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Zero Space : Equipment

Characters use equipment to make their efforts more successful. Equipment makes it easier to pick a lock, repair a vehicle, hack a computer, hurt someone, or resist being hurt. Unless otherwise noted, equipment has a rating of 1, adding 1 to the character's action value (AV) when attempting a skill roll.

Nothing physically prevents a character in ZeroSpace from carrying weapons and driving vehicles: there is no character point cost associated with ordinary weaponry and vehicles. However, there may be legal or financial obstacles to obtaining such equipment, even if it's relatively commonplace. All equipment requires periodic maintenance, but this usually happens when it is convenient for the character. If a tool or weapon ceases to function at an inconvenient time, the character will probably be granted a plot point by the GM.

Action Value

The action value (or attack value, or defense value) of a character using equipment is equal to one of the character's attributes (Brawn, Agility, etc.) plus the rating of the equipment being used, if any. When a character attempts a task, such as shooting a blaster, the player rolls 2d6, counts the dots, and adds the result to the character's action value (AV). This roll is compared to 2d6 plus a difficulty value or defense value (DV). If the player's roll equals or exceeds the target number, the character's attempt succeeds.

Burst Fire Weapons

Weapons which fire multiple times per round, such as repeating blasters, usually grant a bonus die, and they might or might not do more damage than their single-shot equivalents (rating 4 instead of rating 3, for example). However, the attack is only resolved once. Whether the damage from an attack is inflicted by one discrete injury or twelve, it's all just one Ranged Combat roll. There's no "roll damage three times" mechanic like some game systems have.

Explosives

Unless otherwise indicated, explosive attacks inflict damage to everyone within short range (10 m) of the target. The action value of the explosion diminishes with distance from the center. The action value is at its full value within half of the total radius, and one-half of its full value in the remainder of the explosion (round fractions down). For example, a fragmentation grenade with action value 7 would have its full action value from the center of the explosion out to a radius of 5 meters, and an action value of 3 from 5 meters out to 10 meters. The attacker rolls once for the explosion. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

Penetrating

If an attack is penetrating, any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.

Reactive

If a defense is reactive, any of the defender's dice that show a "1" are re-rolled until the die rolls higher than 1.

Armor

Armor provides protection against most forms of direct damage: anything which inflicts Endurance damage. The defense value (DV) of a character wearing armor is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rating of the armor. As always, this does not stack with energy shields or other forms of defense -- only the highest defense value applies.

Armor ranges from thin and light fabrics, virtually indistinguishable from ordinary clothing, to heavy self-contained suits which can't be mistaken for anything other than what they are. Assault armor often has additional features aside from its defensive properties, such as life support, communication gear, and so on.

Heavier armor restricts a wearer's movements. The effective Agility of a character wearing armor may be limited.

 

Table: Armor
TypeRatingCostNotes
Light Tactical Attire1400 CrMaximum Agility 8
Medium Tactical Attire2800 CrMaximum Agility 7
Heavy Tactical Attire31,600 CrMaximum Agility 6
Light Assault Armor42,000 CrMaximum Agility 5
Medium Assault Armor54,000 CrMaximum Agility 4
Heavy Assault Armor68,000 CrMaximum Agility 3

 

Energy Shields

Energy shields provide protection against most forms of direct damage: anything which inflicts Endurance damage. The defense value (DV) of a character with an energy shield is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rating of the energy shield. As always, this does not stack with armor or other forms of defense -- only the highest defense value applies.

Energy shields can be incorporated in a variety of devices, from a belt to a pair of bracelets to a harness.

Heavier shields restrict a wearer's movements. The effective Agility of a character using an energy shield may be limited.

 

Table: Energy shields
TypeRatingCostNotes
Ludax Safety Shield11,600 CrMaximum Agility 8
Vizilian Lucent Shield23,200 CrMaximum Agility 7
Zniss Personal Protection Screen36,400 CrMaximum Agility 6
Zniss Professional Protection Screen48,000 CrMaximum Agility 5
Koltsov Interference Generator516,000 CrMaximum Agility 4
Shadefan Exo Force Field632,000 CrMaximum Agility 3

 

Close Combat Weapons

The attack value (AV) of a character making a Close Combat (Brawn) roll is equal to their Brawn plus the rating of the weapon. A character with Brawn 2 wielding a knife (rating 1) would have an attack value of 3.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Close Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.

 

Table: Close combat weapons
TypeRatingCostNotes
Club115 Cr 
Knife125 Cr 
Spear160 Cr 
Staff115 CrTwo-handed, no sweep attack penalty
Whip120 Cr 
Hatchet235 Cr 
Large Knife240 Cr 
Machete240 Cr 
Sword250 Cr 
Crowbar225 CrTwo-handed
Stun Baton2150 CrStunning1
Axe370 Cr 
Great Sword375 CrTwo-handed, no sweep attack penalty
Vibroknife3250 Cr 
Siobhan Battlestaff3750 CrTwo-handed, no sweep attack penalty
Teelau Spinning Blades33250 CrTwo-handed (one in each hand)
Great Axe4105 CrTwo-handed
Monoblade Sword41750 CrVariable length
Vibrosword4375 Cr 
Vibroaxe4500 Cr 
Zahatar Double Vibroaxe51750 CrTwo-handed, no sweep attack penalty
Kroy War Sword52250 CrTwo-handed, no sweep attack penalty
  1. Stunning

 

Psiblades

Psiblades (also known as laser swords, star blades, sun swords, and so on) are close combat weapons which project a beam of energy approximately 9mm in diameter and from 50 cm to 150 cm long. When deactivated, the weapon appears as a cylinder 25 to 30 cm long. Because psiblades are usually handcrafted by the wielder, no two are alike. They may be ornate works of art or simple unadorned tools.

The attack value (AV) of a character using a psiblade is equal to their Brawn plus the rating of the weapon. A character with Brawn 2 wielding a psiblade (rating 5) would have an attack value of 7.

Damage from a psiblade is penetrating: any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.

Psiblades usually have a "stun" setting. It is safe to assume that a given psiblade has such a setting, even if the user never enables it.

Psiblades are dangerous to those without the power of Premonition. The blade of a psiblade has no mass, which makes it difficult for the wielder to know where the blade is when she is not looking directly at it. If a character without Premonition fails an attack roll with a psiblade by more than three, they strike themselves with the blade and lose one Endurance.

Psistaves are essentially two psiblades attached at their bases. When deactivated, a psistaff appears as a cylinder 30 to 60 cm long (shorter psistaves typically extend in length to 50-60 cm when activated). A psistaff with both blades activated is even more dangerous to the wielder than a normal psiblade. If a character without Premonition fails an attack roll with a fully activated psistaff, even by one, they strike themselves with one of the blades and lose one Endurance.

A psilance is essentially a psiblade on a long spear-like handle. Psilances are less maneuverable than psiblades and psistaves, and much less concealable, but are much safer to wield. A character without Premonition who fails an attack roll with a psilance suffers no ill effects.

As with other two-handed weapons, someone making a Close Combat roll while holding a psistaff or psilance with one hand incurs a penalty die on their attack.

 

Table: Psiblades
TypeRatingCostNotes
Psiblade55000 Cr2 Penetrating1
Psistaff510,000 Cr2 Two-handed, no sweep attack penalty, Penetrating1
Psilance55500 Cr2 Two-handed, Penetrating1
  1. Penetrating
  2. Not normally for sale


The energy blade of a psiblade is white when the weapon is first constructed, but gradually takes on a color based on the temperament of the user. Once this color is established, after a week or so of use, it does not change thereafter, even if the user does.

 

Table: Psiblade colors
ColorTemperament
RedIn a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.
OrangeIn a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.
YellowIndicates optimism, and easy-going nature, inspiration, and intelligence.
GreenIndicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.
TurquoiseIndicates a sensitive, compassionate nature, that of a healer or a counselor.
BlueIndicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
IndigoIndicates a wielder of deep feeling, someone of profound intuition and sensitivity.
VioletIndicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.
LavenderIndicates a wielder of great vision and imagination.

 

Short Range Weapons

Short range weapons are typically useful up to a distance of 10 meters. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the rating of the weapon. A character with Agility 3 wielding a pistol (rating 2) would have an attack value of 5.

Blasters usually have a "stun" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.

 

Table: Short range weapons
TypeRatingCostNotes
Pocket Blaster Pistol2300 Cr 
Target Blaster Pistol2450 Crattack bonus1 if attacker does not move
Blaster Pistol3500 Cr 
Repeating Blaster Pistol32000 Crattack bonus1 (fires multiple rounds at target)
Stunner3350 CrStunning
Blaster Carbine4900 CrTwo-handed
Flamethrower6350 CrTwo-handed, attack bonus1 (wide spray), Terrifying5
Pacification Grenade8250 CrExploding2, Sensory3, Stunning4, single use
Fragmentation Grenade12200 CrExploding2, single use
Shock Grenade12250 CrExploding2, Sensory3, single use
Incendiary Grenade12250 CrExploding2, Terrifying5, single use
Stun Grenade14250 CrExploding2, Stunning4, single use
  1. Bonuses And Penalties
  2. Exploding
  3. Sensory
  4. Stunning
  5. Terrifying

 

Medium Range Weapons

Medium range weapons are typically useful up to a distance of 50 meters. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the rating of the weapon. A character with Agility 2 wielding a rifle (rating 4) would have an attack value of 6.

Blasters usually have a "stun" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.

 

Table: Medium range weapons
TypeRatingCostNotes
Light Repeating Blaster Rifle32000 CrTwo-handed, attack bonus1 (fires multiple rounds at target)
Pain Rifle4450 CrTwo-handed, Stunning4
Sporting Blaster Rifle4800 CrTwo-handed, attack bonus1 if attacker does not move
Repeating Blaster Rifle44000 CrTwo-handed, attack bonus1 (fires multiple rounds at target)
Heavy Blaster Rifle51000 CrTwo-handed
Heavy Repeating Blaster Rifle56000 CrTwo-handed, attack bonus1 (fires multiple rounds at target)
Wrist Rocket8350 CrSingle use
Pacification Cannon8800 CrTwo-handed, Exploding2, Sensory3, Stunning4
  1. Bonuses And Penalties
  2. Exploding
  3. Sensory
  4. Stunning

 

Long Range Weapons

Long range weapons are typically useful up to a distance of 500 meters. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the rating of the weapon. A character with Agility 3 wielding a cannon (rating 6) would have an attack value of 9.

Blasters usually have a "stun" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.

 

Table: Long range weapons
TypeRatingCostNotes
Sniper Blaster Rifle59000 CrTwo-handed, attack bonus1 if attacker does not move, Penetrating3
Light Blaster Cannon63000 CrTwo-handed, fires every other round
Heavy Blaster Cannon114500 CrTwo-handed, Exploding2, fires every other round
  1. Bonuses And Penalties
  2. Exploding
  3. Penetrating

 

Tools

The action value of a character attempting a skill is equal to one of the character's attributes (Brawn, Agility, etc.) plus the rating of the tools being used. Simple or multipurpose equipment, such a general-purpose handheld computer or a pocket multitool, generally have a rating of 1. Ordinary equipment, such as a reasonably complete box of tools or a handheld computer with programs for specified tasks, would have a rating of 2. Special-purpose or very high quality equipment, such as a device designed specifically to bypass a particular model of security lock, would have a rating of 3.

Table: Tools
TypeRatingCost
Breather1250 Cr 
Commlink1200 Cr
Datapad11000 Cr
Dronelight110 Cr
Covert Tracking Device21000 Cr
Fire Suppressor125 Cr
Handcuffs315 Cr
Holocam13000 Cr
Macrobinoculars1600 Cr
Multi-tool1250 Cr
Navcomp2500 Cr
Nightvision Goggles21000 Cr
Surveillance Microdrone25000 Cr