Gear and Vehicles

Equipment

Standard Equipment

Ammunition is included in the cost of all weapons. Any character can carry three reloads in total(not three reloads per weapon), not including what's already loaded in weapons.

Melee Weapons

Remember that sharp weapons multiply damage by 2 after armor, while blunt weapons ignore half armor and has no multiplier

Name Damage Cost
Punch 1d4*Strength None
Kick 1d4*(Strength+1) None
Small Knife 1d4*(Strength) None
Large Knife 1d6*(Strength) 1
Sword 1d8*(Strength) 2
Greatsword* 1d12*(Strength+1) 3
Spear 1d6*(Strength) 1
Mace 1d10*(Strength) 2
Axe 1d8*(Strength) 1
Greataxe* 1d12*(Strength+1) 3
Police Baton 1d6*(Strength) 1
Bat 1d8*(Strength) 1
Chainsaw 1d10*(Strength) 3
Broken Bottle (1d4-1)*(Strength) None
Tazer** 1d6*4 1
Stun Prod** 1d6*6 2
Power Armor Punch 1d6*Strength N/A
Power Armor Kick 1d6*(Strength+1) N/A

*Weapon requires two hands to wield.
**Causes endurance damage rather than life damage. In addition, the target must pass a Resistance+Willpower roll or lose their next action due to painful muscle cramps.

Ranged Weapons

Normal ammo multiplies damage by 2 after armor, armor-piercing ammo ignores half of armor but has no multiplier afterwards, hollow-point ammo doubles armor but multiplies by 3 afterwards.

Name Damage Ammunition Capacity Cost
Thrown Rock 1*Strength N/A None
Thrown Knife 1d4*(Strength) N/A None
Composite Bow 1d8*(Strength) N/A 3
Crossbow 1d10*(Strength) N/A 4
.22 Pistol 1d4*2 10 4
.32 Pistol 1d6*2 9 5
.38 Pistol 1d6*3 8 6
9mm Pistol 1d6*4 10 7
10mm Pistol 1d6*5 10 8
.45 Pistol 1d8*4 7 9
.357 Magnum 1d8*4 6 10
.44 Magnum 1d6*6 6 11
9mm SMG@ 1d6*4 30 10
.45 SMG@ 1d8*4 20 12
.22 Rifle 1d4*4 10 5
5.56mm Rifle 1d8*4 30 12
.30-06 Rifle 1d8*6 10 15
7.62mm Rifle 1d8*5 10 13
Shotgun with Birdshot* 1d6*5 8 10
Shotgun with Buckshot** 1d8*6 8 10
Shotgun with Slug 1d8*5 8 10
5.56mm Assault Rifle@ 1d8*4 30 20
7.62mm Assault Rifle@ 1d8*5 30 25
7.62mm Sniper Rifle 1d8*5 20 25
.50 Sniper Rifle 1d10*6 10 40
5.56mm Machine Gun@ 1d8*4 200 40
7.62mm Machine Gun@ 1d8*5 100 40
.50 Machine Gun@ 1d10*6 100 50
Flamethrower@@ 1d6*2 10 50
Flare Gun@@ 1d8 1 5

*+2 to hit, no post-armor multiplier
**+1 to hit, no post-armor multiplier
@Automatic Weapon
@@Incendiary Weapons do this much damage per turn for 4 turns.

Explosives

When dodging explosives, a default hit puts you at Ground Zero. If you beat the attack roll(with your dodge roll) with as many degrees of success as the Ground Zero effect, you are instead affected by the General Effect, and if you beat the attack enough to avoid the General Effect, it puts you in the Maximum Range. Managing to beat the Maximum Range number puts you completely outside of being hit. Being at Ground Zero halves your armor defense.

For instance, if someone throws an Offensive Grenade at you, and rolls a straight 9, just enough to hit you. You would need to roll… a 9(1 success) to avoid the Ground Zero, a 13(3 successes) to avoid the General Effect and a 17(5 successes) to avoid the Maximum Range.

Rockets and mortar shellare assumed to be fired from re-usable launchers which are included in their price.

Price Chart
Name Ammunition Capacity Cost
Offensive Grenade N/A 10
Defensive Grenade N/A 10
Mortar 1 50
Molotov Cocktail N/A 5
HE Rocket 1 50
AP Rocket* 1 50
WP Rocket 1 60
40mm Underbarrel Grenade Launcher 1 20
40mm Rotary Grenade Launcher 6 60
Area of Effect Table
Explosive Type Ground Zero General Effect Maximum Range
Offensive Grenade 1 3 5
Defensive Grenade 2 6 10
40mm Grenade 2 6 10
Mortar Shell 3 8 15
Molotov Cocktail 1 3 -
HE Rocket 2 4 8
AP Rocket* 1 2 5
WP Rocket 2 3 5

*Ignores half of the target's armor on a direct hit.

Each area also has its own damage roll.

Explosive Damage Table
Explosive Type Ground Zero General Effect Maximum Range
Offensive Grenade 1d6*8 1d6*6 1d6*2
Defensive Grenade 1d6*10 1d6*8 1d6*3
40mm Grenade 1d6*12 1d6*10 1d6*4
Mortar Shell 1d8*10 1d8*8 1d8*4
Molotov Cocktail* 1d6 1d4 -
HE Rocket 1d10*8 1d10*5 1d6*2
AP Rocket 1d10*8 1d10*5 1d6*2
WP Rocket** 1d8*5 1d8*3 1d8

*Molotov Cocktails continue to do this much damage per turn, for 4 turns after impact.
**White Phosphorus rockets continue to do 1d6*2 burning damage per round after initial impact on Ground Zero and General Effect, and 1d6 damage per round on a Maximum Range hit. It burns for 6 rounds.

Armor

Encumbrance is the penalty that the armor gives to all Strength and Dexterity rolls while worn. It's assumed that armor is generally accompanied by a helmet, but the helmet may in some cases be missing, or may be taken off for the sake of attracting less attention.

Armor Type Protection Encumbrance Cost
Chainmail* 9 1 5
Platemail* 20 3 10
Class I Armor 10 0 10
Class IIa Armor 15 0 15
Class II Armor 20 1 25
Class IIIa Armor 25 2 35
Class III Armor 30 2 45
Class IV Armor 40 3 60
Riot Shield** 25 0 15

*Chainmail and Platemail offer only half protection against bullets.
**Riot Shields obviously only protect against something coming immediately from the front of the carrier.

Misc. Equipment

Equipment Name Effect Cost
Autoscope A bulky automated scope that adjusts for wind speed, bullet drop and other advanced measures while taking aim, allowing the sniper to make a more accurate prediction of where his bullet will land and who it'll kill. The increased size complicates using the weapon to shoot rapidly or "from the hip." +6 to aim rolls with the equipped weapon, -3 to un-aimed attacks with the weapon. 10
Demolition Charge Clunky demolition charges, equipped with simple-to-use timers. They can be programmed for either a general-area or a shaped-charge explosive event. Do damage equal to HE rockets in general-area mode, or like AP rockets in shaped-charge mode, but are too heavy to be thrown. 20
Flashbang If the target fails a Willpower+Dodge roll, they are both blinded and deafened for ten rounds, equal to a -10 to all actions involving sight or hearing(including attacking). The penalty drops by 1 per round. Succeeding at the roll invokes only the hearing penalty as the target manages to look away in time, ear or eye protection may mitigate. 5
Hearing Protection -3 penalty to all hearing-related checks, but halves the Hearing penalty from being affected by a Flashbang. 5
Psychostimulant Injector Restores 2d6 Essence, penalizes Dexterity, Willpower, Intelligence and Perception by 3 for the next five rounds(in-combat) or thirty minutes(out of combat), increases Strength and Constitution by 1 each for the same duration. May cause feelings of unwarranted invincibility and superiority, may cause hallucinations, may cause eczema, may cause loss of teeth, may cause loss of bone density, may cause mild radiation poisoning, may cause temporary death. Manufacturer is not responsible for the results of overuse, but would be very interested if you record it before your heart gives out for their research department. Definitely not just diluted meth in an autoinjector. 5
Reflex Booster +6 to all Initiative rolls and all multiple action penalties are halved for the next hour. Whenever attacking in the heat of combat, the character must roll Resistance+Willpower or Resistance+Intelligence. For every success, he can choose one target and the remainder of their targets are randomly chosen from the visible targets. 10
Scope +2 to aim rolls with the equipped weapon, -1 to un-aimed attacks with the weapon. 5
Smoke Grenade Creates a field of dense smoke that diffracts laser weaponry to uselessness and provides a -5 to hit anyone on the far side of it. The smoke lasts for five combat rounds outside, though it may last longer in enclosed areas. 5
Branded Silencer Replaces the sound of gunfire with the name of your brand of choice 5
Silencer Makes your gunfire a lot more quiet and unlikely to attract additional attention. 15
Antisound Generator When firing the attached weapon, completely negates all sound in the area, including the gunfire. May attract attention if it intermittently silences something continually noisy, also makes it impossible to do cool one-liners in battle. 30

Drone Components

Drones come in two flavours, remote-controlled and independent. Remote-controlled drones take up their owner's turn to order around, while Independent Drones act on his turn according to his orders. Remote-controlled Drones use the owner's Driving(Drone) skill in place of their Dodge and Stealth skills, and his Gun and Hand Weapons skills in place of their own. Independent Drones have their skills capped by their owner's Driving(Drone) skill. The Drone cannot reload itself, and requires the assistance of a human to reload it. Drones start with all their weapons loaded.

AI

Simple Drone Interface(5 Points): Penalizes all actions by two due to the rough interface, cannot take multiple actions.

Standard Drone Interface(15 points): No penalties, may take multiple actions at the normal penalty.

Advanced Drone Interface(30 points): No penalties, may take multiple actions at half penalty.

Simple Drone AI(10 points): The drone may act once every two rounds, cannot take multiple actions. May split split 4 points between Guns, Stealth, Hand Weapon, Notice and Dodge. Perception 1.

Standard Drone AI(30 points): The drone will act once per round, cannot take multiple actions. May split 6 points between Guns, Stealth, Hand Weapon, Notice and Dodge. Perception 3.

Advanced Drone AI(60 points): The drone will act twice per round with no multiple-action penalty, cannot take additional multiple actions. May split 8 points between Guns, Stealth, Hand Weapon, Notice and Dodge. Perception 5.

Chassis

Wheeled(10 points): Two weapon mounts, 30 Life Points, Str, 3 Dex 2.

Hexapod(20 points): Four weapon mounts, 50 Life Points, Str 5, Dex 2

Hovering(10 points): Two weapon mounts, 30 Life Points, Str 2, Dex 4

Flying(30 points): One weapon mount, 20 Life Points, Str 1, Dex 6

Upgrades

Basic Armor(10 points): 10 armor.

Standard Armor(30 points): 20 armor.

Advanced Armor(60 points): 30 armor.

Alloy Hull Reinforcement(10 points): +10 Life Points.

Upgraded Vision Modes(15 points): The drone has night vision and thermal vision modes, can take Aim actions.

Advanced Motion Sensors(10 points): +4 to Notice.

Camouflage Hull(10 points): +4 to Stealth.

Electrified Hull(10 points): Counts as a Tazer when ramming enemies or when attacked in melee by an enemy, ten charges.

Self-Destruct Charge(15 points): Can explode like a Mortar Shell on command.

Autoloader(20 points): The drone may carry its own reloads and can spend an action to reload one of its own weapons without assistance. The upgraded weapon takes up an extra weapon mount slot.

Weapons

Small Auto Weapon(15 point): 1d6*4 damage, 30 rounds, automatic.

Medium Auto Weapon(30 points): 1d8*4, 200 rounds, automatic.

Large Auto Weapon(60 points): 1d10*6, 100 rounds, automatic.

Rocket Launcher(40 points): Loads HE, AP or WP rockets, one round.

Mortar(50 points): Loads mortar shells, 1 round.

Flamethrower(30 points): Flamethrower stats, 10 rounds.

Ramming(0 points): Does not consume a slot, statted as a punch, unlimited ammo, melee range only.

Ramming Spikes(10 point): 1d8*strength damage, unlimited ammo, melee range only.

Vehicles

Vehicles don't take extra damage from any specific sources, and have Structure in place of Life. Half of any damage that penetrates Armor is also applied to a random passenger.

Turrets are how many mounts the vehicle has for attaching weapons, any type of weapon can be attached and has double ammo capacity when used as a mounted weapon. It's also assumed to have three reloads available in the vehicle.

Land-Based

Name Capacity Structure Armor Turrets Cost
Motorcycle 2 20 0 0 20
Motorcycle with sidecar 3 20 0 0 30
Car(Civilian) 5 30 0 0 40
Car(PMC) 5 40 10 0 50
Military Truck 5 60 20 1 70
Transport Truck 20 60 0 0 70
IFV 8 80 30 2 100
Tank 4 120 40 3 200

Airborne

Name Capacity Structure Armor Turrets Cost
Ultralight Helicopter 1 1 0 0 50
Ultralight Glider 1 1 0 0 25
Transport Helicopter 10 40 20 0 100
Attack Helicopter 5 40 30 2 150

Seaborne

Name Capacity Structure Armor Turrets Cost
Boat 5 20 0 0 20
Submarine 10 30 5 0 50
Nuclear Submarine 30 60 20 0 200

Stationary

Name Capacity Structure Armor Turrets Cost
A Shack 5 N/A N/A N/A 5
Sewer Hideout 7 N/A N/A N/A 10
Abandoned Warehouse 20 N/A N/A N/A 20
Old Office Building 50 N/A N/A N/A 50
Suburban Home 8 N/A N/A N/A 1000

Services

Name Effect Cost
Radiation Purge Clears all rads 5
Selective DNA Resequencing Removes one mutation of choice 10
Genome Purge Removes all mutations 25
Biocode Removal Allows full ownership of a looted firearm Half of weapon's price, round down.
Hire Witch A street witch will curse a known target. At any point when meeting said target, you may cause one of their rolls to be a natural 1. 5
Blessing A non-denominational blessing applied to one of your melee weapons or ammo magazines. On hitting any unholy target(demons, witches, upper management, vtubers) it will cause double damage on the first hit. Half of weapon's cost, round down.
Haruspex A fortuneteller will attempt to divine information about your upcoming mission or situation. 10
Oracle An expert AI will attempt to divine information about your upcoming mission or situation. Guaranteed infallible. 5
Weather Control Hijack Bribe someone at MeteoTech to reconfigure a weather control satellite, guarantees the weather of your choice, though exceptionally destructive weather(hurricane, tornado) will cost double. 5/10
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