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.