Equipment Design Document
Equipment is a core pillar of character customization—easy to swap for different situations, expressive of playstyle, and deeply tied to the setting’s factions and corporations.
Design Philosophy
Equipment as Character Expression
A character’s loadout tells a story. The merc carrying a beat-up Hammerstar rifle with aftermarket optics is different from the operator with a pristine Angelico energy carbine. Equipment choices reflect:
- Economic status (can you afford the good stuff?)
- Faction alignment (who do you buy from? who trusts you?)
- Tactical philosophy (overwhelming firepower vs. surgical precision)
- Experience (veterans know what works; rookies follow trends)
Manufacturer Identity
Every piece of equipment comes from somewhere. Major manufacturers have recognizable design language—visual, auditory, and functional signatures that experienced characters can identify.
Design Goals:
- Players learn to recognize equipment by sight and sound
- Each manufacturer has strengths, weaknesses, and a market niche
- Manufacturer choice creates meaningful tradeoffs, not just stat variations
- Lore and gameplay reinforce each other
In-Game Recognition:
- A veteran hears a distinctive crack and knows: “Hammerstar railgun—stay in cover.”
- A smuggler sees the sleek white casing and knows: “Angelico gear—this buyer has money.”
- A mechanic notices the modular housing and knows: “Sabine Industries—I can fix this with standard parts.”
Meaningful Tradeoffs
Equipment should present real choices, not obvious upgrades:
| Tradeoff | Example |
|---|---|
| Power vs. Reliability | High-performance weapons jam more often |
| Capability vs. Cost | Elite gear is expensive to buy AND maintain |
| Specialization vs. Versatility | Best-in-class for one thing, mediocre at everything else |
| Stealth vs. Firepower | Suppressed weapons deal less damage |
| Weight vs. Protection | Heavy armor protects but slows you down |
| Complexity vs. Repairability | Advanced tech requires specialists to fix |
Availability & Faction Access
Not everything is available everywhere:
- Mesulean military gear is restricted; getting it is a statement
- Oziri black-market weapons are available but legally risky
- Atrunean corporate equipment requires licenses or connections
- Freehold salvage is cheap but inconsistent quality
- Pirate clan gear is often stolen, modified, or improvised
Manufacturers
For detailed profiles of all manufacturers and corporations, see: Manufacturers & Corporations
Equipment comes from recognizable sources. Major manufacturers have distinct design languages—visual, auditory, and functional signatures. A few examples:
| Manufacturer | Alignment | Niche | Character |
|---|---|---|---|
| Hammerstar | Nuilea | Military kinetics | Brutal, reliable |
| Angelico | Atruna | Energy weapons | Elegant, expensive |
| Sabine | Freeholds | Modular gear | Practical, repairable |
| VTC | Mesulea | Stealth/infiltration | Covert, restricted |
| Picard | Atruna | Cybernetics | Cutting-edge, invasive |
| Oziri Clans | Oziri | Custom work | Bespoke, variable |
The full manufacturers document covers 40+ corporations across defense, aerospace, electronics, medical, industrial, and consumer sectors.
Equipment Categories
Weapons
Kinetic Weapons
Traditional projectile weapons using chemical propellants or electromagnetic acceleration.
| Type | Role | Notes |
|---|---|---|
| Sidearms | Backup, concealed carry | Pistols, revolvers, machine pistols |
| SMGs | Close quarters, high rate of fire | Compact, controllable |
| Carbines | Versatile primary weapon | Shorter range than rifles |
| Rifles | Standard infantry weapon | Effective at medium-long range |
| Precision Rifles | Long-range engagement | Sniper rifles, DMRs |
| Shotguns | Close range, breaching | Devastating up close |
| Support Weapons | Suppression, squad support | LMGs, heavy repeaters |
| Anti-Materiel | Vehicles, emplacements | Heavy sniper rifles, railguns |
| Launchers | Explosives delivery | Grenade launchers, rocket launchers |
| Shipboard | Point defense, boarding repulsion | Mounted weapons |
Ammunition Considerations:
- Standard rounds (readily available)
- Armor-piercing (restricted, expensive)
- Hollow-point (anti-personnel, banned for military use)
- Subsonic (for suppressed weapons)
- Exotic (explosive, incendiary, EMP)
Energy Weapons
Directed-energy weapons using laser, plasma, or particle beams.
| Type | Role | Notes |
|---|---|---|
| Laser Weapons | Precision, armor penetration | Near-instant hit, affected by atmosphere |
| Plasma Weapons | High damage, area effect | Short range, slow projectile |
| Particle Beams | Extreme penetration | Heavy, power-hungry |
| Stunners | Non-lethal incapacitation | Law enforcement, capture operations |
Energy Weapon Tradeoffs:
- Excellent armor penetration against kinetic armor
- Reduced effectiveness against energy-dispersing shields
- Dependent on power cells (heavy, expensive)
- Affected by environmental conditions (smoke, rain)
- Heat buildup limits sustained fire
Melee Weapons
Close-quarters weapons for silent kills, boarding actions, or desperate situations.
| Type | Role | Notes |
|---|---|---|
| Knives | Utility, silent kills | Every operator carries one |
| Batons | Non-lethal, riot control | Extendable, concealable |
| Axes/Hatchets | Breaching, boarding tradition | Favored by Oziri clans |
| Swords/Machetes | Status symbol, boarding | Impractical but intimidating |
| Powered Blades | Armor penetration | Vibro-blades, monomolecular edges |
| Shock Weapons | Non-lethal, pain compliance | Stun batons, shock gloves |
Explosives & Ordnance
Area-denial, breaching, and demolition tools.
| Type | Role | Notes |
|---|---|---|
| Fragmentation Grenades | Anti-personnel | Standard infantry issue |
| Concussion Grenades | Stun, breach support | Non-lethal(ish) |
| Smoke Grenades | Concealment, signaling | Thermal and visual variants |
| Flashbangs | Entry, disorientation | Temporary blind/deaf |
| EMP Grenades | Electronics disruption | Disables tech, expensive |
| Breaching Charges | Door/wall destruction | Controlled demolition |
| Mines | Area denial, ambush | Pressure, tripwire, or remote |
| Missiles/Rockets | Anti-vehicle, anti-structure | Heavy ordnance |
Armor & Protection
Body Armor
Personal protection against various threats.
| Type | Protection | Mobility | Notes |
|---|---|---|---|
| Soft Armor | Light kinetic, blades | Full | Concealable, comfortable |
| Tactical Vest | Moderate kinetic | High | Standard operator kit |
| Plate Carrier | High kinetic | Moderate | Military standard, heavy |
| Powered Armor | Maximum | Low-Moderate | Powered assist, expensive |
| Stealth Suit | Minimal | Full | Thermal masking, sensor dampening |
Armor Degradation:
- Plates crack and must be replaced after hits
- Soft armor loses effectiveness over time
- Damage is visible (players can assess enemy condition)
Helmets
Head protection with optional integrated systems.
| Type | Features | Notes |
|---|---|---|
| Bump Helmet | Impact only | Lightweight, mount points |
| Ballistic Helmet | Projectile protection | Standard military |
| Full-Face | Complete coverage, sealed | HUD integration, comms |
| Powered Helmet | Enhanced sensors, computing | Part of powered armor |
Shields
Active or passive protection systems.
| Type | Mechanism | Notes |
|---|---|---|
| Ballistic Shield | Physical barrier | Carried, heavy, full coverage |
| Deployable Cover | Expanding barrier | Sets up quickly, stationary |
| Energy Shield | Deflector field | Drains power, blocks energy/kinetic |
| Personal Shield | Body-worn field | Emergency protection, limited use |
Shield Tradeoffs:
- Energy shields block both kinetic and energy but drain power
- Energy-dispersing shields counter energy weapons but not kinetic
- Physical barriers provide reliable cover but limit mobility
Utility Gear
This is where equipment gets interesting—tools that extend what characters can do.
Mobility & Access
| Item | Function |
|---|---|
| Grappling System | Rapid vertical movement, building access |
| Rappelling Kit | Controlled descent, window entry |
| Climbing Gear | Technical climbing (cams, ropes, harnesses) |
| Jump Jets | Short-range flight/extended jumps |
| Mag-Boots | Movement in zero-G or on hulls |
| Breaching Ram | Forced entry through doors |
| Lockpick Set | Bypass mechanical locks |
| Electronic Bypass | Bypass electronic locks |
| Cutting Tools | Breach walls, fences, hatches |
Reconnaissance & Sensors
| Item | Function |
|---|---|
| Binoculars | Long-range visual observation |
| Thermal Optics | See heat signatures through obstacles |
| Night Vision | See in low-light conditions |
| Motion Sensor | Detect movement in area |
| Heartbeat Sensor | Detect living beings through walls |
| Acoustic Sensor | Enhanced hearing, directional |
| Drone (Recon) | Remote observation platform |
| Scanner | General-purpose detection device |
Communication & Electronic Warfare
| Item | Function |
|---|---|
| Tactical Radio | Encrypted squad communication |
| Long-Range Comms | Ship-to-ground, planetary range |
| Signal Jammer | Block communications in area |
| ECM Suite | Counter enemy sensors |
| Decoy Beacon | Create false sensor contacts |
| Hacking Deck | Interface for electronic intrusion |
| Data Sniffer | Intercept local communications |
| Translator | Real-time language translation |
Heads-Up Display (HUD) Systems
Integrated information systems, typically helmet-mounted.
| Feature | Function |
|---|---|
| Threat Highlighting | Marks detected enemies |
| Friendly IFF | Identifies allied forces |
| Ammunition Counter | Tracks remaining rounds |
| Health Monitor | Displays vitals of self/squad |
| Navigation Overlay | Waypoints, maps, positioning |
| Tactical Feed | Shared squad information |
| Target Analysis | Displays enemy armor, weak points |
| Environmental Sensors | Atmosphere, temperature, radiation |
Medical Equipment
| Item | Function |
|---|---|
| First Aid Kit | Basic wound treatment |
| Trauma Kit | Severe wound stabilization |
| Surgical Kit | Field surgery capability |
| Stimulants | Temporary performance boost, pain suppression |
| Hemostatic Agents | Rapid bleeding control |
| Burn Treatment | Specialized for thermal/chemical burns |
| Antidotes | Counter specific toxins |
| Diagnostic Scanner | Assess patient condition |
| Portable Medbay | Limited automated surgery |
Survival Gear
| Item | Function |
|---|---|
| Vacuum Suit | Survive in space/vacuum |
| Rebreather | Toxic atmosphere protection |
| Thermal Suit | Extreme temperature survival |
| Rations | Food supply |
| Water Purifier | Make water safe to drink |
| Shelter Kit | Deployable protection |
| Navigation Tools | Maps, compass, GPS |
| Emergency Beacon | Distress signal |
Deployables
| Item | Function |
|---|---|
| Portable Cover | Deployable ballistic barrier |
| Shield Emitter | Area energy shield |
| Sentry Gun | Automated defensive weapon |
| Trip Mine | Trigger-activated explosive |
| Sensor Net | Distributed detection system |
| Holographic Decoy | Create false targets |
| Smoke Dispenser | Area concealment |
| Flare | Illumination, signaling |
Tools & Utility
| Item | Function |
|---|---|
| Multi-Tool | General purpose repairs |
| Welding Kit | Metal joining, cutting |
| Electrical Kit | Wiring, electronics repair |
| Software Suite | Programming, analysis |
| Forensic Kit | Evidence analysis |
| Surveying Equipment | Mapping, measurement |
| Sample Collection | Scientific gathering |
| Cargo Harness | Carry heavy loads |
Loadout Philosophy
Combat Pouches vs. Packs
Combat Pouches (Always Accessible):
- Ammunition (2-4 magazines)
- Sidearm
- Grenades (1-2)
- First aid basics
- Radio
- Knife
Pack (Dropped in Combat):
- Extra ammunition
- Heavy equipment
- Extended mission supplies
- Specialized tools
- Rations and water
Weight Classes
| Class | Mobility | Endurance | Example Loadout |
|---|---|---|---|
| Light | Full | Extended | Recon, infiltration |
| Medium | Good | Standard | Standard infantry |
| Heavy | Reduced | Limited | Assault, support |
| Powered | Variable | Power-limited | Powered armor operators |
Mission-Based Loadouts
Different operations require different equipment:
| Mission Type | Priority Equipment |
|---|---|
| Assault | Heavy weapons, grenades, armor |
| Infiltration | Suppressed weapons, stealth gear, bypass tools |
| Recon | Optics, sensors, communication, light armor |
| Hostage Rescue | Non-lethal options, breaching tools, medical |
| Ship Boarding | Mag-boots, breaching charges, close-quarters weapons |
| Extended Patrol | Survival gear, extra supplies, versatile loadout |
Open Design Questions
- Ammunition System: Exact magazines/rounds per weapon type?
- Maintenance: How granular is equipment degradation?
- Modification: What can be customized? To what extent?
- Rarity/Availability: How is access to restricted gear handled?
- Cost: Economic model for equipment acquisition?
- Cybernetics Integration: Where does equipment end and augmentation begin?
- Power Management: Unified system for energy weapons, shields, powered armor?
See also: Game Design Document for core mechanics.