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Space Jam Equipment

Page history last edited by Michael 14 years, 10 months ago

back to the Space Jam Index

 

 

Weapons

 

name type range hit on damage notes
Pistols - need 1 hand, cost 1 point
blast pistol energy 6 5+ 1d6  
bolt pistol ballistic 8 6+ 2d6  
dart pistol ballistic 4 5+ 1d6 one serum type

Long Arms - need 2 hands, cost 2 points

blaster
energy
8
4+ 1d6  
bolter ballistic 10 5+ 2d6  
darter down
6 5+ 1d6 3 serum types
disruptor energy 7 3+ 1d6 hit = dmg gear, stun robot
rail rifle down
10 4+ 1d6 armor piercing
shotgun ballistic 2 5+ 2d6 attack all targets within 2 squares
Heavy Weapons - cost 3 points, need 2 hands, -1 Move if not Strong
rocket launcher down
10 4+ 1d6 either blast or armor piercing
assault bolter ballistic 10 5+ 3d6 up to 3 adjacent targets
gauss cannon down
20 4+ 1d6 armor piercing, roll of 6 = 2 damage
heavy bolter ballistic 12 4+ 2d6 armor piercing
heavy blaster energy 10 4+ 1d6 hit = 2 damage
flamethrower down
8 5+ 3d6 all targets in line may be hit 
plasma cannon energy 8 4+ 1 all targets in line may be hit
    Melee Weapons - needs 1 hand, cost 2 points (except Knife and Club)
power axe melee -- 4+ 1d6 armor piercing
chain sword melee -- 5+ 2d6 all melee targets are hit
knife melee -- 5+ 1d6 sidearm, auto draw, costs 1 point
club melee -- ? ? impromptu weapons, no cost
Grenades - need 1 hand, cost 1 point
frag grenade bomb 2d6 4+ 2d6 blast
flash grenade bomb 2d6 -- -- blast, stuns nearby targets
EMP grenade bomb 2d6 -- -- blast, damages modules & equipment
firebomb grenade bomb 2d6 -- 1 fire in target square for 1d6 turns
smoke grenade bomb 2d6 -- -- fills a square with obscuring smoke

 

Weapon types:  energy weapons essentially do not run out of ammo during combat, ballistic weapons run out of ammo on doubles (they go from full ammo to low ammo to out of ammo) and 'ammo down each shot' weapons follow the same sequence as ballistic weapons, but lose an ammo rating every time they fire.

 

Armor piercing:  targets do not get an "armor save" against armor piercing weapons.

 

Bombs:  thrown grenades have a range of 2d6 squares. If you roll above an 10, you automatically make it where you want (or above 8, if you have the grenadier ability). You can also ricochet grenades off walls, but that gives you penalties.  

 

Special Gear

 

All drones cost 2 points, neurocomputers are 2 points, and you get 1 free ammo clip with a weapon you purchase.

 

  • Gun drone: drone you control that carries weapons to kill enemies. Cost 2 points. 

  • Recon drone: unarmed, fast-moving drone that you control. Cost 2 points.
  • Cargo drone: drone to carry cargo for you. Cost 2 points.
  • Repair drone: drone that is very resistant to fire, vacuum and radiation. Used to repair damaged ships. Cost 2 points.
  • Armor vest: allows armor save of 6. Cost 1 point.
  • Combat armor: allows armor save of 5+. Cost 2 points.
  • Powered armor: allows armor save of 5+, dual wielding of 2-handed weapons, +1 movement. Cost 3 points.
  • Heavy armor: armor save of 4+, -1 movement speed. Cost 4 points.
  • Battle armor: armor save of 4+, dual wield weapons, gives you the Strong ability, -1 speed. Cost 5 points. 
  • Jetpack: makes movement speed of 10 in any direction. 12 uses per charge. Cost 2 points. 
  • Toolbox: +1 to repair things. Cost 1 point. 
  • Fire extinguisher: +1 to get fires out. Cost 1 point.
  • Neurocomputer: allows use of programs. Cost 2 points. 
  • Assorted neurocomputer programs: give you +1 to one specific task. Max: 4. Cost 1 point each. 
  • Servo-arm: adds an extra hand to help you. Maximum: 2. 2 pts for 1st one, 5 pts for 2nd. – 1 move for 2.
  • Auto-loader: no roll to reload weapons. Cost 1 point.
  • Turret stand: makes a ranged weapon fire at +1. Immobile when set up. Cost 1 point.
  • Designator: +1 in ranged combat. Cost 1 point.
  • Power fist: +1 in melee combat. Cost 1 point.
  • Bio-scanner: identify 1 “blip”. Cost 1 point.
  • IFF system: identifies friendly UEF soldiers in enemy ships, makes sure you don’t shoot your buddies. Cost 1 point.
  • Assorted ammunitions: makes sure this doesn’t happen to you: “BANG!... Die you stupid cymeks! BANG! BANG! Eat this! BANG! Ha ha! I’m invincible! *click* *click*… ah, shit.”   Cost 1 point.
  • Medkit: expend to remove a wound. Cost 1 point.
  • Fusion cutter: +1 to repairs can be used as a melee weapon, counts as a 1-handed weapon. Cost 1 point.
  • Vacc suit:   2 points
  • Rad suit:  2 points
  • Rad/Vacc suit:  3 points

 

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