Equipment
The Gear Tier System
Instead of tracking individual currency units, Ashfall uses Gear Tiers (1-10) matched to character level brackets.
Gear Tier = Power Level
- Tier 1-2: Salvaged, basic (Levels 1-5)
- Tier 3-4: Military-grade, refined (Levels 6-10)
- Tier 5-7: Experimental, rare (Levels 11-20)
- Tier 8-10: Legendary, unique (Levels 21-30+, Mythic Tier, Optional)
Tier Tokens
Instead of gold pieces or credits, players earn Tier Tokens.
Token Award Guidelines (per level per character):
| Level Range | Token Awards |
|---|---|
| Level 1-5 | Earn 2-3 Tier 1 tokens per level |
| Level 6-10 | Earn 2-3 Tier 2 tokens per level (can still find Tier 1) |
| Level 11-20 | Earn 2-3 Tier 3 tokens per level |
| Level 21-30 | Earn 2-3 Tier 4 tokens per level |
Token Conversion:
- 3 tokens of Tier N = 1 token of Tier N+1
- Cannot convert upward more than 1 tier
Spending Tokens:
- Tier 1 token = any Tier 1 item
- Tier 2 token = any Tier 2 item
- Higher-tier items require matching-tier tokens
Weapons
Melee Weapons
Tier 1 (Salvaged/Basic):
- Makeshift Club: 1d6 MIG damage
- Scrap Knife: 1d4 MIG damage, concealable
- Rebar Spear: 1d8 MIG damage, reach
- Pipe Wrench: 1d6 MIG damage, double as tool
Tier 2 (Refined):
- Machete: 1d8 MIG damage, versatile
- Combat Knife: 1d6 MIG damage, +1 to attack
- Shock Baton: 1d6 MIG + 1d4 electric damage, stun chance
- Salvaged Sword: 1d10 MIG damage
Tier 3-4 (Military):
- Vibro-Blade: 1d8 MIG + 1d6 energy damage, ignores 5 points of armor
- Monofilament Whip: 1d10 AGI damage, reach, can disarm
- Power Maul: 2d6 MIG damage, knockback 10 feet
Tier 5-7 (Experimental):
- Plasma Sword: 2d8 energy damage, cauterizes wounds
- Nano-Edge Katana: 1d10 MIG + 2d6 damage, critical on 18-20
- Graviton Hammer: 3d6 MIG damage, area slam option
Ranged Weapons
Tier 1 (Basic):
- Pipe Pistol: 1d6 damage, range 30/60, unreliable (jam on natural 1)
- Makeshift Bow: 1d6 damage, range 80/320, ammunition retrievable
- Throwing Knives: 1d4 damage, range 20/60, light
Tier 2 (Refined):
- 9mm Pistol: 1d8 damage, range 40/120, reliable
- Hunting Rifle: 1d10 damage, range 100/400, 2-action reload
- Shotgun: 2d6 damage, range 30/90, spread (advantage at close range)
Tier 3-4 (Military):
- Assault Rifle: 1d10 damage, range 80/240, auto-fire option
- Sniper Rifle: 2d8 damage, range 200/800, 2-action reload, +2 to aimed shots
- Plasma Pistol: 2d6 energy damage, range 40/120, overheat mechanic
Tier 5-7 (Experimental):
- Gauss Rifle: 3d8 damage, range 150/600, magnetic acceleration
- Particle Beam: 2d10 energy damage, range 100/300, penetrates cover
- Smart Gun: 2d8 damage, range 60/180, auto-targeting (+2 to hit)
Weapon Properties
- Light: Can dual-wield
- Heavy: Requires 2 hands, -2 to hit if MIG below 13
- Reach: Attack from 10 feet away
- Finesse: Use AGI instead of MIG for attack/damage
- Versatile: Can be used one-handed (listed damage) or two-handed (+2 damage)
- Loading: This weapon must be reloaded after firing. Reload costs 1 action unless otherwise specified. Weapons marked 'Loading (2)' require 2 actions to reload.
- Reload: Must spend action(s) to reload after X shots
- Spread: Advantage at close range, disadvantage at long range
- Unstable: Risk of malfunction (critical fails have extra consequences)
Armor
Light Armor (Max AGI bonus: +5)
| Tier | Armor | DV Bonus | Special |
|---|---|---|---|
| 1 | Leather scraps | +1 DV | — |
| 2 | Reinforced leather | +2 DV | — |
| 3 | Ballistic vest | +3 DV | Resist piercing 5 |
| 4 | Nano-weave suit | +4 DV | Resist energy 5 |
Medium Armor (Max AGI bonus: +3)
| Tier | Armor | DV Bonus | Special |
|---|---|---|---|
| 1 | Scrap plating | +3 DV | -5 ft speed |
| 2 | Kevlar armor | +4 DV | — |
| 3 | Combat armor | +5 DV | Built-in comms |
| 4 | Reactive armor | +6 DV | Deflect projectiles on hit 16+ |
Heavy Armor (Max AGI bonus: +1, MIG 15 required)
| Tier | Armor | DV Bonus | Special |
|---|---|---|---|
| 1 | Welded scrap suit | +5 DV | -10 ft speed, disadvantage Stealth |
| 2 | Riot armor | +7 DV | -5 ft speed |
| 3 | Power armor frame | +8 DV | +2 MIG, requires power cell |
| 4 | Military exoskeleton | +10 DV | +4 MIG, integrated weapons |
Shields
- Scrap Shield (Tier 1): +1 DV, can use reaction to add +2 vs one attack
- Combat Shield (Tier 2): +2 DV, can use reaction to block projectiles
- Energy Barrier (Tier 4): +3 DV, regenerating shield points
Augmentations
Each augmentation costs Humanity (reduces your total from 10).
Tier 1 Augments (Humanity Cost: 1 each)
- Reflex Booster: +2 Initiative
- Targeting Computer: +1 to ranged attacks
- Dermal Plating: +1 DV (doesn't stack with armor)
- Enhanced Muscles: +2 carrying capacity, +1 to MIG checks
- Low-Light Optics: See in dim light as bright light
- Communications Suite: Internal radio, 10-mile range
Tier 2 Augments (Humanity Cost: 2 each)
- Wired Reflexes: +1 action per turn (once per combat)
- Smart Link: +2 to attack with linked weapons
- Subdermal Armor: +2 DV, doesn't stack with heavy armor
- Cybernetic Limb: Replace limb, +3 MIG for that limb, can install weapon mount
- Neural Processor: +2 INT for technical skills
- Toxin Filters: Advantage on saves vs poison and disease
Tier 3 Augments (Humanity Cost: 3 each)
- Sandevistan Implant: Once per short rest, gain double actions for 1 round
- Mantis Blades: Retractable arm blades (2d6 damage, concealed)
- Ballistic Coprocessor: Reroll missed ranged attacks once per round
- Synthetic Heart: Immune to critical hits, +10 HP
- Ghost Protocol: Turn invisible for 6 seconds (1 round), 1/day
- Bio-Monitor: Auto-stabilize when dying, alert allies to injuries
Augmentation Stacking Rule
Installing multiple augments in the same body location increases total Humanity cost:
- 1st augment in location: Base cost
- 2nd augment in location: Base cost + 1
- 3rd augment in location: Base cost + 2
Example: Installing Reflex Booster (1 HUM), then Wired Reflexes (2 HUM), then Sandevistan (3 HUM) all in neural system:
- Total cost: 1 + (2+1) + (3+2) = 9 Humanity
Augment Removal
- Removing an augment does NOT restore Humanity (permanent)
- Can replace with different augment at same location for half cost
Augmentation Installation
- Requires a medical facility or qualified technician (Technology DC 15)
- Installation time: 1 hour per augmentation
- Risk: On a failed installation check, the augmentation is damaged (50% cost to repair) and the patient takes 2d6 damage
- Humanity Cost: Tier 1 augmentations reduce Humanity by 1, Tier 2 by 2, Tier 3 by 3.
- Augmentation Limit: Maximum number of augmentations = 5 + END modifier (minimum 3)
- Removal: Requires the same facility and check. Removed augmentations can be reinstalled. Humanity is NOT restored upon removal (the body is permanently altered).
Ammunition and Magazines
- Pistols: 6-round magazine
- Rifles: 10-round magazine
- Shotguns: 4-round magazine
- SMGs: 20-round magazine
- Heavy weapons: varies by weapon
Reload (1 action) replaces the entire magazine. Track magazines, not individual rounds. Starting ammunition: 3 full magazines for each firearm you own.
Ammunition Costs:
- Standard Rounds (3 magazines): 10 credits
- Armor-Piercing (1 magazine): 15 credits (ignores DR up to 3)
- Specialty Ammo (1 magazine): 25-50 credits (elemental damage, tracer, etc.)
Stims (Medical Consumables)
Use: 1 action. Range: Self or adjacent ally.
| Stim | Effect | Cost |
|---|---|---|
| Tier 1 Basic Stim | Restore 1d8+2 HP | 25 credits |
| Tier 2 Combat Stim | Restore 2d8+2 HP | 75 credits |
| Tier 3 Advanced Stim | Restore 3d8+2 HP + remove 1 condition | 200 credits |
A character can benefit from a maximum of 2 stims per 24-hour period. The body builds tolerance; additional stims have no effect.
Crafting
Crafting: Characters with proficiency in the Technology skill can craft and modify equipment. See the Exploration & Survival chapter for crafting rules, DCs, and time requirements.
Durability and Maintenance (Optional)
Weapons and armor wear down over time.
Durability Points (DP)
Each weapon/armor has DP equal to its Tier x 10.
- Example: Tier 3 rifle has 30 DP
Losing Durability
- Critical Miss (nat 1) with weapon: Lose 1d4 DP
- Critical Hit against you: Armor loses 1d4 DP
- Environmental damage: DM discretion (acid, extreme heat, etc.)
Broken Equipment
At 0 DP, weapon/armor is broken (unusable). Requires repair.
Repair
- Field Repair: 1 hour, Technology check DC 15, restore 1d6 DP (once per item per rest)
- Workshop Repair: 1 day, Technology check DC 10, restore full DP, costs 10% of item's token value
- Masterwork/Enchanted Items: Harder to repair (DC +5)
Simplified Durability (Abstract)
- Gear doesn't break unless narratively appropriate
- Critical failures = "weapon jammed" or "armor dented" (disadvantage next turn) rather than permanent damage
Special Ammunition Crafting
Technicians and skilled craftspeople can create custom ammo.
Crafting Requirements
- Time: 1 hour per 10 rounds
- Skill: Technology DC 15 (DC 20 for advanced ammo)
- Cost: Varies by ammo type
- Tools: Gunsmithing tools or chemistry set
Special Ammo Types
Armor-Piercing (AP) Rounds
- Cost: Tier 2 token per 20 rounds
- Effect: Ignore 5 points of armor (reduce target's DV by 5, minimum 10)
- Crafting DC: 15
Hollow-Point Rounds
- Cost: Tier 1 token per 20 rounds
- Effect: +1d6 damage vs unarmored targets (DV 15 or lower), -2 damage vs armored (DV 16+)
- Crafting DC: 12
Incendiary Rounds
- Cost: Tier 2 token per 10 rounds
- Effect: +1d4 fire damage, ignites flammable objects, target makes Reflex save DC 13 or catches fire (1d6 fire damage per round until extinguished)
- Crafting DC: 18
Shock Rounds (Energy weapons)
- Cost: Tier 3 token per 10 shots
- Effect: Target makes END save DC 15 or stunned until end of their next turn
- Crafting DC: 20
Tranquilizer Darts
- Cost: Tier 2 token per 5 darts
- Effect: Target makes END save DC 15 or falls unconscious for 1d4 hours (awakens if damaged)
- Crafting DC: 18
- Note: Only works on living creatures, ineffective vs undead/constructs
Explosive Rounds
- Cost: Tier 4 token per 5 rounds
- Effect: On hit, explodes in 5-foot radius. All creatures in area take 2d6 fire damage (Reflex save DC 15 half). Includes original target.
- Crafting DC: 22
Encumbrance (Optional)
Carrying Capacity
- Light Load: MIG score x 5 lbs (no penalties)
- Medium Load: MIG score x 10 lbs (-10 ft speed)
- Heavy Load: MIG score x 15 lbs (-20 ft speed, disadvantage on AGI checks)
- Maximum Drag: MIG score x 30 lbs (5 ft speed, cannot act effectively)
Simplified Encumbrance
- Don't track weight precisely
- DM rules if you're carrying "too much" based on narrative sense
- Typical adventurer with backpack = fine
- Trying to carry 6 rifles, 50 lbs of loot, and full plate armor = problem