Equipment

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REQUESTING EQUIPMENT

+equipreq: <item name> (<itemnumber>)=<details>

Always include the item number in your details, as well as your relevant stats and levels for equipment: Resources / Crafts / Equipment.

Equipment with an X for price can not be justified with Resources.

Melee

Axes

Weapon Diff Dam Type Hide Bk/Pg $ Notes
101 Hatchet 6 1 L J M20/450 0
102 Tomahawk 6 2 L J M20/450 1
103 Axe 7 3 L N M20/450 1
104 Great Axe 7 6 L N M20/450 3 Two-handed weapon; very heavy – requires min. Strength 3 to employ.
105 Polearm 7 3 L N M20/450 1 Requires two hands to employ properly; +2 difficulty if used one-handed.

Blades

Weapon Diff Dam Type Hide Bk/Pg $ Notes
106 Stiletto 4 1 L P M20/450 1 Penetrates up to three points of armor.
107 Knife 4 1 L P M20/450 1
108 Short Sword 5 2 L J M20/450 2
109 Sword 6 2 L T M20/450 1
110 Broadsword 6 3 L T C20/286 2 Weapon gains +1 damage if used two handed.
111 Katana 6 3 L T M20/450 2 May be used two-handed for an additional +1 damage die.
112 Great Sword 5 6 L N M20/450 4 Two-handed weapon; very heavy – requires min. Strength 3 to employ.
113 Klaive 6 2 A J W20/302 X Silver weapons — damage cannot be soaked by werewolves except in breed form.
114 Grand Klaive 7 3 A T W20/302 X Silver weapons — damage cannot be soaked by werewolves except in breed form.
115 Sai 5 1 L J M20/450 1 +1 to dice pool when used to block, +2 to dice pool for disarm attempts.
116 Hook Sword(s) 7 3 L T M20/450 1 Used as pair, requires two hands to employ properly; +2 difficulty if used one-handed, +1 to dice pool when used to block, +2 to dice pool for disarm attempts.

Clubbing Weapons

Weapon Diff Dam Type Hide Bk/Pg $ Notes
117 Riot Baton 5 1 B T M20/450 1
118 Baseball Bat 5 2 B T M20/450 2
119 Crowbar 6 1 L J M20/450 1
120 Staff 6 1 B N M20/450 1
121 Iron Staff 7 3 L N M20/450 1 Two-handed weapon; very heavy – requires min. Strength 3 to employ.
122 Mace 6 2 L N M20/450 1
123 Nunchaku 7 2 B T M20/450 1 +1 to dice pool when used to block, +1 difficulty to opponent’s block attempts.
124 Spiked Club 6 2 L T M20/450 1
125 Huge Spiked Club 7 4 L N M20/450 2 Two-handed weapon; very heavy – requires min. Strength 3 to employ.

Fist-Extension Weapons

Weapon Diff Dam Type Hide Bk/Pg $ Notes
126 Sap 4 1 B P M20/450 1
127 Brass Knuckles 6 0 L P M20/450 1
128 Spiked Gauntlet 6 1 L J M20/450 1
129 Hand Claws (small) 6 1 L P M20/450 1
130 Hand Claws (large) 6 2 L P M20/450 1
131 Katar 6 2 L J M20/450 1
132 War Fan 5 2 L J M20/450 2
133 Wind and Fire Wheel 6 3 L N M20/450 2

Improvised Weapons

Weapon Diff Dam Type Hide Bk/Pg $ Notes
X Broken Bottle 6 1 L P M20/450 0
X Chair 7 2 B N M20/450 2
134 Chainsaw 8 7 L N M20/450 3
X Table 8 3 B N M20/450 2

Whips and Chains

May be used to entangle an enemy’s limb at +1 difficulty.

Weapon Diff Dam Type Hide Bk/Pg $ Notes
135 Chain 5 0 B J M20/451 1
136 Chain Whip 6 1 L J M20/451 1
137 Kusarigama 7 3 B T M20/451 1 Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts.
138 Manriki-Gusari 7 2 L T M20/451 1 Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts.
139 Flogger 6 1 B J M20/451 1
140 Barbed Cat 6 0 L J M20/451 1
141 Whip 6 0 L J M20/451 1
142 Bullwhip 7 1 L J M20/451 1

Ranged

Conventional Guns

Type Dam Range Rate Clip Hide Bk/Pg $ Notes
201 Revolver, Light 4 12 3 6 P M20/452 2
202 Revolver, Heavy 6 35 2 6 J M20/452 2
203 Semi-Automatic Pistol, Light 4 20 4 17+1 P M20/452 3
204 Semi-Automatic Pistol, Heavy 5 30 3 7+1 J M20/452 3
205 Rifle 8 200 1 5+1 N M20/452 2
206 SMG, Small 4 25 3 30+1 J M20/452 3 Gun may fire full-auto, three-round bursts, and strafing sprays.
207 SMG, Large 4 50 3 30+1 T M20/452 3 Gun may fire full-auto, three-round bursts, and strafing sprays.
208 Assault Rifle 7 150 3 42+1 N M20/452 3 Gun may fire full-auto, three-round bursts, and strafing sprays.
209 Shotgun, Sawed Off 8 10 2 2 J M20/452 2
210 Shotgun 8 20 1 5+1 T M20/452 2
211 Shotgun, Semi-Automatic 8 25 3 6+1 T M20/452 3
212 Shotgun, Assault 8 50 3 32+1 N M20/452 4 Gun may fire full-auto, three-round bursts, and strafing sprays.

Technocracy Sidearms

All category weapons except chain-gun feature laser sights and can be used by Sleepers and extraordinary citizens; issued only to Technocracy personnel of extraordinary citizen level or higher.

Type Dam Range Rate Clip Hide Bk/Pg $ Notes
213 Biggs X-5 Model R Protector 5 40 4 12 J M20/452 X Revolver; at the touch of a button, can chamber any type of ammunition loaded in the cylinder. Both Model R and Model A made of composite materials – invisible to metal detectors.
214 Biggs X-5 Model A Protector 5 400 4 12+1 J M20/452 X Gun may fire full-auto, three-round bursts, and strafing sprays.
215 Biggs Mjollner Mk. IV 10 100 1 10 T M20/452 X Rarely issued to unEnlightened personnel, as it tends to jam on a failed roll during unEnlightened use.
216 Castle-Graves WW-3 8 200 3 50+1 N M20/452 X Gun may fire full-auto, three-round bursts, and strafing sprays.
217 Bolan Mk. 13 Weapon System M20/452 X Combines a submachine gun main weapon (as per AK-47; 50-shot clip) with auto-shotgun capabilities (as MPS AA-12; 20-shot clip) through the main barrel, plus a grenade launcher under that barrel (as a MP-79/ six-shot magazine). Laser sights. Heavy; requires Strength 3 or better to employ but has relatively low recoil. Gun may fire full-auto, three-round bursts, and strafing sprays.
218 HIT Mark Chain-Gun 8 150 3 200 N M20/452 X Gun may fire full-auto, three-round bursts, and strafing sprays.

Bows

Long and short bows take an automatic action to nock and draw; crossbows require two automatic actions to reload. A character with Archery 3 or higher can nock, draw, and loose an arrow as a single action but cannot do the same thing with a crossbow.

Type Dam Range Rate Clip Hide Bk/Pg $ Notes
219 Short Bow 4 60 1 1 N M20/452 2
220 Hunting Bow 5 100 1 1 N M20/452 3
221 Long Bow 5 120 1 1 N M20/452 2
222 Crossbow, Commando 3 20 1 1 J M20/452 3 Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded.
223 Crossbow 5 90 1 1 T M20/452 3
224 Crossbow, Heavy 6 100 1 1 N M20/452 3
225 Taser 5 5 1 1 P M20/453 2 Bashing damage, not lethal; adds no extra damage from successes scored.
226 Tear Gas 3 3 1 5 P M20/453 3 Bashing damage, not lethal; adds no extra damage from successes scored. Also reduces target’s dice pools by two dice for one turn per success.
227 Bear Mace 4 3 1 3 P W20/303 2 Bashing damage, not lethal; adds no extra damage from successes scored. Also reduces target’s dice pools by two dice for one turn per success.
228 Pacification Spray 5 3 1 5 P M20/453 X Bashing damage, not lethal; adds no extra damage from successes scored. Also reduces target’s dice pools by two dice for one turn per success.

Thrown Weapons

Weapon Diff Dam Type Hide Bk/Pg $ Notes
229 Knife (Dagger) 6 0 L P M20/453 1
230 Shuriken 7 3 (No Str) L P M20/453 1
231 Spear 6 1 L N M20/453 1
X Stone 5 0 B varies M20/453 0
X Stone, Large 5 3 B N M20/453 0
232 Tomahawk 6 1 L J M20/453 1

Special Ammunition

Special ammunition is handled on a case by case basis. Trying to get illegal ammunition can (and probably will) get you into trouble with law enforcement, local or federal.

Type Dam Bk/Pg $ Effects
301 Ectoplasmic Disruptors 5/A M20/454 X Blasts spirit entities and vampires with aggravated damage explosion; normal damage to physical beings.
302 Explosive Shells 6/L M20/454 5 Mini-grenades; six dice on target, minus one die/ yard from impact to max. of -6 dice; usable only in shotguns and Technocratic firearms.
303 Flechettes 7/L M20/454 3 Tiny darts; modern body armor reduced by -2 to protection from this ammo, but old-style thick armor counts as double for this ammo only; only from shotguns and Technocratic firearms.
304 Incendiary Rounds 4/A M20/454 5 Phosphorus – ignites in air when fired; inflict two dice aggravated damage for one turn after they hit; ignite flammable objects.
305 Rubber Bullets B M20/454 1 Damage as normal bullets for the gun, but bashing, not lethal.
306 Taser Bullets 5/B M20/454 2 Electrical charge inflicts 5 levels bashing for two turns; Technocratic special ammo.
307 Tear Gas Rounds 5/B M20/454 2 Fills two meter radius with tear gas – see Toxins, p.456; shotguns and Technocratic firearms only.
308 Teflon Bullets L M20/454 4 Damage as per normal bullets for the gun, but reduce armor protection value by -1.

Special Gun Sights

Scopes add two dice to shooter’s dice pool for the first shot only.

Type Diff Reduction Bk/Pg $ Notes
309 Laser Sight -1 M20/454 2 One turn to aim.
310 Sniper Scope -2 M20/454 3 Two turns to aim.
311 Night Vision Scope -1 M20/454 3 Dark only; also lets shooter see in darkness

Armor

Thick coats, flack suits, cybernetic armor, and other methods of protection absorb the damage of an attack. In game terms, armor adds dice to a character’s soak roll and allows a human being to soak lethal damage as well as certain types of aggravated damage – a vampire’s fangs, most likely, but not fire, or Life Sphere magick.

Light armor is easy enough to move around in, and supernatural effects can turn business suits or lingerie into cloth-weight armor too. Most forms of normal-tech armor, though, get cumbersome. Certain types of armor inflict a penalty upon the wearer’s Dexterity-based dice pool and demand time to put on or take off. Slipping on a biker jacket takes a single easy action, but a cop donning riot gear needs several minutes to suit up properly.

Armor does not stack. Any armor with a Dexterity Penalty cannot be concealed.

Type Rating Dex Penalty Bk/Pg $ Notes
401-403 Tough Hide 1-3 0 M20/447 X Tough Hide reflects animals, Bygones, constructs, or shapechanged characters with especially thick or armored skin.
404-407 Cybernetic Armor 1-4 0 M20/447 X Cybernetic Armor has been built into the wearer. See the Background: Enhancement.
408-409 Reinforced Clothing 1-2 0 M20/447 2-4 Reinforced Clothing has been stiffened, padded, or layered with thin mesh protection.
410-414 Enhanced Clothing 1-5 0 M20/447 X Enhanced Clothing is apparently normal clothing modified by the supernatural powers.
415 Biker Jacket 1 -1 M20/447 2 Biker Jacket represents thick, practical, heavy-duty protection.
416 Leather Duster 2 -2 M20/447 2
417 Cosplay Mail 2 -1 M20/447 2 Cosplay Mail reflects modern costume armor. Usually made from butted rings.
418 Chainmail 4 -2 M20/447 3 Chainmail represents battle-worthy chain-link armor, heavier than cosplay mail. Usually made from riveted rings.
419 Steel Breastplate 3 -2 M20/447 3 Steel Breastplates are for example rider cuirass
420 Full Plate 5 -2 M20/447 4 Full Plate is articulated knight’s armor.
421 Kevlar Vest 3 -1 M20/447 3
422 Flak Vest 4 -2 M20/447 3
423 Riot Suit 4 -2 M20/447 3 Riot Suit is police heavy body armor.
424 Military Armor 5 -2 M20/447 4 Military Armor reflects a full suit of modern battle armor.
425 Alanson Hardsuit 7 -2 M20/447 X Alanson Hardsuit is a standard-issue, full-body suit of hypertech Technocratic armor, used by Union security forces composed of extraordinary citizens and Enlightened agents alike. See M20/656 for details.

Shields

Shields act as protective gear that can be brought to bear when facing an enemy. An opponent who’s facing your shield in hand-to-hand combat adds +1 or +2 to his difficulty to hit you, depending on the size of the shield in question. If it’s being used to ward off projectile weapons (bottles, rocks, bullets, etc.), then a shield also acts as armor, reducing a blow by one success for every level in the shield’s Rating.

That said, a shield occupies one hand, restricting the user’s movements and potential activities. Blocking a specific incoming attack (say a volley of bullets or a swung fire axe) demands a Dexterity + Melee roll and a dedicated shield blocking action. Shields are heavy, too, and they suggest that you’re looking for trouble. Outside of riot-trained police (who often use them in formation) and medieval reenactment enthusiasts, you won’t find many people in the 90s using shields.

Type Rating Diff Bonus Dex Penalty Bk/Pg $ Notes
426 Trash Can Lid 3 +1 0 M20/447 0
427 Wooden Shield 2 +2 -1 M20/447 2 Wooden Shields represent field-ready shields built for jousts and reenactment battles.
428 Metal Shield 4 +2 -2 M20/447 3 Metal Shields represent field-ready shields built for jousts and reenactment battles.
429 Riot Shield 5 +2 -1 M20/447 4 Riot Shield is a thick Plexiglas or metal-with-viewport shield, employed by police forces (typically in a wall formation) during civil unrest situations.