Equipment and Gear
Last updated: 2/9/2026
In Worldlines, your equipment defines your capabilities as much as your training. A malfunctioning weapon can mean death. Proper armor might be the difference between a close call and a funeral. The right tools can turn an impossible mission into a challenging one.
Equipment represents the physical foundation of survival; weapons that fire when you need them to, armor that stops what it's supposed to stop, and tools that work when everything else fails. But in a galaxy where resources are scarce, and maintenance is expensive; every piece of gear comes with an inherent responsibility.
8.1 Equipment vs. Items
Worldlines distinguishes between two categories of portable assets:
Equipment consists of reusable tools, weapons, and protective gear that require maintenance to remain functional. Equipment can be upgraded, modified, and repaired, but neglect leads to malfunction, failure or even destruction of the equipment.
Items are consumables, single-use devices, and resources that are expended when used or simply not large enough to require maintenance or stacking penalties. Items stack in inventory and cannot be maintained.
This distinction matters because equipment represents long-term investments that grow with your character, while items provide tactical solutions to immediate problems.
8.2 Weapon Systems
Weapons in Worldlines reflect the galaxy's technological diversity and resource scarcity. Most are manufactured variants of proven designs, modified for specific roles or simply built from whatever materials were available.
Weapon Tags
Every weapon has a Tag that determines its basic damage profile:
Light Weapons: 6 base damage
- Pistols, knives, compact firearms
- One-handed operation, quick deployment
- Suitable for concealment and rapid engagement
Heavy Weapons: 14 base damage
- Rifles, heavy pistols, two-handed melee weapons
- Require proper positioning and preparation
- Higher stopping power at the cost of maneuverability
- Carrying in public without a license can result in arrest or other penalties
Silent Weapons: 6 base damage
- Suppressed firearms, blades, projectile weapons
- Enable stealth attacks without breaking concealment
- Essential for covert operations
Special Weapons: Variable damage
- Unique or custom weapons with distinct properties
- Often experimental, alien, or heavily modified
- Effects and damage determined individually
Proficiency Requirements
Using Weapons Without Proficiency:
Characters who attack with weapons they lack proficiency in suffer Disadvantage on all attack rolls with that weapon. They cannot use weapon-specific techniques or benefit from weapon attachments.
Weapon Quality
Quality represents both manufacturing standards and current condition:
Poor Quality:
- No damage bonus
- Requires maintenance after every combat
- Higher chance of malfunction
- Cheap but unreliable
Good Quality:
- +1 base damage
- Requires maintenance every 5 combats
- Standard military and civilian grade
- Reliable balance of cost and performance
Masterwork Quality:
- +3 base damage
- Requires maintenance every 10 combats
- Superior materials and craftsmanship
- Expensive but exceptional performance
Weapon Wear and Maintenance
All weapons accumulate Wear Points through use and environmental exposure:
- Poor weapons: Maximum 1 Wear Point before risking malfunction
- Good weapons: Maximum 5 Wear Points
- Masterwork weapons: Maximum 10 Wear Points
At 3+ Wear Points, weapons risk jamming, misfiring, or reduced accuracy. Regular maintenance removes Wear Points and ensures reliable operation.
Maintenance Process:
- Spend 1 Basic Component per Wear Point to remove
- Use appropriate toolkit or workstation
- Roll Engineering check: TD = 4 + current Wear Points
- Success removes all paid-for Wear Points
- Failure removes only 1 Wear Point but consumes all materials
Malfunction at 3+ Wear:
After each combat scene or when rolling a natural 1 on an attack, roll Engineering TD 4. On failure, the weapon jams and cannot fire until cleared (1 action) and gains +1 Wear.
At full wear, roll Engineering TD 6. On a fail, weapon/armor is destroyed.
8.3 Armor Systems
Armor in Worldlines protects specific body zones rather than providing abstract "armor class." Characters may equip protection on their head, torso, arms, and legs independently. During combat a player may choose to target a specific part of the body to inflict specific status effects, or in some cases an OHK. The armor provides protection to that zone and is what is considered when calculating damage.
Armor Types and Protection
Light Armor: d4 damage reduction
- Flexible materials, minimal coverage
- Allows full mobility and stealth
- Suitable for scouts and infiltrators
Medium Armor: d6 damage reduction
- Balanced protection and mobility
- Standard military and security gear – stealth likely not possible
- Compromise between safety and flexibility
Heavy Armor: d8 damage reduction
- Maximum protection, reduced mobility
- Military assault gear and hazmat suits – stealth generally impossible
- Essential for high-threat operations
Proficiency Requirements
Using Armor Without Proficiency:
Wearing Armor Without Proficiency:
Characters who wear armor they lack proficiency in suffer:
- -2 to all physical skill checks (Athletics, Evasion, Stealth, Hand-to-Hand)
- Disadvantage on Evasion rolls
- Cannot benefit from armor quality bonuses
Zone-Based Protection
Armor only protects the zones it covers:
Head Protection: Helmets prevent critical headshot effects and reduce head-targeted damage
Torso Protection: Chest armor covers vital organs and provides primary damage reduction
Limb Protection: Arm and leg armor prevents targeted limb damage and incapacitation
Characters may mix armor types across zones, creating custom protection profiles based on their needs and resources.
Armor applies to the targeted section of the body. If the target has head armor but not armor for torso, then the armor bonus and damage reduction does not apply on a shot to the torso. It's recommended to wear armor across the entire body.
Armor Quality and Maintenance
Like weapons, armor quality affects both protection and durability:
- Poor Quality: No modifier to armor die rolls
- Good Quality: +1 modifier to armor die rolls
- Masterwork Quality: +3 modifier to armor die rolls
Armor follows the same Wear Point system as weapons, with maintenance required to prevent degradation and failure.
8.4 Tactical Attachments and Upgrades
Both weapons and armor can be enhanced through tactical attachments and specialized modifications. Below are some examples but not an exhaustive list of various attachments and modifications that are available around the galaxy. These modifications provide bonuses in combat, and in some cases during narrative play.
Common Weapon Attachments
Optical Enhancements:
- Red dot sights reduce accuracy penalties in poor visibility
- Scopes enable precise long-range targeting
- Night vision attachments function in complete darkness
Stability Modifications:
- Stocks eliminate accuracy penalties from rapid fire
- Grips improve handling and reduce recoil effects
- Bipods provide accuracy bonuses when stationary
Tactical Additions:
- Suppressors reduce noise and muzzle flash
- Extended magazines increase ammunition capacity
- Laser designators improve target acquisition
Armor Modifications
Environmental Systems:
- Sealed systems provide protection against toxins and vacuum
- Thermal regulation maintains comfortable temperature
- Integrated life support extends operational duration
Tactical Enhancements:
- Trauma plates increase damage reduction in specific zones
- Mobility joints reduce movement penalties
- Integrated communications maintain contact with team
Specialized Features:
- Magnetic boots enable zero-gravity maneuvering
- Camouflage systems provide stealth bonuses
- Sensor arrays enhance awareness and detection
8.5 Equipment Maintenance Economy
The galaxy's aging infrastructure means that maintenance is a constant concern. Professional repair services exist in most settled systems, but their quality and cost vary dramatically. In the case that you or your allies are technically challenged, it may be prudent to seek outside services to provide professional repair to equipment.
Professional Repair Costs
| Equipment Quality | Cost per Wear Point |
|---|---|
| Poor | 50 Credits |
| Good | 150 Credits |
| Masterwork | 300 Credits |
Market Availability
Equipment availability depends on location and local regulations:
- Core Worlds: Full selection, competitive prices, reliable service
- Colony Worlds: Limited selection, moderate markup, basic service
- Frontier Stations: Sparse selection, high prices, questionable quality
- Black Markets: Restricted items available, premium prices, significant risks
Equipment Destruction and Salvage
When equipment is destroyed beyond repair, it yields salvage materials – reference 11.6 for full rules:
- Poor Equipment: 1-2 Basic Components
- Good Equipment: 2-4 Basic Components + 1d4 Advanced Components
- Masterwork Equipment: 3-6 Basic Components + 2d4 Advanced Components + additional bonuses at GA discretion
This salvage economy means that even catastrophic equipment failure isn't a total loss. Destroyed gear becomes raw materials for future crafting or repairs, or even valuable items to sell in the galactic marketplace.
8.6 Equipment Categories and Examples
Personal Weapons
Light Weapons:
- Laser Pistol: Energy-based sidearm, reliable and common
- Combat Knife: Balanced blade for utility and combat
- Submachine Gun: Rapid-fire personal defense weapon
Heavy Weapons:
- Assault Rifle: Military-standard infantry weapon
- Plasma Rifle: High-energy anti-personnel weapon
- Double-barrel Shotgun: Close-range devastating firepower
Special Weapons:
- Quantum Saber: Nexacite-enhanced melee weapon
- Railgun: Electromagnetic projectile weapon
- Flame Projector: Area-denial incendiary weapon
Personal Protection
Light Armor:
- Echo Suit: Stealth-enhanced tactical gear
- Flight Suit: Environmental protection for pilots
- Basic Armor: Standard civilian protection
Medium Armor:
- Combat Armor: Military-issue protective gear
- Environmental Suit: Hazmat and vacuum protection
- Security Vest: Law enforcement standard
Heavy Armor:
- Assault Armor: Maximum protection battle gear
- Power Armor: Mechanically-assisted protection
- Siege Suit: Breaching and demolition armor
Support Equipment
Electronics:
- Hackpad: Portable computer and hacking tool
- Data Scanner: Information gathering device
- Diagnostic Scanner: Technical analysis equipment
Tools:
- Multi-Tool: Universal repair and utility device
- Engineer's Toolkit: Comprehensive technical equipment
- Thieves' Tools: Lock picking and bypass equipment
Survival Gear:
- Portable Shelter: Emergency accommodation
- Water Purification System: Essential survival tool
- Emergency Beacon: Distress signal transmitter