ColonTwo

Equipment

Sep 30th, 2020 (edited)
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  1. CREDITS: 14
  2.  
  3. WEAPONS:
  4. 2xRevolver - Medium damage, short range.
  5. 1h (weapon doesn't need to be re-drawn after making a CQC attack)
  6. 6 round magazine.
  7.  
  8. 1xSMG - Medium range, low damage.
  9. 1h
  10. 10 round magazine. Only fires in five round bursts.
  11.  
  12. 1xFlechette Pistol - Medium range, low damage.
  13. 1h
  14. 8 round magazine, single shot.
  15.  
  16. 2xCapture foam gun - short range, no damage.
  17. 1h
  18. Targets hit and encased in immobilizing foam. Alternatively, removes "on fire" from a unit.
  19. 1 round magazine.
  20.  
  21. 7xAssault Rifle - Medium range, medium damage.
  22. Can fire single-shot or 3 round burst.
  23. 9 round magazine
  24.  
  25. 2xShotgun - High damage, short range.
  26. Damage falls off at a distance.
  27. 9 round magazine.
  28.  
  29. 3xFlechette Rifle - Medium damage, medium range, single shot.
  30. Can fire underwater.
  31. 10 round magazine.
  32.  
  33. 3xHarpoon Gun - short range, high damage, single shot.
  34. Can fire underwater at medium range.
  35. Targets hit have penalty to AIM until harpoons are removed. One harpoon can be removed for an action, dealing additional damage.
  36. 1 round magazine.
  37.  
  38. 2xBlood Plasma Gun - Long range, high damage, single shot.
  39. Can be used underwater.
  40. Overpenetrates, hitting multiple enemies in a line.
  41. Uses firing troop's HPs as ammo.
  42.  
  43. 1xSniper Rifle - long range, high damage.
  44. Takes two actions to fire.
  45. Can't be used at point-blank range.
  46. 6 round magazine.
  47.  
  48. 2xLMG - Medium range, high damage.
  49. Ammo takes up item slot.
  50. Reduces movement when carried.
  51. Only fires in 10 round bursts.
  52.  
  53. 2xHeavy Harpoon Gun - High damage, short range, single shot.
  54. Can fire underwater at medium range.
  55. Ammo takes up item slot.
  56. Reduces movement when carried.
  57. Targets hit have penalty to AIM until harpoons are removed. One harpoon can be removed for an action, dealing additional damage.
  58. 6 round magazine.
  59.  
  60. 2xLarge Heavy Harpoon Gun - High damage, short range, single shot.
  61. Can fire underwater at medium range.
  62. Ammo takes up item slot.
  63. Targets hit have penalty to AIM until harpoons are removed. One harpoon can be removed for an action, dealing additional damage.
  64. 6 round magazine.
  65. Monstrous troops only.
  66.  
  67. 1xRocket Launcher - Medium range, very high damage, explosive.
  68. Ammo takes up item slot.
  69. Reduces movement when carried.
  70. Can't be used at point-blank range.
  71. 1 round chamber.
  72.  
  73. 2x Torpedo Launcher - Long range, very high damage, explosive.
  74. Ammo takes up item slot.
  75. Reduces movement when carried.
  76. Can't be used point-blank.
  77. 1 round chamber.
  78. Underwater only.
  79.  
  80. 2x Large Torpedo Launcher - Long range, very high damage, explosive.
  81. Ammo takes up item slot.
  82. Can't be used point-blank.
  83. 1 round chamber.
  84. Underwater only.
  85. Monstrous troops only.
  86.  
  87. 1xLightning gun - Long range, low damage, single shot.
  88. Ammo takes up item slot.
  89. Reduces movement when carried.
  90. Targets hit with this weapon have a low chance to immediately become a Casualty.
  91. Deals high damage to mechanical units.
  92.  
  93. 1xStinger Flechette Rifle - Medium range, Single shot, low damage.
  94. When hit, most non-mechanical enemies have a penalty to Aim and movement for several turns, and there is a chance based on how wounded they are that they either only get one action per turn or become paralyzed for several turns.
  95. Can be used underwater.
  96. 5 round magazine.
  97.  
  98. 1xEnergy Katana - CQC range, no ammo, high damage.
  99. 1h.
  100. Deals very high CQC damage and the troop carrying it is harder to hit in CQC. Can be equipped alongside one other weapon with the 1h property.
  101.  
  102. 1xForked Catalyst - no range, no ammo, no damage.
  103. Spells are cast more quickly.
  104.  
  105. ARMOR:
  106. 6xBasic Plate Carrier
  107.  
  108. 1xCamo Suit - less protective than a standard plate carrier, but can spend an action to hide, making the troop wearing it harder to detect. Flechette weapons will not reveal location.
  109.  
  110. 1xImproved Plate Carrier
  111.  
  112. 1xLight Multi-limb Plate Carrier
  113.  
  114. 1xAgility Frame - slightly better than plate carrier. Can jump long distances and move further. Exotic anatomy can use.
  115.  
  116. ITEMS:
  117. 4xTrauma Kit - Can be used to revive a disabled teammate or remove injuries.
  118.  
  119. 5xGrenade - high damage, medium blast radius. Can destroy some terrain.
  120.  
  121. 1xStun prod - disables an enemy for capture. More effective against injured enemies. 1 use per mission.
  122.  
  123. 2xBreaching Charge - Can be used to blow open doors or blow holes in walls. The timer can be set, but defaults to 3 turns. (So it will detonate on the user's next turn)
  124.  
  125. 1xScope - gives a bonus to aim. Doesn't require an action to use.
  126.  
  127. 1xBallistic Shield - troop carrying it takes reduced damage from firearms and is harder to hit in CQC.
  128.  
  129. 1xClimbing Gear - can scale most surfaces.
  130.  
  131. 2xCold Weather Gear - Ignore the 'cold' condition
  132.  
  133. 1xBloodfire (Stimm) - Target immediately becomes excited
  134.  
  135. 3xAmmo Hopper - 200-round hopper for LMG
  136.  
  137. 1xRockets - 3 rockets for rocket launcher.
  138.  
  139. 4xTorpedos - 3 torpedos for torpedo launcher.
  140.  
  141. 6xHeavy Harpoon Equipment - Pressure tank required to fire heavy harpoon guns and 1 6-round reload.
  142.  
  143. 1xBattery pack - 50 shots for lightning gun.
  144.  
  145. 1xImproved Cyber Arm: A unit with the Missing Arm wound has no penalties. (Rockit)
  146.  
  147. ∞xExtra Ammo - Normally, 4 reloads are brought. This allows a character to take twice as much.
  148.  
  149. Cigarette Holder (Eilie Only) - Eilie can equip an item in addition to this. She gains a permanent bonus to morale while it is equipped (this prevents her morale from going below a certain amount.)
  150.  
  151.  
  152. CAPTIVES:
  153.  
  154. 1xCorporate Sorcerer
  155. Times interrogated: 2 (Zarah)
  156. Benefits: Unlocked the following Rites:
  157.  
  158. Rite of Mindlink: A troop that knows this rite and one other troop spend their time between missions establishing a mindlink. The next time both of them go on a mission together, when one would panic, they are both shaken instead. If they are already shaken, they panic as normal. (Zarah)
  159.  
  160. Rite of empowering: A troop that knows this rite can spend time between missions empowering their magic. The next time they go on a mission, their magic will be slightly more effective. (Zarah)
  161.  
  162. Initiate - this troop and one rank 0 troop spend time between missions to Awaken the Rank 0 troop. The rank 0 troop is now an Initiate and gains unique skills and access to certain rites. (Zarah)
  163.  
  164. Sign of the Evil Eye - this troop and an Inititate can spend time between missions to teach the Inititate the Sign of the Evil Eye. The initiate can use this Sign as long as they have only a 1h weapon, or a CQC weapon drawn for 1 action. A single enemy the Initiate can see immediately makes a Calm check or panics. (Zarah)
  165.  
  166. 1xCorporate Sorcerer
  167.  
  168. 1xCorporate Heavy Armor Cultist
  169.  
  170. 2xCult of the End Soldier
  171. Times interrogated: 3 (1xEilie and 2xFucc)
  172. Benefits: Unlocked the following cybernetics:
  173.  
  174. Cyber arm: A replacement limb. The C.Org has a penalty to Aim when using a weapon without the 1h quality. The Aim penalty is lower than someone with a missing arm.
  175.  
  176. Improved Cyber arm: A replacement limb. The C.Org can function with no penalties.
  177.  
  178. Trauma Response System: A torso implant. Drugs and stabilizing agents are released automatically in response to injury. Reduces the chance that a unit is injured or killed if they become a Casualty.
  179.  
  180. Ultimate Guts: An abdomen implant. If the unit is killed, they explode violently, damaging everything nearby in an incinerating blast of plasma.
  181.  
  182. Cyber leg: A replacement limb. The C.Org's penalty from missing a leg is substanitally reduced.
  183.  
  184. Improved Cyber leg: A replacement limb. The C.Org can function with no penalties.
  185.  
  186. Cybernetic Upgrade: A cybernetic limb gains 2 upgrade slots
  187.  
  188. Emergency Maser: an upgrade that uses 2 upgrade slots. A 1h weapon the troop can always fire. Low damage, short range energy weapon.
  189.  
  190. 1xFrilled Demon
  191. Must be kept in a barracks room
  192. Bound to Corporate Cultists
  193. Requires a troop to maintain.
  194.  
  195. OTHER:
  196.  
  197. Pee Mystery Clues:
  198. Kayree said no one in your squad is the culprit
  199. Yiann investigated and thinks the culprit is definitely a mammal.
  200. Baetriss investigated and thinks it's somebody from Units 1-5.
  201.  
  202. Positive relationship with the Unit 5 commander.
  203.  
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