1 Build Point will get you 25,000 starting Credits. These can be used on the equipment here, or Mecha parts.
//Because balance is a bitch, I'm gonna have an expensive trait that will give you money for a mecha. Not more than a power armor to start, but an Elemental can take a Standard. Trust me.
Weapons:
Name/Damage/Range/Armor Reduction(if any)/Modes of Fire/Ammo/Cost
Like so:
Terran P05-Assault Rifle; _ Damage; -/50/100/200; Force Field 0.5; SS, BF, FA; 30 shots; 2000 Credits
And:
Kyurgan Crystal Slug; _ Damage; -/5/15/30; Force Field 1; SS; 5 Shots; 2500 Credits
What does it mean?
Name - The name of the weapon, usually an abbreviation of it's code name (P05 is the Punisher 5), follwed by a dash, and then the type of weapon.
Damage - Added to the margin of success to calculate the amount of damage delt.
Range - It goes Minimum/Short (No penalty)/Medium (-1 Die)/Long (-2 Dice)
Armor Reduction - The amount armor or Force Fields are reduced by when determining damage. Armor 0.5 would be that the armor is reduced by 1/2 of the damage dealt. FF 0.5 means that the force field only stops half a point of damage with one point (or the weapon does twice as much to force fields).
Modes of Fire - Single Shot, Burst Fire, Full Auto. Single Shot is just one shot, standard accuracy and rounds used. Burst Fire uses three rounds, and gets +1 die to accuracy. Full Auto uses 10 rounds, and increases damage by 1/2 of the MOS (minimum one), but reduces accuracy by -1 die. ((These rules got reworked, but different guns will still be capable of different modes of fire.))
Ammo - Number of shots per clip.
Accuracy Rating - Be it small, precise, difficult to use, large and unwieldy, or using an ammo type that's particularly (in)accurate, this is a bonus to your dice rolled, or a penalty in some cases.
Cost - The monetary value in Credits.
I'll have a huge table here with items sometime in the future. Keep in mind that I can't stat EVERY item all at once, that would be insane. I'll prolly break it down into categories of Race and Type. Melee, Pistols, Automatics, Long-Arms and Heavy Weapons.
Guns can be modified with aftermarket components. These will occupy one of four ((maybe five)) slots and provide changes to the capabilities and bonuses of the weapon.
Receiver, Frame, Barrel, Stock. (And Ammo).
Armor can also be modified with aftermarket components, but in a slightly different way. Auxiliary modifications are slotted into various parts of the armor that grant additional capabilities in a way more similar to mecha components. Each of the following components have a single slot for a modification unless otherwise stated.
Head, Arms, Chest, Legs.
Some armor comes with modifications in one or more of the slots by default.