Equipment: Difference between revisions
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=Vehicles= | |||
{| class="wikitable sortable" border="1" | |||
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|Name||Safe Speed||Max Speed||Maneuver||Crew||Durability||Structure||Weapons||System||Cost||Ref | |||
|- | |||
|501 Unicycle||1x STR||3x STR||5||1||1||3||N/A||Durability does not protect Rider||1||M20/460 | |||
|- | |||
|502 Mountain Bike||3x STR||8x STR||5||1||2||4||N/A||Durability does not protect Rider||1||M20/460 | |||
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|503 Racing Bike||5x STR||10x STR||6||1||2||3||N/A||Durability does not protect Rider||1||M20/460 | |||
|- | |||
|504 Dirt Bike (motorcycle)||50||80||9||1||4||4||N/A||Durability does not protect Rider||1||M20/460 | |||
|- | |||
|505 Light Motorcycle||75||130||8||1||2||3||N/A||Durability does not protect Rider||1||M20/460 | |||
|- | |||
|506 Touring Motorcycle||90||170||5||1 (1 pass)||4||4||N/A||Durability does not protect Rider||2||M20/460 | |||
|- | |||
|507 Crotch Rocket||100||200||7||1||2||3||N/A||Durability does not protect Rider||2||M20/460 | |||
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|508 Badass Hypercycle||120||250||7||1||5||5||May mount any two of the following options: two .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots%roil slick jet - Difficulty 4, -6 to pursuers’ Drive rolls, 4 shots%rsmoke screen jet - Difficulty 4, -4 to pursuers’ Perception and Drive rolls, 4 shots%rsix rockets - Difficulty 8, Damage 15, Rate 1, Range 3000 yards, Capacity 1 shot%rone 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots||Durability does not protect Rider||X||M20/460 | |||
|- | |||
|509 ATV||30||70||5||1||3||5||N/A||Durability does not protect Rider||3||M20/460 | |||
|- | |||
|510 Jeep||60||80||6||1 (4 pass)||4||6||Civilian vehicles have no weapons. %r%rMilitary vehicles may mount one of the following options: %rtwo twin-mounted .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots),%r one 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%rone mounted .50 caliber machine gun - Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rone M-19 grenade launcher - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rone TOW rocket - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot).%rWeaponized vehicles may also carry concealed technomagickal Devices||Mass inflicts +1 die in impact-based damage||2||M20/460 | |||
|- | |||
|511 Compact Car||70||130||6||1 (1 pass)||3||3||N/A||Mass inflicts +1 die in impact-based damage||2||M20/460 | |||
|- | |||
|512 Midsize Wagon||70||120||5||1 (3 pass)||3||4||N/A||Mass inflicts +1 die in impact-based damage||2||M20/460 | |||
|- | |||
|513 Sports Car||130||200||9||1 (1 pass)||3||4||N/A||Mass inflicts +1 die in impact-based damage||4||M20/460 | |||
|- | |||
|514 Street Racer||70||240||8||1 (1 pass)||4||4||N/A||Mass inflicts +1 die in impact-based damage||3||M20/460 | |||
|- | |||
|515 Cop Car||80||200||7||1 (3 pass)||5||5||N/A||Mass inflicts +1 die in impact-based damage||2||M20/460 | |||
|- | |||
|516 Police Interceptor||100||250||8||1 (3 pass)||5||5||N/A||Mass inflicts +1 die in impact-based damage||4||M20/460 | |||
|- | |||
|517 Bond Q Division Supercar||100||250||10||1 (1 pass)||6||5||Civilian vehicles have no weapons. %r%rMilitary vehicles may mount one of the following options: %rtwo twin-mounted .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots),%r one 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%rone mounted .50 caliber machine gun - Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rone M-19 grenade launcher - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rone TOW rocket - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot).%rWeaponized vehicles may also carry concealed technomagickal Devices||Mass inflicts +1 die in impact-based damage||X||M20/460 | |||
|- | |||
|518 Limo||70||110||4||1 (5 pass)||4||6||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||4||M20/460 | |||
|- | |||
|519 Armored Limo||70||100||4||1 (5 pass)||8||6||Civilian vehicles have no weapons. %r%rMilitary vehicles may mount one of the following options: %rtwo twin-mounted .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots),%r one 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%rone mounted .50 caliber machine gun - Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rone M-19 grenade launcher - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rone TOW rocket - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot).%rWeaponized vehicles may also carry concealed technomagickal Devices||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||5||M20/460 | |||
|- | |||
|520 Stretch Car||80||100||3||1 (5-7 pass)||3||5||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||5||M20/460 | |||
|- | |||
|521 Pickup Truck||70||110||5-7||1 (1-4 pass)||3||6||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||2||M20/460 | |||
|- | |||
|522 SUV/Van||60||120||6||1 (3-7 pass)||4||7||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|523 Armored Supervan||50||100||5||1 (3 pass)||10||10||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||5||M20/460 | |||
|- | |||
|524 Off Road Truck||60||90||5||1 (1-3 pass)||4||7||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|525 Hummer||80||120||5||1 (1-5 pass)||5||8||Civilian vehicles have no weapons. %r%rMilitary vehicles may mount one of the following options: %rtwo twin-mounted .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots),%r one 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%rone mounted .50 caliber machine gun - Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rone M-19 grenade launcher - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rone TOW rocket - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot).%rWeaponized vehicles may also carry concealed technomagickal Devices||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|526 Armored Car||60||80||4||1 (1-5 pass)||10||10||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||5||M20/460 | |||
|- | |||
|527 RV||60||80||3||1 (1-5 pass)||3||8||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|528 Bus||60||100||3||1 (20+ pass)||4||8||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|529 Large Truck||60||110||4-5||1 (1 pass)||4||6||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|530 Heavy Truck||60||100||4||1 (5+ pass)||6||8||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|531 18 Wheeler||70||110||4||1 (1 pass)||5||8||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|532 APC||30||60||4||2 (11 pass)||12||14||Mount one of the following options: %rtwo twin-mounted .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots),%r one 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%rone mounted .50 caliber machine gun - Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rone M-19 grenade launcher - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rone TOW rocket - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot).%rWeaponized vehicles may also carry concealed technomagickal Devices||Requires min. 3 dots in Drive + appropriate Specialty to operate at all, mass inflicts + 5 dice in impact-based damage. Passengers get full protection from Durability.||GOV||M20/461 | |||
|- | |||
|533 Riot Tank||30||50||3||2||10||14||Two M-19 grenade launchers - to fire gas canisters - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rtwo .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots%rand one battering ram.%rVehicle can be sealed against water and gas attacks.||Requires min. 3 dots in Drive + appropriate Specialty to operate at all, mass inflicts + 5 dice in impact-based damage. Passengers get full protection from Durability.||GOV||M20/461 | |||
|- | |||
|534 Light Tank||20||30 on road||2||4||18 front/15 sides||18||105 mm cannon - Difficulty 7, Damage 20, Rate 1, Range 1200 yards, Capacity 1 shot%r plus two .50 caliber machine guns - front and turret, Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rand two grenade launchers - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rVehicle can be sealed against water and gas attacks.||Requires min. 3 dots in Drive + appropriate Specialty to operate at all, mass inflicts + 5 dice in impact-based damage. Passengers get full protection from Durability.||GOV||M20/461 | |||
|- | |||
|535 Heavy Tank||30||50 on road||2||4||22 front/20 sides||25||120 mm cannon - Difficulty 7, Damage 30, Rate 1, Range 2000 yards, Capacity 1 shot%rplus three .50 caliber machine guns - front and turret, Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rand four grenade launchers - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rVehicle can be sealed against water and gas attacks.||Requires min. 3 dots in Drive + appropriate Specialty to operate at all, mass inflicts + 5 dice in impact-based damage. Passengers get full protection from Durability.||GOV||M20/461 | |||
|- | |||
|536 Hot Air Balloon||Wind||Wind||0||1 (3 pass)||4||4||N/A||Requires Pilot Skill to operate at all, Passengers get full protection from Durability.||2||M20/462 | |||
|- | |||
|537 Jetpack||100||250||10||1||4||4||N/A||Requires Jetpack Skill, Durability does not protect wearer, technomagickal vehicle||X||M20/462 | |||
|- | |||
|538 Ornithopter||120||200||10||1||4||2||N/A||Requires Jetpack Skill, Durability does not protect wearer, technomagickal vehicle||X||M20/462 | |||
|- | |||
|539 Gyrocopter||70||150||5||1||3||3||N/A||Requires Pilot Skill to operate at all. Requires Pilot + Helicopter specialty.||4||M20/462 | |||
|- | |||
|540 News Copter||140||220||6||1 (1 pass)||4||6||N/A||Requires Pilot Skill to operate at all, Requires Pilot + Helicopter specialty. Durability protects passengers||5||M20/462 | |||
|- | |||
|541 Large Helicopter||150||250||6||2 (4 pass)||5||6||N/A||Requires Pilot Skill to operate at all, Requires Pilot + Helicopter specialty. Durability protects passengers||5||M20/462 | |||
|- | |||
|542 Attack Chopper||180||280||9||3||12||10||30 mm cannon - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots%r16 TOW missiles - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot%r16 rockets - Difficulty 8, Damage 15, Rate 1, Range 3000 yards, Capacity 1 shot||Requires Pilot Skill to operate at all, military aircraft require at least 3 dots in Pilot + Helicopter specialty. Passengers get full protection from Durability.||GOV||M20/462 | |||
|- | |||
|543 Military Utility Helicopter||180||280||7||3 (10 pass)||8||10||Two .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots%r%ror two 30 mm cannons - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%r%ror six rockets - Difficulty 8, Damage 15, Rate 1, Range 3000 yards, Capacity 1 shot) %rand two .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots).||Requires Pilot Skill to operate at all, military aircraft require at least 3 dots in Pilot + Helicopter specialty. Passengers get full protection from Durability.||GOV||M20/462 | |||
|- | |||
|544 Black Helicopter||200||400||10||2||13||13||Two .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots%rtwo 30 mm cannons - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%r12 rockets - Difficulty 8, Damage 15, Rate 1, Range 3000 yards, Capacity 1 shot%rand 16 TOW missiles - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot%r%rAlso features stealth mode - Arcane 5 except vs. Technocrats - and requires Perception roll difficulty 6 to hear.||Requires Pilot Skill to operate at all, military aircraft require at least 3 dots in Pilot + Helicopter specialty. Passengers get full protection from Durability. Requires Technocratic extraordinary citizen crew.||X||M20/462 | |||
|- | |||
|545 Small Prop Plane||110||170||5||1 (3 pass)||5||6||N/A||Requires Pilot Skill to operate at all. Passengers get full protection from Durability.||4||M20/462 | |||
|- | |||
|546 Medium Prop Plane||180||230||4||2 (10 pass)||6||8||N/A||Requires Pilot Skill to operate at all. Passengers get full protection from Durability.||5||M20/462 | |||
|- | |||
|547 Large Prop Plane||300||400||3||2 (50 pass)||6||10||N/A||Requires Pilot Skill to operate at all. Passengers get full protection from Durability.||6||M20/462 | |||
|- | |||
|548 Lear Jet||350||450||4||2 (20 pass)||8||15||N/A||Requires Pilot Skill to operate at all. Passengers get full protection from Durability.||5||M20/462 | |||
|- | |||
|549 Fighter Jet||Mach 2||Mach 2.5||7||1||8||15||20 mm cannon - Difficulty 7, Damage 15, Rate 3, Range 1000 yards, Capacity 100 shots%rfour Sidewinder missiles - Difficulty 8, Damage 15, Rate 2, Range many miles%rsix Sparrow A1M-7P missiles - Difficulty 8, Damage 20, Rate 2, Range 30 miles%rand 14 250-lb. smart bombs - Difficulty 6, Damage 40.||Requires Pilot Skill to operate at all, military aircraft require at least 3 dots in Pilot + Fighter Jet specialty. Durability protects passengers.||GOV||M20/462 | |||
|} | |||
--!> | |||
=Equipment= | =Equipment= | ||
Equipment is available for characters to use on RetroMUX, which allow bonuses for certain Ability-related tasks. | Equipment is available for characters to use on RetroMUX, which allow bonuses for certain Ability-related tasks. |
Latest revision as of 14:52, 15 December 2024
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. |