be heavy
- Rifle (rif.): two-handed, medium range (includes bows, crossbows etc.)
Damage (type)
Pierce (pie.)
Slash (sla.)
Bludgeon (blud.)
Elemental (ele.)
Chaotic (magic) (cha.)
Psychic (psy.)
Finesse,
- (can be used with non-brawn attributes, Mel. Only)
Reach,
- (close not melee, not light)
Special,
- (see entry)
Precise,
- (+1 equipment bonus to attacks) *
Balanced,
- (bonus to defence) *
Savage,
- (+1 damage) *
Thrown,
- (have range equal to class ranged / range as a pistol)
Hardy,
- (extra ware points)
Sharpshooter
- (longer range than normal, Rng. Only) ???
Punishing
- (ignore 1 point of DR) *
Sunder
- (1 point additional automatic ware damage to armour/shield)??? *
Burst,
- (multiple bullets in one attack action, bonus to hit or damage)
Sniper,
- (worse short range, better long range) ???
Sweeper,
- (shorter range, wider angle)
Blast,
- (bang, grenades and explosives)
Pinning,
- (gives the pinned condition)
high velocity/AP
-
vicious (+damage)
-
* Weapons tags with an asterisk can be taken more than once, and their benefit stacks. When this is
the case, it will be shown with the tag, i.e. Savage (2) would mean the weapon has the Savage tag
twice (for +2 damage total).
Broken Weapons
- half damage (rounded up) ???
- useless ???
Weapon qualities
- usual equipment quality bonus (more ware points)
- additional tags
Armour
- Type
---- light, medium, heavy (ongoing -1 agi tests)
(- Ware Points)
- mobility penalty (disadvantage on certain actions)
- Damage Reduction (DR)
- Deflection (add as equipment bonus modifier)
Class
Light
Medium
Heavy
Tags
Agile (bonus to mobility pen.)
Bulky (additional mobility pen)
Hardened (extra damage reduction)
Reinforced (extra ware points)
Resistant (gives resistance to certain form of damage)
??? (extra deflection)
General Equipment
-
Special/Tech Equipment
-
Drones
- work by themselves, have own initiative, stats etc.
- can be directly controlled, character uses action to give drone an action. Uses characters attribute +
tech-use. Drone loses there next turn (apart from reaction).
- specialist drone controller characters are better than this.
- mech and synth outfitting
- Attack Drones
- Reconnaissance Drones
- Repair and Service Drones
- Medical and Shield Drones
- Utility Drones
Vehicles
-
Services
-
- head
- torso
- arms
- legs
- full body