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]]
[[Image:Arrow_up_16x16.png|baseline|link=Kalos_Mechanism_4e_EN:Contents]] [[Kalos_Mechanism_4e_EN:Contents|Contents]]
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{{TBD}}


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.


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{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Armor, Fantasy
|-
! 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.
|}
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{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Armor
|+Table: Armor, Modern
|-
|-
! class="alignleft"|Name
! 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"|400
| 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"|1600
| 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"|2000
| 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"|6
| class="aligncenter"|3
| class="alignright"|4000
| class="alignleft"|Encrypted Radio, Night Vision
|}
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{| 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"|Exploration Suit
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Encrypted Radio, Night Vision
|-
|-
| class="alignleft"|Heavy Assault Armor
| class="alignleft"|Combat Armor
| class="aligncenter"|4
| class="aligncenter"|2
| class="aligncenter"|7
| class="aligncenter"|2
| class="alignright"|8000
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Encrypted Radio, Night Vision
|-
|-
| class="alignleft"|Blast Armor
| class="alignleft"|Battle Armor
| class="aligncenter"|5
| class="aligncenter"|3
| class="aligncenter"|8
| class="aligncenter"|3
| class="alignright"|16000
| class="alignleft"|Encrypted Radio, Night Vision
| class="alignleft"|Encrypted Radio, Night Vision
|}
|}
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==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.




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{| 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
| class="aligncenter"|1
| class="alignleft"|Environmental Immunity
| class="aligncenter"|1
| class="alignleft"|
|-
|-
| class="alignleft"|Extreme Cold Adapted
| class="alignleft"|Wooden Shield
| class="alignright"|600
| class="aligncenter"|1
| class="alignleft"|Environmental Immunity, Cold Immunity
| class="aligncenter"|1
| class="alignleft"|
|-
|-
| class="alignleft"|Extreme Heat Adapted
| class="alignleft"|Metal Shield
| class="alignright"|600
| 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"|Hazmat
| class="alignright"|1500
| class="alignleft"|Environmental Immunity, Alteration Resistance
|-
| class="alignleft"|Magnetic Boots
| class="alignright"|300
| class="alignleft"|Clinging
|-
| class="alignleft"|Scout Package
| class="alignright"|300
| class="alignleft"|Ambient Awareness
|-
| class="alignleft"|Strength Assist
| class="alignright"|1200
| class="alignleft"|Strike, Super Lifting
|-
| class="alignleft"|Thrusters
| class="alignright"|600
| class="alignleft"|Flight
|}
|}
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==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.




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{| 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"|40
| 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"|80
| 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"|160
| 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"|200
| class="alignleft"|
|-
| class="alignleft"|Heavy Assault Shield
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|400
|-
| class="alignleft"|Blast Shield
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|800
|}
|}
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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'''.




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{| 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
| 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"|1200
| class="aligncenter"|2
| class="alignleft"|Damaging Aura
| class="aligncenter"|2
| class="alignleft"|
|-
|-
| class="alignleft"|Spikes
| class="alignleft"|Heavy Deflector Shield
| class="alignright"|120
| class="aligncenter"|3
| class="alignleft"|Damaging Aura
| class="aligncenter"|3
| class="alignleft"|Environmental Immunity
|}
|}
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==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 resistance 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 Damage Resistance is deducted from the points of damage.


In general, hand-to-hand weapons are moderately difficult to '''find with a search (DV 12)''', but this can vary a great deal, depending on the style of game and the design of the weapon.
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.


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{| 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="alignleft"|Damage
! class="aligncenter"|AV Bonus
! class="alignright"|Cost
! class="aligncenter"|Damage
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Simple Weapon
| class="alignleft"|Improvised Weapon
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
| class="alignleft"|Small Axe/Blade/Club
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|1d6+1
| class="aligncenter"|1d6+1
| class="alignright"|--
| class="alignleft"|
|-
|-
| class="alignleft"|Light Tactical Blade/Club
| class="alignleft"|Large Axe/Blade/Club
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|1d6+2
| class="aligncenter"|1d6+2
| class="alignright"|40
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Tactical Blade/Club
| class="alignleft"|War Axe/Blade/Club
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|1d6+3
| class="aligncenter"|3
| class="alignright"|120
| class="aligncenter"|1d6+3
| class="alignleft"|
|}
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{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hand-to-hand Weapons, Modern
|-
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|AV Bonus
! class="aligncenter"|Damage
! class="alignleft"|Notes
|-
| class="alignleft"|Improvised Weapon
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
|-
| class="alignleft"|Light Assault Blade/Club
| class="alignleft"|Light Axe/Blade/Baton
| class="aligncenter"|4
| class="aligncenter"|1
| class="alignleft"|1d6+4
| class="aligncenter"|1
| class="alignright"|400
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Assault Blade/Club
| class="alignleft"|Combat Axe/Blade/Baton
| class="aligncenter"|5
| class="aligncenter"|2
| class="alignleft"|1d6+5
| class="aligncenter"|2
| class="alignright"|1200
| class="aligncenter"|1d6+2
| class="alignleft"|
|-
| class="alignleft"|Battle Axe/Blade/Baton
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignleft"|
|}
|}
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There are a bewildering number of weapon enhancements; a few are listed below. The effective '''Power Level of a weapon is its Equipment Level'''.




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{| 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="alignright"|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"|2400
| class="aligncenter"|1
| class="alignleft"|Brawn Drain
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
|-
| class="alignleft"|Impact Flash
| class="alignleft"|Light Axe/Blade/Baton
| class="alignright"|1200
| class="aligncenter"|1
| class="alignleft"|Dazzle
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignleft"|
|-
|-
| class="alignleft"|Monomolecular Edge
| class="alignleft"|Combat Axe/Blade/Baton
| class="alignright"|4800
| class="aligncenter"|2
| class="alignleft"|Weapon is a Piercing Attack; illegal
| 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"|
|}
|}
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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.




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{| 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"|Psilance
| class="alignleft"|Crude Bow/Crossbow
| 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"|20 m/120 m
 
| class="alignleft"|
 
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.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Psiblade colors
|-
! class="alignleft"|Color
! class="alignleft"|Temperament
|-
|-
| class="alignleft"|Red
| class="alignleft"|Light Thrown Axe/Blade/Projectile
| 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"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Orange
| class="alignleft"|Light Hand Crossbow/Javelin/Spear
| 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"|10 m/60 m
| class="alignleft"|
|-
|-
| class="alignleft"|Yellow
| class="alignleft"|Light Bow/Crossbow
| class="alignleft"|Indicates optimism, and easy-going nature, inspiration, and intelligence.
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
|-
| class="alignleft"|Green
| class="alignleft"|Heavy Thrown Axe/Blade/Projectile
| 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"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Turquoise
| class="alignleft"|Heavy Hand Crossbow/Javelin/Spear
| class="alignleft"|Indicates a sensitive, compassionate nature, that of a healer or a counselor.
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
|-
| class="alignleft"|Blue
| class="alignleft"|Heavy Bow/Crossbow
| class="alignleft"|Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
|-
| class="alignleft"|Indigo
| class="alignleft"|War Thrown Axe/Blade/Projectile
| class="alignleft"|Indicates a wielder of deep feeling, someone of profound intuition and sensitivity.
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Violet
| class="alignleft"|War Hand Crossbow/Javelin/Spear
| class="alignleft"|Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
|-
| class="alignleft"|Lavender
| class="alignleft"|War Bow/Crossbow
| class="alignleft"|Indicates a wielder of great vision and imagination.
| 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'''.
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
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.
|+Table: Ranged Weapons, Modern
 
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'''.
 
Someone attacking a target '''beyond a weapon's intended range''' incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''.
 
'''Short range weapons''', like pistols and other '''sidearms''',
*are most useful up to a distance of '''10 meters'''
*are moderately difficult to '''find with a search (DV 12)'''
 
'''Medium range weapons''', like shotguns and '''carbines'''
*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 KMB_4.0.20.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
|+Table: Ranged weapons
|-
|-
! 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="alignleft"|Notes
|-
|-
| class="alignleft"|Utility Sidearm
| class="alignleft"|Survival Pistol
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|1d6+1
| class="aligncenter"|1
| class="alignleft"|Short
| class="aligncenter"|1d6+1
| class="alignright"|200
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Utility Carbine
| class="alignleft"|Survival Carbine
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|1d6+1
| class="aligncenter"|1
| class="alignleft"|Medium
| class="aligncenter"|1d6+1
| class="alignright"|300
| 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"|Utility Long Arm
| 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"|1
| class="alignleft"|1d6+1
| class="aligncenter"|1d6+1
| class="alignleft"|Long
| class="alignright"|20 m/120 m
| class="alignright"|400
| class="alignleft"|
|-
|-
| class="alignleft"|Light Tactical Sidearm
| class="alignleft"|Combat Pistol
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|1d6+2
| class="aligncenter"|1d6+2
| class="alignleft"|Short
| class="alignright"|5 m/30 m
| class="alignright"|400
| class="alignleft"|
|-
|-
| class="alignleft"|Light Tactical Carbine
| class="alignleft"|Combat Carbine
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|1d6+2
| class="aligncenter"|2
| class="alignleft"|Medium
| class="aligncenter"|1d6+2
| class="alignright"|600
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
|-
| class="alignleft"|Light Tactical Long Arm
| class="alignleft"|Combat Rifle
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|1d6+2
| class="aligncenter"|1d6+2
| class="alignleft"|Long
| class="alignright"|20 m/120 m
| class="alignright"|800
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Tactical Sidearm
| class="alignleft"|Battle Pistol
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|1d6+3
| class="aligncenter"|1d6+3
| class="alignleft"|Short
| class="alignright"|5 m/30 m
| class="alignright"|1200
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Tactical Carbine
| class="alignleft"|Battle Carbine
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|1d6+3
| class="aligncenter"|3
| class="alignleft"|Medium
| class="aligncenter"|1d6+3
| class="alignright"|1600
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Tactical Long Arm
| class="alignleft"|Battle Rifle
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|1d6+3
| class="aligncenter"|3
| class="alignleft"|Long
| class="aligncenter"|1d6+3
| class="alignright"|2000
| 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"
|+Table: Ranged Weapons, Science Fiction
|-
|-
| class="alignleft"|Light Assault Sidearm
! class="alignleft"|Item
| class="aligncenter"|4
! class="aligncenter"|Level
| class="alignleft"|1d6+4
! class="aligncenter"|AV Bonus
| class="alignleft"|Short
! class="aligncenter"|Damage
| class="alignright"|4000
! class="alignright"|Range
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Light Assault Carbine
| class="alignleft"|Exploration Blaster Pistol
| class="aligncenter"|4
| class="aligncenter"|1
| class="alignleft"|1d6+4
| class="aligncenter"|1
| class="alignleft"|Medium
| class="aligncenter"|1d6+1
| class="alignright"|6000
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Light Assault Long Arm
| class="alignleft"|Exploration Blaster Carbine
| class="aligncenter"|4
| class="aligncenter"|1
| class="alignleft"|1d6+4
| class="aligncenter"|1
| class="alignleft"|Long
| class="aligncenter"|1d6+1
| class="alignright"|8000
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Assault Sidearm
| class="alignleft"|Exploration Blaster Rifle
| class="aligncenter"|5
| class="aligncenter"|1
| class="alignleft"|1d6+5
| class="aligncenter"|1
| class="alignleft"|Short
| class="aligncenter"|1d6+1
| class="alignright"|12000
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Assault Carbine
| class="alignleft"|Light Blaster Pistol
| class="aligncenter"|5
| class="aligncenter"|1
| class="alignleft"|1d6+5
| class="aligncenter"|1
| class="alignleft"|Medium
| class="aligncenter"|1d6+1
| class="alignright"|16000
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Heavy Assault Long Arm
| class="alignleft"|Light Blaster Carbine
| class="aligncenter"|5
| class="aligncenter"|1
| class="alignleft"|1d6+5
| class="aligncenter"|1
| class="alignleft"|Long
| class="aligncenter"|1d6+1
| class="alignright"|20000
| class="alignright"|10 m/60 m
|}
| class="alignleft"|
<!-- Do not edit directly: table copied from KMB_4.0.20.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 KMB_4.0.20.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Ranged weapon enhancements
|-
|-
! class="alignleft"|Name
| class="alignleft"|Light Blaster Rifle
! class="alignright"|Cost
| class="aligncenter"|1
! class="alignleft"|Notes
| class="aligncenter"|1
| class="aligncenter"|1d6+1
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
|-
| class="alignleft"|Bio Safety Lock
| class="alignleft"|Combat Blaster Pistol
| class="alignright"|600
| class="aligncenter"|2
| class="alignleft"|The person who sets the lock has Personal Immunity
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Freeze Gun
| class="alignleft"|Combat Blaster Carbine
| class="alignright"|1200
| class="aligncenter"|2
| class="alignleft"|A successful attack inflicts Hold in addition to stunning damage
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
|-
| class="alignleft"|Quantum Collimator
| class="alignleft"|Combat Blaster Rifle
| class="alignright"|4800
| class="aligncenter"|2
| class="alignleft"|Weapon beam/projectile is a Piercing Attack; illegal
| class="aligncenter"|2
| class="aligncenter"|1d6+2
| class="alignright"|20 m/120 m
| class="alignleft"|
|-
|-
| class="alignleft"|Silencer
| class="alignleft"|Battle Blaster Pistol
| class="alignright"|300
| 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"|5 m/30 m
| class="alignleft"|
|-
|-
| class="alignleft"|Spectrum Shifter
| class="alignleft"|Battle Blaster Carbine
| class="alignright"|2400
| class="aligncenter"|3
| class="alignleft"|Weapon beam/projectile is Invisibile to standard sensors; illegal
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignleft"|
|-
|-
| class="alignleft"|Subharmonic Paralyzer
| class="alignleft"|Battle Blaster Rifle
| class="alignright"|1200
| class="aligncenter"|3
| class="alignleft"|A successful attack inflicts Hold in addition to normal damage
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|20 m/120 m
| class="alignleft"|
|}
|}
<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->




==Explosives And Grenades==
==Explosives And Grenades==


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


The ranges below are typical for that explosive type, but could vary greatly depending on whether the device is placed, thrown, or launched. Unless otherwise noted, explosives are easy to find with a search: '''anyone with Investigation''' will find the item with a '''routine search'''. The approximate blast radius of each explosive is given in the Notes column. All explosives are single-use.
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 explosives'''
* 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.
* '''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 explosives'''
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'''


'''Long range explosives'''
*are most useful up to a distance of '''100 meters'''


<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->
<!-- 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: Explosives and grenades
|+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"|Notes
|-
|-
| class="alignleft"|Low Yield Construction Explosive
| class="alignleft"|Black Powder Bomb
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|1d6+1
| class="aligncenter"|1d6+1
| class="alignleft"|Short
| class="alignright"|
| class="alignright"|20
| class="alignright"|5 m
| class="alignleft"|Area (10 m)
| class="alignleft"|
|-
|-
| class="alignleft"|High Yield Construction Explosive
| class="alignleft"|Thunder Flask
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|1d6+2
| class="aligncenter"|2
| class="alignleft"|Short
| class="aligncenter"|1d6+2
| class="alignright"|40
| class="alignright"|10 m/60 m
| class="alignleft"|Area (30 m)
| class="alignright"|5 m
| class="alignleft"|Blinding, Stunning
|-
| class="alignleft"|Thunderwire Flask
| 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"|Pouch Charge
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|10 m/60 m
| class="alignright"|5 m
| class="alignleft"|
|-
|-
| class="alignleft"|Stun Grenade
| 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"|40
| class="alignright"|15 m
| class="alignleft"|Area (5 m), Stunning
| class="alignleft"|
|-
|-
| class="alignleft"|Flashbang Grenade
| class="alignleft"|Alchemist’s Fire
| 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"|60
| class="alignright"|15 m
| class="alignleft"|Area (5 m), Blinding, Stunning
| class="alignleft"|Seeking, Terrifying
|-
|-
| class="alignleft"|Rocket Grenade
| class="alignleft"|Hellfire Flask
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|1d6+3
| class="aligncenter"|1d6+3
| class="alignleft"|Long
| class="alignright"|10 m/60 m
| class="alignright"|120
| class="alignright"|5 m
| class="alignleft"|Area (5 m)
| class="alignleft"|Piercing, Seeking, Terrifying
|-
|-
| class="alignleft"|Antiarmor Rocket Grenade
| class="alignleft"|Alchemist’s Fire Arrow
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|1d6+3
| class="aligncenter"|3
| class="alignleft"|Long
| class="aligncenter"|1d6+3
| class="alignright"|180
| class="alignright"|20 m/120 m
| class="alignleft"|Area (5 m), Piercing
| class="alignright"|15 m
| class="alignleft"|
|-
| class="alignleft"|Hellfire Arrow
| 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 -->
 
 
<!-- 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"|Gas Grenade
! class="alignleft"|Item
| class="aligncenter"|4
! class="aligncenter"|Level
| class="alignleft"|1d6+4
! class="aligncenter"|AV Bonus
| class="alignleft"|Medium
! class="aligncenter"|Damage
| class="alignright"|60
! class="alignright"|Range
| class="alignleft"|Area (10 m), Stunning
! class="alignright"|Area
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Entangle/Riot Grenade
| class="alignleft"|Construction Explosive
| class="aligncenter"|4
| class="aligncenter"|1
| class="alignleft"|1d6+4
| class="aligncenter"|1
| class="alignleft"|Medium
| class="aligncenter"|1d6+1
| class="alignright"|600
| class="alignright"|
| class="alignleft"|Area (10 m), Stunning, Hold
| class="alignright"|5 m
| class="alignleft"|
|-
|-
| class="alignleft"|Concussion/Frag Grenade
| class="alignleft"|Flashbang Grenade
| class="aligncenter"|5
| class="aligncenter"|2
| class="alignleft"|1d6+5
| class="aligncenter"|2
| class="alignleft"|Medium
| class="aligncenter"|1d6+2
| class="alignright"|120
| class="alignright"|10 m/60 m
| class="alignleft"|Area (10 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="alignleft"|Anti-personnel Incendiary Grenade
| class="aligncenter"|5
| class="aligncenter"|3
| class="alignleft"|1d6+5
| class="aligncenter"|3
| class="alignleft"|Medium
| class="aligncenter"|1d6+3
| class="alignright"|600
| class="alignright"|10 m/60 m
| class="alignleft"|Area (15 m), Seeking x6, Terrifying
| class="alignright"|15 m
| class="alignleft"|Seeking, Terrifying
|-
|-
| class="alignleft"|Anti-materiel Incendiary Grenade
| class="alignleft"|Anti-materiel Incendiary Grenade
| class="aligncenter"|5
| class="aligncenter"|3
| class="alignleft"|1d6+5
| class="aligncenter"|3
| class="alignleft"|Medium
| class="aligncenter"|1d6+3
| class="alignright"|600
| class="alignright"|10 m/60 m
| class="alignleft"|Area (0.5 m), Piercing, Seeking x6, Terrifying
| 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
|}
|}
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{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Explosives And Grenades, Science Fiction
|-
! class="alignleft"|Item
! class="aligncenter"|Level
! class="aligncenter"|AV Bonus
! class="aligncenter"|Damage
! class="alignright"|Range
! class="alignright"|Area
! class="alignleft"|Notes
|-
| class="alignleft"|Mining Explosive
| class="aligncenter"|1
| 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"|Shrapnel 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"|Plasma 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-tank Plasma 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"|Wrist Rocket
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|1d6+3
| class="alignright"|20 m/120 m
| class="alignright"|15 m
| class="alignleft"|
|-
| class="alignleft"|Anti-tank Wrist Rocket
| 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 -->


==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 615: 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.




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{| 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
| class="alignleft"|Basic Healer’s Kit
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|300
| class="aligncenter"|+1 AV bonus w/ Medicine
|-
|-
| class="alignleft"|Field Kit
| class="alignleft"|Lockpick Set
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|600
| class="aligncenter"|+2 AV bonus w/ Finesse
|-
|-
| class="alignleft"|Field Kit
| class="alignleft"|Expert Disguise Kit
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|1200
| class="aligncenter"|+3 AV bonus w/ Deception
|}
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{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Field Kits, Modern
|-
|-
| class="alignleft"|Field Kit
! class="alignleft"|Item
| class="aligncenter"|4
! class="aligncenter"|Level
| class="alignright"|2400
! class="aligncenter"|Notes
|-
|-
| class="alignleft"|Field Kit
| class="alignleft"|Basic Computer Tool Kit
| class="aligncenter"|5
| class="aligncenter"|1
| class="alignright"|4800
| 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"|Class B First Aid Kit
| class="aligncenter"|2
| class="aligncenter"|+2 AV bonus w/ Medicine
|-
| class="alignleft"|First Responder Medical Kit
| class="aligncenter"|3
| class="aligncenter"|+3 AV bonus w/ Medicine
|}
|}
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<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->




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.
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{| 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
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
 


==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 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.