Weapons: Difference between revisions
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Revision as of 21:00, 19 September 2023
Heading marked with a * are restricted due to theme.
Gear | Weapons | Charts | |
Combat Systems Chart | Dramatic Feats Charts | Feats of Strength Chart | Xp Chart |
COSTS
Nothing in the world is free. Everything cost either money, time, blood, sweat or tears.
Costs in these charts reflect the level of resources needed to buy the item.
After your initial starting shopping spree, any purchase above your Resources may require a wait time.
The following format would be extremely helpful. Failure to follow this could delay you receiving your items.
Items not on either Weapons or Gear list that you'd like may be added at staff discretion, ask us.
+request Shopping List=<# and name of item 1>,<# and name of item 2>, etc..
Example: +request Shopping List=Weapons: #005 Light Pistol 9mm, #112 Taser %RGear: 008 Cheap Desktop, 001 Flashlight...
After approval, multiply your Resources(Dayjob or Illegal) x3, this is the number of points you have to spend on items.
This is to represent the items you bring with you to town. The +gear list the cost of each item. The +wpns list was too
long to include in the list. Click here for full gear list
Res 1 = 3pt
Res 2 = 6pts
Res 3 = 9pts
Res 4 = 12pts
Res 5 = 15pts
Extra points may be allowed based off your Resources-Investiments, but this needs to be discussed with staff and is not a given.
Difficulty
All difficulties are 6, if you meet the Strength requirement. If you do not meet the strength requirement your difficulty increases equal to the difference between your Strength stat and what is required. Example: Heavy Revolver requires Strength 3, you have Strength 2, 3-2=1, your diff raises from 6 to 7.
Staff may change your difficult while running a scene. If you have a modified weapon, it will be +noted with stats.
Strength requirements: Where a strength requirement is listed as 2(3/4/5), 2= if you are just carrying it around 3= firing at short range 4= firing at medium range 5= firing at long range
Melee
Axes
Num | Name | Type | Cost | Strength Required |
Difficulty | Damage | Conceal | Note |
---|---|---|---|---|---|---|---|---|
001 | Hatchet | Axe | 1 | 1 | 6 | STR+1 | J | |
002 | Tomahawk | Axe | 1 | 1 | 6 | STR+2 | J | |
003 | Axe | Axe | 2 | 2 | 7 | Str+3 | N | Wood Axe |
004 | Great Axe | Axe | 3 | 3 | 7 | Str+6 /L | N | Two-handed. Minimum Strength 3 to use |
005 | Pole Arm | Mel | 3 | 3 | 7/9 | STR+3/L | N | Two-handed, +2 diff to use one-handed* |
Blades
Blades over 6 inches are illegal to carry in public.
Num | Name | Cost | Strength Required |
Difficulty | Damage | Conceal | Note |
---|---|---|---|---|---|---|---|
020 | Stiletto | 1 | x | 4 | STR+1/L | P | Penetrates up to three points of armor. |
021 | Knife | 1 | x | 4 | Str+1/L | P | |
022 | Short Sword | 3 | x | 5 | Str+3/L | J | |
023 | Sword | 3 | x | 5 | Str+2/L | T | |
024 | Katana | 3 | x | 6 | Str+3/L | T | May be used two-handed for an additional +1 damage die. |
025 | Great Sword | 3 | 3 | 5 | STR+6/L | N | Two-handed weapon; very heavy – requires min. Strength 3 to employ |
026 | Sai | 2 | x | 5 | STR+1/L | J | +1 to dice pool when used to block. +2 to dice pool for disarm attempts. |
027 | Hook Sword | 2 | x | 7/9 | STR+3/L | T | Used as pair, Requires two hands to employ properly; +2 difficulty if used one-handed. +1 to dice pool when used to block. br>+2 to dice pool for disarm attempts. |
Clubbing Weapons
Num | Name | Cost | Strength Required |
Difficulty | Damage | Conceal | Note |
---|---|---|---|---|---|---|---|
030 | Riot Baton | 1 | x | 5 | STR+1/B | T | |
031 | Baseball Bat | 1 | x | 5 | Str+2/B | T | |
032 | Crowbar | 1 | x | 6 | Str+1/L | J | |
033 | Staff | 1 | x | 6 | Str+1/B | N | |
034 | Iron Staff | 2 | 3 | 7 | Str+3/B | N | Two-handed weapon; very heavy – requires min. Strength 3 to employ. |
035 | Mace | 2 | x | 6 | STR+2/L | N | |
036 | Nunchaku | 1 | x | 7 | STR+2/B | T | +1 to dice pool when used to block. +1 difficulty to opponent’s block attempts. |
037 | Spiked Club | 1 | x | 6 | Str+2/L | T | |
038 | Huge Spiked Club | 1 | 3 | 7 | Str+4/L | N | Two-handed weapon; very heavy – requires min. Strength 3 to employ |
Fist-Extension Weapons
Num | Name | Cost | Strength Required |
Difficulty | Damage | Conceal | Note |
---|---|---|---|---|---|---|---|
041 | Sap | 1 | x | 4 | Str+1/B | P | |
042 | Brass Knuckles | 1 | x | 6 | Str+/L | P | |
043 | Spike Gauntlest | 3 | x | 6 | Str+1/L | J | |
044 | Hand Claws (small) | 3 | x | 6 | Str+1/L | P | |
045 | Hand Claws (lg) | 2 | x | 6 | Str+2/L | P | |
046 | Katar | 2 | x | 6 | STR+2 | J | Penetrates up to three points of armor. +1 to dice pool when used to block. |
047 | War Fan | 2 | x | 5 | STR+2/L | J | +1 to dice pool when used to block +1 difficulty to opponent’s block attempts. |
048 | Chakram | 3 | x | 5 | STR+2/L | J | Aka: Wind and Fire Wheel, Boomerang, Kunai, Makibishi +2 to dice pool for disarm attempts. |
Improvised Weapons
Num | Name | Cost | Strength Required |
Difficulty | Damage | Conceal | Note |
---|---|---|---|---|---|---|---|
051 | Broken Bottle | 1 | x | 6 | Str+1/L | P | Breaks after three uses. |
052 | Chair | x | x | 7 | Str+2/B | N | |
053 | Chain Saw | 2 | x | 8 | Str+7/L | N | On a botch, user inflicts damage upon self |
054 | Table | x | 3 | 8 | Str+3 | T | Two-handed weapon; very heavy – requires min. Strength 3 to employ |
Whips and Chains
Num | Name | Cost | Strength Required |
Difficulty | Damage | Conceal | Note |
---|---|---|---|---|---|---|---|
061 | Chain | x | 5 | STR/B | J | ||
062 | Chain Whip | 2 | x | 6 | Str+1/L | J | |
063 | Kusarigama | 2 | x | 7 | STR+3/B | T | Requires two hands to employ properly; +2 difficulty if used one-handed. Requires two hands to employ properly; +2 difficulty if used one-handed. |
064 | Manriki-gusari | 1 | x | 7 | STR+2/L | T | Requires two hands to employ properly; +2 difficulty if used one-handed. Requires two hands to employ properly; +2 difficulty if used one-handed. |
065 | Flogger | 2 | x | 6 | Str+1/B | - | |
066 | Barbed Cat | 3 | x | 6 | Str/L | J | |
067 | Whip | 2 | x | 6 STR/L | J | ||
068 | Bull Whip | 2 | x | 7 | Str+1/L | J |
Firearms*
A firearms license is required to own and carry any Legal firearm...if you want to follow the law.
Num | Name | Type | Cost | Strength | Damage | Range | Rate | clip | Conceal | Status |
---|---|---|---|---|---|---|---|---|---|---|
071 | Light Revolver .38 Special | Rev | 3 | x | 4 | 12 | 3 | 6 | P | |
072 | Heavy Revolver .44 Magnum | Rev | 3 | x | 6 | 35 | 2 | 6 | J | |
073 | Light Pistol 9mm | Pis | 2 | x | 4 | 20 | 4 | 17+1 | P | |
074 | Semi-Auto Psitol, Hvy. IMI Desert Eagle (.50 AE) |
Pis | 2 | x | 5 | 30 | 3 | 7+1 | J | |
075 | Rifle - Hunting (30.06) | Rif | 3 | x | 8 | 200 | 1 | 5+1 | N | |
076 | Small SMG Ingram Mac-10 (9mm) |
SMG | 4 | x | 4 | 25 | 3 | 30+1 | J | Illegal Gun may fire full-auto, three-round bursts, and strafing sprays |
077 | Large SMG HK MP-5 (9mm) |
SMG | 3 | x | 4 | 50 | 3 | 30+1 | T | Illegal Gun may fire full-auto, three-round bursts, and strafing sprays |
078 | Assault Rifle AK-47 (7.62x39mm) |
Ass | 4 | x | 7 | 150 | 3 | 42+1 | N | Illegal Gun may fire full-auto, three-round bursts, and strafing sprays |
079 | Shotgun, Sawed off Winchester Model 24 double barrel (12 Gauge) |
shot | 3 | x | 8 | 10 | 2 | 2 | J | |
080 | Shotgun Ithaca M-37 (12 Gauge) |
Shot | 2 | x | 8 | 20 | 1 | 5+1 | T | |
081 | Shotgun, Semi-Automatic Benelli M4 (12 Gauge) |
Shot | 3 | x | 8 | 25 | 3 | 6+1 | N | |
082 | Shotgun, Assault MPS AA-12 (12 Gauge) |
Shot | 3 | x | 8 | 50 | 3 | 32+1 | T | Gun may fire full-auto, three-round bursts, and strafing sprays. |
Special Ammunition Types*
Requires Resources 3+. Contact Staff if you want/need any of these.
Name | Damage | Effects |
---|---|---|
Ectoplasmic Disruptors | 5/A | Blasts spirit entities and vampires with aggravated damage explosion; normal damage to physical beings. |
Explosive Shells | 6/L | Mini-grenades; six dice on target, minus one die/ yard from impact to max. of -6 dice; usable only in shotguns and Technocratic firearms. |
Flechettes | 7/L | 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. |
Incendiary Rounds | 4/A | Phosphorus – ignites in air when fired; inflict two dice aggravated damage for one turn after they hit; ignite flammable objects. |
Rubber Bullets | B | Damage as normal bullets for the gun, but bashing, not lethal. |
Taser Bullets | 5/B | Electrical charge inflicts 5 levels bashing for two turns; Technocratic special ammo. |
Tear Gas Rounds | B | Fills two meter radius with tear gas – see Toxins, p.456; shotguns and Technocratic firearms only. |
Teflon Bullets | L | 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.
Name | Damage | Effects |
---|---|---|
Laser Sight | -1 | One turn to aim. |
Sniper Scope | -2 | Two turns to aim. |
Night Vision Scope | -1 | Dark only; also lets shooter see in darkness. |
Computer Targeting | -3 | One turn to aim. |
Bows
Num | Name | Cost | Strength | Damage | Range | Rate | clip | Conceal | Status |
---|---|---|---|---|---|---|---|---|---|
091 | Short Bow | 2 | 2 | 4 | 60 | 1 | 1 | N | |
092 | Hunting Bow | 2 | 3 | 5 | 100 | 1 | 1 | N | |
093 | Long Bow | 2 | 3 | 5 | 120 | 1 | 1 | N | |
094 | Crossbow, Commando | 2 | x | 3 | 20 | 1 | 1 | J | Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded |
095 | Crossbow | 2 | x | 5 | 90 | 1 | 1 | T | |
096 | Crossbow, Hvy. | 2 | x | 6 | 100 | 1 | 1 | N |
Misc
Num | Name | Cost | Damage | Range | Rate | clip | Conceal | Status |
---|---|---|---|---|---|---|---|---|
100 | Taser | 2 | 5 | 5 | 1 | 1 | P | Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and Technocratic pacification spray
also reduce target’s dice pools by two dice for one turn per success. |
102 | Tear Gas | 2 | 3 | 3 | 1 | 5 | P | Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and Technocratic pacification spray
also reduce target’s dice pools by two dice for one turn per success. |
103 | Pacification Spray | 2 | 5 | 3 | 1 | 5 | P | Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and Technocratic pacification spray also reduce target’s dice pools by two dice for one turn per success. |
Military Weapons*
Num | Name | Cost | Damage | Range | Rate | clip | Conceal | Status |
---|---|---|---|---|---|---|---|---|
110 | .30 Caliber Machine Gun | N/A | 12 | 800 | 5 | 100 | N | Gun may fire full-auto, three-round bursts, and strafing sprays. |
111 | .50 Caliber Machine Gun | N/A | 16 | 1000 | 5 | 200 | N | Gun may fire full-auto, three-round bursts, and strafing sprays. Not man-portable; must be mounted on vehicle. |
112 | 30 mm Cannon | N/A | 15 | 1200 | 8 | 100 | N | Gun may fire full-auto, three-round bursts, and strafing sprays. Chain-gun; not normally man-portable, but carried by some HIT Marks and heavy-duty cyborgs. Halves armor protection due to high-speed “drilling” effect. |
113 | M-79 Grenade Launcher | N/A | 6 | 400 | 1 | 1 | N | See Explosives chart. |
114 | M-19 Grenade Launcher | N/A | 8 | 600 | 2 | 1 | N | Not man-portable; must be mounted on vehicle. See Explosives chart. |
115 | Flamethrower | N/A | 3 levels/ turn, fire | 60 | 1 | 5 | N | See Explosives chart. |
116 | Rocket Launcher | N/A | 12-16 | 500+ | 1 | 1 | N | See Explosives chart. |
Throwing Weapons
Num | Name | Cost | Strength | Difficulty | Damage | Conceal |
---|---|---|---|---|---|---|
120 | Knife | 1 | x | 6 | Strength/L | P |
121 | Shuriken | 1 | x | 7 | 3/L | P |
122 | Spear | 2 | x | 6 | Strength +1/L | N |
123 | Stone | x | x | 5 | Strength/B | varies |
124 | Stone, Large | x | x | 5 | Strength +3/B | N |
125 | Tomahawk | 2 | x | 6 | Strength +1/L | J |
Sphere Specific Weapons
Name | Type | Cost | Damage | Conceal | Status |
---|---|---|---|---|---|
Stake | Blad | x | Str+2 | T | |
Fang Dagger* | Kni | sphere made | Str+1 | J | |
Klaive* | Blad | sphere made | Str+2 | J | |
Grand Klaive* | Blad | sphere made | Str+4 | T | |
Pain Dagger | Blad | sphere made | STR+3 | J |
Armor
=============================================================================== Num Name Type Diff Dam Rof Cap Con Ran SH Pool ============================================================================== 258 Reinforced Clothing Armor- - - - C - - +1Soak 259 Armor T-Shirt Armor- -1Dex - - C - - +2Soak 260 Chainmail Armor- -1Dex - - T - - +2Soak 261 Kevlar Vest Armor- -2Dex - - C - - +3Soak 262 Flak Jacket Armor- -3Dex - - C - - +4Soak 263 Riot Gear Armor- -4Dex - - C - - +5Soak 264 Light Armor Armor- -2 Dex- - N - - +2Soak 265 Composit Armor Armor- -1Dex - - N - - +2Soak 266 Heavy Armor Armor- -3 Dex- - N - - +3Soak 267 Full Plate Armor- -5 Dex- - N - - +5Soak 268 Light Helm Armor- -2Per - - N - - +2vsHead 269 Full Helm Armor- -3Per - - N - - +3vsHead 270 Biker Helmet Armor- -1Per - - N - - +2vsHead 273 ******************************************************
Shields
=============================================================================== Num Name Type Diff Dam Rof Cap Con Ran SH Pool ============================================================================== 274 ********SHEILDS******** 275 Small Sheild Shei 6 - - - N - - Parry 276 Footman's Sheild Shei 6 Mel+1 - - N - - Parry 277 Full Sheild Shei 6 Mel+3 -1Dex - N - - Parry 278 Roman Shield Shei 6 Mel+4 -3Dex - N - - Parry 282 ******************************************************