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