Kalos Mechanism 4e EN:Equipment: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=Kalos_Mechanism_4e_EN:Contents]] [[Kalos_Mechanism_4e_EN:Contents|Contents]]
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Characters use equipment to make their efforts more successful. Equipment is rated by its effectiveness and complexity, from Equipment Level 1 to Equipment Level 5. Simple or multipurpose equipment, such as a Swiss army knife, generally has an Equipment Level of 1. Ordinary equipment, such as a reasonably complete box of tools, has an Equipment Level of 3. Special-purpose or very high quality equipment, such as a complete surgical theatre, has an Equipment Level of 5. When the character attempts a task, the character may '''add their Equipment Level''' to their Action Value, but only '''up to their skill level'''.
Characters use equipment to make their efforts more successful. Equipment is rated by its effectiveness and complexity, from Equipment Level 1 to Equipment Level 5. The effective '''Power Level of a piece of equipment is its Equipment Level'''.


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.


Most of these items are generic: rename them and adjust the details as you and the GM see fit.
{{Quotation|'''If this were a full game:''' We have provided a few examples for various eras below. Most of these items are generic. In your game, you would curate these lists to fit your setting.}}


==Armor==
==Armor==


The '''Damage Resistance (DR)''' provided by armor is equal to its '''Equipment Level +{{KM4_SKILL_BONUS}}'''. For example, Equipment Level 2 armor grants 5 points of Damage Resistance (2 + {{KM4_SKILL_BONUS}} = 5). If the character has more than one source of Damage Resistance, '''only the highest value applies'''.
The '''Damage Resistance (DR)''' provided by armor is equal to its '''Equipment Level'''. For example, Equipment Level 2 armor grants 2 points of Damage Resistance. If the character has more than one source of Damage Resistance, '''only the highest value applies'''.


Armor does not normally provide Alteration Resistance or Mental Resistance.


<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Armor
|+Table: Armor, Fantasy
|-
|-
! class="alignleft"|Name
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|DR
! class="alignleft"|Notes
|-
| class="alignleft"|Padded Armor
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Gambeson, Quilted, etc.
|-
| class="alignleft"|Leather Armor
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Cuirboulli, Studded Leather, etc.
|-
| class="alignleft"|Chain Mail
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Scale Armor, Lamellar, etc.
|-
| class="alignleft"|Full Plate
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Field Plate, etc.
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
 
 
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Armor, Modern
|-
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|Level
! class="aligncenter"|DR
! class="aligncenter"|DR
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Industrial PPE
| class="alignleft"|Industrial PPE
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|4
| class="aligncenter"|1
| class="alignright"|--
| class="alignleft"|
| class="alignleft"|Encrypted Radio
|-
|-
| class="alignleft"|Light Tactical Armor
| class="alignleft"|Light Tactical Armor
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|4
| class="aligncenter"|1
| class="alignright"|1,600 Cr
| class="alignleft"|
| class="alignleft"|Encrypted Radio, Night Vision
|-
|-
| class="alignleft"|Heavy Tactical Armor
| class="alignleft"|Heavy Tactical Armor
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|5
| class="aligncenter"|2
| class="alignright"|2,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Encrypted Radio, Night Vision
|-
|-
| class="alignleft"|Light Assault Armor
| class="alignleft"|Assault Armor
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|6
| class="alignright"|4,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Encrypted Radio, Night Vision
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Armor, Science Fiction
|-
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|DR
! class="alignleft"|Notes
|-
| class="alignleft"|Pilot Jacket
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Encrypted Radio
|-
|-
| class="alignleft"|Heavy Assault Armor
| class="alignleft"|Exploration Suit
| class="aligncenter"|4
| class="aligncenter"|1
| class="aligncenter"|7
| class="aligncenter"|1
| class="alignright"|8,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Encrypted Radio, Night Vision
|-
|-
| class="alignleft"|Blast Armor
| class="alignleft"|Combat Armor
| class="aligncenter"|5
| class="aligncenter"|2
| class="aligncenter"|8
| class="aligncenter"|2
| class="alignright"|16,000 Cr
| class="alignleft"|Encrypted Radio, Night Vision
|-
| class="alignleft"|Battle Armor
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Encrypted Radio, Night Vision
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


==Shields==


Armor does not normally provide Alteration Resistance or Mental Resistance. However, it is common for armor to integrate one or more field kits ([[Kalos_Mechanism_4e_EN:Equipment#Field_Kits|see below]]), communications gear, environmental adaptation, and so on. The effective '''Power Level of a piece of equipment is its Equipment Level'''.
The character receives a '''Defense Value (DV) bonus equal to the Equipment Level''' of their shield. If the character has more than one Defense Value bonus, '''only the highest DV bonus applies'''. Shields do not normally provide a Defense Value (DV) bonus to mental attacks.




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Armor Enhancements
|+Table: Shields, Fantasy
|-
|-
! class="alignleft"|Name
! class="alignleft"|Item
! class="alignright"|Cost
! class="aligncenter"|Level
! class="aligncenter"|DV Bonus
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Environmental
| class="alignleft"|Buckler
| class="alignright"|300 Cr
| class="aligncenter"|1
| class="alignleft"|Environmental Immunity
| class="aligncenter"|1
| class="alignleft"|
|-
|-
| class="alignleft"|Extreme Cold Environmental
| class="alignleft"|Wooden Shield
| class="alignright"|600 Cr
| class="aligncenter"|1
| class="alignleft"|Environmental Immunity, Cold Immunity
| class="aligncenter"|1
| class="alignleft"|
|-
|-
| class="alignleft"|Extreme Heat Environmental
| class="alignleft"|Metal Shield
| class="alignright"|600 Cr
| class="aligncenter"|2
| class="alignleft"|Environmental Immunity, Heat Immunity
| class="aligncenter"|2
| class="alignleft"|
|-
|-
| class="alignleft"|Field Kit
| class="alignleft"|Tower Shield
| class="alignright"|Varies
| class="aligncenter"|3
| class="alignleft"|see Field Kits, below
| class="aligncenter"|3
|-
| class="alignleft"|
| class="alignleft"|Grav Boots
| class="alignright"|300 Cr
| class="alignleft"|Clinging
|-
| class="alignleft"|Sentry Suite
| class="alignright"|300 Cr
| class="alignleft"|Ambient Awareness
|-
| class="alignleft"|Strength Augmentation
| class="alignright"|1,200 Cr
| class="alignleft"|Strike, Super Lifting
|-
| class="alignleft"|Thrusters
| class="alignright"|600 Cr
| class="alignleft"|Flight
|-
| class="alignleft"|Toxic Environmental
| class="alignright"|1,500 Cr
| class="alignleft"|Environmental Immunity, Alteration Resistance
|}
|}
 
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
==Shields==
 
The character receives a '''Damage Resistance (DR) bonus equal to the Equipment Level''' of their shield. If the character has more than one Damage Resistance bonus, '''only the highest value applies'''. Shields do not normally provide Alteration Resistance or Mental Resistance.
 
{{Quotation|'''Expert Tip:''' If the first attack penetrates your shield, run away.}}
 
Shields lose effectiveness as they withstand attacks. The shield grants its '''full Damage Resistance (DR) bonus against the first successful attack''' in a scene. The '''second attack''' in a scene, the shield grants '''one less than its full DR bonus'''. This continues until the DR bonus granted by the shield is '''reduced to zero'''. The shield will be restored to full effectiveness after the fight is over, whether from being repaired, recharged, or what have you.




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Shields
|+Table: Shields, Modern
|-
|-
! class="alignleft"|Name
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|Level
! class="aligncenter"|DR Bonus
! class="aligncenter"|DV Bonus
! class="alignright"|Cost
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Safety Shield
| class="alignleft"|Safety Shield
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|400 Cr
| class="alignleft"|
|-
|-
| class="alignleft"|Light Tactical Shield
| class="alignleft"|Light Tactical Shield
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|800 Cr
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Tactical Shield
| class="alignleft"|Heavy Tactical Shield
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|1,600 Cr
| class="alignleft"|
|-
|-
| class="alignleft"|Light Assault Shield
| class="alignleft"|Blast Shield
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|2,000 Cr
| class="alignleft"|
|-
| class="alignleft"|Heavy Assault Shield
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|4,000 Cr
|-
| class="alignleft"|Blast Shield
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|8,000 Cr
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->




It is uncommon for shields to have further enhancements, but it is possible. The effective '''Power Level of a piece of equipment is its Equipment Level'''.
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Shield Enhancements
|+Table: Shields, Science Fiction
|-
|-
! class="alignleft"|Name
! class="alignleft"|Item
! class="alignright"|Cost
! class="aligncenter"|Level
! class="aligncenter"|DV Bonus
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Environmental
| class="alignleft"|Safety Shield
| class="alignright"|600 Cr
| class="aligncenter"|1
| class="alignleft"|Environmental Immunity
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Exploration Shield
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|
|-
|-
| class="alignleft"|Riot Charge
| class="alignleft"|Light Deflector Shield
| class="alignright"|1,200 Cr
| class="aligncenter"|2
| class="alignleft"|Damaging Aura
| class="aligncenter"|2
| class="alignleft"|
|-
|-
| class="alignleft"|Spikes
| class="alignleft"|Heavy Deflector Shield
| class="alignright"|300 Cr
| class="aligncenter"|3
| class="alignleft"|Damaging Aura
| class="aligncenter"|3
| class="alignleft"|Environmental Immunity
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


==Hand-to-hand Weapons==
==Hand-to-hand Weapons==


Hand-to-hand weapons are typically useful up to a distance of one meter, and they affect a single target. Making a hand-to-hand attack requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. When making a weapon attack roll, the character may add their Equipment Level to their Action Value, but only up to their skill level.  
A hand-to-hand weapon's '''damage is equal to 1d6 + its Equipment Level'''. Hand-to-hand weapons are typically useful up to a distance of one meter, and they affect a single target.  
 
Making a hand-to-hand attack requires a successful '''Hand-to-hand Combat roll against {{KM4_DV_BASE}} + Hand-to-hand Combat''' of the target. (With the GM's permission, the target may base their hand-to-hand Defense Value on their Athletics, instead.) The attacker receives an '''Attack Value (AV) bonus equal to the Equipment Level''' of their weapon. If the attacker has more than one Attack Value bonus, '''only the highest AV bonus applies'''.
 
If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon ('''1d6 + Equipment Level'''). A successful attack '''reduces the target's current Health'''. The target's Damage Resistance is deducted from the points of damage.


If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon ('''1d6 + Equipment Level'''). A successful attack '''reduces the target's current Health'''. The target's resistance Damage Resistance is deducted from the points of damage.
In general, concealed hand-to-hand weapons can be found with a '''moderately difficult (DV {{KM4_DV_MODERATE}}) Investigation roll'''. However, this can vary a great deal, depending on the style of game and the design of the weapon.




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hand-to-hand Weapons
|+Table: Hand-to-hand Weapons, Fantasy
|-
|-
! class="alignleft"|Name
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|Level
! class="aligncenter"|AV Bonus
! class="aligncenter"|Damage
! class="aligncenter"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
|-
| class="alignleft"|Improvised Weapon
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
|-
| class="alignleft"|Simple Weapon
| class="alignleft"|Small Axe/Blade/Club
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6 + 1
| class="aligncenter"|1
| class="alignright"|--
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
|-
| class="alignleft"|Light Tactical Blade/Club
| class="alignleft"|Large Axe/Blade/Club
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6 + 2
| class="aligncenter"|1d6+2
| class="alignright"|40 Cr
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Tactical Blade/Club
| class="alignleft"|War Axe/Blade/Club
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6 + 3
| class="aligncenter"|1d6+3
| class="alignright"|120 Cr
| class="alignleft"|
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
 
 
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hand-to-hand Weapons, Modern
|-
|-
| class="alignleft"|Light Assault Blade/Club
! class="alignleft"|Item
| class="aligncenter"|4
! class="aligncenter"|Level
| class="aligncenter"|1d6 + 4
! class="aligncenter"|AV Bonus
| class="alignright"|400 Cr
! class="aligncenter"|Damage
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Heavy Assault Blade/Club
| class="alignleft"|Improvised Weapon
| class="aligncenter"|5
| class="aligncenter"|1
| class="aligncenter"|1d6 + 5
| class="aligncenter"|1
| class="alignright"|1,200 Cr
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
| class="alignleft"|Light Axe/Blade/Baton
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
| class="alignleft"|Combat Axe/Blade/Baton
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignleft"|
|-
| class="alignleft"|Battle Axe/Blade/Baton
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignleft"|
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->




There are a bewildering number of weapon enhancements; a few are listed below. The effective '''Power Level of a weapon is its Equipment Level'''.
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hand-to-hand weapon enhancements
|+Table: Hand-to-hand Weapons, Science Fiction
|-
|-
! class="alignleft"|Name
! class="alignleft"|Item
! class="aligncenter"|Cost
! class="aligncenter"|Level
! class="aligncenter"|AV Bonus
! class="aligncenter"|Damage
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|ATP Suppressor
| class="alignleft"|Improvised Weapon
| class="alignright"|2,400 Cr
| class="aligncenter"|1
| class="alignleft"|[[Kalos_Mechanism_4e_EN:Powers#Brawn_Drain|Brawn Drain]]
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
| class="alignleft"|Light Axe/Blade/Baton
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
|-
| class="alignleft"|Impact Flash
| class="alignleft"|Combat Axe/Blade/Baton
| class="alignright"|1,200 Cr
| class="aligncenter"|2
| class="alignleft"|[[Kalos_Mechanism_4e_EN:Powers#Dazzle|Dazzle]]
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignleft"|
|-
|-
| class="alignleft"|Monomolecular Edge
| class="alignleft"|Battle Axe/Blade/Baton
| class="alignright"|4,800 Cr
| class="aligncenter"|3
| class="alignleft"|Weapon is a [[Kalos_Mechanism_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; illegal
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignleft"|
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->




The above system is intended to make it easy to gear up your character. However, the GM can make up custom weapons, if they want to. Here is an example of how one might do that: psiblades.
==Ranged Weapons==


===Psiblades===
A ranged weapon's '''damage is equal to 1d6 + its Equipment Level'''. Ranged weapons are typically useful up to a distance based on the weapon's type, and they affect a single target. Attacking a target '''beyond a weapon's short range''' incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''.


Psiblades (also known as laser swords, star blades, sun swords, and so on) are hand-to-hand weapons which project a beam of energy approximately 9mm in diameter and from 50 cm to 150 cm long. When deactivated, a '''psiblade''' appears as a cylinder 25 to 30 cm long. A '''psistaff''' is two psiblades attached at their bases. When deactivated, a psistaff appears as a cylinder 30 to 60 cm long (shorter psistaves typically extend in length to 50-60 cm when activated). Because psiblades are usually handcrafted by the wielder, no two are alike. They may be ornate works of art or unadorned tools.
Making a ranged attack requires a successful '''Ranged Combat roll against {{KM4_DV_BASE}} + Ranged Combat''' of the target. (With the GM's permission, the target may base their hand-to-hand Defense Value on their Athletics, instead.) The attacker receives an '''Attack Value (AV) bonus equal to the Equipment Level''' of their weapon. If the attacker has more than one Attack Value bonus, '''only the highest AV bonus applies'''.


Psiblades are dangerous to those without the power of [[Kalos_Mechanism_4e_EN:Powers#Danger_Sense|Danger Sense]]. If a '''character without Danger Sense fails an attack''' roll with a psiblade or psistaff, '''they strike themselves''' with the blade, and must roll damage as usual.
If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon ('''1d6 + Equipment Level'''). A successful attack '''reduces the target's current Health'''. The target's Damage Resistance is deducted from the points of damage.


A '''psilance''' is a psiblade on a long spear-like handle. Psilances are less maneuverable than psiblades and psistaves, and much less concealable, but are safer to wield. A character without Danger Sense who fails an attack roll with a psilance does not hit themselves with it.
In general, concealed ranged weapons are easy to find: anyone will find the item with a '''routine search'''. However, this can vary a great deal, depending on the style of game and the design of the weapon.


The energy blade of a psiblade is a '''[[Kalos_Mechanism_4e_EN:Actions#Piercing_Attacks|piercing attack]]'''.
Energy weapons usually have a "[[Kalos_Mechanism_4e_EN:Actions#Stunning_Attacks|stun]]" setting. It is safe to assume that an energy weapon has such a setting, even if the user ignores it.




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Psiblades
|+Table: Ranged Weapons, Fantasy
|-
|-
! class="alignleft"|Name
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|Level
! class="aligncenter"|AV Bonus
! class="aligncenter"|Damage
! class="aligncenter"|Damage
! class="alignright"|Range
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Psiblade
| class="alignleft"|Crude Thrown Axe/Blade/Projectile
| class="aligncenter"|5
| class="aligncenter"|1
| class="aligncenter"|1d6 + 5
| class="aligncenter"|1
| class="alignleft"|Weapon is a [[Kalos_Mechanism_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; legality varies
| class="aligncenter"|1d6+1
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Psistaff
| class="alignleft"|Crude Hand Crossbow/Javelin/Spear
| class="aligncenter"|5
| class="aligncenter"|1
| class="aligncenter"|1d6 + 5
| class="aligncenter"|1
| class="alignleft"|Weapon is a [[Kalos_Mechanism_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; legality varies
| class="aligncenter"|1d6+1
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
| class="alignleft"|Crude Bow/Crossbow
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
| class="alignleft"|Light Thrown Axe/Blade/Projectile
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
| class="alignleft"|Light Hand Crossbow/Javelin/Spear
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
| class="alignleft"|Light Bow/Crossbow
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
| class="alignleft"|Heavy Thrown Axe/Blade/Projectile
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
| class="alignleft"|Heavy Hand Crossbow/Javelin/Spear
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
| class="alignleft"|Heavy Bow/Crossbow
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
| class="alignleft"|War Thrown Axe/Blade/Projectile
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Psilance
| class="alignleft"|War Hand Crossbow/Javelin/Spear
| class="aligncenter"|5
| class="aligncenter"|3
| class="aligncenter"|1d6 + 5
| class="aligncenter"|3
| class="alignleft"|Weapon is a [[Kalos_Mechanism_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; legality varies
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
| class="alignleft"|War Bow/Crossbow
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|20 m/120 m
| class="alignleft"|
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->




The energy blade of a psiblade is white when the weapon is first constructed, but it gradually changes hue based on the temperament of the user. Once this color is established, after a hundred hours or so of use, it '''does not change thereafter''', even if the user or their temperament does.
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Ranged Weapons, Modern
|-
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|AV Bonus
! class="aligncenter"|Damage
! class="alignright"|Range
! class="alignleft"|Notes
|-
| class="alignleft"|Survival Pistol
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
| class="alignleft"|Survival Carbine
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
| class="alignleft"|Survival Rifle
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
| class="alignleft"|Light Pistol
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
| class="alignleft"|Light Carbine
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
| class="alignleft"|Light Rifle
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
| class="alignleft"|Combat Pistol
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
| class="alignleft"|Combat Carbine
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
| class="alignleft"|Combat Rifle
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
| class="alignleft"|Battle Pistol
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
| class="alignleft"|Battle Carbine
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
| class="alignleft"|Battle Rifle
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|20 m/120 m
| class="alignleft"|
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Psiblade colors
|+Table: Ranged Weapons, Science Fiction
|-
! class="alignleft"|Color
! class="alignleft"|Temperament
|-
|-
| class="alignleft"|Red
! class="alignleft"|Item
| class="alignleft"|In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.
! class="aligncenter"|Level
! class="aligncenter"|AV Bonus
! class="aligncenter"|Damage
! class="alignright"|Range
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Orange
| class="alignleft"|Exploration Blaster Pistol
| class="alignleft"|In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Yellow
| class="alignleft"|Exploration Blaster Carbine
| class="alignleft"|Indicates optimism, and easy-going nature, inspiration, and intelligence.
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
|-
| class="alignleft"|Green
| class="alignleft"|Exploration Blaster Rifle
| class="alignleft"|Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
|-
| class="alignleft"|Turquoise
| class="alignleft"|Light Blaster Pistol
| class="alignleft"|Indicates a sensitive, compassionate nature, that of a healer or a counselor.
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Blue
| class="alignleft"|Light Blaster Carbine
| class="alignleft"|Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
|-
| class="alignleft"|Indigo
| class="alignleft"|Light Blaster Rifle
| class="alignleft"|Indicates a wielder of deep feeling, someone of profound intuition and sensitivity.
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
|-
| class="alignleft"|Violet
| class="alignleft"|Combat Blaster Pistol
| class="alignleft"|Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Lavender
| class="alignleft"|Combat Blaster Carbine
| class="alignleft"|Indicates a wielder of great vision and imagination.
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
| class="alignleft"|Combat Blaster Rifle
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
| class="alignleft"|Battle Blaster Pistol
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
| class="alignleft"|Battle Blaster Carbine
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
| class="alignleft"|Battle Blaster Rifle
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|20 m/120 m
| class="alignleft"|
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


==Ranged Weapons==


Making a ranged attack requires a successful '''Agility + Ranged Combat roll''' against 8 + Agility + Ranged Combat of the target. A successful attack '''reduces the target's current Health'''. Damage Resistance is effective against a ranged weapon. The target takes the '''points of damage which exceed their Damage Resistance'''.
==Explosives And Grenades==


Energy weapons usually have a "[[Kalos_Mechanism_4e_EN:Actions#Stunning_Attacks|stun]]" setting. It is safe to assume that an energy weapon has such a setting, even if the user never enables it.
An explosive's '''damage is equal to 1d6 + its Equipment Level'''. Explosives are typically useful up to a distance based on the weapon's type, and they [[Kalos_Mechanism_4e_EN:Actions#Area_Attacks|affect an area]].


When making a weapon attack roll, the character may add their Equipment Level to their Action Value, but only up to their skill level. A weapon's '''damage is equal to 1d6 + its Equipment Level'''.
The radius of the area is dictated by the explosive's type and Equipment Level.


Someone attacking a target '''beyond a weapon's intended range''' incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''.
Attacking with an explosive device or a grenade requires a moderately difficult ('''DV {{KM4_DV_MODERATE}}''') '''Ranged Combat roll'''. The attacker receives an '''Attack Value (AV) bonus equal to the Equipment Level''' of their weapon. If the attacker has more than one Attack Value bonus, '''only the highest AV bonus applies'''. The player rolls once for all targets in the affected area. Weaker targets near the center of the area are affected first.


'''Short range weapons''', like pistols and other '''sidearms''',
* If the player’s roll '''fails by 3 or more''', the GM chooses '''one quarter of the targets''' in the area (rounded down to a minimum of one), and the character's attack hits those targets.
*are most useful up to a distance of '''10 meters'''
* If the player’s roll '''succeeds by 3 or more''', the GM chooses '''three quarters of the targets''' in the area (rounded down to a minimum of one), and the character's attack hits those targets.
*are moderately difficult to '''find with a search (DV 12)'''
* '''Otherwise''', the GM chooses '''one half of the targets''' in the area (rounded down to a minimum of one), and the character's attack hits those targets.


'''Medium range weapons''', like shotguns and '''carbines'''
In general, concealed explosives are easy to find: anyone will find the item with a '''routine search'''. However, this can vary a great deal, depending on the style of game and the design of the explosive.
*are most useful up to a distance of '''30 meters'''
*are easy to find with a search: '''anyone with Investigation''' will find the item with a '''routine search'''


'''Long range weapons''', like rifles and heavier '''long arms'''
*are most useful up to a distance of '''100 meters'''
*can't be effectively concealed on a typical person or within a typical personal vehicle: '''anyone who looks''' will find the item


 
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Ranged Weapons
|+Table: Explosives And Grenades, Fantasy
|-
|-
! class="alignleft"|Name
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|Level
! class="alignleft"|Damage
! class="aligncenter"|AV Bonus
! class="alignleft"|Range
! class="aligncenter"|Damage
! class="alignright"|Cost
! class="alignright"|Range
! class="alignright"|Area
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Utility Sidearm
| class="alignleft"|Black Powder Bomb
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|1d6 + 1
| class="alignleft"|Short
| class="alignright"|200 Cr
|-
| class="alignleft"|Utility Carbine
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|1d6 + 1
| class="aligncenter"|1d6+1
| class="alignleft"|Medium
| class="alignright"|
| class="alignright"|300 Cr
| class="alignright"|5 m
| class="alignleft"|
|-
|-
| class="alignleft"|Utility Long Arm
| class="alignleft"|Thunder Flask
| class="aligncenter"|1
| class="aligncenter"|2
| class="alignleft"|1d6 + 1
| class="alignleft"|Long
| class="alignright"|400 Cr
|-
| class="alignleft"|Light Tactical Sidearm
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|1d6 + 2
| class="aligncenter"|1d6+2
| class="alignleft"|Short
| class="alignright"|10 m/60 m
| class="alignright"|400 Cr
| class="alignright"|5 m
| class="alignleft"|Blinding, Stunning
|-
|-
| class="alignleft"|Light Tactical Carbine
| class="alignleft"|Thunderwire Flask
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|1d6 + 2
| class="alignleft"|Medium
| class="alignright"|600 Cr
|-
| class="alignleft"|Light Tactical Long Arm
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|1d6 + 2
| class="aligncenter"|1d6+2
| class="alignleft"|Long
| class="alignright"|10 m/60 m
| class="alignright"|800 Cr
| class="alignright"|5 m
| class="alignleft"|Hold, Stunning
|-
|-
| class="alignleft"|Heavy Tactical Sidearm
| class="alignleft"|Pouch Charge
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|1d6 + 3
| class="aligncenter"|1d6+3
| class="alignleft"|Short
| class="alignright"|10 m/60 m
| class="alignright"|1,200 Cr
| class="alignright"|5 m
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Tactical Carbine
| class="alignleft"|Satchel Charge
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|1d6 + 3
| class="aligncenter"|1d6+3
| class="alignleft"|Medium
| class="alignright"|10 m/60 m
| class="alignright"|1,600 Cr
| class="alignright"|15 m
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Tactical Long Arm
| class="alignleft"|Alchemist’s Fire
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|1d6 + 3
| class="aligncenter"|3
| class="alignleft"|Long
| class="aligncenter"|1d6+3
| class="alignright"|2,000 Cr
| class="alignright"|10 m/60 m
| class="alignright"|15 m
| class="alignleft"|Seeking, Terrifying
|-
|-
| class="alignleft"|Light Assault Sidearm
| class="alignleft"|Hellfire Flask
| class="aligncenter"|4
| class="aligncenter"|3
| class="alignleft"|1d6 + 4
| class="aligncenter"|3
| class="alignleft"|Short
| class="aligncenter"|1d6+3
| class="alignright"|4,000 Cr
| class="alignright"|10 m/60 m
| class="alignright"|5 m
| class="alignleft"|Piercing, Seeking, Terrifying
|-
|-
| class="alignleft"|Light Assault Carbine
| class="alignleft"|Alchemist’s Fire Arrow
| class="aligncenter"|4
| class="aligncenter"|3
| class="alignleft"|1d6 + 4
| class="aligncenter"|3
| class="alignleft"|Medium
| class="aligncenter"|1d6+3
| class="alignright"|6,000 Cr
| class="alignright"|20 m/120 m
| class="alignright"|15 m
| class="alignleft"|
|-
|-
| class="alignleft"|Light Assault Long Arm
| class="alignleft"|Hellfire Arrow
| class="aligncenter"|4
| class="aligncenter"|3
| class="alignleft"|1d6 + 4
| class="aligncenter"|3
| class="alignleft"|Long
| class="aligncenter"|1d6+3
| class="alignright"|8,000 Cr
| class="alignright"|20 m/120 m
| class="alignright"|5 m
| class="alignleft"|Piercing
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
 
 
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Explosives And Grenades, Modern
|-
|-
| class="alignleft"|Heavy Assault Sidearm
! class="alignleft"|Item
| class="aligncenter"|5
! class="aligncenter"|Level
| class="alignleft"|1d6 + 5
! class="aligncenter"|AV Bonus
| class="alignleft"|Short
! class="aligncenter"|Damage
| class="alignright"|12,000 Cr
! class="alignright"|Range
! class="alignright"|Area
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Heavy Assault Carbine
| class="alignleft"|Construction Explosive
| class="aligncenter"|5
| class="aligncenter"|1
| class="alignleft"|1d6 + 5
| class="aligncenter"|1
| class="alignleft"|Medium
| class="aligncenter"|1d6+1
| class="alignright"|16,000 Cr
| class="alignright"|
| class="alignright"|5 m
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Assault Long Arm
| class="alignleft"|Flashbang Grenade
| class="aligncenter"|5
| class="aligncenter"|2
| class="alignleft"|1d6 + 5
| class="aligncenter"|2
| class="alignleft"|Long
| class="aligncenter"|1d6+2
| class="alignright"|20,000 Cr
| class="alignright"|10 m/60 m
| class="alignright"|5 m
| class="alignleft"|Blinding, Stunning
|-
| class="alignleft"|Riot Grenade
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|10 m/60 m
| class="alignright"|5 m
| class="alignleft"|Hold, Stunning
|-
| class="alignleft"|Concussion Grenade
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignright"|5 m
| class="alignleft"|
|-
| class="alignleft"|Fragmentation Grenade
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignright"|15 m
| class="alignleft"|
|-
| class="alignleft"|Anti-personnel Incendiary Grenade
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignright"|15 m
| class="alignleft"|Seeking, Terrifying
|-
| class="alignleft"|Anti-materiel Incendiary Grenade
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignright"|5 m
| class="alignleft"|Piercing, Seeking, Terrifying
|-
| class="alignleft"|Rocket-propelled Grenade
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|20 m/120 m
| class="alignright"|15 m
| class="alignleft"|
|-
| class="alignleft"|Rocket-propelled Anti-tank Grenade
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|20 m/120 m
| class="alignright"|5 m
| class="alignleft"|Piercing
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->




There are a bewildering number of weapon enhancements; a few are listed below. The effective '''Power Level of a weapon is its Equipment Level'''.
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Ranged weapon enhancements
|+Table: Explosives And Grenades, Science Fiction
|-
|-
! class="alignleft"|Name
! class="alignleft"|Item
! class="aligncenter"|Cost
! class="aligncenter"|Level
! class="aligncenter"|AV Bonus
! class="aligncenter"|Damage
! class="alignright"|Range
! class="alignright"|Area
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Bio Safety Lock
| class="alignleft"|Mining Explosive
| class="alignright"|600 Cr
| class="aligncenter"|1
| class="alignleft"|The person who sets the lock has [[Kalos_Mechanism_4e_EN:Powers#Personal_Immunity|Personal Immunity]]
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|
| class="alignright"|5 m
| class="alignleft"|
|-
| class="alignleft"|Starburst Grenade
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|10 m/60 m
| class="alignright"|5 m
| class="alignleft"|Blinding, Stunning
|-
| class="alignleft"|Riot Grenade
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|10 m/60 m
| class="alignright"|5 m
| class="alignleft"|Hold, Stunning
|-
| class="alignleft"|Pulse Grenade
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignright"|5 m
| class="alignleft"|
|-
|-
| class="alignleft"|Freeze Gun
| class="alignleft"|Shrapnel Grenade
| class="alignright"|1,200 Cr
| class="aligncenter"|3
| class="alignleft"|A successful attack inflicts [[Kalos_Mechanism_4e_EN:Powers#Hold|Hold]] in addition to [[Kalos_Mechanism_4e_EN:Actions#Stunning_Attacks|stunning damage]]
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignright"|15 m
| class="alignleft"|
|-
|-
| class="alignleft"|Quantum Collimator
| class="alignleft"|Plasma Grenade
| class="alignright"|4,800 Cr
| class="aligncenter"|3
| class="alignleft"|Weapon beam/projectile is a [[Kalos_Mechanism_4e_EN:Actions#Piercing_Attacks|Piercing Attack]]; illegal
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignright"|15 m
| class="alignleft"|Seeking, Terrifying
|-
|-
| class="alignleft"|Silencer
| class="alignleft"|Anti-tank Plasma Grenade
| class="alignright"|300 Cr
| class="aligncenter"|3
| class="alignleft"|Weapon beam/projectile requires a Reason + Investigation roll to hear; regulated
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignright"|5 m
| class="alignleft"|Piercing, Seeking, Terrifying
|-
|-
| class="alignleft"|Spectrum Shifter
| class="alignleft"|Wrist Rocket
| class="alignright"|2,400 Cr
| class="aligncenter"|3
| class="alignleft"|Weapon beam/projectile is [[Kalos_Mechanism_4e_EN:Powers#Invisibility|Invisibile]] to standard sensors; illegal
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|20 m/120 m
| class="alignright"|15 m
| class="alignleft"|
|-
|-
| class="alignleft"|Subharmonic Paralyzer
| class="alignleft"|Anti-tank Wrist Rocket
| class="alignright"|1,200 Cr
| class="aligncenter"|3
| class="alignleft"|A successful attack inflicts [[Kalos_Mechanism_4e_EN:Powers#Hold|Hold]] in addition to normal damage
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|20 m/120 m
| class="alignright"|5 m
| class="alignleft"|Piercing
|}
|}
 
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
==Explosives==
 
Explosives are generally frowned upon in all but very specific circumstances, most of which involve open warfare or destroying buildings. On the off chance you have a character involved in such endeavors, here are some typical explosive devices. All explosives are single-use.
 
 
 
 
 
 


==Field Kits==
==Field Kits==


In fantasy and modern settings, a field kit typically takes the form of a few gadgets worn on the belt, shoulder, or thigh, along with a larger bag or gadget, typically worn on a strap (always cross-body, for security). However, each field kit is tailored to the character's specialty (medical, tactical, scientific, etc.) and personal preferences. Some typical field kits are:
A field kit is a tool set which provides an AV bonus to a character using that a specific skill. In fantasy and modern settings, a field kit typically takes the form of a few gadgets worn on the belt, shoulder, or thigh, along with a larger bag or gadget, typically worn on a strap. However, each field kit is tailored to the character's specialty (medical, tactical, scientific, etc.) and personal preferences. Some typical field kits are:


*Computing
*Computing
Line 501: Line 929:
*Warfare
*Warfare


When the character attempts a task, the character may '''add their Equipment Level to their Action Value, but only up to their skill level'''.
In futuristic settings, field kits are less bulky. They typically take the form of a narrow "mobile" attached to the character's forearm or equivalent appendage. In use, the kit projects a holographic display around the character's head, above the character's hand, or what have you.




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Field Kits
|+Table: Field Kits, Fantasy
|-
|-
! class="alignleft"|Name
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|Level
! class="alignright"|Cost
! class="aligncenter"|Notes
|-
| class="alignleft"|Eye Of Horus Amulet
| class="aligncenter"|1
| class="aligncenter"|+1 AV bonus w/ Occultism
|-
|-
| class="alignleft"|Field Kit, Level 1
| class="alignleft"|Basic Healer’s Kit
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|300 Cr
| class="aligncenter"|+1 AV bonus w/ Medicine
|-
|-
| class="alignleft"|Field Kit, Level 2
| class="alignleft"|Lockpick Set
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|600 Cr
| class="aligncenter"|+2 AV bonus w/ Finesse
|-
|-
| class="alignleft"|Field Kit, Level 3
| class="alignleft"|Expert Disguise Kit
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|1,200 Cr
| class="aligncenter"|+3 AV bonus w/ Deception
|}
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{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Field Kits, Modern
|-
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|Notes
|-
| class="alignleft"|Basic Computer Tool Kit
| class="aligncenter"|1
| class="aligncenter"|+1 AV bonus w/ Computing
|-
| class="alignleft"|Class A First Aid Kit
| class="aligncenter"|1
| class="aligncenter"|+1 AV bonus w/ Medicine
|-
|-
| class="alignleft"|Field Kit, Level 4
| class="alignleft"|Class B First Aid Kit
| class="aligncenter"|4
| class="aligncenter"|2
| class="alignright"|2,400 Cr
| class="aligncenter"|+2 AV bonus w/ Medicine
|-
|-
| class="alignleft"|Field Kit, Level 5
| class="alignleft"|First Responder Medical Kit
| class="aligncenter"|5
| class="aligncenter"|3
| class="alignright"|4,800 Cr
| class="aligncenter"|+3 AV bonus w/ Medicine
|}
|}
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<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Field Kits, Science Fiction
|-
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|Notes
|-
| class="alignleft"|Basic Survival Pack
| class="aligncenter"|1
| class="aligncenter"|+1 AV bonus w/ Survival
|-
| class="alignleft"|Basic Engineering Kit
| class="aligncenter"|1
| class="aligncenter"|+1 AV bonus w/ Engineering
|-
| class="alignleft"|Class 1 Science Kit
| class="aligncenter"|2
| class="aligncenter"|+2 AV bonus w/ Science
|-
| class="alignleft"|Class 2 Med Kit
| class="aligncenter"|3
| class="aligncenter"|+3 AV bonus w/ Medicine
|}
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In futuristic settings, field kits are less bulky. They typically take the form of a narrow "mobile" attached to the character's forearm or equivalent appendage. In use, the kit projects a holographic display around the character's head, above the character's hand, or what have you.


==Vehicles==
==Vehicles==


A character with special vehicles should usually buy them with the [[Kalos_Mechanism_4e_EN:Gifts#Vehicles|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.
A character with '''special vehicles''' should usually buy them with the '''[[Kalos_Mechanism_4e_EN:Gifts#Vehicles|Vehicles]] gift'''. However, any character with the appropriate background could conceivably own and drive ordinary vehicles. As with equipment, ordinary vehicles require periodic maintenance, but this usually happens when it is convenient for the character.
 
===Vehicles In Combat===
 
If a vehicle is under the direct control of a character, then the '''vehicle moves when that character does'''.
 
Vehicle weapons are useful up to a distance of 1 kilometer or more. A vehicle attacking a target '''beyond a weapon's standard range''' incurs a '''-{{KM4_STANDARD_BONUS}} AV penalty on the attack'''.
 
===Vehicles vs. Characters===
 
Vehicle weapons are designed to fire at other vehicles, not at characters. If a vehicle weapon is brought to bear '''against an individual''', the attacker incurs a '''-{{KM4_DOUBLE_BONUS}} AV penalty on the attack'''. Conversely, if a '''personal weapon is brought to bear''' against a vehicle, the attacker '''receives a +{{KM4_DOUBLE_BONUS}} AV bonus'''.


Vehicle weaponry is more powerful than the weapons carried by individuals. If a vehicle weapon is brought to bear '''against an individual''', the damage roll is '''increased by 6'''. Vehicle weapons are useful up to a distance of 1 kilometer or more. Someone attacking a target '''beyond a weapon's standard range''' incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''.
Vehicle weapons are more powerful than the weapons carried by characters. If a vehicle weapon is brought to bear '''against an individual''', the '''damage is increased by {{KM4_DOUBLE_BONUS}}'''. Conversely, if a '''personal weapon is brought to bear''' against a vehicle, the vehicle's '''Damage Resistance is increased by {{KM4_DOUBLE_BONUS}}'''.





Latest revision as of 15:22, 17 June 2024

Arrow up 16x16.png Contents

(NOTE: This is a work in progress.)

Characters use equipment to make their efforts more successful. Equipment is rated by its effectiveness and complexity, from Equipment Level 1 to Equipment Level 5. The effective Power Level of a piece of equipment is its Equipment Level.

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.

If this were a full game: We have provided a few examples for various eras below. Most of these items are generic. In your game, you would curate these lists to fit your setting.

Armor

The Damage Resistance (DR) provided by armor is equal to its Equipment Level. For example, Equipment Level 2 armor grants 2 points of Damage Resistance. If the character has more than one source of Damage Resistance, only the highest value applies.

Armor does not normally provide Alteration Resistance or Mental Resistance.


Table: Armor, Fantasy
Item Level DR Notes
Padded Armor 1 1 Gambeson, Quilted, etc.
Leather Armor 1 1 Cuirboulli, Studded Leather, etc.
Chain Mail 2 2 Scale Armor, Lamellar, etc.
Full Plate 3 3 Field Plate, etc.


Table: Armor, Modern
Item Level DR Notes
Industrial PPE 1 1
Light Tactical Armor 1 1
Heavy Tactical Armor 2 2 Encrypted Radio, Night Vision
Assault Armor 3 3 Encrypted Radio, Night Vision


Table: Armor, Science Fiction
Item Level DR Notes
Pilot Jacket 1 1 Encrypted Radio
Exploration Suit 1 1 Encrypted Radio, Night Vision
Combat Armor 2 2 Encrypted Radio, Night Vision
Battle Armor 3 3 Encrypted Radio, Night Vision


Shields

The character receives a Defense Value (DV) bonus equal to the Equipment Level of their shield. If the character has more than one Defense Value bonus, only the highest DV bonus applies. Shields do not normally provide a Defense Value (DV) bonus to mental attacks.


Table: Shields, Fantasy
Item Level DV Bonus Notes
Buckler 1 1
Wooden Shield 1 1
Metal Shield 2 2
Tower Shield 3 3


Table: Shields, Modern
Item Level DV Bonus Notes
Safety Shield 1 1
Light Tactical Shield 1 1
Heavy Tactical Shield 2 2
Blast Shield 3 3


Table: Shields, Science Fiction
Item Level DV Bonus Notes
Safety Shield 1 1
Exploration Shield 1 1
Light Deflector Shield 2 2
Heavy Deflector Shield 3 3 Environmental Immunity


Hand-to-hand Weapons

A hand-to-hand weapon's damage is equal to 1d6 + its Equipment Level. Hand-to-hand weapons are typically useful up to a distance of one meter, and they affect a single target.

Making a hand-to-hand attack requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. (With the GM's permission, the target may base their hand-to-hand Defense Value on their Athletics, instead.) The attacker receives an Attack Value (AV) bonus equal to the Equipment Level of their weapon. If the attacker has more than one Attack Value bonus, only the highest AV bonus applies.

If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon (1d6 + Equipment Level). A successful attack reduces the target's current Health. The target's Damage Resistance is deducted from the points of damage.

In general, concealed hand-to-hand weapons can be found with a moderately difficult (DV 9) Investigation roll. However, this can vary a great deal, depending on the style of game and the design of the weapon.


Table: Hand-to-hand Weapons, Fantasy
Item Level AV Bonus Damage Notes
Improvised Weapon 1 1 1d6+1
Small Axe/Blade/Club 1 1 1d6+1
Large Axe/Blade/Club 2 2 1d6+2
War Axe/Blade/Club 3 3 1d6+3


Table: Hand-to-hand Weapons, Modern
Item Level AV Bonus Damage Notes
Improvised Weapon 1 1 1d6+1
Light Axe/Blade/Baton 1 1 1d6+1
Combat Axe/Blade/Baton 2 2 1d6+2
Battle Axe/Blade/Baton 3 3 1d6+3


Table: Hand-to-hand Weapons, Science Fiction
Item Level AV Bonus Damage Notes
Improvised Weapon 1 1 1d6+1
Light Axe/Blade/Baton 1 1 1d6+1
Combat Axe/Blade/Baton 2 2 1d6+2
Battle Axe/Blade/Baton 3 3 1d6+3


Ranged Weapons

A ranged weapon's damage is equal to 1d6 + its Equipment Level. Ranged weapons are typically useful up to a distance based on the weapon's type, and they affect a single target. Attacking a target beyond a weapon's short range incurs a standard penalty (-3 AV, -3 DV).

Making a ranged attack requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. (With the GM's permission, the target may base their hand-to-hand Defense Value on their Athletics, instead.) The attacker receives an Attack Value (AV) bonus equal to the Equipment Level of their weapon. If the attacker has more than one Attack Value bonus, only the highest AV bonus applies.

If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon (1d6 + Equipment Level). A successful attack reduces the target's current Health. The target's Damage Resistance is deducted from the points of damage.

In general, concealed ranged weapons are easy to find: anyone will find the item with a routine search. However, this can vary a great deal, depending on the style of game and the design of the weapon.

Energy weapons usually have a "stun" setting. It is safe to assume that an energy weapon has such a setting, even if the user ignores it.


Table: Ranged Weapons, Fantasy
Item Level AV Bonus Damage Range Notes
Crude Thrown Axe/Blade/Projectile 1 1 1d6+1 5 m/30 m
Crude Hand Crossbow/Javelin/Spear 1 1 1d6+1 10 m/60 m
Crude Bow/Crossbow 1 1 1d6+1 20 m/120 m
Light Thrown Axe/Blade/Projectile 1 1 1d6+1 5 m/30 m
Light Hand Crossbow/Javelin/Spear 1 1 1d6+1 10 m/60 m
Light Bow/Crossbow 1 1 1d6+1 20 m/120 m
Heavy Thrown Axe/Blade/Projectile 2 2 1d6+2 5 m/30 m
Heavy Hand Crossbow/Javelin/Spear 2 2 1d6+2 10 m/60 m
Heavy Bow/Crossbow 2 2 1d6+2 20 m/120 m
War Thrown Axe/Blade/Projectile 3 3 1d6+3 5 m/30 m
War Hand Crossbow/Javelin/Spear 3 3 1d6+3 10 m/60 m
War Bow/Crossbow 3 3 1d6+3 20 m/120 m


Table: Ranged Weapons, Modern
Item Level AV Bonus Damage Range Notes
Survival Pistol 1 1 1d6+1 5 m/30 m
Survival Carbine 1 1 1d6+1 10 m/60 m
Survival Rifle 1 1 1d6+1 20 m/120 m
Light Pistol 1 1 1d6+1 5 m/30 m
Light Carbine 1 1 1d6+1 10 m/60 m
Light Rifle 1 1 1d6+1 20 m/120 m
Combat Pistol 2 2 1d6+2 5 m/30 m
Combat Carbine 2 2 1d6+2 10 m/60 m
Combat Rifle 2 2 1d6+2 20 m/120 m
Battle Pistol 3 3 1d6+3 5 m/30 m
Battle Carbine 3 3 1d6+3 10 m/60 m
Battle Rifle 3 3 1d6+3 20 m/120 m


Table: Ranged Weapons, Science Fiction
Item Level AV Bonus Damage Range Notes
Exploration Blaster Pistol 1 1 1d6+1 5 m/30 m
Exploration Blaster Carbine 1 1 1d6+1 10 m/60 m
Exploration Blaster Rifle 1 1 1d6+1 20 m/120 m
Light Blaster Pistol 1 1 1d6+1 5 m/30 m
Light Blaster Carbine 1 1 1d6+1 10 m/60 m
Light Blaster Rifle 1 1 1d6+1 20 m/120 m
Combat Blaster Pistol 2 2 1d6+2 5 m/30 m
Combat Blaster Carbine 2 2 1d6+2 10 m/60 m
Combat Blaster Rifle 2 2 1d6+2 20 m/120 m
Battle Blaster Pistol 3 3 1d6+3 5 m/30 m
Battle Blaster Carbine 3 3 1d6+3 10 m/60 m
Battle Blaster Rifle 3 3 1d6+3 20 m/120 m


Explosives And Grenades

An explosive's damage is equal to 1d6 + its Equipment Level. Explosives are typically useful up to a distance based on the weapon's type, and they affect an area.

The radius of the area is dictated by the explosive's type and Equipment Level.

Attacking with an explosive device or a grenade requires a moderately difficult (DV 9) Ranged Combat roll. The attacker receives an Attack Value (AV) bonus equal to the Equipment Level of their weapon. If the attacker has more than one Attack Value bonus, only the highest AV bonus applies. The player rolls once for all targets in the affected area. Weaker targets near the center of the area are affected first.

  • If the player’s roll fails by 3 or more, the GM chooses one quarter of the targets in the area (rounded down to a minimum of one), and the character's attack hits those targets.
  • If the player’s roll succeeds by 3 or more, the GM chooses three quarters of the targets in the area (rounded down to a minimum of one), and the character's attack hits those targets.
  • Otherwise, the GM chooses one half of the targets in the area (rounded down to a minimum of one), and the character's attack hits those targets.

In general, concealed explosives are easy to find: anyone will find the item with a routine search. However, this can vary a great deal, depending on the style of game and the design of the explosive.


Table: Explosives And Grenades, Fantasy
Item Level AV Bonus Damage Range Area Notes
Black Powder Bomb 1 1 1d6+1 5 m
Thunder Flask 2 2 1d6+2 10 m/60 m 5 m Blinding, Stunning
Thunderwire Flask 2 2 1d6+2 10 m/60 m 5 m Hold, Stunning
Pouch Charge 3 3 1d6+3 10 m/60 m 5 m
Satchel Charge 3 3 1d6+3 10 m/60 m 15 m
Alchemist’s Fire 3 3 1d6+3 10 m/60 m 15 m Seeking, Terrifying
Hellfire Flask 3 3 1d6+3 10 m/60 m 5 m Piercing, Seeking, Terrifying
Alchemist’s Fire Arrow 3 3 1d6+3 20 m/120 m 15 m
Hellfire Arrow 3 3 1d6+3 20 m/120 m 5 m Piercing


Table: Explosives And Grenades, Modern
Item Level AV Bonus Damage Range Area Notes
Construction Explosive 1 1 1d6+1 5 m
Flashbang Grenade 2 2 1d6+2 10 m/60 m 5 m Blinding, Stunning
Riot Grenade 2 2 1d6+2 10 m/60 m 5 m Hold, Stunning
Concussion Grenade 3 3 1d6+3 10 m/60 m 5 m
Fragmentation Grenade 3 3 1d6+3 10 m/60 m 15 m
Anti-personnel Incendiary Grenade 3 3 1d6+3 10 m/60 m 15 m Seeking, Terrifying
Anti-materiel Incendiary Grenade 3 3 1d6+3 10 m/60 m 5 m Piercing, Seeking, Terrifying
Rocket-propelled Grenade 3 3 1d6+3 20 m/120 m 15 m
Rocket-propelled Anti-tank Grenade 3 3 1d6+3 20 m/120 m 5 m Piercing


Table: Explosives And Grenades, Science Fiction
Item Level AV Bonus Damage Range Area Notes
Mining Explosive 1 1 1d6+1 5 m
Starburst Grenade 2 2 1d6+2 10 m/60 m 5 m Blinding, Stunning
Riot Grenade 2 2 1d6+2 10 m/60 m 5 m Hold, Stunning
Pulse Grenade 3 3 1d6+3 10 m/60 m 5 m
Shrapnel Grenade 3 3 1d6+3 10 m/60 m 15 m
Plasma Grenade 3 3 1d6+3 10 m/60 m 15 m Seeking, Terrifying
Anti-tank Plasma Grenade 3 3 1d6+3 10 m/60 m 5 m Piercing, Seeking, Terrifying
Wrist Rocket 3 3 1d6+3 20 m/120 m 15 m
Anti-tank Wrist Rocket 3 3 1d6+3 20 m/120 m 5 m Piercing

Field Kits

A field kit is a tool set which provides an AV bonus to a character using that a specific skill. In fantasy and modern settings, a field kit typically takes the form of a few gadgets worn on the belt, shoulder, or thigh, along with a larger bag or gadget, typically worn on a strap. However, each field kit is tailored to the character's specialty (medical, tactical, scientific, etc.) and personal preferences. Some typical field kits are:

  • Computing
  • Engineering
  • Investigation
  • Medical
  • Piloting
  • Science
  • Warfare

In futuristic settings, field kits are less bulky. They typically take the form of a narrow "mobile" attached to the character's forearm or equivalent appendage. In use, the kit projects a holographic display around the character's head, above the character's hand, or what have you.


Table: Field Kits, Fantasy
Item Level Notes
Eye Of Horus Amulet 1 +1 AV bonus w/ Occultism
Basic Healer’s Kit 1 +1 AV bonus w/ Medicine
Lockpick Set 2 +2 AV bonus w/ Finesse
Expert Disguise Kit 3 +3 AV bonus w/ Deception


Table: Field Kits, Modern
Item Level Notes
Basic Computer Tool Kit 1 +1 AV bonus w/ Computing
Class A First Aid Kit 1 +1 AV bonus w/ Medicine
Class B First Aid Kit 2 +2 AV bonus w/ Medicine
First Responder Medical Kit 3 +3 AV bonus w/ Medicine


Table: Field Kits, Science Fiction
Item Level Notes
Basic Survival Pack 1 +1 AV bonus w/ Survival
Basic Engineering Kit 1 +1 AV bonus w/ Engineering
Class 1 Science Kit 2 +2 AV bonus w/ Science
Class 2 Med Kit 3 +3 AV bonus w/ Medicine


Vehicles

A character with special vehicles should usually buy them with the Vehicles gift. However, any character with the appropriate background could conceivably own and drive ordinary vehicles. As with equipment, ordinary vehicles require periodic maintenance, but this usually happens when it is convenient for the character.

Vehicles In Combat

If a vehicle is under the direct control of a character, then the vehicle moves when that character does.

Vehicle weapons are useful up to a distance of 1 kilometer or more. A vehicle attacking a target beyond a weapon's standard range incurs a -3 AV penalty on the attack.

Vehicles vs. Characters

Vehicle weapons are designed to fire at other vehicles, not at characters. If a vehicle weapon is brought to bear against an individual, the attacker incurs a -6 AV penalty on the attack. Conversely, if a personal weapon is brought to bear against a vehicle, the attacker receives a +6 AV bonus.

Vehicle weapons are more powerful than the weapons carried by characters. If a vehicle weapon is brought to bear against an individual, the damage is increased by 6. Conversely, if a personal weapon is brought to bear against a vehicle, the vehicle's Damage Resistance is increased by 6.