Bulletproof Blues 4e EN:Equipment: Difference between revisions

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| class="alignleft"|Two-handed
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| class="alignleft"|Heavy Shotgun
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Revision as of 13:58, 25 April 2022

Arrow up 16x16.png Contents

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

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

Special Weapon Types

Area

Area attacks inflict damage to everyone within a certain distance of the target -- everyone within short range (10 m), typically. The attacker rolls once for the attack.

Auto

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

SIDEBAR: What, no burst fire?

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

Blinding

A successful blinding attack renders the target unable to see clearly. Normally, a character who can't see incurs a -Template:KM4 SKILL BONUS penalty on their Hand-to-hand Combat rolls and defense, a -Template:KM4 SKILL BONUS penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -Template:KM4 SKILL BONUS penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.

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

Piercing

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

Stunning

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

Terrifying

A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). A cowering character incurs a -Template:KM4 SKILL BONUS penalty on their defense, unless they have something to hide behind, which would grant a +Template:KM4 SKILL BONUS bonus to their defense. A fleeing character is granted a +Template:KM4 SKILL BONUS bonus to their defense, because they are running.

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

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

Armor

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


Table: Armor
Type DR Notes
Leather Jacket +1 Thick leather, not concealable
Light Tactical Armor +1 Concealable
Medium Tactical Armor +2 Concealable under outerwear
Heavy Tactical Armor +3 Not concealable
Light Assault Armor +4 Not concealable
Medium Assault Armor +5 Not concealable
Heavy Assault Armor +6 Not concealable


Shields

Shields help characters to divert attacks. A character with a ballistic shield gains a +Template:KM4 SKILL BONUS bonus to their defense value.

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

Hand-to-hand Weapons

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

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

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -Template:KM4 SKILL BONUS penalty on their attack roll.


Table: Hand-to-hand weapons
Type Acc Damage Notes
Light Pole Arm +1 1d6 May be thrown
Light Blade +1 1d6+1
Light Bludgeon +1 1d6+1 May inflict stunning
Medium Pole Arm +1 1d6+1 May be thrown
Medium Blade +0 1d6+2
Medium Bludgeon +0 1d6+2 May inflict stunning
Heavy Pole Arm +1 1d6+2 Two-handed
Heavy Blade +0 1d6+3 Two-handed
Heavy Bludgeon +0 1d6+3 May inflict stunning, Two-handed

Ranged Weapons

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

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

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -Template:KM4 SKILL BONUS penalty on their attack roll.

Short Range Weapons

Short range weapons are typically useful up to a distance of 10 meters.


Table: Short range weapons (10 m)
Type Acc Damage Notes
Light Pole Arm +1 1d6 May be used hand-to-hand
Medium Pole Arm +1 1d6+1 May be used hand-to-hand
Short Bow +0 1d6+1 Two-handed
Crossbow +1 1d6+1 Two-handed
Light Pistol +0 1d6+1
Medium Pistol +1 1d6+1
Heavy Pistol +1 1d6+2
Taser +0 1d6+2 Stunning
Hand Grenade, Concussion +0 1d6+7 Area, Stunning
Hand Grenade, Fragmentation +0 1d6+2 Area
Flamethrower +0 1d6+3 Two-handed, Area (2 m × 10 m line), Terrifying

Medium Range Weapons

Medium range weapons are typically useful up to a distance of 100 meters.


Table: Medium range weapons (100 m)
Type Acc Damage Notes
Long Bow +1 1d6+2 Two-handed
Light Submachine Gun +0 1d6+1 Auto
Medium Submachine Gun +1 1d6+1 Auto
Heavy Submachine Gun +0 1d6+2 Auto
Light Shotgun +0 1d6+1 Two-handed
Medium Shotgun +1 1d6+1 Two-handed
Heavy Shotgun +0 1d6+2 Two-handed
Light Rifle +1 1d6+1 Two-handed
Medium Rifle +1 1d6+2 Two-handed
Heavy Rifle +1 1d6+3 Two-handed
Light Assault Rifle +1 1d6+1 Auto, Two-handed
Medium Assault Rifle +1 1d6+2 Auto, Two-handed
Heavy Assault Rifle +1 1d6+3 Auto, Two-handed
Light Machinegun +1 1d6+2 Auto, Two-handed
Medium Machinegun +1 1d6+3 Auto, Crew 2, Two-handed
Grenade, Concussion +1 1d6+7 Area, Stunning
Grenade, Fragmentation +1 1d6+2 Area

Long Range Weapons

Long range weapons are typically useful up to a distance of 1 kilometer.


Table: Long range weapons (1 km)
Type Acc Damage Notes
Sniper Rifle +1 1d6+3 Two-handed
Heavy Machinegun +1 1d6+4 Auto, Crew 2, Two-handed
Light Cannon +1 1d6+4 Two-handed, vehicle mounted, fires every other round
Heavy Cannon +1 1d6+5 Crew 2, Two-handed, vehicle mounted, fires every other round

Other Equipment

Equipment grants a bonus equal to its rating to the relevant rolls of the character using it. Simple or multipurpose equipment, such as a Swiss army knife, generally has a rating of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a rating of 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a rating of 3.


Table: Tools
Type Rating Notes
Binoculars, Mini 1
Binoculars, Professional 3
Binoculars, Typical 2
Camera, Mini 1
Camera, Professional 3
Camera, Typical 2
Cell Phone 1
Commlink 1
Concealed Microphone 1
Covert Surveillance Device 1
Covert Tracking Device 2
Doctor's Bag 2
Field Radio 1
Flashlight 1
Gas Mask 1
GPS 2
Gunsmith Kit 2
Handcuffs 3 DV 15 to pick lock, DR 6 to break
Laptop 2
Lockpick Gun 2
Lockpick Set, Mini 2
Lockpick Set, Professional 3
Lockpick Set, Typical 2
Machine Shop 3
Mechanic's Tools 2
Motorcycle Goggles 1
Multi-tool 1
Nightvision Goggles 2
Radio 2
Recorder, Mini 1
Recorder, Professional 3
Recorder, Typical 2
Scientific Calculator 2
Scuba Gear 2
Scuba Tank, Mini 1
Slide Rule 2
Snorkel 1
Surgical Theatre 3
Swiss Army Knife 1

Vehicles

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

Air

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


Street

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


Off-road

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


Water

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