Match Types

Each match has a victory condition, which determines the general nature of the match. This also determines the length and number of teams. About 60% of all matches are Deathmatch; about 30% are CTF of some flavor; and the other 10% or so are Blackout or Whiteout.

Classes

Each weapon has a class, which determines what matches they can appear in. A team may have a policy against playing in certain match classes, for example if they think Redeemed-class weapons are too random. From most to least common, the possibilities are as follows:

Matches with a single "out-of-class" weapon spawn generally make it a hard-to-reach one with a long respawn time, so out-of-class weapons are rarely used. Each powerup type also has a class, and is handled the same as weapons vis-a-vis match classes. Each ammo type also has a class, and is handled the same as weapons vis-a-vis match classes, except that out-of-class ammo never spawns. (Each out-of-class weapon comes with its base ammo, and that's it.)

Mutations

Some matches have other descriptors, known as mutations. For example:

Karma Pool

Karma Pool points can be bought for 5 points each. The Karma Pool refreshes `.

You can spend a Karma Pool point before a roll to add +2. The maximum number of Karma Pool points that can be spent this way is 1/4 the skill, attribute, etc. being rolled. (Other boni to the check don't increase this limit, nor do penalties reduce it.)

If a roll critically fails, you can spend a Karma Pool point to convert it to a normal failure. However, no more Karma Pool points can be spent on the check.

Link Energy

Link energy is dealt like damage. It must have a team; without a team, link energy can't be generated. Weapons and items that use link energy take on the team of their user. On targets of the same team, link energy ignores DR, and heals. On targets of other teams, or with no team, link energy deals damage.

Weapons

30sec Bomb Dispenser

Nick
"30"
Desc
A bulky wrist-mounted weapon, which directly applies limpet mines to the target surface. They can be set as either Heinlein(30sec countdown) or Niven(claimed 30sec countdown, detonates after 28) variant. The bombs actually arm when they latch on to something.
Stats
Each bomb has 21 HP; if it hits 0 HP, it's destroyed.
Light
A detonating bomb momentarily illuminates everything within LOS, effectively halving darkness penalties.

Autopistol

Desc
A hot-pink-and-purple-camouflage pistol with chrome trim, firing relatively ordinary bullets.
Stats
It takes a Ready maneuver to change fire modes. Each bullet has 7 HP.
Light
The muzzle flare momentarily illuminates the wielder's hex, halving darkness penalties there.

Flamer Rifle

Desc
This light rifle fires a stream of flame, which can catch targets on fire.
Light
The stream of flame sheds light. If held on a target, the stream clearly illuminates a line 1yd wide. If attacking a different target than you just attacked, the stream clearly illuminates a fan between the two. It also halves darkness penalties in hexes adjacent to the clear illumination.

Graver Rifle

Desc
This light rifle fires a continuous beam of pure energy. The beam's bright, multicolored glow is considered a blessing by some and a curse by others.
Light
The graver rifle's beam sheds a large amount of light. If held on a target, the beam clearly illuminates a line 5yd wide. If attacking a different target than you just attacked, the beam clearly illuminates a fan between the two. It also halves darkness penalties in hexes adjacent to the clear illumination.

Haze Pistol

Nick
"hazer", "hazer laser"
Desc
A pistol with a static pattern swirling under its clear plastic case. It shoots bolts of link haze, which spread out into puffs of link haze when they hit.
Stats
Each shot fills a hex with haze, which deals 6 link energy of its team. This applies when the haze is created, or when someone first moves into it. At the start of your next turn, its damage/healing goes down by 1 and it applies as if newly created with the lesser damage; this continues until it's down to zero. This is easiest to track with a D6, especially since the Haze Pistol is full auto. Hexes of haze can overlap, producing an area of thicker haze.
Light
Each hex of haze illuminates a 3yd radius clearly, and halves darkness penalties in a 6yd radius.

Laser Pistol

Desc
An electric-blue pistol with chrome trim, firing a laser beam.
Light
The beam illuminates the target's hex clearly, and halves darkness penalties in adjacent hexes.

Lightning Pistol

Desc
A green pistol with two bands of glowy blue rings, firing bolts of electricity. It has semi-auto and full-auto fire modes.
Stats
It takes a Ready maneuver to change fire modes.
Light
The glowy rings halve darkness penalties in the wielder's hex. The bolts momentarily illuminate the intervening hexes, halving darkness penalties.

Lightning Rod

Desc
A metal rod with a three-pronged lightning projector tip. It has two modes: it fires either slow-moving ball lightning, or a continuous stream of electricity.
Stats
Changing modes takes a Ready maneuver. Ball lightning can also be used for "ball jumping"; make an attack roll at -5, on a success apply knockback in the direction of the jump, on a failure by 5 or less apply knockback sideways or in another wrong direction, on a failure by more than 5 it actually misses. Each ball has 10 HP; if it hits 0 HP, it explodes on the spot.
Light
The stream illuminates the intervening hexes clearly, and halves darkness penalties in adjacent hexes. Each ball illuminates a 3yd radius clearly, and halves darkness penalties in a 6yd radius.

Link Rifle

Desc
A link-energy rifle with a scope. It's also quite accurate, and serviceable for sniping even though it's not a real sniper rifle.
Light
The bolts halve darkness penalties in the intervening hexes.

Rainbow Rod

Desc
A metal rod with a seven-pronged projector tip. It projects a scintillating cone of secondary decay particles, which works just fine through walls and such.
Light
The glow clearly illuminates the cone, and halves darkness penalties in adjacent hexes.

Rocket Launcher

Nick
"rocker", "eightball"
Desc
This eight-barreled monstrosity fires up to 8 missiles at a time. Load fewer to fire fewer; the reloading mechanism makes it relatively quick. Despite their fairly low speed, the missiles will not home if they're more than 90 degrees off their locked target. The standard warheads are HEC, but flak warheads also spawn - as a Redeemed-class weapon. The thermal charge used to launch the flak is tiny, but very hot, and can burn the target on a direct hit.
Stats
Each rocket has 5 HP; if it hits 0 HP, it's destroyed.
Light
Each missile's thrust illuminates its hex clearly, and halves darkness penalties in adjacent hexes.

Stinger

Desc
A yellow-and-black pistol with chrome trim, firing glowy white needles at fairly high ROF.
Stats
Each needle has 7 HP; if it hits 0 HP, it's destroyed.
Light
The glow clearly illuminates the hex hit, or the hex of the target hit, and halves darkness penalties in adjacent hexes. The needles are smooth, and can be pulled out with a Ready maneuver each.

Tag Rifle

Desc
A grey rifle with sleek lines and a scope. It fires a pencil-thin beam of darkness, which is actually a target-painter. Targets hit are teleported to a spawn point as if respawning, but they don't die. Being externally powered, you don't need to worry about ammo.
Stats
Targets are still disoriented as if they respawned. The beam is interrupted by damaging zones, like haze.

Moon Sword

Desc
A single blade shaped like a crescent moon; the wielder can either stab or slash with each tip.

Tripole

Desc
A polearm with three curved and pointed blades clustered around the tip.

Potential

Stats

Weapons

WeaponDamageAccRangeParryWtROFShotsSTBulkRclClass
30sec Bomb Dispenser6dื4 burn ex sur+1C, 1-1U4/111(2)7-31Redeemed
Beam Weapons: Projector
Flamer Rifle2d burn+6100U5.6/2C8!30(5)-31Redeemed
Rainbow Rod2d(∞) burn sur (3yd)+2307.2/C10!30(5)-41Redeemed
Beam Weapons: Rifle
Graver Rifle1d burn+8300/9000U5.6/2C10!40(5)-31Stock
Lightning Rod (stream)1d burn sur+650007.2/C10!40(5)-41Stock
Lightning Rod (ball)4d dkb nw ex+35/50 rocket340(5)1
Tag Rifle*+8+21 2000U3.93-31Light
Link Rifle2d link+12+25000U5.6/2C330(5)-31Stock
Beam Weapons: Pistol
Haze Pistol6 link*+41700U2.5/.55!30(5)6-21Redeemed
Laser Pistol1d burn+6100/300-1U1.5/C10!50(3)6-21Light
Lightning Pistol1d burn sur+4100-1U2.8/C550(3)6-21Stock
Guns: Pistol
Autopistol2d+2 pi+2150/1 900-1U2/.53 or 3ื330(3)9-22Stock
Stinger1d+2 pi+250/150-1U1/.33100(3)7-22Light
Guns: Gyroc
Rocket Launcher (HEC)2d+2 cr ex+210/90 homing0U3.8/.81ื88(1i)-31Stock
Rocket Launcher (Flak)3d burn [3d]+210/90 homing1
Staff
Moon Swordsw cut or th imp+11+221- --41Light
Tripolesw cut+11041- --41Light
Tripole (blunt end)sw cr+111- -1
Polearm
Tripoleswื2 cut+11, 2041- --41Light
thื3 imp+121- -1

Ammo

AmmoShotsWtWPSClass
30sec Bomb111Redeemed
Autopistol Mag30.5.006Stock
De BarC.5- -Light
Haze Cell30.5- -Redeemed
Needle Mag100.3.003Light
Rocket Pack8.8.1Stock
Flak Pack8.8.1Redeemed
(weapon)

Powerups

Blood Metal

Desc
A bottle of red nanites, which cover your skin with a powerful protective layer. As a sort-of balance, it softly plays various blood metal songs.
Stats
Blood metal grants 40 ablative DR. It regenerates, and does it faster the worse it's hurt: 1 DR/rd per 5 DR(or fraction) it's lost. If it loses all its DR, it "dies" and falls off. If you receive more link healing than you need, the overflow will go to heal the blood metal. The music can be heard at the "quiet conversation" level(ฝyd at no penalty).
Class
Redeemed

Shield Belt

Desc
A simple belt that projects an energy shield to protect the wearer.
Stats
The shield grants 40 ablative force field DR.
Class
Redeemed

Medbox

Desc
A box with a link projector; stomping on the box triggers it to heal you.
Stats
Crushing a medbox heals 1d+2 HP.
Class
Stock

Megabox

Nick
"mega", "keg"
Desc
A larger version of a medbox.
Stats
Crushing a Megabox heals 5d+10 HP.
Class
Redeemed, UWar

Minibox

Nick
"mini"
Desc
A smaller version of a medbox.
Stats
Crushing a minibox heals 1 HP.
Class
Light

Quicken

Nick
"Q"
Desc
A golden glowy, which is instantly absorbed by anyone who touches it(unless they have 10 Q already, which is the max). They become quick and agile.
Stats
Each Q gives you +2 DX and +ฝ Basic Speed(for a net +1 Basic Speed).
Class
UWar

Shield

Nick
"S"
Desc
A blue glowy, which is instantly absorbed by anyone who touches it(unless they have 10 S already, which is the max). It protects them.
Stats
Gain [S] force field DR. This layers on top of the shield belt.
Class
UWar

Vitality

Nick
"V"
Desc
A red glowy, which is instantly absorbed by anyone who touches it(unless they have 10 V already, which is the max). They regenerate.
Stats
Regen [V] HP at the beginning of each turn.
Class
UWar