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 |