Post by Cain on Jan 3, 2011 17:13:58 GMT -5
This Armory is for the purposes of "The Gauntlet" only and has no connection to BHOD DnD. Anything you buy that can be equipped will be assumed to being equipped unless stated otherwise.
Items
Medpack
Effect: Heals one user by 1D10
Cost: 50 credits
Advanced Medpack
Effect: Heals one user by 1D20
Cost: 100 credits
Life Support Kit
Effect: Heals one user by 1D50 and cures poison status.
Cost: 500 credits
Antidote Kit
Effect: Cures one user's poison status.
Cost: 50 credits
Adrenal Strength
Effect: +2 Strength for two turns.
Cost: 500 credits
Adrenal Alacrity
Effect: +2 Dexterity for two turns.
Cost: 500 credits
Adrenal Stamina
Effect: +2 Constitution for two turns.
Cost: 500 credits
Weaponry
Combat Knife
Damage: 1D4
Cost: 20 credits
Short Sword
Damage: 1D6
Cost: 75 credits
Long Sword
Damage: 1D8
Cost: 125 credits
Vibroblade
Damage: 1D6 * 2
Cost: 500 credits
Vibrosword
Damage: 1D8 * 2
Cost: 600 credits
Vibro Double-Blade
Damage: 1D6 * 2 (two handed weapon; two blades)
Cost: 1,000 credits
Gamorrean War Axe
Damage: 2D10 (two handed weapon)
Cost: 1,000 credits
Force Pike
Damage: 2D6 (two handed weapon; two blades)
Cost: 500 credits
Lightsaber
Damage: 1D20 (Negates Defense bonus' granted by Armor)
Cost: 1,200 credits
Blaster Pistol
Damage: 2D4
Cost: 40 credits
Blaster Rifle (two handed weapon)
Damage: 2D6
Cost: 125 credits
Bowcaster (two handed weapon)
Damage: 2D8
Cost: 250 credits
Heavy Blaster Pistol
Damage: 2D8
Cost: 250 credits
Ion Rifle (two handed weapon)
Damage: 2D3 (2D8 vs. droids)
Cost: 50 credits
Heavy Repeating Carbine (two handed weapon)
Damage: 2D12
Cost: 1,000 credits
Frag Grenade
Damage: 1D20 to all nearby foes.
Cost: 50 credits
Flash Grenade
Damage: 0. (Chance to stun for two turns. DC: 15 vs. Fortitude. Reflex save also negates stun effects.)
Cost: 50 credits
Plasma Grenade
Damage: 1D36 to all nearby foes. (Chance to stun for one turn. DC: 10 vs. Fortitude. Reflex save also negates stun effects.)
Cost: 100 credits
Toxic Grenade
Damage: 0. (Chance to cause poison status. DC: 15 vs. Fortitude. Poison status reduces 10% of health at the beginning of each turn for up to 5 turns.)
Cost: 50 credits
Armory
Combat Suit
AP: Light
Defense: +1
Cost: 50 credits
Reinforced Fiber Armor
AP: Light
Defense: +3
Cost: 150 credits
Military Suit
AP: Light
Defense: +3
Dexterity: +1
Cost: 250 credits
Echani Battle Armor
AP: Medium
Defense: +5
Cost: 250 credits
Powered Light Battle Armor
AP: Medium
Defense: +4
Dexterity: +2
Strength: +1
Cost: 500 credits
Bronzium Light Battle Armor
AP: Medium
Defense: +7
Cost: 350 credits
Phrink Battle Armor
AP: Heavy
Defense: +5
Effect: Maintains defense bonus even against lightsabers.
Cost: 500 credits
Powered Battle Armor
AP: Heavy
Defense: +8
Strength: +2
Cost: 600 credits
Corellian Powersuit
AP: Heavy
Defense: +10
Strength: +3
Cost: 800 credits
Durasteel Heavy Armor
AP: Heavy
Defense: +12
Dexterity: -2
Cost: 500 credits
Padawan Robes
AP: Jedi Defense
Defense: +1
Dexterity: +1
Cost: 150 credits
Jedi Robes
AP: Jedi Defense
Defense: +1
Dexterity: +2
Cost: 250 credits
Zeison Sha Initiate Armor
AP: Light
Defense: +4
Dexterity: +1
Cost: 300 credits
Jedi Master Robes
AP: Jedi Defense
Defense: +3
Dexterity: +3
Wisdom: +1
Cost: 550 credits
Sith Robes
AP: Jedi Defense
Defense: +2
Dexterity: +2
FP: +20
Cost: 500 credits
Items
Medpack
Effect: Heals one user by 1D10
Cost: 50 credits
Advanced Medpack
Effect: Heals one user by 1D20
Cost: 100 credits
Life Support Kit
Effect: Heals one user by 1D50 and cures poison status.
Cost: 500 credits
Antidote Kit
Effect: Cures one user's poison status.
Cost: 50 credits
Adrenal Strength
Effect: +2 Strength for two turns.
Cost: 500 credits
Adrenal Alacrity
Effect: +2 Dexterity for two turns.
Cost: 500 credits
Adrenal Stamina
Effect: +2 Constitution for two turns.
Cost: 500 credits
Weaponry
Combat Knife
Damage: 1D4
Cost: 20 credits
Short Sword
Damage: 1D6
Cost: 75 credits
Long Sword
Damage: 1D8
Cost: 125 credits
Vibroblade
Damage: 1D6 * 2
Cost: 500 credits
Vibrosword
Damage: 1D8 * 2
Cost: 600 credits
Vibro Double-Blade
Damage: 1D6 * 2 (two handed weapon; two blades)
Cost: 1,000 credits
Gamorrean War Axe
Damage: 2D10 (two handed weapon)
Cost: 1,000 credits
Force Pike
Damage: 2D6 (two handed weapon; two blades)
Cost: 500 credits
Lightsaber
Damage: 1D20 (Negates Defense bonus' granted by Armor)
Cost: 1,200 credits
Blaster Pistol
Damage: 2D4
Cost: 40 credits
Blaster Rifle (two handed weapon)
Damage: 2D6
Cost: 125 credits
Bowcaster (two handed weapon)
Damage: 2D8
Cost: 250 credits
Heavy Blaster Pistol
Damage: 2D8
Cost: 250 credits
Ion Rifle (two handed weapon)
Damage: 2D3 (2D8 vs. droids)
Cost: 50 credits
Heavy Repeating Carbine (two handed weapon)
Damage: 2D12
Cost: 1,000 credits
Frag Grenade
Damage: 1D20 to all nearby foes.
Cost: 50 credits
Flash Grenade
Damage: 0. (Chance to stun for two turns. DC: 15 vs. Fortitude. Reflex save also negates stun effects.)
Cost: 50 credits
Plasma Grenade
Damage: 1D36 to all nearby foes. (Chance to stun for one turn. DC: 10 vs. Fortitude. Reflex save also negates stun effects.)
Cost: 100 credits
Toxic Grenade
Damage: 0. (Chance to cause poison status. DC: 15 vs. Fortitude. Poison status reduces 10% of health at the beginning of each turn for up to 5 turns.)
Cost: 50 credits
Armory
Combat Suit
AP: Light
Defense: +1
Cost: 50 credits
Reinforced Fiber Armor
AP: Light
Defense: +3
Cost: 150 credits
Military Suit
AP: Light
Defense: +3
Dexterity: +1
Cost: 250 credits
Echani Battle Armor
AP: Medium
Defense: +5
Cost: 250 credits
Powered Light Battle Armor
AP: Medium
Defense: +4
Dexterity: +2
Strength: +1
Cost: 500 credits
Bronzium Light Battle Armor
AP: Medium
Defense: +7
Cost: 350 credits
Phrink Battle Armor
AP: Heavy
Defense: +5
Effect: Maintains defense bonus even against lightsabers.
Cost: 500 credits
Powered Battle Armor
AP: Heavy
Defense: +8
Strength: +2
Cost: 600 credits
Corellian Powersuit
AP: Heavy
Defense: +10
Strength: +3
Cost: 800 credits
Durasteel Heavy Armor
AP: Heavy
Defense: +12
Dexterity: -2
Cost: 500 credits
Padawan Robes
AP: Jedi Defense
Defense: +1
Dexterity: +1
Cost: 150 credits
Jedi Robes
AP: Jedi Defense
Defense: +1
Dexterity: +2
Cost: 250 credits
Zeison Sha Initiate Armor
AP: Light
Defense: +4
Dexterity: +1
Cost: 300 credits
Jedi Master Robes
AP: Jedi Defense
Defense: +3
Dexterity: +3
Wisdom: +1
Cost: 550 credits
Sith Robes
AP: Jedi Defense
Defense: +2
Dexterity: +2
FP: +20
Cost: 500 credits