Bulletproof Blues 4e EN:Equipment: Difference between revisions

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There is no character point cost associated with ordinary equipment and vehicles. However, there may be legal or financial obstacles to obtaining such equipment, even if it's relatively commonplace. All equipment requires periodic maintenance, but this usually happens when it is convenient for the character.
There is no character point cost associated with ordinary equipment and vehicles. However, there may be legal or financial obstacles to obtaining such equipment, even if it's relatively commonplace. All equipment requires periodic maintenance, but this usually happens when it is convenient for the character.


==Special Attack Types==
==Special Weapon Types==


===Area===
===Area===


Area attacks inflict damage to everyone within a certain distance of the target -- everyone within short range (10 m), typically. The attacker rolls once for the attack.
Area attacks inflict damage to everyone within a certain distance of the target -- everyone within 5 meters, typically. The attacker rolls once for the attack.
 
===Auto===
 
A character may attempt to hit a target by spraying the area with multiple shots. This is called "suppressing fire". Suppressing fire inflicts one less damage for each +1 skill bonus on the skill roll. If the attacker chooses to gain a +5 skill bonus, they would inflict 5 less damage if the attack is successful. Only weapons with "auto" in the notes are capable of suppressing fire.
 
<blockquote>
====SIDEBAR: What, no burst fire?====
 
Note that a weapon which fires multiple times per turn, such as a machinegun, usually inflicts more damage than its single-shot equivalent. However, the attack is only resolved once. Whether the damage from an attack is inflicted by one discrete injury or twelve, it's all just one attack. There's no "roll damage three times" mechanic like some game systems have.
</blockquote>


===Blinding===
===Blinding===


A successful blinding attack renders the target unable to see clearly. Normally, a character who can't see incurs a -{{KM4_SKILL_BONUS}} penalty on their Hand-to-hand Combat rolls and defense, a -{{KM4_SKILL_BONUS}} penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -{{KM4_SKILL_BONUS}} penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.
A successful blinding attack renders the target unable to see clearly. Normally, a character who can't see incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their Hand-to-hand Combat rolls and defense, a -{{KM4_STANDARD_BONUS}} skill penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.


To recover from a blinding attack, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + damage rating of the attack. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the blinding attack. If the target has not recovered from the blinding attack by the end of the scene, then they recover from it shortly thereafter.
To recover from a blinding attack, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + damage rating of the attack. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the blinding attack. If the target has not recovered from the blinding attack by the end of the scene, then they recover from it shortly thereafter.


===Stunning===
===Piercing===


Some attacks are normal, but nonlethal. The damage is applied to the target's Endurance rather than to their Health. If a character with zero Endurance is attacked with an attack that inflicts Endurance damage, the damage is treated as Health damage. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.
Damage Resistance, Alteration Resistance, and Mental Resistance are less effective against piercing attacks. The target's resistance against the attack is reduced to one-half of its normal value (rounded down, to a minimum of 1).


===Suppressing Fire===
===Stunning===


Suppressing fire is an attempt to hit a target by spraying the area with multiple shots. Suppressing fire inflicts one less damage for each +1 bonus on the skill roll. If the attacker chooses to gain a +5 bonus, they would inflict 5 less damage if the attack is successful. Only weapons with "auto" in the notes are capable of suppressing fire.
Some attacks are normal, but nonlethal. The damage is applied to the target's Endurance rather than to their Health. If a character with zero Endurance suffers additional Endurance damage from another attack, the additional damage is treated as Health damage. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.


===Terrifying===
===Terrifying===


A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). A cowering character incurs a -{{KM4_SKILL_BONUS}} penalty on their defense, while a fleeing character is granted a +{{KM4_SKILL_BONUS}} bonus to their defense (because they are running).
A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). A cowering character incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their defense, unless they have something to hide behind, which would grant a +{{KM4_STANDARD_BONUS}} skill bonus to their defense. A fleeing character is granted a +{{KM4_STANDARD_BONUS}} skill bonus to their defense, because they are running.


To recover from a terrifying attack, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attack. If the target has Mental Resistance, they may add it to this roll.
To recover from a terrifying attack, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attack. If the target has Mental Resistance, they may add it to this roll.
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==Armor==
==Armor==


Armor provides Damage Resistance against normal damage, but it doesn't help against mental attacks or alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.
Armor provides Damage Resistance (DR) against normal damage, but it doesn't help against mental attacks or alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Armor
|+Table: Armor
|-  
|-
! class="alignleft"|Type
! class="alignleft"|Name
! class="aligncenter"|Damage<br />Resistance
! class="aligncenter"|DR
! class="aligncenter"|Max AGL
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Leather Jacket
| class="alignleft"|Leather jacket
| class="aligncenter"|1
| class="aligncenter"|4
| class="alignleft"|thick leather, not concealable
| class="aligncenter"|9
|-
| class="alignright"|$250
| class="alignleft"|Light Tactical Vest
| class="alignleft"|Not concealable
| class="aligncenter"|1
| class="alignleft"|concealable
|-
| class="alignleft"|Medium Tactical Armor
| class="aligncenter"|2
| class="alignleft"|concealable under outerwear
|-
| class="alignleft"|Heavy Tactical Armor
| class="aligncenter"|3
| class="alignleft"|not concealable
|-
|-
| class="alignleft"|Light Assault Armor
| class="alignleft"|Light tactical armor
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|not concealable
| class="aligncenter"|9
| class="alignright"|$50
| class="alignleft"|Concealable
|-
|-
| class="alignleft"|Medium Assault Armor
| class="alignleft"|Medium tactical armor
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|not concealable
| class="aligncenter"|8
| class="alignright"|$250
| class="alignleft"|Concealable under outerwear
|-
|-
| class="alignleft"|Heavy Assault Armor
| class="alignleft"|Heavy tactical armor
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|not concealable
| class="aligncenter"|7
| class="alignright"|$1,000
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Light Vehicular Armor
| class="alignleft"|Light assault armor
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignleft"|not concealable
| class="aligncenter"|6
| class="alignright"|$2,000
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Medium Vehicular Armor
| class="alignleft"|Medium assault armor
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignleft"|not concealable
| class="aligncenter"|5
| class="alignright"|$6,000
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Heavy Vehicular Armor
| class="alignleft"|Heavy assault armor
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignleft"|not concealable
| class="aligncenter"|4
| class="alignright"|$15,000
| class="alignleft"|Not concealable
|}
 
==Shields==
 
Ballistic shields help characters to divert attacks. A character with a shield gains a +{{KM4_STANDARD_BONUS}} skill bonus to their defense value.
 
Ballistic shields lose effectiveness as they withstand attacks. The first attack against a shield in a scene, it grants its full skill bonus to the character's defense value. The second attack against a shield in a scene, it grants one less than its full skill bonus to the character's defense value. This continues until the skill bonus granted by the shield is reduced to zero. The shield will be restored to full effectiveness after the fight is over, when the character can perform maintenance on it.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Shields
|-
! class="alignleft"|Name
! class="aligncenter"|DV
! class="aligncenter"|Max AGL
! class="alignright"|Cost
! class="alignleft"|Notes
|-
| class="alignleft"|Ballistic shield
| class="aligncenter"|+3
| class="aligncenter"|7
| class="alignright"|
| class="alignleft"|1d6+1 damage, Not concealable
|}
|}


Line 93: Line 130:
Each weapon has an accuracy rating and a damage rating. The accuracy rating is added to the action value of the character using the weapon. The damage rating indicates the dice that are rolled if the attack is successful.
Each weapon has an accuracy rating and a damage rating. The accuracy rating is added to the action value of the character using the weapon. The damage rating indicates the dice that are rolled if the attack is successful.


Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -{{KM4_SKILL_BONUS}} penalty on their attack roll.
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their attack roll.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hand-to-hand weapons
|+Table: Hand-to-hand weapons
|-  
|-
! class="alignleft"|Type
! class="alignleft"|Name
! class="aligncenter"|Accuracy
! class="aligncenter"|Acc
! class="aligncenter"|Damage
! class="alignleft"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Club
| class="alignleft"|Light pole arm
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+1
| class="alignleft"|1d6
| class="alignleft"|
| class="alignright"|
| class="alignleft"|May be thrown
|-
|-
| class="alignleft"|Knife
| class="alignleft"|Light bludgeon
| class="aligncenter"|+1
| class="aligncenter"|+0
| class="aligncenter"|1d6+1
| class="alignleft"|1d6+1
| class="alignleft"|
| class="alignright"|
| class="alignleft"|May inflict stunning
|-
|-
| class="alignleft"|Machete
| class="alignleft"|Light blade
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+1
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|
| class="alignleft"|
|-
|-
| class="alignleft"|Spear
| class="alignleft"|Medium pole arm
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+1
| class="alignleft"|1d6+1
| class="alignleft"|
| class="alignright"|
| class="alignleft"|May be thrown, Two-handed
|-
|-
| class="alignleft"|Staff
| class="alignleft"|Medium bludgeon
| class="aligncenter"|+1
| class="aligncenter"|+0
| class="aligncenter"|1d6+1
| class="alignleft"|1d6+2
| class="alignleft"|two-handed, no sweep attack penalty<sup>1</sup>
| class="alignright"|
|-
| class="alignleft"|May inflict stunning
| class="alignleft"|Whip
| class="aligncenter"|+1
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
|-
| class="alignleft"|Axe
| class="alignleft"|Medium blade
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+2
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|
| class="alignleft"|
|-
|-
| class="alignleft"|Chainsaw
| class="alignleft"|Heavy pole arm
| class="aligncenter"|+1
| class="aligncenter"|1d6+2
| class="alignleft"|two-handed, very loud
|-
| class="alignleft"|Crowbar
| class="aligncenter"|+1
| class="aligncenter"|1d6+2
| class="alignleft"|two-handed
|-
| class="alignleft"|Large Knife
| class="aligncenter"|+1
| class="aligncenter"|1d6+2
| class="alignleft"|
|-
| class="alignleft"|Stun Baton
| class="aligncenter"|+1
| class="aligncenter"|1d6+2
| class="alignleft"|stunning
|-
| class="alignleft"|Sword
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+2
| class="alignleft"|1d6+2
| class="alignleft"|
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Great Sword
| class="alignleft"|Heavy bludgeon
| class="aligncenter"|+1
| class="aligncenter"|+0
| class="aligncenter"|1d6+3
| class="alignleft"|1d6+3
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|May inflict stunning, Two-handed
|-
|-
| class="alignleft"|Great Axe
| class="alignleft"|Heavy blade
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+3
| class="alignleft"|1d6+3
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|Two-handed
|}
|}
#[[Bulletproof_Blues_4e_EN:Actions#Sweep_Attack|Sweep Attack]]


==Short Range Weapons==


Short range weapons are typically useful up to a distance of 10 meters, and they affect a single target. Short range weapons are targeted with and opposed by Ranged Combat (Agility). A successful attack reduces the target's current Health. Damage Resistance is effective against a short range weapon. Short range weapons inflict the damage which exceeds the target's Damage Resistance.
==Ranged Weapons==
 
Ranged weapons are targeted with and opposed by Ranged Combat (Agility). A successful attack reduces the target's current Health. Damage Resistance is effective against a ranged weapon. Ranged weapons inflict the damage which exceeds the target's Damage Resistance.


Each weapon has an accuracy rating and a damage rating. The accuracy rating is added to the action value of the character using the weapon. The damage rating indicates the dice that are rolled if the attack is successful.
Each weapon has an accuracy rating, a damage rating, and a range. The accuracy rating is added to the action value of the character using the weapon. The damage rating indicates the dice that are rolled if the attack is successful. The range is the maximum range at which the weapon is useful.
 
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their attack roll.
 
===Short Range Weapons===


Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -{{KM4_SKILL_BONUS}} penalty on their attack roll.
Short range weapons are typically useful up to a distance of 10 meters. Someone attacking a target beyond this range incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their attack roll.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Short range weapons
|+Table: Short range weapons (10 m)
|-  
|-
! class="alignleft"|Type
! class="alignleft"|Name
! class="aligncenter"|Accuracy
! class="aligncenter"|Acc
! class="aligncenter"|Damage
! class="alignleft"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Light Pistol
| class="alignleft"|Light pole arm
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+1
| class="alignleft"|1d6
| class="alignleft"|easy to conceal
| class="alignright"|
| class="alignleft"|May be used hand-to-hand, Two-handed
|-
| class="alignleft"|Recurve bow
| class="aligncenter"|+0
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Pepper Spray
| class="alignleft"|Light crossbow
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+1
| class="alignleft"|1d6+1
| class="alignleft"|blinding, stunning
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Short Bow
| class="alignleft"|Medium pole arm
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+1
| class="alignleft"|1d6+1
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|May be used hand-to-hand, Two-handed
|-
|-
| class="alignleft"|Compound Bow
| class="alignleft"|Light pistol
| class="aligncenter"|+1
| class="aligncenter"|+0
| class="aligncenter"|1d6+2
| class="alignleft"|1d6
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|
|-
| class="alignleft"|Light submachine gun
| class="aligncenter"|+0
| class="alignleft"|1d6
| class="alignright"|
| class="alignleft"|Auto
|-
|-
| class="alignleft"|Crossbow
| class="alignleft"|Medium pistol
| class="aligncenter"|+1
| class="aligncenter"|+0
| class="aligncenter"|1d6+2
| class="alignleft"|1d6+1
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Pistol
| class="alignleft"|Light shotgun
| class="aligncenter"|+1
| class="aligncenter"|+2
| class="aligncenter"|1d6+2
| class="alignleft"|1d6+1
| class="alignleft"|difficult to conceal
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Target Pistol
| class="alignleft"|Heavy pistol
| class="aligncenter"|+1
| class="aligncenter"|+0
| class="aligncenter"|1d6+2
| class="alignleft"|1d6+2
| class="alignleft"|-{{KM4_SKILL_BONUS}} skill roll penalty if attacker moves
| class="alignright"|
| class="alignleft"|
|-
|-
| class="alignleft"|Taser
| class="alignleft"|Taser
| class="aligncenter"|+1
| class="aligncenter"|+0
| class="aligncenter"|1d6+2
| class="alignleft"|1d6+2
| class="alignleft"|stunning
| class="alignright"|
|-
| class="alignleft"|Stunning
| class="alignleft"|Flamethrower
| class="aligncenter"|+1
| class="aligncenter"|1d6+3
| class="alignleft"|two-handed, area (2 m × 10 m line), terrifying
|-
|-
| class="alignleft"|Fragmentation Grenade
| class="alignleft"|Medium shotgun
| class="aligncenter"|+1
| class="aligncenter"|+2
| class="aligncenter"|1d6+6
| class="alignleft"|1d6+2
| class="alignleft"|area, single use
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Incendiary Grenade
| class="alignleft"|Heavy shotgun
| class="aligncenter"|+1
| class="aligncenter"|+2
| class="aligncenter"|1d6+6
| class="alignleft"|1d6+3
| class="alignleft"|area, terrifying, single use
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Flash Grenade
| class="alignleft"|Hand grenade, concussion
| class="aligncenter"|+1
| class="aligncenter"|+0
| class="aligncenter"|1d6+7
| class="alignleft"|1d6+7
| class="alignleft"|area, blinding, stunning, single use
| class="alignright"|
| class="alignleft"|Area, Stunning
|-
|-
| class="alignleft"|Knockout Gas Grenade
| class="alignleft"|Hand grenade, fragmentation
| class="aligncenter"|+1
| class="aligncenter"|+0
| class="aligncenter"|1d6+7
| class="alignleft"|1d6+2
| class="alignleft"|area, stunning, single use
| class="alignright"|
| class="alignleft"|Area
|-
|-
| class="alignleft"|Smoke Grenade
| class="alignleft"|Flamethrower
| class="aligncenter"|+1
| class="aligncenter"|+0
| class="aligncenter"|*
| class="alignleft"|1d6+3
| class="alignleft"|Darkness<sup>1</sup>, area, single use (lasts 10 rounds)
| class="alignright"|
| class="alignleft"|Area (2 m × 10 m line), Terrifying, Two-handed
|}
|}
#[[Bulletproof_Blues_4e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]]


==Medium Range Weapons==


Medium range weapons are typically useful up to a distance of 100 meters, and they affect a single target. Medium range weapons are targeted with and opposed by Ranged Combat (Agility). A successful attack reduces the target's current Health. Damage Resistance is effective against a medium range weapon. Medium range weapons inflict the damage which exceeds the target's Damage Resistance.
===Medium Range Weapons===


Each weapon has an accuracy rating and a damage rating. The accuracy rating is added to the action value of the character using the weapon. The damage rating indicates the dice that are rolled if the attack is successful.
Medium range weapons are typically useful up to a distance of 100 meters. Someone attacking a target beyond this range incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their attack roll.
 
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -{{KM4_SKILL_BONUS}} penalty on their attack roll.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Medium range weapons
|+Table: Medium range weapons (100 m)
|-  
|-
! class="alignleft"|Type
! class="alignleft"|Name
! class="aligncenter"|Accuracy
! class="aligncenter"|Acc
! class="aligncenter"|Damage
! class="alignleft"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Long Bow
| class="alignleft"|Longbow
| class="aligncenter"|+0
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Two-handed
|-
| class="alignleft"|Heavy crossbow
| class="aligncenter"|+1
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Two-handed
|-
| class="alignleft"|Compound bow
| class="aligncenter"|+0
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Two-handed
|-
| class="alignleft"|Compound crossbow
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+1
| class="alignleft"|1d6+3
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|Two-handed
|-
| class="alignleft"|Medium submachine gun
| class="aligncenter"|+0
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Auto
|-
|-
| class="alignleft"|Assault Rifle
| class="alignleft"|Light rifle
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+2
| class="alignleft"|1d6+1
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Carbine
| class="alignleft"|Light assault rifle
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+2
| class="alignleft"|1d6+1
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|Auto, Two-handed
|-
|-
| class="alignleft"|Shotgun
| class="alignleft"|Heavy submachine gun
| class="aligncenter"|+0
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Auto
|-
| class="alignleft"|Medium rifle
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+2
| class="alignleft"|1d6+2
| class="alignleft"|two-handed, -{{KM4_SKILL_BONUS}} skill roll penalty at short range (10 m)
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Heavy Rifle
| class="alignleft"|Light machinegun
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+3
| class="alignleft"|1d6+2
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|Auto, Two-handed
|-
|-
| class="alignleft"|Machinegun
| class="alignleft"|Medium assault rifle
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+3
| class="alignleft"|1d6+2
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|Auto, Two-handed
|-
|-
| class="alignleft"|Sawed-off Shotgun
| class="alignleft"|Heavy rifle
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+3
| class="alignleft"|1d6+3
| class="alignleft"|two-handed, -{{KM4_SKILL_BONUS}} skill roll penalty beyond short range (10 m)
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Sporting Rifle
| class="alignleft"|Heavy assault rifle
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+3
| class="alignleft"|1d6+3
| class="alignleft"|two-handed, -{{KM4_SKILL_BONUS}} skill roll penalty if attacker moves
| class="alignright"|
| class="alignleft"|Auto, Two-handed
|-
|-
| class="alignleft"|M136 AT4 Anti-tank Weapon
| class="alignleft"|Grenade, concussion
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+6
| class="alignleft"|1d6+7
| class="alignleft"|two-handed, -{{KM4_SKILL_BONUS}} skill roll penalty if attacker moves, single use
| class="alignright"|
| class="alignleft"|Area, Stunning
|-
| class="alignleft"|Grenade, fragmentation
| class="aligncenter"|+1
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Area
|}
|}


==Long Range Weapons==


Long range weapons are typically useful up to a distance of 1 kilometer, and they affect a single target. Long range weapons are targeted with and opposed by Ranged Combat (Agility). A successful attack reduces the target's current Health. Damage Resistance is effective against a long range weapon. Long range weapons inflict the damage which exceeds the target's Damage Resistance.
===Long Range Weapons===


Each weapon has an accuracy rating and a damage rating. The accuracy rating is added to the action value of the character using the weapon. The damage rating indicates the dice that are rolled if the attack is successful.
Long range weapons are typically useful up to a distance of 1 kilometer. Someone attacking a target beyond this range incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their attack roll.
 
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -{{KM4_SKILL_BONUS}} penalty on their attack roll.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Long range weapons
|+Table: Long range weapons (1 km)
|-  
|-
! class="alignleft"|Type
! class="alignleft"|Name
! class="aligncenter"|Accuracy
! class="aligncenter"|Acc
! class="aligncenter"|Damage
! class="alignleft"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Heavy Machinegun
| class="alignleft"|Sniper rifle
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+3
| class="alignleft"|1d6+3
| class="alignleft"|two-handed
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Sniper Rifle
| class="alignleft"|Medium machinegun
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+3
| class="alignleft"|1d6+3
| class="alignleft"|two-handed, -{{KM4_SKILL_BONUS}} skill roll penalty if attacker moves
| class="alignright"|
| class="alignleft"|Auto, Crew 2, Two-handed
|-
|-
| class="alignleft"|Light Cannon
| class="alignleft"|Light cannon
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+4
| class="alignleft"|1d6+4
| class="alignleft"|two-handed, vehicle mounted, fires every other round
| class="alignright"|
| class="alignleft"|Fires every other round, Two-handed, Vehicle mounted
|-
|-
| class="alignleft"|Heavy Cannon
| class="alignleft"|Heavy machinegun
| class="aligncenter"|+1
| class="aligncenter"|+1
| class="aligncenter"|1d6+5
| class="alignleft"|1d6+4
| class="alignleft"|two-handed, vehicle mounted, fires every other round
| class="alignright"|
| class="alignleft"|Auto, Crew 2, Two-handed
|-
| class="alignleft"|Heavy cannon
| class="aligncenter"|+1
| class="alignleft"|1d6+5
| class="alignright"|
| class="alignleft"|Crew 2, Fires every other round, Two-handed, Vehicle mounted
|}
|}


==Other Equipment==
==Other Equipment==


Equipment grants a bonus equal to its rating to the relevant rolls of the character using it. Simple or multipurpose equipment, such as a Swiss army knife, generally has a rating of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a rating of 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a rating of 3.
Other equipment has an action value rating. The action value rating is added to the relevant skills of the character using it. Simple or multipurpose equipment, such as a Swiss army knife, generally has an AV rating of +1. Ordinary equipment, such as a reasonably complete box of tools, would have an AV rating of +2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have an AV rating of +3.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Tools
|-
! class="alignleft"|Type
! class="aligncenter"|Rating
! class="alignleft"|Notes
|-
| class="alignleft"|Binoculars, Mini
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Binoculars, Professional
| class="aligncenter"|3
| class="alignleft"|
|-
| class="alignleft"|Binoculars, Typical
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Camera, Mini
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Camera, Professional
| class="aligncenter"|3
| class="alignleft"|
|-
| class="alignleft"|Camera, Typical
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Cell Phone
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Commlink
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Concealed Microphone
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Covert Surveillance Device
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Covert Tracking Device
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Doctor's Bag
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Field Radio
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Flashlight
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Gas Mask
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|GPS
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Gunsmith Kit
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Handcuffs
| class="aligncenter"|3
| class="alignleft"|DV 15 to pick lock, resistance 6 to break
|-
| class="alignleft"|Laptop
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Lockpick Gun
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Lockpick Set, Mini
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Lockpick Set, Professional
| class="aligncenter"|3
| class="alignleft"|
|-
| class="alignleft"|Lockpick Set, Typical
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Machine Shop
| class="aligncenter"|3
| class="alignleft"|
|-
| class="alignleft"|Mechanic's Tools
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Motorcycle Goggles
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Multi-tool
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Nightvision Goggles
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Radio
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Recorder, Mini
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Recorder, Professional
| class="aligncenter"|3
| class="alignleft"|
|-
| class="alignleft"|Recorder, Typical
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Scientific Calculator
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Scuba Gear
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Scuba Tank, Mini
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Slide Rule
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Snorkel
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Surgical Theatre
| class="aligncenter"|3
| class="alignleft"|
|-
| class="alignleft"|Swiss Army Knife
| class="aligncenter"|1
| class="alignleft"|
|}


==Vehicles==
==Vehicles==
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|-  
|-  
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Damage<br />Resistance
! class="aligncenter"|DR
! class="alignleft"|Health
! class="alignleft"|Health
! class="alignleft"|Top Speed
! class="alignleft"|Top Speed
Line 592: Line 525:
|-  
|-  
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Damage<br />Resistance
! class="aligncenter"|DR
! class="alignleft"|Health
! class="alignleft"|Health
! class="alignleft"|Top Speed
! class="alignleft"|Top Speed
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|-  
|-  
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Damage<br />Resistance
! class="aligncenter"|DR
! class="alignleft"|Health
! class="alignleft"|Health
! class="alignleft"|Top Speed
! class="alignleft"|Top Speed
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|-  
|-  
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Damage<br />Resistance
! class="aligncenter"|DR
! class="alignleft"|Health
! class="alignleft"|Health
! class="alignleft"|Top Speed
! class="alignleft"|Top Speed

Latest revision as of 11:00, 3 April 2024

Arrow up 16x16.png Contents

Characters use equipment to make their efforts more successful. Equipment makes it easier to pick a lock, repair a vehicle, hack a computer, hurt someone, or resist being hurt. Unless otherwise noted, equipment has a rating of 1, adding 1 to the character's skill roll or defense.

There is no character point cost associated with ordinary equipment and vehicles. However, there may be legal or financial obstacles to obtaining such equipment, even if it's relatively commonplace. All equipment requires periodic maintenance, but this usually happens when it is convenient for the character.

Special Weapon Types

Area

Area attacks inflict damage to everyone within a certain distance of the target -- everyone within 5 meters, typically. The attacker rolls once for the attack.

Auto

A character may attempt to hit a target by spraying the area with multiple shots. This is called "suppressing fire". Suppressing fire inflicts one less damage for each +1 skill bonus on the skill roll. If the attacker chooses to gain a +5 skill bonus, they would inflict 5 less damage if the attack is successful. Only weapons with "auto" in the notes are capable of suppressing fire.

SIDEBAR: What, no burst fire?

Note that a weapon which fires multiple times per turn, such as a machinegun, usually inflicts more damage than its single-shot equivalent. However, the attack is only resolved once. Whether the damage from an attack is inflicted by one discrete injury or twelve, it's all just one attack. There's no "roll damage three times" mechanic like some game systems have.

Blinding

A successful blinding attack renders the target unable to see clearly. Normally, a character who can't see incurs a -3 skill penalty on their Hand-to-hand Combat rolls and defense, a -3 skill penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -3 skill penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.

To recover from a blinding attack, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + damage rating of the attack. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the blinding attack. If the target has not recovered from the blinding attack by the end of the scene, then they recover from it shortly thereafter.

Piercing

Damage Resistance, Alteration Resistance, and Mental Resistance are less effective against piercing attacks. The target's resistance against the attack is reduced to one-half of its normal value (rounded down, to a minimum of 1).

Stunning

Some attacks are normal, but nonlethal. The damage is applied to the target's Endurance rather than to their Health. If a character with zero Endurance suffers additional Endurance damage from another attack, the additional damage is treated as Health damage. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.

Terrifying

A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). A cowering character incurs a -3 skill penalty on their defense, unless they have something to hide behind, which would grant a +3 skill bonus to their defense. A fleeing character is granted a +3 skill bonus to their defense, because they are running.

To recover from a terrifying attack, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attack. If the target has Mental Resistance, they may add it to this roll.

If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.

Armor

Armor provides Damage Resistance (DR) against normal damage, but it doesn't help against mental attacks or alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.


Table: Armor
Name DR Max AGL Cost Notes
Leather jacket 4 9 $250 Not concealable
Light tactical armor 4 9 $50 Concealable
Medium tactical armor 5 8 $250 Concealable under outerwear
Heavy tactical armor 6 7 $1,000 Not concealable
Light assault armor 7 6 $2,000 Not concealable
Medium assault armor 8 5 $6,000 Not concealable
Heavy assault armor 9 4 $15,000 Not concealable

Shields

Ballistic shields help characters to divert attacks. A character with a shield gains a +3 skill bonus to their defense value.

Ballistic shields lose effectiveness as they withstand attacks. The first attack against a shield in a scene, it grants its full skill bonus to the character's defense value. The second attack against a shield in a scene, it grants one less than its full skill bonus to the character's defense value. This continues until the skill bonus granted by the shield is reduced to zero. The shield will be restored to full effectiveness after the fight is over, when the character can perform maintenance on it.


Table: Shields
Name DV Max AGL Cost Notes
Ballistic shield +3 7 1d6+1 damage, Not concealable

Hand-to-hand Weapons

Hand-to-hand weapons are typically useful up to a distance of one meter, and they affect a single target. Hand-to-hand weapons are targeted with and opposed by Hand-to-hand Combat (Brawn). A successful attack reduces the target's current Health. Damage Resistance is effective against a hand-to-hand weapon. Hand-to-hand weapons inflict the damage which exceeds the target's Damage Resistance.

Each weapon has an accuracy rating and a damage rating. The accuracy rating is added to the action value of the character using the weapon. The damage rating indicates the dice that are rolled if the attack is successful.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -3 skill penalty on their attack roll.


Table: Hand-to-hand weapons
Name Acc Damage Cost Notes
Light pole arm +1 1d6 May be thrown
Light bludgeon +0 1d6+1 May inflict stunning
Light blade +1 1d6+1
Medium pole arm +1 1d6+1 May be thrown, Two-handed
Medium bludgeon +0 1d6+2 May inflict stunning
Medium blade +1 1d6+2
Heavy pole arm +1 1d6+2 Two-handed
Heavy bludgeon +0 1d6+3 May inflict stunning, Two-handed
Heavy blade +1 1d6+3 Two-handed


Ranged Weapons

Ranged weapons are targeted with and opposed by Ranged Combat (Agility). A successful attack reduces the target's current Health. Damage Resistance is effective against a ranged weapon. Ranged weapons inflict the damage which exceeds the target's Damage Resistance.

Each weapon has an accuracy rating, a damage rating, and a range. The accuracy rating is added to the action value of the character using the weapon. The damage rating indicates the dice that are rolled if the attack is successful. The range is the maximum range at which the weapon is useful.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -3 skill penalty on their attack roll.

Short Range Weapons

Short range weapons are typically useful up to a distance of 10 meters. Someone attacking a target beyond this range incurs a -3 skill penalty on their attack roll.


Table: Short range weapons (10 m)
Name Acc Damage Cost Notes
Light pole arm +1 1d6 May be used hand-to-hand, Two-handed
Recurve bow +0 1d6+1 Two-handed
Light crossbow +1 1d6+1 Two-handed
Medium pole arm +1 1d6+1 May be used hand-to-hand, Two-handed
Light pistol +0 1d6
Light submachine gun +0 1d6 Auto
Medium pistol +0 1d6+1
Light shotgun +2 1d6+1 Two-handed
Heavy pistol +0 1d6+2
Taser +0 1d6+2 Stunning
Medium shotgun +2 1d6+2 Two-handed
Heavy shotgun +2 1d6+3 Two-handed
Hand grenade, concussion +0 1d6+7 Area, Stunning
Hand grenade, fragmentation +0 1d6+2 Area
Flamethrower +0 1d6+3 Area (2 m × 10 m line), Terrifying, Two-handed


Medium Range Weapons

Medium range weapons are typically useful up to a distance of 100 meters. Someone attacking a target beyond this range incurs a -3 skill penalty on their attack roll.


Table: Medium range weapons (100 m)
Name Acc Damage Cost Notes
Longbow +0 1d6+2 Two-handed
Heavy crossbow +1 1d6+2 Two-handed
Compound bow +0 1d6+3 Two-handed
Compound crossbow +1 1d6+3 Two-handed
Medium submachine gun +0 1d6+1 Auto
Light rifle +1 1d6+1 Two-handed
Light assault rifle +1 1d6+1 Auto, Two-handed
Heavy submachine gun +0 1d6+2 Auto
Medium rifle +1 1d6+2 Two-handed
Light machinegun +1 1d6+2 Auto, Two-handed
Medium assault rifle +1 1d6+2 Auto, Two-handed
Heavy rifle +1 1d6+3 Two-handed
Heavy assault rifle +1 1d6+3 Auto, Two-handed
Grenade, concussion +1 1d6+7 Area, Stunning
Grenade, fragmentation +1 1d6+2 Area


Long Range Weapons

Long range weapons are typically useful up to a distance of 1 kilometer. Someone attacking a target beyond this range incurs a -3 skill penalty on their attack roll.


Table: Long range weapons (1 km)
Name Acc Damage Cost Notes
Sniper rifle +1 1d6+3 Two-handed
Medium machinegun +1 1d6+3 Auto, Crew 2, Two-handed
Light cannon +1 1d6+4 Fires every other round, Two-handed, Vehicle mounted
Heavy machinegun +1 1d6+4 Auto, Crew 2, Two-handed
Heavy cannon +1 1d6+5 Crew 2, Fires every other round, Two-handed, Vehicle mounted


Other Equipment

Other equipment has an action value rating. The action value rating is added to the relevant skills of the character using it. Simple or multipurpose equipment, such as a Swiss army knife, generally has an AV rating of +1. Ordinary equipment, such as a reasonably complete box of tools, would have an AV rating of +2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have an AV rating of +3.

Vehicles

A character with special vehicles should usually buy them using a power, such as Flight, or with the Vehicles gift. However, any character with the appropriate background could conceivably own and drive ordinary vehicles. As with weapons, ordinary vehicles are unreliable and require periodic maintenance.

Air

Table: Air vehicles
Name DR Health Top Speed
Corporate Jet 6 6 800 km/h
Private Plane 6 6 420 km/h
Military Jet 6 12 1,600 km/h
Passenger Jet 6 7 800 km/h
Dirigible 4 6 130 km/h
Civilian Helicopter 5 6 260 km/h
Military Helicopter 8 12 480 km/h


Street

Table: Street vehicles
Name DR Health Top Speed
Mini 5 6 160 km/h
Sports Car 5 6 260 km/h
Bus 6 7 120 km/h
Police Car 6 7 225 km/h
Recreational Vehicle 6 7 130 km/h
Sedan 5 8 210 km/h
Surveillance Van 6 7 180 km/h
Fire Truck 6 8 130 km/h
Minivan 7 8 190 km/h
Truck Tractor 7 9 160 km/h
SWAT Van 8 9 180 km/h
Armored Car 9 9 105 km/h
Security Limo 9 10 180 km/h


Off-road

Table: Off-road vehicles
Name DR Health Top Speed
Motorcycle 5 1 260 km/h
Pickup Truck 6 8 180 km/h
Bulldozer 6 9 11 km/h
Heavy Truck 7 9 160 km/h
Snow Cat 9 6 40 km/h
Snowmobile 9 2 160 km/h
Main Battle Tank 9 16 75 km/h


Water

Table: Water vehicles
Name DR Health Top Speed
Jet Ski 5 3 50 km/h
Fishing Boat 5 7 40 km/h
Patrol Boat 6 9 75 km/h
Go-fast Boat 5 7 150 km/h
Battleship 8 15 65 km/h
Destroyer 8 15 80 km/h
Aircraft Carrier 8 14 65 km/h