Equipment

You should maintain a detailed equipment list. While some GMs are easy on this, the going rule is: If you don't have it written down, you don't have it.

There are a number of different types of equipment to consider. This page will go over the more common categories, such as weapons, armor, electronics, etc… This is not a restrictive list, however. Feel free to make any sort of equipment list that tickles your fancy, so long as you can justify it with your income level and your character concept.

Armor

Armor does not stack; when two pieces of armor overlap, only use the highest rated piece. That means that wearing two kevlar jackets does not provide four dice of armor, and wearing three does little more than make you look like a complete idiot.

Class Example Armor Rating Penalty
One Reinforced clothing 1 Armor Point no penalty
Two Kevlar vest 3 Armor Points -1 Armor Penalty
Three Full riot gear 4 Armor Points -2 Armor Penalty
Four Bomb Suit 5 Armor Points -4 Armor Penalty

The Armor Penalty is subtracted from all active dice pools (those which involve significant bodily movement, including Strength-based attacks such as Melee but not including firearm and missile attacks if the character takes no other actions).

THE TABLES BELOW ARE OUT OF DATE AND NEED TO BE UPDATED.



Close Combat Weapons or Ranged Weapons.

Melee Weapons

Blades

Weapon Grip Blade Size and Shape Difficulty Damage Concealability Notes
Daggers 1 hand Stabbing < 12" blade, straight 7 Strength +1 P 2 armor piercing
Combat Knife 1 hand 1 or 2 edge < 12" blade, straight or curved 6 Strength +1 P
Machetes 1 hand 1 edge approx. 1 to 2 ft blade, slightly curved 6 Strength +2 J
Short Swords 1 hand 2 edge approx. 1 to 2 ft blade, straight 6 Strength +2 J
Sabres 1 hand 1 edge approx. 2 to 3 ft blade, curved 6 Strength +3 T
Broadswords 1 hand 2 edges approx. 2 to 3 ft blade, straight 6 Strength +3 T
Rapiers 1 hand 2 edges approx. 3 to 4 ft blade, straight 7 Strength +4 T
Fencing Swords 1 hand Thrusting approx. 3 to 4 ft blade, semi-flexible 7 Strength +2 T -1 diff when used to parry
Long Sabres 2 hands 1 edge approx. 3 to 4 ft blade, curved 6 Strength +4 T Can use 1 hand at +1 difficulty
Horse-Slaying Swords 2 hands 1 edge > 4 ft blade, curved 7 Strength +5 N
Longswords 2 hands 2 edges approx. 3 to 4 ft blade, straight 6 Strength +4 T Can use 1 hand at +1 difficulty
Greatswords 2 hands 2 edges > 4 ft blade, straight 7 Strength +5 N
Tuck Swords 2 hands Thrusting approx. 4 ft blade, straight 7 Strength +3 T 4 armor piercing

Blunt Weapons

Weapon Grip Size and Shape Difficulty Damage Concealability Notes
Clubs 1 hand <2 ft, straight/sometimes knobby rod 6 Strength J
Canes 1 hand approx. 2 to 4 ft, straight/sometimes knobby rod 7 Strength +1 T -1 difficulty when used with two hands
Staffs 2 hand >4 ft, straight/sometimes knobby rod 7 Strength +2 N -1 difficulty when used to parry
Maces 1 hand approx. 2 to 4 ft, straight rod with bludgeon at end 6 Strength +1 T 2 armor piercing if spiked or flanged
War Hammers 1 hand approx. 2 to 4 ft, straight rod with hammer and spike at end 7 Strength +2 T 2 armor piercing
Mauls 2 hands >4 ft, straight/sometimes knobby rod 7 Strength +4 N
Morningstars 2 hands >4 ft, straight rod with spiked bludgeon at end 7 Strength +3 N 2 armor piercing
Light Improvised 1 hand Varies 6 Strength Varies Examples: Pool cue, tennis racket, bowling pin
Large Improvised 2 hands Varies 7 Strength +2 T Examples: Cast-iron pan, uprooted stop sign, electric guitar
Flails 1 hand approx. 2 to 4 ft, straight rod with ball and chain at end 7 Strength +1 T 2 armor piercing if spiked
Agricultural Flails 2 hand >4 ft, straight rod with spiked cylinder dangling at end 8 Strength +2 N 2 armor piercing

Thrown Weapons and Bows

Firearms

Firearms, as a category of weapon, includes any projectile which is launched in a mechanized way as opposed to the use of human strength, and typically initiated by the pull of a trigger. This is mostly guns, of course, but does also include mortars, crossbows, and grenade launchers.

Attacking with firearms typically uses a Dexterity plus Firearms roll (though some computer-assisted targeting may use Wits instead), at a difficulty determined by the specific weapon used (listed below). The dice pool used to roll for Damage is equal to the base damage for your weapon (also listed below) plus the number of successes on the Attack roll. For more information about this, see Combat.

The following tables provide a list of general statistics for various types of firearms.

  • Type refers to the type of weapon as well as the type of ammunition it uses. There are three classes of ammunition, A, B, and C, which are discussed in detail on the Ranged Weapons page but in general, class A ammo is anything smaller than 7mm (.30 caliber or less), class B ammo ranges from 7 to 10mm (.308 up to .375 caliber), and class C ammo is anything bigger than 10mm (.41 and higher caliber).
    • Notable under-powered exceptions include .45 ACP and .40 Smith & Wesson, which are Class B, and .30 Carbine and 7x39mm (the ammo used by the ubiquitous AK-47), which are Class A.
    • Notable over-powered exceptions include .375 H&H Magnum, which is Class C, and 6.5x55mm Swedish, which is Class B.
  • Difficulty is the base difficulty for the roll to attack with this weapon. It may be modified by numerous situational circumstances, see Combat.
  • Damage is the base number of dice used to roll for damage with this weapon. An additional number of dice equal to the number of successes on the Attack roll are also used.
  • Range is in meters, and the figure given indicates the midrange distance the weapon can fire. Weapons can be fired at up to twice this distance, but anything over the listed distance is considered long range.
  • Rate indicates the number of bullets fired in a round of combat. Your gun will fire this many bullets per round by default, but you may choose to only fire a single bullet instead, with a reduced difficulty and reduced daage. See Combat.
  • Clip gives the number of rounds in a clip. To figure out how many rounds you can fire without reloading, divide Clip by Rate.
  • Hide refers to this weapon's ease of concealment, indicated by the smallest location under your clothing you could hide it from sight.
    • P = Pocket
    • J = Jacket
    • T = Trenchcoat
    • N = Not concealable.
  • Range and clip size may vary depending on the specific model of firearm. These are generic values.

A note on fully automatic weapons: the damage dice pool for full-auto fire is calculated differently. Instead of taking a base damage and adding your successes from the attack roll, you instead take the number of successes from the attack roll and multiply it by half the base damage, and that is your damage dice pool.

Handguns

Type Example Difficulty Damage Dice Range Rate Clip Hide Notes
Revolver, Light (Class B) Colt Official Police (.38 Special) 7 6 30 3 6 P
Revolver, Heavy (Class C) Smith & Wesson Model 500 (.500 S&W Magnum) 8 8 50 2 5 J +1 difficulty if Strength is less than 4
Pistol, Light (Class A) Walther PPK (.32 ACP) 8 4 20 3 8 P
Pistol, Heavy (Class B) Glock 22 (.40 S&W) 8 6 30 3 15 J
SMG, Small (Class A) Heckler & Koch MP7 (HK 4.6x30mm) 8 4 25 3/15 FA 30 J -1 Difficulty if wielded with 2 hands
SMG, Large (Class B) Thompson submachine gun (.45 ACP) 8 6 50 3/20 FA 60 T -1 Difficulty if wielded with 2 hands
Shotgun Ithaca M-37 (12 Gauge) 7 4 20 1 5 T -1 Difficulty if wielded with 2 hands
Shotgun, Semi-auto Fiachi-Laul 12 (12 Gauge) 8 8 20 3 8 T -1 Difficulty if wielded with 2 hands

Rifles

Type Example Difficulty Damage Dice Range Rate Clip Hide Notes
Assault Rifle (Class A) M16 Rifle (5.56x45mm NATO) 7 4 200 3/15 FA 30 N
Battle Rifle (Class B) FN FAL (7.62x51mm NATO) 7 6 400 3/20 FA 20 N +1 difficulty for full auto
Marksman Rifle (Class A) USMC Squad Advanced Marksman Rifle (5.56x45mm NATO) 7 4 600 2 20 N
Sniper Rifle (Class B) Dragunov sniper rifle (7.62x54mmR) 8 6 1000 2 10 N
Heavy Sniper/Anti-Materiel Rifle (Class C) Barrett M82 (.50 BMG) 8 8 1500 2 10 N
Machine Gun, Light (Class A) FN Minimi (5.56x45mm NATO) 8 4 400 3/40 FA 200 N -1 Difficulty if bipod is used
Machine Gun, Medium (Class B) Vickers Machine Gun (.303 British) 8 6 800 3/40 FA Belt-fed N -1 Difficulty if operated with a crew
Machine Gun, Heavy (Class C) M2 Browning (.50 BMG) 8 8 1200 3/40 FA Belt-fed N Cannot operate without a crew

Other

Type Example Difficulty Damage Dice Range Rate Clip Hide Notes
Crossbow 5 20 1 1 T In general, takes 5 turns to reload
Rocket Launcher example diff dam range rate clip hide notes
Mortar example diff dam range rate clip hide notes
Grenade Launcher example diff dam range rate clip hide notes
Flamethrower example diff dam range rate clip hide notes

Explosives

Explosives are any sort of device which detonates upon being triggered in some way (a fuse, a tripwire, etc…) and results in area of effect damage. This includes landmines, grenades, rockets and torpedos, and plastic explosives (C-4). This section deals with their damage dealt; the roll to attack with them depends on the mechanism by which they are being deployed, most of which are detailed in the above sections.

Unlike other weapons, explosives deal their damage automatically, and don't require a roll. If you are standing within their effective radius, you will take damage, depending on your distance from the explosion. Generally speaking, explosives have a base damage rating which degrades by a set amount for each meter the blast travels from the initial position of the explosive. For example, if you are standing 6 meters away from a fragmentation grenade, you will take 6 damage, as it has a base damage of 12 and loses 1 damage every meter.

Explosives Automatic Damage Decrease in damage with distance Notes
Fragmentation Grenade 12 damage -1 per meter
Napalm Grenade 8 damage -1 fragmentation damage per meter Continues to burn for 10 rounds in a 7 meter radius
Claymore Mine 12 damage in kill zone
Light Rocket 6 damage -3 per meter
Anti-Tank Rocket 12 damage -3 per meter
Plastic Explosives 1 Lethal per half ounce -3 per meter
Flash-Bang (Stun) Grenade None -1 round of sensory loss per meter 1 Round Stun (12m radius), then hearing and vision loss for 12 rounds

Thermite grenades function similarly to napalm grenades, but affect only a 1 meter diameter and burn for 40 seconds. They are placed rather than thrown, and are designed for destroying equipment.

Shaped Charges and Backblast

With the exception of shaped charges, damage from explosives is capped at 20 levels. A shaped charge is an explosion which has had it's radius restricted to a small area in some way, and the damage within that area is not capped; for example, a shaped charge detonation of 2 pounds of C-4 will deal the full 64 damage within the small radius (1 damage per half ounce, 16 ounces in a pound). Shaped charges typically damage or destroy a single target (depending on the size of the charge, one person, one small group of people, one vehicle, one building or one part of a building, etc.).

Backblast from shaped charges of plastic explosives deals 1 damage from the first 3.5 ounces, 2 damage from the second 3.5 ounces, 3 damage from the third, and so forth. (Thus, 14 ounces would deal 10 damage of backblast.)

Claymore mines have a range of 100 meters and a 60 degree arc. Anyone directly behind a Claymore when it detonates will suffer 1 level of damage from backblast. A character at the center of a ring of Claymores which detonate simultaneously is effectively at the center of a shaped charge, and will suffer backblast of 1 Lethal from the first mine, 2 Lethal from the second, 3 Lethal from the third, and so forth. (Thus, a ring of 4 Claymores would deal 10 Lethal in backblast.)—

Utility

Fashion

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