Equipment
Armoury
Money
Zeni is the dragon ball unvierses currency and for the sake of ease 1 zeni will be equivalent to 1 dollar.
Income
Weapon Special Qualities
Some weapons possess special qualities to represent such things as special damage or unusual effects.
Accurate
Some weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer's Ballistic Skill when used with an Aim Action, this is in addition to the bonus granted from Aiming.
Balanced
Some weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry.
Blast (X)
Many missiles, grenades and some guns create an explosion when they hit their target. When working out a hit from a Blast weapon anyone within the weapon's blast radius in metres, indicated by the number in parenthesis, is also hit. Roll Hit Location and Damage individually for each person affected by a blast.
Defensive
A Defensive weapon, such as a shield, is intended to be used to block attacks and is awkward when used for making attacks. Defensive weapons grant a +15 bonus to tests made when used to Parry, but take a -10 penalty when used to make attacks.
Flame
Flame weapons project a cone of flame out to the range of the weapon. Unlike other weapons, flamers have just one range, and when fired, cast fiery death out to this distance. The wielder does not need to Test Ballistic Skill; he simply fires the weapon. All creatures in the flame's path, a cone-shaped area extending in a 30 degree arc from the firer out to the weapon's range, must make an Agility Test or be struck by the flames and take damage normally. If they take damage, they must succeed on a second Agility Test or be set on fire. Cover does not protect characters from attacks made by Flame weapons. Because Flame weapons make no roll to hit, they are always considered to hit targets in the body, and will Jam if the firer rolls a 9 on his Damage dice (before adding any bonuses).
Flexible
Some weapons are made up from lots of loosely connected segments, such as chains or supple woven hides, such as whips. These kinds of weapons lash about when used to attack and cannot be Parried.
Inaccurate
Weapons with this quality are either badly designed or simply woefully made, and regardless of the care taken when used, offer little better than a lucky chance to hit. No bonus is gained froom the use of the Aim Action with such weapons.
PrImItIve
Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. All Armour Points are doubled against hits from Primitive weapons, unless the armour also has the Primitive quality.
Recharge
Because of the volatile nature of the weapon's ammunition or due to the way it fires, the weapon needs time between shots to Recharge. The weapon must spend the Round after firing building up a charge and cannot be fired-in effect you can only fire the weapon every other Round.
RelIable
Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal.
Scatter
The standard ammunition of these weapons spreads out when fired, hitting more of the target. If fired at a foe within Point Blank range, each two degrees of success the firer scores indicates another hit (use Table 7-6: Multiple Hits on page 190). However, at longer ranges this spread of small projectiles reduces its effectiveness. All Armour Points are doubled against hits from scatter weapons at Long or Extreme Range.
Shocking
Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon, after Armour and Toughness Bonus, must make a Toughness Test, though they receive a +10 bonus for every Armour point they have on the location hit. If they fail, they are Stunned for a number of Rounds equal to half the Damage they suffered.
Smoke
Rather than inflicting Damage, these weapons throw up dense clouds of smoke to create cover. When a hit is scored from a weapon with the Smoke quality, it creates a smokescreen 3d10 metres in diameter from the point of impact. This screen lasts for 2d10 Rounds, or less in adverse weather conditions (see the effects of Smoke on page 210).
Snare
Weapons with this quality are designed to entangle enemies. On a successful hit, the target must make an Agility Test or be immobilised. An immobilised target can attempt no other actions except to try to escape the bonds. He can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) in his Turn. The target is considered helpless until he escapes.
Tearing
Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll two dice for Damage and choose the highest.
Toxic
Some weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon, after reduction for Armour and Toughness Bonus must make a Toughness Test with a -5 penalty for every point of Damage taken. Success indicates there is no further effect from the weapon. Failure however deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus.
Unbalanced
Heavy and difficult to ready after an attack, these kinds of weapons impose a -10% penalty when used to Parry.
Unreliable
Certain weapons misfire more often than normal because they are badly maintained or constructed. An Unreliable weapon suffers a Jam on a roll of 91 or higher, even if fired on Semior Full Auto.
Unstable
Weapons with this quality use ammunition that is both volatile and unstable and can react unpredictably when detonated. When an Unstable weapon scores a hit, roll 1d10. On a score of 1 it inflicts only half Damage, on a score of 2-9 it deals normal Damage, and on a score of 10 it inflicts twice the normal Damage.
Unwieldy
Huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively. Unwieldy weapons cannot be used to Parry.
Ranged Weapons
Laser Weapons
Name Class Range Dam Clip Special Wt Cost
Pistol Pistol 60ft 1d10+2 30 Reliable 1lb 50
Carbine Basic 180ft 1d10+2 40 Reliable 2lb 75
Rifle Basic 300ft 1d10+3 20 Reliable 4lb 80
Sniper Basic 450ft 1d10+3 10 Accurate, 5lb 100
Reliable
Shotgun Heavy 30ft 1d10+3 10 - 10lb 50
Bullet Weapons
Name Class Range Dam Clip Special Wt Cost
Autopistol Pistol 30ft 3d4+2 18 - 2lb 75
Revolver Pistol 30ft 1d10+3 6 Reliable 1lb 40
Magnum Pistol 60ft 1d10+4 5 - 3lb 65
M4 Basic 180ft 1d10+3 30 - 4lb 100
Hunting Rifle Basic 300ft 1d10+3 5 Accurate 5lb 150
Shotgun Basic 30ft 1d10+4 2 Scatter, 5lb 60
Combat Shot Basic 30m 1d10+4 18 Scatter 6lb 150
Sniper Rifle Heavy 450ft 1d10+4 8 - 10lb 750
Plasma Weapons
Name Class Range Dam Clip Special Wt Cost
Plasma Pistol Pistol 60ft 1d10+6 8 Recharge, 2lb 4,000
Plasma Gun Basic 180ft 1d10+6 20 Recharge, 5lb 3,000
Flame Weapons
Name Class Range Dam Clip Special Wt Cost
Hand Flamer Pistol 5ft 1d10+4 2 Flame 4lb 200
Flamethrower Basic 20ft 1d10+4 3 Flame 6lb 300
Primitive Weapons
Name Class Range Dam Clip Special Wt Cost
Bolas Thrown 30ft 0 1 Snare 2lb 10
HandBow Pistol 45ft 1d10 1 - 1lb 200
Flintlock Pistol 45ft 1d10+2 1 Unreliable 4lb 10
Musket Basic 60ft 1d10+2 1 Unreliable 7lb 30
Bow Basic 90ft 1d10 1 Reliable 2lb 10
Sling Basic 45ft 1d10-2 1 - 1lb 10
Crossbow Basic 90ft 1d10 1 - 3lb 10
Launchers
Name Class Range Dam Clip Special Wt Cost
Grenade Launcher Basic 90ft * 1 * 9lb 500
RPG Launcher Heavy 360ft * 1 * 15lb 1,200
*Damag and Special Qualities are determined by the ammunition (i.e. the grenade) fired.
Grenades
Name Class Range Dam Special Wt Cost
Frag Thrown 20ft 2d10 Blast (4) 1lb 10
Smoke Thrown 20ft 0 Smoke 1lb 25
Flash Thrown 20ft 0 * 1lb 60
Incendiary Thrown 20ft 1d10+3 Blast (3) 1lb 5
Melee Weapon
Primitive Weapons
Name Class Dam Special Wt Cost
Axe Melee 1d10+Str Unbalanced 4lb 20
Brass Knuckles Melee 1d6+Str - 1lb 5
Club Melee 1d6+Str - 2lb 5
Flail† Melee 1d10+Str Flexible 4lb 20
Greatsword† Melee 2d6+Str Unwieldy 7lb 70
Hammer Melee 1d10+Str Unbalanced 4lb 10
Improvised Melee 1d10 Unbalanced - -
Knife Melee 1d6+Str - 1lb 5
Shield Melee 1d6+Str Defensive 3lb 25
Spear Melee 1d10+Str - 3lb 15
Sword Melee 1d10+Str Balanced 3lb 15
Staff† Melee 1d10+Str Balanced 3lb 10
*This weapon requires two hands to use
Ammo
Ammo
Name Cost/Amount
Arrows/Bolts 40/20
Bullets 60/20
Shells 60/20
Charge Pack (pistol) 100/20
Charge Pack (basic) 150/20
Charge Pack (heavy) 300/20
Fuel (pistol) 80/20
Fuel (basic) 100/20
Armour
Primitive
Armor Type DR Wt Cost
Simple Leathers 1 5lb 25
Heavy Leathers 2 7lb 100
Beast Furs 2 10lb 5
Chain Metal 3 18lb 50
Plate Metal 4 30lb 120
Advanced
Armor Type DR Wt Cost
Light Flak 2 4lb 80
Heavy Flak 3 5lb 50
Carapace Armour
Armor Type DR Wt Cost
Soft Carapace 2 2lb 250
Hard Carapace 3 3lb 300
Power Armor
Armor Type DR Wt Cost
Light Power Armour 5 40lb 8,500
Heavy Power Armour 7 65lb 15,000
Exotic
Armor Type DR Wt Cost
Saiyan Space 4 6lb Special
Galactic Patrol Space 3 4lb Special
Weighted Mesh * Special 50 x weight
*DR for this armor equals 1 for every 100lbs