Loot Thread
Loot Thread
This is for helping the process of divvying up loot. I know we talk about it in the Hangout, but sometimes it's nice to be able to look at the list and see what other folks have already put in for:
2 L-20 pulse rifles
NG-E4 Plasma Ejector with full clip and spare clip
2 Wilk's-Remi 136 pistols (as Wilk's 237)
2 vibro-swords
2 vibro-knives.
8 fragmentation grenades (on top of those snagged during the scene)
1 Hovercycle
I believe the Sky Siren is officially Sev's HJ Table vehicle; Sev is also collecting the extra grenades.
Kim was eyeing the Hovercycle.
2 L-20 pulse rifles
NG-E4 Plasma Ejector with full clip and spare clip
2 Wilk's-Remi 136 pistols (as Wilk's 237)
2 vibro-swords
2 vibro-knives.
8 fragmentation grenades (on top of those snagged during the scene)
1 Hovercycle
I believe the Sky Siren is officially Sev's HJ Table vehicle; Sev is also collecting the extra grenades.
Kim was eyeing the Hovercycle.
- Silverclaws
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Re: Loot Thread
Silver has a JA-9. Not sure that he needs an L-20.
There are (I believe) another 8 Frag grenades that Silver pulled from the Roughnecks in the southern part of the map before tangling with Marl. Just can't find the exact number.
There are (I believe) another 8 Frag grenades that Silver pulled from the Roughnecks in the southern part of the map before tangling with Marl. Just can't find the exact number.
- Severianna
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Re: Loot Thread
Sev has 4 frag and 2 plasma grenades left from what she looted already, and took I believe 2 vibro knives. I'll take whatever other grenades that anyone else doesn't want to keep her grenade stockpile fresh.
And I think for the time being, she would like to take 2 pistols.
And I think for the time being, she would like to take 2 pistols.
Re: Loot Thread
I believe the NG-E4 is like a vehicle weapon, isn't it? Kim could put it on the hovercycle or the sky car, maybe TW it, if needed.
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- Severianna
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Re: Loot Thread
Laser pistols are fine, these are backup weapons.Freemage wrote:Do you mean the two Ion Pistols, or just a couple of the Laser Pistols?Severianna wrote:Sev has 4 frag and 2 plasma grenades left from what she looted already, and took I believe 2 vibro knives. I'll take whatever other grenades that anyone else doesn't want to keep her grenade stockpile fresh.
And I think for the time being, she would like to take 2 pistols.
- Tribe of One
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Re: Loot Thread
It's character-sized, so I think you can mount it on a vehicle for just 1 mod slot.Kim Black wrote:I believe the NG-E4 is like a vehicle weapon, isn't it? Kim could put it on the hovercycle or the sky car, maybe TW it, if needed.
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Re: Loot Thread
Okay, sounds good. Thought it was bigger than that for some reason. That's cool, though. We can mod/attach it once all the personal stuff gets done.Tribe of One wrote:It's character-sized, so I think you can mount it on a vehicle for just 1 mod slot.Kim Black wrote:I believe the NG-E4 is like a vehicle weapon, isn't it? Kim could put it on the hovercycle or the sky car, maybe TW it, if needed.
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- Duncan Montana
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Re: Loot Thread
Duncan could use one of the modified L-20's as his riding rifle, along with a vibroknife or 2.
Duncan Montana
Re: Loot Thread
Sure, go for it. They're all just sitting out in Kim's workshop right now until we sell them LOL Or she scavenges them.Duncan Montana wrote:Duncan could use one of the modified L-20's as his riding rifle, along with a vibroknife or 2.
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- Sir Blurre
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Re: Loot Thread
Could the modified L-20 be hooked up to Duncan's horse, making it effectively unlimited ammo as long as it was plugged in?
Sir Blurre
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- Silverclaws
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Re: Loot Thread
What grenades have been claimed?
Are the pistols still available?
Are the pistols still available?
Re: Loot Thread
Hm...seems like it would be reasonable. Would have to have Tribe weigh in on that, though. Kim can make any necessary rolls.Sir Blurre wrote:Could the modified L-20 be hooked up to Duncan's horse, making it effectively unlimited ammo as long as it was plugged in?
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- Tribe of One
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Re: Loot Thread
Too avoid you guys hauling too much of an arsenal around, I've assumed you sold all but 2 of any particular weapon that was unclaimed (mostly L-20, Wilk's pistols and vibro-knives). This means you have a few spares, and anything that a character claimed. I updated the first post and cleaned up a bunch of others.
I also made the following updates, based on posts people made claiming things (and after double-checking they'd added them to their sheets).:
I also made the following updates, based on posts people made claiming things (and after double-checking they'd added them to their sheets).:
- Jack took the TW hand cannon and a vibro-knife
- Rill took the Branaghan armor
- Orrin took an ion pistol and the Pow-Pow Powerfist
- Blurre took an ion pistol, an L-20 rifle and Marl's shield
- Added the Sky Siren stats to Sev's sheet
- The plasma ejector can be installed on the hovercycle with a couple of hours and a Repair roll at -2, since you have to reroute power.
- Same to run a cord from Duncan's cyberhorse to one of the modified L-20s: Two hours and Repair -2
- Duncan can add that and 2 vibro-knives to his sheet
- Jack can add a second vibro-knife to his sheet
- Sev can add 2 Wilk's-Remi 136 pistols (as Wilk's 237) to her sheet
- Sev and Silver need to decide who takes the remaining 8 grenades
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- Tribe of One
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Re: Loot Thread
Also, since I just realized I never posted it in a thread, only the Hangouts:
Every character except Duncan (sorry Duncan) got 50,000 credits from the sale of the scrapped power armor, excess weapons and other loot. Several of you already spent that, but I wanted to make sure I made a note of it for those who have not.
Every character except Duncan (sorry Duncan) got 50,000 credits from the sale of the scrapped power armor, excess weapons and other loot. Several of you already spent that, but I wanted to make sure I made a note of it for those who have not.
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- Jack 'Bullet' Jones
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- Jack 'Bullet' Jones
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- Severianna
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Re: Loot Thread
Sev has the 6 grenades, with the 8 left, either Silver can take all of them or I'd say let me take 2 of those and then Silver takes 6. That give us 8/6 or 6/8 or we go 7/7, whatever works.
- Orrin Truthseeker
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Re: Loot Thread
Do you have the throwing skill? I didnt think you did when we were at the bunker. Or did the cybernetics you took grant you some?Severianna wrote:Sev has the 6 grenades, with the 8 left, either Silver can take all of them or I'd say let me take 2 of those and then Silver takes 6. That give us 8/6 or 6/8 or we go 7/7, whatever works.
Orrin Truthseeker
Re: Loot Thread
Does Kim have the 4 hours needed to do the L-20 and plasma ejector? She just did 36 hours for Rill's shield.
Duncan's horse and the L-20: 6 Success
-2 difficulty modifier, +2 Mr. Fix It, +2 Machine Maestro
Repair [dice]0[/dice]
Wild [dice]1[/dice]
Hovercycle and the Plasma Ejector: 13 2 Raises, half (quarter?) the time
-2 difficulty modifier, +2 Mr. Fix It, +2 Machine Maestro
Repair [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
So I guess it would take 3 hours (maybe less, since multiple raises?) to do.
Duncan's horse and the L-20: 6 Success
-2 difficulty modifier, +2 Mr. Fix It, +2 Machine Maestro
Repair [dice]0[/dice]
Wild [dice]1[/dice]
Hovercycle and the Plasma Ejector: 13 2 Raises, half (quarter?) the time
-2 difficulty modifier, +2 Mr. Fix It, +2 Machine Maestro
Repair [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
So I guess it would take 3 hours (maybe less, since multiple raises?) to do.
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- Tribe of One
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Re: Loot Thread
Okay, I installed those then.Tribe of One wrote:Sure, especially with succor keeping you on your feet.
I rolled times for converting her vibro-sword and vibro-knife in the Workshop thread, but doubt she would have time to do those. I'll save them for later.
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- Severianna
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Re: Loot Thread
I didn't at the time. I spoke with Tribe and we moved some things around. Sev now has skill in throwing.Orrin Truthseeker wrote:Do you have the throwing skill? I didnt think you did when we were at the bunker. Or did the cybernetics you took grant you some?Severianna wrote:Sev has the 6 grenades, with the 8 left, either Silver can take all of them or I'd say let me take 2 of those and then Silver takes 6. That give us 8/6 or 6/8 or we go 7/7, whatever works.
Plus I plan to get a Wired Skill port at the next available time when credits permit, and also might use my next advance to bump throwing and something else depending on how things go down.
- Duncan Montana
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Re: Loot Thread
Duncan could use the sniper rifle, vibroaxe, and combat shotgun, but only if nobody else wants them.
Duncan Montana
Re: Loot Thread
Current Loot: It's getting really long on my post LOL
Loot
[*]Rifle scope
[*]Riot armor (Urban Warrior armor)
[*]200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
[*]2 Bio-Analysis Kits
[*]3 Portable 3D Printers
[*]Vibro-Fireaxe
Loot
- 2 L-20 Pulse rifles
- Damage: 3d6+1
- Range: 25/50/100
- ROF 4
- AP 2
- Shots: 40
- Weight: 7
- 2 Wilk’s-Remi 136 pistols
- Damage: 2d6+1, AP 4
- Range: 15/30/60
- ROF: 1
- Shots: 16
- Weight: 3
- 3 Vibro-knives
- 2 Stim-Sticks
- 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
- 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
- Autorifle (Jack)
- Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
- Range: 50/100/200
- Shots: 60
- 100 autorifle rounds
- 11 lb
- Trauma kit
- 3 Encrypted communicators
- Laser torch backpack
- Damage: 3d6 MD, AP 8
- Requires 2 hands, -2 Fighting and Parry if used as weapon
- 15 lbs
- Medi-Gel
- +2 Healing rolls when applied to fresh wounds or to stop bleeding out
- 10 uses
- Dead communicator
- Plastic explosives
- 5d6 MD, AP 6, LBT
- 3 glowsticks
- Rebreather (Orrin)
- +2 Vigor vs environmental hazards
- Riot shield
- +4 Armor vs ranged attacks
- +2 Parry
- Neural mace
- Damage: Str+d6
- Touch attack
- Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
- Grade II Field Computer (toasted by Silver)
- +2 in opposed Computers or Lockpicking rolls
- +2 Investigation
- 12 Nutri-Bars (rations)
- 2 IRMSS units (3 uses, 4 uses)
- Healing d8+2
- +2 to any following Healing check for one day
- 2 lb
- 2 10 mm Heavy Revolver
- Damage: 2d6+1, AP 4, SA
- Range: 12/24/48
- Shots: 12
- 200 10mm rounds
- Riot helmet with integral nightvision and thermal vision
- 6 Quick-Seal adhesive patches
- 200 10mm rounds
- Damage: 2d8+4, AP 6, MD, Snapfire
- Range 50/100/200
- Shots: 12
- 60 sniper rifle rounds
- Sound suppressor
- 8 lb
- +4 damage, but target doubles armor bonus
- No damage, stuns like neural mace
[*]Rifle scope
[*]Riot armor (Urban Warrior armor)
[*]200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
[*]2 Bio-Analysis Kits
[*]3 Portable 3D Printers
[*]Vibro-Fireaxe
- 1H: as vibro-sword
- 2H: as Giant-Sized vibro-sword, but -1 Parry
- Damage: 3d6+2, ROF 3, AP 2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- 3d6+2, ROF 3, AP2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- Underbarrel grenade launcher
- Range 20/40/80
- Shots: 12
- 24smoke grenades
- +7 Armor
- +2 Toughness
- FEP
- 10 mile comms
- PA loudspeaker
- Nightvision and thermal
- 20 lb
- Gives immediate Natural Healing roll at +2
Last edited by Kim Black on Thu Apr 05, 2018 3:14 am, edited 2 times in total.
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- Severianna
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Re: Loot Thread
what's the difference with the 10mm auto pistols and the PLP ones?
And can we take the under barrel grenade launcher on that rifle and attach it to Sev's tail and make a grenade launching tail gun, with a vibro knife bayonette?
And can we take the under barrel grenade launcher on that rifle and attach it to Sev's tail and make a grenade launching tail gun, with a vibro knife bayonette?
Re: Loot Thread
One holds more shots? Not sure. Stats are the same, though we have more ammo for the 10mm.Severianna wrote:what's the difference with the 10mm auto pistols and the PLP ones?
And can we take the under barrel grenade launcher on that rifle and attach it to Sev's tail and make a grenade launching tail gun, with a vibro knife bayonette?
And can you remove the underbarrel grenade launcher from the rifle?
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- Tribe of One
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Re: Loot Thread
The PLPs are laser pistols, while the 10mms are regular firearms.
As for detaching one of the underbarrel grenade launchers and turning it into a tail weapon, it would be possible, but fairly complicated. I'd say same cost and time requirement as a minor TW upgrade, so 5,000 credits and 2d6 hours. Same to add a vibro- bayonet.
As for detaching one of the underbarrel grenade launchers and turning it into a tail weapon, it would be possible, but fairly complicated. I'd say same cost and time requirement as a minor TW upgrade, so 5,000 credits and 2d6 hours. Same to add a vibro- bayonet.
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- Severianna
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Re: Loot Thread
alright based on this list, I'm gonna put the 2 10mm pistols, 2 PLP pistols, 1 LGR rifle w/the underbarrel grenade launcher, and half the smoke grenades (24), the 6 smoke grenades and 3 flashbang grenades (and put those on the bandlodeer I looted from the fight in the shelter with Bowler bill, the lockpick release gun and the bolt cutters, on my character sheet.
We should probaly divy up the medical supplies in some fashion so that people can use them if Rill isn't directly around or indisposed.
I'm putting tail grenade gun with Vibro sword bayonette on my wish list next time whe have time to try to make that happen.
We should probaly divy up the medical supplies in some fashion so that people can use them if Rill isn't directly around or indisposed.
I'm putting tail grenade gun with Vibro sword bayonette on my wish list next time whe have time to try to make that happen.
Re: Loot Thread
Current list after Sev's claims. Some I have marked that people have claimed. Let me know when you put it on your sheet so I can remove them.
Current Loot: It's getting really long on my post LOL
Loot
[*]Rifle scope
[*]Riot armor (Urban Warrior armor)
[*]200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
[*]2 Bio-Analysis Kits
[*]3 Portable 3D Printers
[*]Vibro-Fireaxe
Current Loot: It's getting really long on my post LOL
Loot
- 2 L-20 Pulse rifles
- Damage: 3d6+1
- Range: 25/50/100
- ROF 4
- AP 2
- Shots: 40
- Weight: 7
- 2 Wilk’s-Remi 136 pistols
- Damage: 2d6+1, AP 4
- Range: 15/30/60
- ROF: 1
- Shots: 16
- Weight: 3
- 3 Vibro-knives
- 2 Stim-Sticks
- 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
- 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
- Autorifle (Jack)
- Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
- Range: 50/100/200
- Shots: 60
- 100 autorifle rounds
- 11 lb
- Trauma kit
- 3 Encrypted communicators
- Laser torch backpack
- Damage: 3d6 MD, AP 8
- Requires 2 hands, -2 Fighting and Parry if used as weapon
- 15 lbs
- Medi-Gel
- +2 Healing rolls when applied to fresh wounds or to stop bleeding out
- 10 uses
- Dead communicator
- Plastic explosives
- 5d6 MD, AP 6, LBT
- 3 glowsticks
- Rebreather (Orrin)
- +2 Vigor vs environmental hazards
- Riot shield
- +4 Armor vs ranged attacks
- +2 Parry
- Neural mace
- Damage: Str+d6
- Touch attack
- Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
- Grade II Field Computer (toasted by Silver)
- +2 in opposed Computers or Lockpicking rolls
- +2 Investigation
- 12 Nutri-Bars (rations)
- 2 IRMSS units (3 uses, 4 uses)
- Healing d8+2
- +2 to any following Healing check for one day
- 2 lb
- 2 10 mm Heavy Revolver
- Damage: 2d6+1, AP 4, SA
- Range: 12/24/48
- Shots: 12
- 200 10mm rounds
- Riot helmet with integral nightvision and thermal vision
- 6 Quick-Seal adhesive patches
- 200 10mm rounds
- Damage: 2d8+4, AP 6, MD, Snapfire
- Range 50/100/200
- Shots: 12
- 60 sniper rifle rounds
- Sound suppressor
- 8 lb
- +4 damage, but target doubles armor bonus
- No damage, stuns like neural mace
[*]Rifle scope
[*]Riot armor (Urban Warrior armor)
[*]200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
[*]2 Bio-Analysis Kits
[*]3 Portable 3D Printers
[*]Vibro-Fireaxe
- 1H: as vibro-sword
- 2H: as Giant-Sized vibro-sword, but -1 Parry
- Damage: 3d6+2, ROF 3, AP 2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- 3d6+2, ROF 3, AP2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- Underbarrel grenade launcher
- Range 20/40/80
- Shots: 12
- 24smoke grenades
- +7 Armor
- +2 Toughness
- FEP
- 10 mile comms
- PA loudspeaker
- Nightvision and thermal
- 20 lb
- Gives immediate Natural Healing roll at +2
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- Orrin Truthseeker
- Bronze Patron
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Re: Loot Thread
Orrin Will take the items listed below:
I think it would also make sense for Blurr to take the other healing items, unless we want rill to also have non-magical healing options. Blurr could get to the individual in need the fastest (and is somewhat likely to be the individual in need himself due to being the first one on the scene anyway).
(this has all been moved to my character sheet)
1 glowstick
1 IRMSS units (3 uses)
1 hypos: Emergency Trauma Application Nanite Colonies
I think it would also make sense for Blurr to take the other healing items, unless we want rill to also have non-magical healing options. Blurr could get to the individual in need the fastest (and is somewhat likely to be the individual in need himself due to being the first one on the scene anyway).
(this has all been moved to my character sheet)
1 glowstick
1 IRMSS units (3 uses)
- Healing d8+2
- +2 to any following Healing check for one day
- 2 lb
1 hypos: Emergency Trauma Application Nanite Colonies
- Gives immediate Natural Healing roll at +2
Orrin Truthseeker
Re: Loot Thread
Current list after Orrin's claims. Some I have marked that people have claimed. Let me know when you put it on your sheet so I can remove them.
Current Loot:
Loot
[*]Riot armor (Urban Warrior armor)
[*]200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
[*]2 Bio-Analysis Kits
[*]3 Portable 3D Printers
[*]Vibro-Fireaxe
Current Loot:
Loot
- 2 L-20 Pulse rifles
- Damage: 3d6+1
- Range: 25/50/100
- ROF 4
- AP 2
- Shots: 40
- Weight: 7
- 2 Wilk’s-Remi 136 pistols
- Damage: 2d6+1, AP 4
- Range: 15/30/60
- ROF: 1
- Shots: 16
- Weight: 3
- 3 Vibro-knives
- 2 Stim-Sticks
- 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
- 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
- Autorifle (Jack)
- Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
- Range: 50/100/200
- Shots: 60
- 100 autorifle rounds
- 11 lb
- Trauma kit
- 3 Encrypted communicators
- Laser torch backpack
- Damage: 3d6 MD, AP 8
- Requires 2 hands, -2 Fighting and Parry if used as weapon
- 15 lbs
- Medi-Gel
- +2 Healing rolls when applied to fresh wounds or to stop bleeding out
- 10 uses
- Dead communicator
- Plastic explosives
- 5d6 MD, AP 6, LBT
- 1 glowsticks
- Rebreather (Orrin)
- +2 Vigor vs environmental hazards
- Riot shield
- +4 Armor vs ranged attacks
- +2 Parry
- Neural mace
- Damage: Str+d6
- Touch attack
- Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
- Grade II Field Computer (toasted by Silver)
- +2 in opposed Computers or Lockpicking rolls
- +2 Investigation
- 12 Nutri-Bars (rations)
- 1 IRMSS units (4 uses)
- Healing d8+2
- +2 to any following Healing check for one day
- 2 lb
- 2 10 mm Heavy Revolver
- Damage: 2d6+1, AP 4, SA
- Range: 12/24/48
- Shots: 12
- 200 10mm rounds
- Riot helmet with integral nightvision and thermal vision
- 6 Quick-Seal adhesive patches
- 200 10mm rounds
- Damage: 2d8+4, AP 6, MD, Snapfire
- Range 50/100/200
- Shots: 12
- 60 sniper rifle rounds
- Sound suppressor
- 8 lb
- +4 damage, but target doubles armor bonus
- No damage, stuns like neural mace
[*]Riot armor (Urban Warrior armor)
[*]200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
[*]2 Bio-Analysis Kits
[*]3 Portable 3D Printers
[*]Vibro-Fireaxe
- 1H: as vibro-sword
- 2H: as Giant-Sized vibro-sword, but -1 Parry
- Damage: 3d6+2, ROF 3, AP 2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- 3d6+2, ROF 3, AP2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- Underbarrel grenade launcher
- Range 20/40/80
- Shots: 12
- 24smoke grenades
- +7 Armor
- +2 Toughness
- FEP
- 10 mile comms
- PA loudspeaker
- Nightvision and thermal
- 20 lb
- Gives immediate Natural Healing roll at +2
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- Duncan Montana
- Posts: 50
- Joined: Thu Dec 07, 2017 3:24 am
Re: Loot Thread
Duncan could use the vibro-axe and a LSR-250s (laser rifle). If nobody else wants the shotgun he'll keep that too along with the ammo listed there.
He'll also donate this to the loot pile if he gets a LSR-250s :
Wilk's Remi 157 "Judgement Day" Laser Rifle (Wilks-457 Stats in the body of a Winchester 40-82)
He'll also donate this to the loot pile if he gets a LSR-250s :
Wilk's Remi 157 "Judgement Day" Laser Rifle (Wilks-457 Stats in the body of a Winchester 40-82)
- Weight: 6 lbs
- 40/80/160
- 3d6+2
- ROF: 2
- AP: 3
- Shots: 36
- semi-auto, 3RB
Duncan Montana
- Severianna
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Re: Loot Thread
After we get the Sky Siren transport we can put some of those things in there, until we get a base of operations, like the laser backpack cutter, portable printers, and other various supplies.
- Jack 'Bullet' Jones
- Silver Patron
- Posts: 206
- Joined: Tue Sep 12, 2017 11:21 pm
Re: Loot Thread
Sure you want to donate that? Better range on the 157 than the LSR-250, though the capacity is better on the 250.Duncan Montana wrote:Duncan could use the vibro-axe and a LSR-250s (laser rifle). If nobody else wants the shotgun he'll keep that too along with the ammo listed there.
He'll also donate this to the loot pile if he gets a LSR-250s :
Wilk's Remi 157 "Judgement Day" Laser Rifle (Wilks-457 Stats in the body of a Winchester 40-82)
- Weight: 6 lbs
- 40/80/160
- 3d6+2
- ROF: 2
- AP: 3
- Shots: 36
- semi-auto, 3RB
Bullet Jones
- Jack 'Bullet' Jones
- Silver Patron
- Posts: 206
- Joined: Tue Sep 12, 2017 11:21 pm
Re: Loot Thread
If no one objects, Jack would take one of the LSR-250s as well, since there are 4. Leave the LGR-360 for someone else. I'd nominate Duncan for that, shooting being his primary deal.
I have added the autorifle and one LSR-250 to my sheet. Kim can delete.
I nominate the L-20s and the 136 pistols to the sell / scrap pile. Plenty of other fine armament that we don't need those.
The rifle scope listed. Is that offsetting 2 points of distance penalties? Illumination too? We could put that on the autorifle to get some extra reach if needed, or one of the laser rifles. Should definitely be put to use though. If Duncan's sniper rifle doesn't need it, slap it on his LSR-250.
I have added the autorifle and one LSR-250 to my sheet. Kim can delete.
I nominate the L-20s and the 136 pistols to the sell / scrap pile. Plenty of other fine armament that we don't need those.
The rifle scope listed. Is that offsetting 2 points of distance penalties? Illumination too? We could put that on the autorifle to get some extra reach if needed, or one of the laser rifles. Should definitely be put to use though. If Duncan's sniper rifle doesn't need it, slap it on his LSR-250.
Bullet Jones
- Sir Blurre
- Bronze Patron
- Posts: 201
- Joined: Mon Sep 11, 2017 9:02 pm
Re: Loot Thread
Blurre would like the LGR-360, if that's acceptable, but would also like Kim to transfer the scope from his current rifle (NG-L20) in the process. Then he'd donate the NG-L20 to the group loot pile again. (If someone else wants it, that's fine--he was mostly interested in the smoke grenades as a way to get cover when he needs a round or two to close the distance.)
And yes, he'll take the nanite hypo, since that's almost like a potion of healing. However, the other first aid gear just gives bonuses to rolls, so not really something an untrained healer is going to do well with.
I'd say the following items should go to the refugees:
1 Bio-Analysis Kit
12 Nutri-Bars
Trauma Kit
Medi-Gel
They're more likely to need these than we are (a second Bio-Analysis kit is just extraneous). If the refugees have anyone with a d4 healing, OTOH, the gel and the trauma kit give them a decent shot at patching up their own wounded.
And yes, he'll take the nanite hypo, since that's almost like a potion of healing. However, the other first aid gear just gives bonuses to rolls, so not really something an untrained healer is going to do well with.
I'd say the following items should go to the refugees:
1 Bio-Analysis Kit
12 Nutri-Bars
Trauma Kit
Medi-Gel
They're more likely to need these than we are (a second Bio-Analysis kit is just extraneous). If the refugees have anyone with a d4 healing, OTOH, the gel and the trauma kit give them a decent shot at patching up their own wounded.
Sir Blurre
Quick Stats
- Jack 'Bullet' Jones
- Silver Patron
- Posts: 206
- Joined: Tue Sep 12, 2017 11:21 pm
Re: Loot Thread
Hey now. Don't give away ALL our gear! We can sell that!Sir Blurre wrote:Blurre would like the LGR-360, if that's acceptable, but would also like Kim to transfer the scope from his current rifle (NG-L20) in the process. Then he'd donate the NG-L20 to the group loot pile again. (If someone else wants it, that's fine--he was mostly interested in the smoke grenades as a way to get cover when he needs a round or two to close the distance.)
And yes, he'll take the nanite hypo, since that's almost like a potion of healing. However, the other first aid gear just gives bonuses to rolls, so not really something an untrained healer is going to do well with.
I'd say the following items should go to the refugees:
1 Bio-Analysis Kit
12 Nutri-Bars
Trauma Kit
Medi-Gel
They're more likely to need these than we are (a second Bio-Analysis kit is just extraneous). If the refugees have anyone with a d4 healing, OTOH, the gel and the trauma kit give them a decent shot at patching up their own wounded.
Jack wouldn't object too terribly much, but he would take note of who is being given this stuff, so he can call in a favor later. "You 'member that time we helped y'all out of a tight spot?"
No objection to the 360 to Blurre. Good use of smoke grenades. They'll never see him coming.
Bullet Jones
- Duncan Montana
- Posts: 50
- Joined: Thu Dec 07, 2017 3:24 am
Re: Loot Thread
Yep. I have the sniper rifle for anything needing a long range shot and the LSR-250 has a much better ammo cap and +1 RoF (at the expense of some range and 1 AP) so I think it will be a better choice.Jack Bullet Jones wrote:Sure you want to donate that? Better range on the 157 than the LSR-250, though the capacity is better on the 250.Duncan Montana wrote:Duncan could use the vibro-axe and a LSR-250s (laser rifle). If nobody else wants the shotgun he'll keep that too along with the ammo listed there.
He'll also donate this to the loot pile if he gets a LSR-250s :
Wilk's Remi 157 "Judgement Day" Laser Rifle (Wilks-457 Stats in the body of a Winchester 40-82)
- Weight: 6 lbs
- 40/80/160
- 3d6+2
- ROF: 2
- AP: 3
- Shots: 36
- semi-auto, 3RB
Duncan Montana
Re: Loot Thread
Awesome.
Re: Loot Thread
Go ahead and put them on your character sheet and let me know when you do so I can delete them. I marked you down on the list for the vibroaxe, the LSR-250, and the shotgun ammo (I think I already removed the shotgun since you had claimed it. I don't seem to have it on the list anymore, anyway, so I don't have the stats). Added the Judgement Day to the list.Duncan Montana wrote:Duncan could use the vibro-axe and a LSR-250s (laser rifle). If nobody else wants the shotgun he'll keep that too along with the ammo listed there.
He'll also donate this to the loot pile if he gets a LSR-250s :
Wilk's Remi 157 "Judgement Day" Laser Rifle (Wilks-457 Stats in the body of a Winchester 40-82)
- Weight: 6 lbs
- 40/80/160
- 3d6+2
- ROF: 2
- AP: 3
- Shots: 36
- semi-auto, 3RB
Character Tracking
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Mission Loot
Re: Loot Thread
All done. I don't know the stats on the rifle scope, sorry.Jack Bullet Jones wrote:If no one objects, Jack would take one of the LSR-250s as well, since there are 4. Leave the LGR-360 for someone else. I'd nominate Duncan for that, shooting being his primary deal.
I have added the autorifle and one LSR-250 to my sheet. Kim can delete.
I nominate the L-20s and the 136 pistols to the sell / scrap pile. Plenty of other fine armament that we don't need those.
The rifle scope listed. Is that offsetting 2 points of distance penalties? Illumination too? We could put that on the autorifle to get some extra reach if needed, or one of the laser rifles. Should definitely be put to use though. If Duncan's sniper rifle doesn't need it, slap it on his LSR-250.
Character Tracking
Equipment
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Mission Loot
Re: Loot Thread
I've marked you down for those. Put them on your character sheet and let me know, so I can delete them.Sir Blurre wrote:Blurre would like the LGR-360, if that's acceptable, but would also like Kim to transfer the scope from his current rifle (NG-L20) in the process. Then he'd donate the NG-L20 to the group loot pile again. (If someone else wants it, that's fine--he was mostly interested in the smoke grenades as a way to get cover when he needs a round or two to close the distance.)
And yes, he'll take the nanite hypo, since that's almost like a potion of healing. However, the other first aid gear just gives bonuses to rolls, so not really something an untrained healer is going to do well with.
I'd say the following items should go to the refugees:
1 Bio-Analysis Kit
12 Nutri-Bars
Trauma Kit
Medi-Gel
They're more likely to need these than we are (a second Bio-Analysis kit is just extraneous). If the refugees have anyone with a d4 healing, OTOH, the gel and the trauma kit give them a decent shot at patching up their own wounded.
Character Tracking
Equipment
Vehicles
Mission Loot
Re: Loot Thread
Updated:
Loot
Loot
- 2 L-20 Pulse rifles (+1 donated from Blurre)
- Damage: 3d6+1
- Range: 25/50/100
- ROF 4
- AP 2
- Shots: 40
- Weight: 7
- 2 Wilk’s-Remi 136 pistols
- Damage: 2d6+1, AP 4
- Range: 15/30/60
- ROF: 1
- Shots: 16
- Weight: 3
- 3 Vibro-knives
- 2 Stim-Sticks
- 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
- 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
- Trauma kit
- 3 Encrypted communicators
- Laser torch backpack
- Damage: 3d6 MD, AP 8
- Requires 2 hands, -2 Fighting and Parry if used as weapon
- 15 lbs
- Medi-Gel
- +2 Healing rolls when applied to fresh wounds or to stop bleeding out
- 10 uses
- Dead communicator
- Plastic explosives
- 5d6 MD, AP 6, LBT
- 3 glowsticks
- Rebreather (Orrin)
- +2 Vigor vs environmental hazards
- Riot shield
- +4 Armor vs ranged attacks
- +2 Parry
- Neural mace
- Damage: Str+d6
- Touch attack
- Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
- Grade II Field Computer (toasted by Silver)
- +2 in opposed Computers or Lockpicking rolls
- +2 Investigation
- 12 Nutri-Bars (rations)
- 2 IRMSS units (3 uses, 4 uses)
- Healing d8+2
- +2 to any following Healing check for one day
- 2 lb
- 2 10 mm Heavy Revolver
- Damage: 2d6+1, AP 4, SA
- Range: 12/24/48
- Shots: 12
- 200 10mm rounds
- Riot helmet with integral nightvision and thermal vision
- 6 Quick-Seal adhesive patches
- 2 10mm autopistols (Severiana)
- Damage: 2d6, ROF 3, AP 2, SA, 3RB
- Range 12/24/48
- Shots: 24
- 200 10mm rounds
- 5 lb
- Anti-Material Sniper Rifle (Duncan)
- Damage: 2d8+4, AP 6, MD, Snapfire
- Range 50/100/200
- Shots: 12
- 60 sniper rifle rounds
- Sound suppressor
- 8 lb
- 30 flechette shotgun shells (Duncan)
- +4 damage, but target doubles armor bonus
- 30 shocker shotgun shells (Duncan)
- No damage, stuns like neural mace
- Pistol laser sight (+1 Shooting, doesn’t stack with scope)(Orrin)
- Rifle scope
- 6 smoke grenades (LBT for 3r, -4 penalty in smoke)(Severiana)
- 3 flashbang grenades (MBT, stuns as neural mace)(Severiana)
- Riot armor (Urban Warrior armor)
- 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
- Bolt cutters (Severiana)
- 2 Bio-Analysis Kits
- 3 Portable 3D Printers
- Vibro-Fireaxe (Duncan)
- 1H: as vibro-sword
- 2H: as Giant-Sized vibro-sword, but -1 Parry
- Lockpick Release Gun: +4 vs mechanical locks (Severiana)
- 6 PLP-20s (pistols)
- Damage: 2d6+1, ROF 3, AP 2, 3RB
- Range 12/24/48
- Shots: 30
- 3 extra e-clips 30 shots each
- 4 lb
- 3 LSR-250s (laser rifles)(1 to Duncan)
- Damage: 3d6+2, ROF 3, AP 2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- 1 LGR-360s (rifles) (1 to Blurre)
- 3d6+2, ROF 3, AP2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- Underbarrel grenade launcher
- Range 20/40/80
- Shots: 12
- 24 smoke grenades
- 2 Advanced NEMA Body Armor
- +7 Armor
- +2 Toughness
- FEP
- 10 mile comms
- PA loudspeaker
- Nightvision and thermal
- 20 lb
- 2 hypos: Emergency Trauma Application Nanite Colonies (Blurre)
- Gives immediate Natural Healing roll at +2
- Wilk's Remi 157 "Judgement Day" Laser Rifle (Wilks-457 Stats in the body of a Winchester 40-82)
- Weight: 6 lbs
- 40/80/160
- 3d6+2
- ROF: 2
- AP: 3
- Shots: 36
- semi-auto, 3RB
Character Tracking
Equipment
Vehicles
Mission Loot
Re: Loot Thread
Really, they should be noted as "Donations", or somesuch (Maybe in a separate OOC tag), so the whole group gets credit for them.Kim Black wrote:I've marked you down for those. Put them on your character sheet and let me know, so I can delete them.Sir Blurre wrote:Blurre would like the LGR-360, if that's acceptable, but would also like Kim to transfer the scope from his current rifle (NG-L20) in the process. Then he'd donate the NG-L20 to the group loot pile again. (If someone else wants it, that's fine--he was mostly interested in the smoke grenades as a way to get cover when he needs a round or two to close the distance.)
And yes, he'll take the nanite hypo, since that's almost like a potion of healing. However, the other first aid gear just gives bonuses to rolls, so not really something an untrained healer is going to do well with.
I'd say the following items should go to the refugees:
1 Bio-Analysis Kit
12 Nutri-Bars
Trauma Kit
Medi-Gel
They're more likely to need these than we are (a second Bio-Analysis kit is just extraneous). If the refugees have anyone with a d4 healing, OTOH, the gel and the trauma kit give them a decent shot at patching up their own wounded.
Also, added the LGR-360 with the Scope to Blurre's sheet, so you can remove it from the list whenever's good for you.
Re: Loot Thread
Loot
- 3 L-20 Pulse rifles
- Damage: 3d6+1
- Range: 25/50/100
- ROF 4
- AP 2
- Shots: 40
- Weight: 7
- 2 Wilk’s-Remi 136 pistols
- Damage: 2d6+1, AP 4
- Range: 15/30/60
- ROF: 1
- Shots: 16
- Weight: 3
- 3 Vibro-knives
- 2 Stim-Sticks
- 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
- 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
- Trauma kit (Donation)
- 3 Encrypted communicators
- Laser torch backpack
- Damage: 3d6 MD, AP 8
- Requires 2 hands, -2 Fighting and Parry if used as weapon
- 15 lbs
- Medi-Gel (Donation)
- +2 Healing rolls when applied to fresh wounds or to stop bleeding out
- 10 uses
- Dead communicator
- Plastic explosives
- 5d6 MD, AP 6, LBT
- 3 glowsticks
- Rebreather (Orrin)
- +2 Vigor vs environmental hazards
- Riot shield
- +4 Armor vs ranged attacks
- +2 Parry
- Neural mace
- Damage: Str+d6
- Touch attack
- Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
- Grade II Field Computer (toasted by Silver)
- +2 in opposed Computers or Lockpicking rolls
- +2 Investigation
- 12 Nutri-Bars (rations)(Donation)
- 2 IRMSS units (3 uses, 4 uses)
- Healing d8+2
- +2 to any following Healing check for one day
- 2 lb
- 2 10 mm Heavy Revolver
- Damage: 2d6+1, AP 4, SA
- Range: 12/24/48
- Shots: 12
- 200 10mm rounds
- Riot helmet with integral nightvision and thermal vision
- 6 Quick-Seal adhesive patches
- 2 10mm autopistols (Severiana)
- Damage: 2d6, ROF 3, AP 2, SA, 3RB
- Range 12/24/48
- Shots: 24
- 200 10mm rounds
- 5 lb
- Anti-Material Sniper Rifle (Duncan)
- Damage: 2d8+4, AP 6, MD, Snapfire
- Range 50/100/200
- Shots: 12
- 60 sniper rifle rounds
- Sound suppressor
- 8 lb
- 30 flechette shotgun shells (Duncan)
- +4 damage, but target doubles armor bonus
- 30 shocker shotgun shells (Duncan)
- No damage, stuns like neural mace
- Pistol laser sight (+1 Shooting, doesn’t stack with scope)(Orrin)
- Rifle scope
- 6 smoke grenades (LBT for 3r, -4 penalty in smoke)(Severiana)
- 3 flashbang grenades (MBT, stuns as neural mace)(Severiana)
- Riot armor (Urban Warrior armor)
- 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
- Bolt cutters (Severiana)
- 2 Bio-Analysis Kits (1 donated)
- 3 Portable 3D Printers
- Vibro-Fireaxe (Duncan)
- 1H: as vibro-sword
- 2H: as Giant-Sized vibro-sword, but -1 Parry
- Lockpick Release Gun: +4 vs mechanical locks (Severiana)
- 6 PLP-20s (pistols)
- Damage: 2d6+1, ROF 3, AP 2, 3RB
- Range 12/24/48
- Shots: 30
- 3 extra e-clips 30 shots each
- 4 lb
- 3 LSR-250s (laser rifles)(1 to Duncan)
- Damage: 3d6+2, ROF 3, AP 2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- 2 Advanced NEMA Body Armor
- +7 Armor
- +2 Toughness
- FEP
- 10 mile comms
- PA loudspeaker
- Nightvision and thermal
- 20 lb
- Wilk's Remi 157 "Judgement Day" Laser Rifle (Wilks-457 Stats in the body of a Winchester 40-82)
- Weight: 6 lbs
- 40/80/160
- 3d6+2
- ROF: 2
- AP: 3
- Shots: 36
- semi-auto, 3RB
Character Tracking
Equipment
Vehicles
Mission Loot
Re: Loot Thread
Loot
- Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
- Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage)
- A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB)
- A vehicular Light Rail Gun (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
- A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
- A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
- A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
- 600,000 credits in salvage/misc gear and cyberwear
- 3 L-20 Pulse rifles
- Damage: 3d6+1
- Range: 25/50/100
- ROF 4
- AP 2
- Shots: 40
- Weight: 7
- 2 Wilk’s-Remi 136 pistols
- Damage: 2d6+1, AP 4
- Range: 15/30/60
- ROF: 1
- Shots: 16
- Weight: 3
- 3 Vibro-knives
- 2 Stim-Sticks
- 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
- 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
- 3 Encrypted communicators
- Laser torch backpack
- Damage: 3d6 MD, AP 8
- Requires 2 hands, -2 Fighting and Parry if used as weapon
- 15 lbs
- Dead communicator
- Plastic explosives
- 5d6 MD, AP 6, LBT
- 3 glowsticks
- Rebreather (Orrin)
- +2 Vigor vs environmental hazards
- Riot shield
- +4 Armor vs ranged attacks
- +2 Parry
- Neural mace
- Damage: Str+d6
- Touch attack
- Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
- 2 IRMSS units (3 uses, 4 uses)
- Healing d8+2
- +2 to any following Healing check for one day
- 2 lb
- 2 10 mm Heavy Revolver
- Damage: 2d6+1, AP 4, SA
- Range: 12/24/48
- Shots: 12
- 200 10mm rounds
- Riot helmet with integral nightvision and thermal vision
- 6 Quick-Seal adhesive patches
- 2 10mm autopistols (Severiana)
- Damage: 2d6, ROF 3, AP 2, SA, 3RB
- Range 12/24/48
- Shots: 24
- 200 10mm rounds
- 5 lb
- Rifle scope
- Riot armor (Urban Warrior armor)
- 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
- 1 Bio-Analysis Kit
- 3 Portable 3D Printers
- 6 PLP-20s (pistols)
- Damage: 2d6+1, ROF 3, AP 2, 3RB
- Range 12/24/48
- Shots: 30
- 3 extra e-clips 30 shots each
- 4 lb
- 2 LSR-250s (laser rifles)
- Damage: 3d6+2, ROF 3, AP 2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- 2 Advanced NEMA Body Armor
- +7 Armor
- +2 Toughness
- FEP
- 10 mile comms
- PA loudspeaker
- Nightvision and thermal
- 20 lb
- Wilk's Remi 157 "Judgement Day" Laser Rifle (Wilks-457 Stats in the body of a Winchester 40-82)
- Weight: 6 lbs
- 40/80/160
- 3d6+2
- ROF: 2
- AP: 3
- Shots: 36
- semi-auto, 3RB
Character Tracking
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Mission Loot
- Silverclaws
- Silver Patron
- Posts: 234
- Joined: Thu Sep 28, 2017 1:42 pm
Re: Loot Thread
Silver's Loot Item Requests
- Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage)
- A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB)
- Plastic explosives
- 5d6 MD, AP 6, LBT
- 6 Quick-Seal adhesive patches
- 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
Re: Loot Thread
Go for it. They're yoursSilverclaws wrote:Silver's Loot Item Requests
- Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage)
- A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB)
- Plastic explosives
- 5d6 MD, AP 6, LBT
- 6 Quick-Seal adhesive patches
- 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
Character Tracking
Equipment
Vehicles
Mission Loot
Re: Loot Thread
Loot
- Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
- A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
- A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
- A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
- 600,000 credits in salvage/misc gear and cyberwear
- 3 L-20 Pulse rifles
- Damage: 3d6+1
- Range: 25/50/100
- ROF 4
- AP 2
- Shots: 40
- Weight: 7
- 2 Wilk’s-Remi 136 pistols
- Damage: 2d6+1, AP 4
- Range: 15/30/60
- ROF: 1
- Shots: 16
- Weight: 3
- 3 Vibro-knives
- 2 Stim-Sticks
- 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
- 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
- 3 Encrypted communicators
- Laser torch backpack
- Damage: 3d6 MD, AP 8
- Requires 2 hands, -2 Fighting and Parry if used as weapon
- 15 lbs
- Dead communicator
- 3 glowsticks
- Rebreather (Orrin)
- +2 Vigor vs environmental hazards
- Riot shield
- +4 Armor vs ranged attacks
- +2 Parry
- Neural mace
- Damage: Str+d6
- Touch attack
- Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
- 2 IRMSS units (3 uses, 4 uses)
- Healing d8+2
- +2 to any following Healing check for one day
- 2 lb
- 2 10 mm Heavy Revolver
- Damage: 2d6+1, AP 4, SA
- Range: 12/24/48
- Shots: 12
- 200 10mm rounds
- Riot helmet with integral nightvision and thermal vision
- Rifle scope
- Riot armor (Urban Warrior armor)
- 1 Bio-Analysis Kit
- 3 Portable 3D Printers
- 6 PLP-20s (pistols)
- Damage: 2d6+1, ROF 3, AP 2, 3RB
- Range 12/24/48
- Shots: 30
- 3 extra e-clips 30 shots each
- 4 lb
- 2 LSR-250s (laser rifles)
- Damage: 3d6+2, ROF 3, AP 2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
- Scope with nightvision and laser offsets 2 points of range/darkness penalties
- 2 Advanced NEMA Body Armor
- +7 Armor
- +2 Toughness
- FEP
- 10 mile comms
- PA loudspeaker
- Nightvision and thermal
- 20 lb
- Wilk's Remi 157 "Judgement Day" Laser Rifle (Wilks-457 Stats in the body of a Winchester 40-82)
- Weight: 6 lbs
- 40/80/160
- 3d6+2
- ROF: 2
- AP: 3
- Shots: 36
- semi-auto, 3RB
Character Tracking
Equipment
Vehicles
Mission Loot