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Last Update: Mai 1999


How to Enhance Equipment

Sometimes after a player has been playing awhile, he figures out that all the equipment he is carrying is not up the standards he wishes it were. With these rules it is possible to enhance certain items. Of course enhancing tools and weapons will cost more, but then, Hey, you have all that money anyway, right?
 
 

Adding or increasing a weapon's or item's bonus
Example: You want to give your trusty Mk2 Laser Pistol a +10 bonus. Your weapon will cost you:

 Base cost of weapon x 2^(bonus/5)

200 x 2^(10/5) = 200 x 2^2 = 200 x 4 = 800

If you want to give it a +25 bonus, your weapon will cost you:

200 x 2^(25/5) = 200 x 2^5 = 200 x 32 = 6,400

What a waste of money. Mk2 Laser Pistols are usually just good enough to make the other guy mad.

Reducing the Fail range of a weapon or item
Example: You want to reduce your Mk5 Plasma Repeater's Fail Range by 1. Your weapon will cost you:

 Base cost of weapon x 2^(reduction)

6000 x 2^1 = 6000 x 2 = 12,000

If you want to reduce the Fail Range to 1 then your weapon will cost you:

6000 x 2^8 = 6000 x 256 = 1,536,000

Now that is money well spent. Anytime someone spends money to make a Plasma Repeater better they can't go wrong.

Enhancing the Mark Number of a weapon or Item
Example: You want to increase your Mk2 to a Mk3 so anybody looking at it will think you only have a Mk2. Your weapon will cost you:

 Base cost of weapon x 5^(increase)

200 x 5^1 = 200 x 5 = 1,000

If you want to increase the Mark Number to Mk5 then your weapon will cost you:

200 x 5^3 = 200 x 125 = 25,000

Not bad for carrying around a Mk5 Laser Pistol in your pocket.

Adding or Increasing Armor Bonuses
Example: You want to increase your Mk12 Armor's bonus to +10. Your armor will cost you:

 Base cost of armor x 10 x (Bonus/5)

1700 x 10 x (10/5) = 17,000 x 2 = 34,000

If you want to increase the bonus to +25, then the armor will cost you:

1700 x 10 x (25/5) = 17,000 x 5 = 85,000

Note: This bonus can only be applied to one of the four types of protection offered by the armor: Energy, Projectile, Missile or Melee. This bonus is NOT applied to Maneuver Penalties or DX Reductions.

Reducing the DX penalty of Armor
Example: You want to decrease the DX penalty of your AT20 by 20. Your armor will cost you:

 Base cost of armor x 5^(reduction/5)

4000 x 5^(20/5) = 4000 x 5^4 = 4000 x 625 = 2,500,000

This does NOT decrease the Armor Penalty, just the DX penalty. 2.5 million is expensive just to increase your initiative.

Reducing the Maneuver Penalty of Armor
Example: You want to decrease the Armor Maneuver Penalty of your AT20 by 10. Your armor will cost you:

 Base cost of armor x 5^(reduction/5)

4000 x 5^(10/5) = 4000 x 5^2 = 4000 x 25 = 100,000

If you want to reduce it to 0 then your armor will cost you: 4000 x 5^(30/5) = 4000 x 5^6 = 4000 x 15625 = 62,500,000

This does NOT decrease the Armor DX Penalty, just the Maneuver Penalty. Kinda of expensive but just think of the eyebrows you'll raise.

To the GMs: These Homebrew rules for Enhancements have been tested in many different SM games and they work. They not only give the players something to spend all their money on, but it adds a personal touch to the characters.

General Information: All these enhancements are additive If you want to Decrease the DX penalty by 20 AND Decrease the Man Penalty by 30 then the cost is 2.5 million PLUS 62.5 million.


Located here are some links to a few other sites I have dug up on the internet. The last couple of months, the content of this page has been getting fairly stale. So I thought I might spruce it up some. These sites contain statistics and pricing for modern day armor and other theifly type things. This list is duplicated on the Combative Page.

 SpyZone
Spy Store International
StarShire



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