EQUIPMENT

WEAPONS

Weapons can be used to hurt and Damage other characters and objects. Action rolls are always required to deal Damage. When dealing Damage roll the specified Damage Dice and add any base Damage

Rolling a 4 for the Dice of a Hand cannon (1D6+1 DAMAGE) would deal 5 DAMAGE.

Damage Dice are always D6s and some weapons only deal base Damage or none at all.

Weapons can also be used creatively, limited by the type of weapon it is. A light machine gun could be used to suppress fire whilst a blade could be used to cut a rope or cable.

ARMOR

When a character is dealt Damage they reduce the Damage amount by their total Armor amount.

ACCESSORY

Some Equipment have the Accessory property. If appropriately narrated an Accessory can be used to negate all Damage from one source. The Accessory is then destroyed

PCs and NPCs can use Accessories.

EQUIPMENT DURABILITY

Equipment, such as Weapons and Armor, have 3 Durability states.

  • GOOD: The Equipment is in a good state.

  • DAMAGED: The Equipment has been damaged. This may occur from a complication in combat or otherwise. The weapon functions as normal but is close to a Broken state.

  • BROKEN: The Equipment is irrevocably Broken. You can no longer use the Equipment and it is impossible to fix. Normally only Damaged Equipment can become Broken but a severe complication may cause a piece of Equipment to go straight from Good to Broken.

Broken equipment can be repaired with the correct gear or through a Rendezvous point. Broken pieces of Equipment remain Broken between missions unless it is a trait item, in which case it is automatically repaired to Good.

VEHICLES

VEHICLES can be driven by any character as long as they have the keys/codes or can hotwire/hack it.

The only stats VEHICLES have are HP and ARMOR. Once a vehicle reaches 0HP it is no longer usable. The capabilities of a vehicle beyond these stats are up to the referee and players.

MISC

  • EQUIPPED WEAPONS: Only one weapon can be equipped at a time.

  • EQUIPPED ARMOR: Only one main piece of armor can be equipped at a time.

  • EQUIPPED HEADGEAR: Only one piece of headgear can be equipped at a time.

  • WORN GEAR: As much gear can be worn as makes sense.

  • TRAIT & BELIEF GEAR: Any of these items that are used/broken are replaced at the start of a new mission. They do not count towards encumbrance.

ENCUMBRANCE: 10 total extra items (non trait or belief gear) can be carried at any one time by each character.

EQUPIMENT TABLES

The Below equipment tables are from the FIST ULTRA EDITION

WEAPONS

11. Small blunt  3 DAMAGE 41. Pump-action shotgun 1D6+1 DAMAGE
12. Large blunt  1D6 DAMAGE 42. Light machine gun 1D6+1 DAMAGE
13. Small blade 3 DAMAGE 43. Sword 1D6+1 DAMAGE
14. Large blade 1D6 DAMAGE 44. Spear 1D6+1 DAMAGE
15. Light hand 3 DAMAGE 45. Large Axe 1D6+1 DAMAGE
16. Heavy hand 1D6 DAMAGE 46. Large hammer 1D6+1 DAMAGE
21. Small ranged 3 DAMAGE 51. Sniper rifle 1D6+2 DAMAGE
22. Whip 1D6 DAMAGE 52. Rocket launcher 1D6+2 DAMAGE
23. Bow 1D6 DAMAGE 53. Heavy machine gun 1D6+2 DAMAGE
24. Pistol 1D6 DAMAGE 54. Heavy misc. 1D6+2 DAMAGE
25. Machine pistol 1D6 DAMAGE 55. Energy blade 1D6+2 DAMAGE
26. Submachine gun 1D6 DAMAGE 56. Concussion grenade 1D6 DAMAGE
31. Carbine 1D6 DAMAGE 61. Frag grenade 1D6+1 DAMAGE
32. Hand cannon 1D6+1 DAMAGE 62. Small bomb 1D6+2 DAMAGE
33. Bolt-action rifle 1D6+1 DAMAGE 63. Large bomb 2D6 DAMAGE
34. Semi-automatic rifle 1D6+1 DAMAGE 64. Anomalous weapon 2D6 DAMAGE
35. Assault rifle 1D6+1 DAMAGE 65. Ultra-shotgun 2D6 DAMAGE
36. Break-action shotgun 1D6+1 DAMAGE 66. FUBAR blaster 3D6 DAMAGE

ARMOR

1. Civilian clothing 0 ARMOR 7. Standard fatigues 0 ARMOR
2. Combat shield 0 ARMOR (accessory) 8. Tactical clothing 1 ARMOR
3. Riot shield

1 ARMOR

(equip as weapon)

9. Bulletproof vest 1 ARMOR
4. Heavy riot shield

2 ARMOR

(equip as weapon)

10. Exoskeleton frame 1 ARMOR
5. Helmet (accessory) 11. Ceramic plate 2 ARMOR
6. Civilian clothing 0 ARMOR 12. Power armor 2 ARMOR

VEHICLES

11. Bike 3 HP, 0 ARMOR 41. Gun truck 12 HP, 3 ARMOR
12. Hang glider 3 HP, 0 ARMOR 42. Fighter aircraft 12 HP, 1 ARMOR
13. Jet ski 3 HP, 1 ARMOR 43. Helicopter 16 HP, 1 ARMOR
14. ATV/snowmobile 3 HP, 2 ARMOR 44. Work vehicle 16 HP, 2 ARMOR
15. Small boat 6 HP, 1 ARMOR 45. Large boat 16 HP, 2 ARMOR
16. Motorcycle 6 HP, 1 ARMOR 46. Self-propelled artillery 16 HP, 3 ARMOR
21. Dirtbike 6 HP, 2 ARMOR 51. Heavy aircraft 18 HP, 2 ARMOR
22. Sandrail 8 HP, 0 ARMOR 52. Mech frame 18 HP, 2 ARMOR
23. Civilian car 8 HP, 1 ARMOR 53. Starfighter 18 HP, 2 ARMOR
24. Civilian truck/technical 8 HP, 2 ARMOR 54. Submarine 18 HP, 3 ARMOR
25. Armored car 8 HP, 3 ARMOR 55. Aircraft carrier 18 HP, 3 ARMOR
26. Race car 10 HP, 0 ARMOR 56. Airship 20 HP, 0 ARMOR
31. Civilian plane 10 HP, 0 ARMOR 61. Commercial jet 20 HP, 2 ARMOR
32. Civilian van 10 HP, 1 ARMOR 62. Tank 20 HP, 4 ARMOR
33. Covered truck 10 HP, 2 ARMOR 63. Battleship 30 HP, 3 ARMOR
34. Amphibious vehicle 10 HP, 2 ARMOR 64. Nuclear icebreaker 30 HP, 4 ARMOR
35. Light util. vehicle 12 HP, 1 ARMOR 65. Spaceship 40 HP, 3 ARMOR
36. Civilian carrier 12 HP, 1 ARMOR 66. Battle mech 40 HP, 4 ARMOR

VEHICLE WEAPONS

1. None NA 7. Front-mounted ram No crash self-damage
2. Auto-targeting prototype cannon 2D6 DAMAGE 8. Mounted heavy weapon 1D6+2 DAMAGE
3. Side hazards 3 DAMAGE 9. Integrated weapons

1D6 DAMAGE,

1D6 weapons

4. Homing missiles 1D6+2 DAMAGE, 1D6 missiles 10. Mounted grenade launcher 1D6 DAMAGE
5. Mounted gun 1D6+1 DAMAGE 11. Mine dropper

2D6 DAMAGE,

1D6 mines

6. Gunner seats

0 DAMAGE,

1D6 seats

12. Chemical weapon system 2D6 DAMAGE to area