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:

TradeoffExample
Power vs. ReliabilityHigh-performance weapons jam more often
Capability vs. CostElite gear is expensive to buy AND maintain
Specialization vs. VersatilityBest-in-class for one thing, mediocre at everything else
Stealth vs. FirepowerSuppressed weapons deal less damage
Weight vs. ProtectionHeavy armor protects but slows you down
Complexity vs. RepairabilityAdvanced 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:

ManufacturerAlignmentNicheCharacter
HammerstarNuileaMilitary kineticsBrutal, reliable
AngelicoAtrunaEnergy weaponsElegant, expensive
SabineFreeholdsModular gearPractical, repairable
VTCMesuleaStealth/infiltrationCovert, restricted
PicardAtrunaCyberneticsCutting-edge, invasive
Oziri ClansOziriCustom workBespoke, 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.

TypeRoleNotes
SidearmsBackup, concealed carryPistols, revolvers, machine pistols
SMGsClose quarters, high rate of fireCompact, controllable
CarbinesVersatile primary weaponShorter range than rifles
RiflesStandard infantry weaponEffective at medium-long range
Precision RiflesLong-range engagementSniper rifles, DMRs
ShotgunsClose range, breachingDevastating up close
Support WeaponsSuppression, squad supportLMGs, heavy repeaters
Anti-MaterielVehicles, emplacementsHeavy sniper rifles, railguns
LaunchersExplosives deliveryGrenade launchers, rocket launchers
ShipboardPoint defense, boarding repulsionMounted 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.

TypeRoleNotes
Laser WeaponsPrecision, armor penetrationNear-instant hit, affected by atmosphere
Plasma WeaponsHigh damage, area effectShort range, slow projectile
Particle BeamsExtreme penetrationHeavy, power-hungry
StunnersNon-lethal incapacitationLaw 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.

TypeRoleNotes
KnivesUtility, silent killsEvery operator carries one
BatonsNon-lethal, riot controlExtendable, concealable
Axes/HatchetsBreaching, boarding traditionFavored by Oziri clans
Swords/MachetesStatus symbol, boardingImpractical but intimidating
Powered BladesArmor penetrationVibro-blades, monomolecular edges
Shock WeaponsNon-lethal, pain complianceStun batons, shock gloves

Explosives & Ordnance

Area-denial, breaching, and demolition tools.

TypeRoleNotes
Fragmentation GrenadesAnti-personnelStandard infantry issue
Concussion GrenadesStun, breach supportNon-lethal(ish)
Smoke GrenadesConcealment, signalingThermal and visual variants
FlashbangsEntry, disorientationTemporary blind/deaf
EMP GrenadesElectronics disruptionDisables tech, expensive
Breaching ChargesDoor/wall destructionControlled demolition
MinesArea denial, ambushPressure, tripwire, or remote
Missiles/RocketsAnti-vehicle, anti-structureHeavy ordnance

Armor & Protection

Body Armor

Personal protection against various threats.

TypeProtectionMobilityNotes
Soft ArmorLight kinetic, bladesFullConcealable, comfortable
Tactical VestModerate kineticHighStandard operator kit
Plate CarrierHigh kineticModerateMilitary standard, heavy
Powered ArmorMaximumLow-ModeratePowered assist, expensive
Stealth SuitMinimalFullThermal 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.

TypeFeaturesNotes
Bump HelmetImpact onlyLightweight, mount points
Ballistic HelmetProjectile protectionStandard military
Full-FaceComplete coverage, sealedHUD integration, comms
Powered HelmetEnhanced sensors, computingPart of powered armor

Shields

Active or passive protection systems.

TypeMechanismNotes
Ballistic ShieldPhysical barrierCarried, heavy, full coverage
Deployable CoverExpanding barrierSets up quickly, stationary
Energy ShieldDeflector fieldDrains power, blocks energy/kinetic
Personal ShieldBody-worn fieldEmergency 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

ItemFunction
Grappling SystemRapid vertical movement, building access
Rappelling KitControlled descent, window entry
Climbing GearTechnical climbing (cams, ropes, harnesses)
Jump JetsShort-range flight/extended jumps
Mag-BootsMovement in zero-G or on hulls
Breaching RamForced entry through doors
Lockpick SetBypass mechanical locks
Electronic BypassBypass electronic locks
Cutting ToolsBreach walls, fences, hatches

Reconnaissance & Sensors

ItemFunction
BinocularsLong-range visual observation
Thermal OpticsSee heat signatures through obstacles
Night VisionSee in low-light conditions
Motion SensorDetect movement in area
Heartbeat SensorDetect living beings through walls
Acoustic SensorEnhanced hearing, directional
Drone (Recon)Remote observation platform
ScannerGeneral-purpose detection device

Communication & Electronic Warfare

ItemFunction
Tactical RadioEncrypted squad communication
Long-Range CommsShip-to-ground, planetary range
Signal JammerBlock communications in area
ECM SuiteCounter enemy sensors
Decoy BeaconCreate false sensor contacts
Hacking DeckInterface for electronic intrusion
Data SnifferIntercept local communications
TranslatorReal-time language translation

Heads-Up Display (HUD) Systems

Integrated information systems, typically helmet-mounted.

FeatureFunction
Threat HighlightingMarks detected enemies
Friendly IFFIdentifies allied forces
Ammunition CounterTracks remaining rounds
Health MonitorDisplays vitals of self/squad
Navigation OverlayWaypoints, maps, positioning
Tactical FeedShared squad information
Target AnalysisDisplays enemy armor, weak points
Environmental SensorsAtmosphere, temperature, radiation

Medical Equipment

ItemFunction
First Aid KitBasic wound treatment
Trauma KitSevere wound stabilization
Surgical KitField surgery capability
StimulantsTemporary performance boost, pain suppression
Hemostatic AgentsRapid bleeding control
Burn TreatmentSpecialized for thermal/chemical burns
AntidotesCounter specific toxins
Diagnostic ScannerAssess patient condition
Portable MedbayLimited automated surgery

Survival Gear

ItemFunction
Vacuum SuitSurvive in space/vacuum
RebreatherToxic atmosphere protection
Thermal SuitExtreme temperature survival
RationsFood supply
Water PurifierMake water safe to drink
Shelter KitDeployable protection
Navigation ToolsMaps, compass, GPS
Emergency BeaconDistress signal

Deployables

ItemFunction
Portable CoverDeployable ballistic barrier
Shield EmitterArea energy shield
Sentry GunAutomated defensive weapon
Trip MineTrigger-activated explosive
Sensor NetDistributed detection system
Holographic DecoyCreate false targets
Smoke DispenserArea concealment
FlareIllumination, signaling

Tools & Utility

ItemFunction
Multi-ToolGeneral purpose repairs
Welding KitMetal joining, cutting
Electrical KitWiring, electronics repair
Software SuiteProgramming, analysis
Forensic KitEvidence analysis
Surveying EquipmentMapping, measurement
Sample CollectionScientific gathering
Cargo HarnessCarry 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

ClassMobilityEnduranceExample Loadout
LightFullExtendedRecon, infiltration
MediumGoodStandardStandard infantry
HeavyReducedLimitedAssault, support
PoweredVariablePower-limitedPowered armor operators

Mission-Based Loadouts

Different operations require different equipment:

Mission TypePriority Equipment
AssaultHeavy weapons, grenades, armor
InfiltrationSuppressed weapons, stealth gear, bypass tools
ReconOptics, sensors, communication, light armor
Hostage RescueNon-lethal options, breaching tools, medical
Ship BoardingMag-boots, breaching charges, close-quarters weapons
Extended PatrolSurvival gear, extra supplies, versatile loadout

Open Design Questions

  1. Ammunition System: Exact magazines/rounds per weapon type?
  2. Maintenance: How granular is equipment degradation?
  3. Modification: What can be customized? To what extent?
  4. Rarity/Availability: How is access to restricted gear handled?
  5. Cost: Economic model for equipment acquisition?
  6. Cybernetics Integration: Where does equipment end and augmentation begin?
  7. Power Management: Unified system for energy weapons, shields, powered armor?

See also: Game Design Document for core mechanics.