Operative Weapons
2020 • 0-0 Players • Age 0+
Who is this game suitable for?
If you like role-playing games and enjoy playing genres like Fantasy (Science Fantasy) und Science Fiction (Space Opera), this game is perfect for you.
For the pros among you, the following mechanics can be decisive: Attribute/Stat Based, Class Based, Dice, Dice, Level Based, Point Based, Progression Tree, Race Based und Skill Based...
Game Data
- Publisher
- Evil Robot Games
- Designers
- Paul Fields, Jim Milligan
- Artists
- Storn Cook
- Mechanics
- Attribute/Stat Based (STR, CON, PER, etc), Class Based (Pilot, Wizard, Scientist, etc), Dice (Primarily d20), Dice (Various), Level Based (Earn XP and level up), Point Based (allocate points to get skills, powers, etc), Progression Tree (Skills, professions, magic abilities, etc.), Race Based (Player Race/Species affects gameplay), Skill Based (buy or gain skills)
- Genre
- Fantasy (Science Fantasy), Science Fiction (Space Opera)
Calling all Operatives, do your operative weapons have a lot of empty levels?
There are 5 knives and 2 batons in the core book, leaving too many levels where your weapon doesn't keep up.
This gear book aims to fill in the gap left in your operative build from the tiny selection of weapons you can use with trick attack. In this booklet, you’ll find:
20 levels of Knives/Daggers including the five from the core rules.
40 new item levels of operative weapons
New! 6 Collapsible batons, a baton with the conceal property like the switchblade
One-handed Basic: Switchblades, Saps, Tailblades, Retractable Spikes
One Handed Advanced: Spark Knives, Shrieknives, Gale Batons, Mirage Daggers
Two-handed Advanced: Polarity Gauntlets, Vibrogarrotes, Battle Ribbons, Plasma Ribbons, Garrotes
A brief explanation of the damage curve for one handed basic melee weapons.
Notes for the GM comparing the new weapons with the ones from core and armory where we can and can't fit in new weapons based on the damage curve.
Alternative names
Load comments...