<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Gear on M.A.S.O - Mixed Arms Space Opera</title><link>https://maso.wiki/rules/gear/</link><description>Recent content in Gear on M.A.S.O - Mixed Arms Space Opera</description><generator>Hugo -- gohugo.io</generator><language>en</language><atom:link href="https://maso.wiki/rules/gear/index.xml" rel="self" type="application/rss+xml"/><item><title>Armour</title><link>https://maso.wiki/rules/gear/armour/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/gear/armour/</guid><description>Armour basics # Armours come in a great many types. Mostly they are vests, but more elaborated fits exist. Armors have an Armor Value (AV). They block damage based on that AV. Note that many ammunitions have a Penetration Value (PV) that bypass certain amounts of AV.
Examples:
Jay is wearing Kevlar, which has an AV of 3. He is shot by a pistol shooting QuakeMaker ammo which has a PV of 0.</description></item><item><title>Loadouts</title><link>https://maso.wiki/rules/gear/loadouts/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/gear/loadouts/</guid><description>Outside this beta, this page would be used for other reasons, but we&amp;rsquo;re doing away with Load and weight for the most part. Instead, have a look through the Loadouts below. The only thing to keep in mind from the Load rules is that a lower weight aids in stealth.
Loadouts # CRTG # Cavalry: Lightly armed and armored - except for the P90, which actually makes him the most heavily armed support loadout.</description></item><item><title>Weapons</title><link>https://maso.wiki/rules/gear/weapons/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/gear/weapons/</guid><description>Pistols # Guns Damage Mods Notes Glock 1d6 2 Reliable Beretta 1d6 1 None Manhurin 3d6 1 None SMGs # Guns Damage Mods Notes MP5 1d6 2 None P90 1d6 0 +1 PV Vityaz 1d6 4 None Rifles # Bloc # Assault Rifle # Gun Damage Mods Notes AK-74 2d6 1 Reliable AKS-74U 2d6 3 Reliable, -1 to hit AK-101 2d6 3 Reliable AK-12 2d6 5 None Battle Rifle # Gun Damage Mods Notes AKM 2d6 1 Reliable RPK 2d6 1 Suppression AK-103 2d6 3 None NATO # Assault Rifle # Gun Damage Mods Notes M4A1 2d6 5 None G36 2d6 2 +1 to hit AUG 2d6 0 Kitted Battle Rifle # Gun Damage Mods Notes SCAR-H 2d6 3 None M39 2d6 1 Reliable FAL 2d6 2 +1 damage Sniper Rifles # Bloc # Gun Damage Mods Notes SV-98 4d6 2 +4 to hit SVDK 4d6 3 +2 to hit Nato # Gun Damage Mods Notes Scout 4d6 1 +5 to hit M24 4d6 2 +3 to hit Anti-Material Rifles # Bloc # Gun Damage Mods Notes OSV-96 6d6 0 +3 to hit Lobaev 5d6 4 +3 to hit NATO # Gun Damage Mods Notes M82 6d6 0 +3 to hit AXMC 5d6 4 +3 to hit Proprties # Reliable: If the gun jams, roll a 1d6.</description></item><item><title>Ammunition</title><link>https://maso.wiki/rules/gear/ammunition/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/gear/ammunition/</guid><description>Pistol # 9mm # Ammo PV Notes RIP 0 Tearing QuakeMaker 0 Subsonic PSO 1 None Standard (PST) 2 None AP 3 None Next Gen (PBP) 4 None Magnum # Ammo PV Notes Soft point 0 +6 damage FMJ 2 +3 AP-M 6 None SMG # 9mm # Ammo PV Notes RIP 0 Tearing QuakeMaker 0 Subsonic PSO 1 None Standard (PST) 2 None AP 3 None Next Gen (PBP) 4 None Five-Seven # Ammo PV Notes R37.</description></item><item><title>Medical</title><link>https://maso.wiki/rules/gear/medical/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/gear/medical/</guid><description>First Aid # First aid kits come in a variety of capabilities. The lower grade ones are very common and can be reasonably easily assembled, while the higher-grade ones are prized trade items, as the average survivor has no need of their capabilities. Kits have a limited amount of HP they can restore, as well as Injury healing they can do at the cost of that HP reserve.
Kit HP Capacity Status Removal First Aid Kit 20 Bleeding:15HP Infantry First Aid Kit 30 Bleeding:10HP, Gutshot:30HP Adaptive First Aid Kit 50 Bleeding:10HP, Gutshot:20HP, Rad:30HP First Responder Kit 80 Bleeding:5HP, Gutshot:15HP, Rad:20HP, Fracture:25HP, Pain:5HP, Concussion:40HP Medic Pack 75 Bleeding:5HP, Gutshot:15HP, Rad:15HP, Fracture:20HP, Pain:5HP, Concussion:25HP Surgery kit 5 Gutshot:1HP, Fracture:1HP Consumables # There are other medical consumables, usually of more limited scope, but more widely available</description></item></channel></rss>