Campaign of the Month: June 2016
Fate Accelerated: Star Wars: The Infinite Empire
Weapons & Equipment
“Hokey religions and ancient weapons are no match for a good blaster at your side, kid.”
―Han Solo to Luke Skywalker
All of the equipment bellow is built using the Jadepunk Asset Creation system on page 44. All devices come with a Function Aspect
It is not necessary to create a normal blaster pistol using the Device rules. Assume that generally anyone who has the appropriate Aspects to have access to a blaster pistol is carrying one if they want.
HEAVY BLASTER PISTOL (-1 Refresh)
Harm x1, Focus x1, Troubling (Requires Upkeep)
Heavy Blaster Pistols require greater upkeep as they have more limited ammunition and need regular maintenance or they malfunction. They provide a +1 bonus to attacks and do Weapon 1 Stress on successful attacks.
BLASTER CARBINE (-1 Refresh)
Harm x2, Troubling (Restricted)
A blaster carbine have a short barrel and compact two-handed grip, making it look more like a long pistol than a rifle. Carbines offered distinct advantages from other weapons. First and foremost, they are generally shorter and lighter than their heavier cousins, and allow for more capabilities especially in confined environments; they also have a faster rate of fire than a typical blaster rifle. In addition, carbines are often cheaper to produce than ordinary rifles. In exchange for these advantages however, they have a shorter range, less accuracy and less stopping power. The typical blaster carbine is illegal for civilian use in a majority of systems because they are easier to conceal than a blaster rifle yet almost as powerful. Black market sales are prominent.
BLASTER RIFLE (-2 Refresh)
Harm x2, Focus x1, Situational (when Aiming)
Blaster rifles are heavy duty blaster variants, much more powerful than a pistol. Because of the longer barrels they are more accurate when taking aim providing a +1 to Careful to Attack or to Create an Advantage related to aiming. These weapons are often not restricted because they are very hard to conceal and because they are an important survival tool on some Outer Rim planets.
LIGHTSABER (-1 Refresh)
Aspect (Cuts Through Almost Anything), Harm 1, Exceptional x2 (defender can’t use Armor or Stress), Consuming (Costs a Fate point), Limited (once per Scene), Troubling (Symbol of the Jedi)
Lightsabers do Weapon: 1 damage and have the Aspect: Cuts Through Almost Anything, and once per scene, for a Fate point, the attacker can ignore all armor and Stress of a target to either force a Consequence or, if no Consequences are available, take a target out. Alternately, for a Fate Point once per scene, a lightsaber can ignore the scale of a vehicle for a single attack if the story permits (IE you would have to be in the engine room or near the stabilizers or some other plausible situation). They are also recognized galaxy wide as a symbol of the Jedi and Sith.
LIGHT ARMOR (-1 Refresh)
Protection x1, Troubling (Restricted)
Light armor usually comes in the form of woven cloth or thin plastics. It is easier to conceal than most other armors although it is restricted by local governments.
MEDIUM ARMOR (-1 Refresh)
Protection x1, Resilient x1, Demanding x1 (Repair Overcome +2), Troubling (Illegal)
Medium armor, by far the most common, is made up of small ceramic or metal plates and often consists of a vest and a helmet with damage resistant cloth. It offers Armor 1 against stress damage and can absorb a Mild -2 Consequence like “Cracked Ceramic Plates”. If the Consequence is taken then the armor is useless until it is repaired with the proper tools and facility with a Fair +2 Overcome roll. Medium Armor is illegal for civilian use in a majority of systems, and black market sales are prominent.
HEAVY ARMOR (-2 Refresh)
Protection x2, Resilient x1, Demanding x1 (Repair Overcome +2), Troubling (Illegal)
Heavy armor was designed for front-line combat, and is usually fully enclosed. Heavy Armor offers Armor 2 against stress damage and can absorb a Mild -2 Consequence like “Damaged Chestpiece”. f the Consequence is taken then the armor is useless until it is repaired with the proper tools and facility with a Fair +2 Overcome roll. Heavy Armor is illegal for civilian use in nearly all systems, and black market sales are rare as well as expensive.
MANDALORIAN ARMOR (-3 Refresh)
Protection x2, Resilient x1, Demanding x1 (Repair Overcome +2), Aspect (Walking Arsenal), Harm x1, Focus x2 (Targeting), Exceptional (Jetpack), Demanding x2 (Requires a Flashy +4 Overcome roll to active Jetpack), Troubling (Illegal)
Mandalorian armor has an aspect called Walking Arsenal. If you are wearing the armor, you can invoke this aspect to bring to bear any weapon necessary to the situation, but you can also suffer a compel when on planets with strict weapons restrictions.
Made from the near indestructible metal beskar, Mandalorian armor is highly resistant to all types of damage. You gain Armor 2 against physical attacks while the armor is on. It can absorb a Mild -2 Consequence like “Damaged Chestpiece”. If the Consequence is taken then the armors other abilities will not work until it is repaired with the proper tools and facility with a Fair +2 Overcome roll.
Within the armored helmet lies a heads-up display that assists in tracking enemies in combat, granting a +2 bonus to Create Advantages related to tracking or targeting enemies on the battlefield.
The Jet Pack attached to the armor allows Mandalorians incredible flexibility on the battle field. They can jump from any zone on a battle field to any other as a free action if they make a Flashy Overcome Roll of +2.
Madnalorian Armor is illegal for civilian use in all systems, and is instantly recognized throughout the galaxy.