| name | rule-equipment-and-consumables |
| description | Armor/weapon/consumable rule framework including charges, training interactions, slot limits, and tactical tradeoffs. |
Equipment and Consumables Rules (Thematic)
Scope
Use this skill for loadout planning, item usage timing, armor charge logic, and weapon-category interactions.
Armor system themes
- Armor trades usually follow: higher toughness for lower agility/tactics.
- Advanced armor can grant activatable modules (jet, cloak, healing nanobots, shoulder weapons, teleport/mobility effects).
- Charges are consumable activations loaded through armory spending rules.
Weapon system themes
- Distinct ranged and melee families support class-role differentiation.
- Weapon category training affects initiative efficiency and combat reliability.
- Special weapon tags and profile constraints interact with firing position, range bands, and action economy.
Consumable system themes
- Consumables are high-impact, mostly minor-action, single-use tactical tools.
- Core uses: movement boosts, defense buffers, burst damage, control effects, emergency recovery.
- Inventory and ready-slot constraints prevent unlimited in-encounter swapping.
Practical constraints and edge cases
- Only trained categories avoid training penalties unless feature text overrides.
- Consumable and module timing follows action-type requirements.
- "Ignore armor" is narrower than "ignore toughness"; resolve per wording.
Search cues / aliases
armor charges, best armor, weapon training penalty, consumable slots, stim use, module activation, loadout.