Weapons
Weapon Types
The weapon types are shown in the table below. They must be created within the following size guidelines. All weapons will be evaluated for safety and to make sure that they fit the theme of the game.
| Weapon Type | Weapon Abbreviation | Size/Limits | Requires Two Hands? |
|---|---|---|---|
| Fists/Claws | U | 12″-22″, must be white | No |
| Small Weapon | SW | 12″-22″ | No |
| Hand Weapon | HW | 22″-48″ | No |
| Heavy Weapon | HV | 36″-72″ | Yes |
| Thrown Weapon | TW | 6″-36″, must have no PVC core | N/A |
| Bow/Crossbow | N/A | Must be < 25 lb. draw weight | N/A |
| Riot Shield | SH | Any size, as long as the player can find a functional real-life equivalent that is used by a single person | No |
| Sidearm | SA | Approved weapons only | No |
| Longarm | LA | Approved weapons only | Yes |
Weapon Abbreviations
All weapons must be clearly marked with their weapon abbreviations. The weapon abbreviation should be in large bold letter on a strip of white duct tape either right above or right below the weapon’s handle. This is so that anyone can pick up a weapon and immediately know the weapon type of the weapon.
Scrap Weapons
Scrap weapons are melee weapons that have been hastily constructed using whatever material is laying around. Scrap weapons can be any type of melee weapon; for instance, a Scrap Hand Weapon or a Scrap Small Weapon. Scrap weapons work just like normal weapons with one exception: a scrap weapon will fall apart 10 minutes after the first time it is used to attack or block.
Any player can construct a scrap weapon with time and materials. See the Crafting section for more details.
Fists/Claws
Fists/Claws must ALWAYS be created using white duct tape. This is so that they cannot ever be confused with another weapon type. Only fists/claws may be created using white duct tape.
Fist/Claws NEVER block weapon strikes, like other weapons. However, some monsters may have this ability.
When fighting with Fists the character should call “Bash” with each attack, to let the target know that they are being attacked with fists. Claws may be used as normal.
Fists can NEVER inflict Damage on someone wearing at least 5 Armor Points. This represents the difficulty in beating someone up who is wearing armor. Attacks from Claws will cause Damage as normal.
If a character is reduced to 0 Body from a Bash attack he/she will fall unconscious for 2 minutes.
Thrown Weapons
Thrown Weapons are always some sort of crafted weapon. Thrown Weapons may not be constructed with any PVC. Thrown Weapons may not be used as melee weapons. They must be thrown to have any effect.
Bows
Bows must have a draw weight that is 25 pounds or less. Bows always inflict 1 Body Damage.
Riot Shields
Riot shields block any melee or ranged attacks that inflict Damage or Body Damage, except from firearms. This includes supernatural damage. Riot Shields also block non-supernatural status effects (such as Break Limb), except Shatter.
Shields never block supernatural status effects. Shields never block areas of effect. “Pen” damage bypasses shields.
Shields may be any size, as long as the player can find a functional real-life equivalent that is used by a single person.
Sidearms
Sidearms are pistols and other one-handed firearms. Sidearms may not be battery operated.
All firearm rounds inflict 1 Body Damage. This damage should be called in order to represent the report of the firearm.
Longarms
Longarms are rifles and require two-hands to use. Longarms may not be battery operated.
All firearm rounds inflict 1 Body Damage. This damage should be called in order to represent the report of the firearm.
Dual-Wielding
Any player may dual-wield without penalty or required skill. If a character wields a Fist, Small Weapon, Hand Weapon, or Sidearm in his/her main hand, then he/she may also wield a Fist, Small Weapon, or Sidearm in his/her off hand. No other weapons may be used to dual-wield.
Injectables
Some items in Colony Alpha are considered injectables: medicines, drugs, tranquilizers, etc… Injectables may be used offensively, but a target may only be injected in the following circumstances:
- The attacker must have a free hand.
- The attacker must tag the target with a boffer fist.
- The target must be willing. If they are not willing they must be Grappled or Disabled (per the keywords).
For example, a person grappling a target could not inject the target because they do not have a free hand. However, since grappling locks a target in a physical struggle, if the grappler has a friend they will be able to inject the target.
Armor
Armor grants characters Armor Points (AP) which act like extra Body to absorb Damage. Armor Points are subtracted before Body when a character takes damage. There are three types of armor that characters may wear: Scrap Armor, Combat Armor, and Power Armor. A set of armor grants 8 Armor Points, however each armor type has different benefits and phys-rep styles.
Sets of armor are considered one single item. A character must cover 50% of their body with armor to be considered armored; this must include the front and back of the torso. Armor types do not stack. Characters may only receive armor points for the heaviest type of armor that meets the coverage requirements.
The benefits for each type of armor are shown in the table below. The Armor Bonus lasts until the armor hits 0 Armor Points.
| Armor Type | Armor Points | Armor Bonus | Phys-Rep Required |
| Scrap Armor | 8 Armor Points | None | *At least two materials of the following: metal, leather, plastic, or tire |
| Combat Armor | 8 Armor Points | *Body Damage is converted to normal Damage | *Riot, motorcycle, motocross, or paintball armor |
| Power Armor | 8 Armor Points | *Body Damage is converted to normal Damage *Grants soak of 1 |
*Riot, motorcycle, motocross, or paintball armor with EL wire *Sci-fi craft foam plates with EL wire |
Scrap Armor
Scrap Armor is made from pieces of scrap that can easily be assembled and repaired. This type of armor has a post-apocalyptic or “Mad Max” aesthetic. Scrap armor may be constructed with just a toolkit, time, and materials. See the Crafting section for more information on how to create scrap armor.
Combat Armor
Combat Armor is a professional grade of armor on interlocking plates made of composite kevlar, ceramic, or high modulus polyethylene. Combat Armor is standard issue military/law enforcement armor. It can withstand direct hits by modern caseless ammunition. The Armor Bonus for Combat Armor is that all Body Damage is converted to Normal Damage. This means that firearms will do 1 Damage instead of 1 Body.
Power Armor
Power Armor has a power supply that provides electrostatic ablative reactivity for further protection. Super capacitors in the nanoweave of the Power Armor discharge upon contact with kinetic projectiles and vaporize the penetrator. The super capacitors also serve to dissipate charge when struck with energy weapons. In addition power armor can be outfitted with upgrades. The Armor Bonus for Power Armor is the same as Combat Armor. It also provides a soak of 1, meaning all Damage is reduced by 1. Power Armor is extremely difficult to manufacture and maintain. It also requires its power core to be recharged in order to remain operational.
Power Cells, Standby/Active Modes, and EMP
Power Armor requires power cells to utilize its Armor Bonus soak of 1. Without a power cell, Power Armor functions just like Combat Armor.
Power armor has two modes: Standby Mode and Active Mode. In Standby Mode, Power Armor does not utilize its soak or any special modifications; it acts just like Combat Armor. Power Armor must be switched to Active Mode in order to use its soak or any special modifications. Power Armor can be switched to Active Mode by turning on the lights on the armor phys-rep. There must be a power cell installed in order to switch to Active Mode. If the lights are not on or non-functional, it will be assumed that the Power Armor is in Standby Mode and the soak is not active.
Once in Active Mode, the power cell charges the supercapacitors in the armor. The armor will remain in Active Mode for 30 minutes of in-game time. Turning on Active Mode fully discharges the power cell. If Active Mode is turned off, a new power cell will need to be installed to be able to turn Active Mode back on.
After 30 minutes of Active Mode, the armor will lose power. A new power cell will need to be installed. Installing/swapping a power cell requires 30 seconds of uninterrupted roleplay.
If Power Armor is reduced to 0 Armor Points, any time left in Active Mode is lost. The supercapacitors fully discharge from the damage.
If Power Armor is hit with an EMP it loses its soak and functionality of any special modifications for the duration of the EMP.
Armor Creation, Patching, and Refit
Armor usually takes a longer time to create than it does to repair. When armor takes damage there are two ways to repair it: Patching the armor sets the armor back to 4 Armor Points and doesn’t take very long, Refitting the armor will set the armor back to 8 Armor Points but takes a longer time. Every time armor is reduced to 0 Armor Points, players must roll a d10 before it can be repaired. This roll must be made in the presence of a staff member or game marshal. On a roll of 1, the armor is too heavily damaged and beyond repair. It can be salvaged for one component as standard, but it cannot be patched or refit.
Patching armor requires 10 minutes of role-play and 2 materials. The Knowledges required and the rarity of materials needed changes depending on the armor.
Armor Patch Table
| Armor Type | Knowledges Required | Materials | Time | Tools Required |
| Scrap Armor | None | 2 of any Metal, Scrap, Animal Byproduct, Wood | 10 minutes | Toolkit |
| Combat Armor | Rigging 1 or Security 1 or Tactics 1 |
2 of any Uncommon Metal, Uncommon Scrap, Uncommon Textiles | 10 minutes | Toolkit |
| Power Armor | Cybernetics 3 or Electronics 3 or Rigging 3 |
2 of any Rare Electronics, Rare Textiles | 10 minutes | Toolkit |
Refitting armor takes longer and requires 4 materials. The Knowledges required, the length of refit time, and the rarity of materials needed changes depending on the armor.
Armor Refit Table
| Armor Type | Knowledges Required | Materials | Time | Tools Required |
| Scrap Armor | None | 4 of any Metal, Scrap, Animal Byproduct, Wood | 1 hour | Toolkit |
| Combat Armor | Rigging 1 or Security 1 or Tactics 1 |
4 of any Uncommon Metal, Uncommon Scrap, Uncommon Textiles | 3 hours | Toolkit |
| Power Armor | Cybernetics 3 or Electronics 3 or Rigging 3 |
4 of any Rare Electronics, Rare Textiles | 5 hours | Toolkit |