Bulletproof Blues 4e EN:Equipment: Difference between revisions

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==Short Range Weapons==
==Short Range Weapons==


Short range weapons are typically useful up to a distance of 10 meters. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll. Conventional weapons do not stack with offensive powers such as Blast.
Short range weapons are typically useful up to a distance of 10 meters. A ranged weapon grants a bonus equal to its power level (PL) to the Ranged Combat rolls of the character using it. Conventional weapons do not stack with offensive powers such as Strike.


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




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| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|easy to conceal
| class="alignleft"|easy to conceal
|-
| class="alignleft"|Long Bow
| class="aligncenter"|1
| class="alignleft"|two-handed
|-
|-
| class="alignleft"|Pepper Spray
| class="alignleft"|Pepper Spray
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| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|two-handed
| class="alignleft"|two-handed
|-
| class="alignleft"|Target Pistol
| class="aligncenter"|1
| class="alignleft"|+{{KM4_SKILL_BONUS}} bonus<sup>1</sup> if attacker does not move
|-
|-
| class="alignleft"|Compound Bow
| class="alignleft"|Compound Bow
Line 182: Line 174:
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|difficult to conceal
| class="alignleft"|difficult to conceal
|-
| class="alignleft"|Target Pistol
| class="aligncenter"|2
| class="alignleft"|-3 penalty if attacker moves
|-
|-
| class="alignleft"|Taser
| class="alignleft"|Taser
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|-
|-
| class="alignleft"|Fragmentation Grenade
| class="alignleft"|Fragmentation Grenade
| class="aligncenter"|6
| class="aligncenter"|3
| class="alignleft"|area, single use
| class="alignleft"|area, single use
|-
|-
| class="alignleft"|Incendiary Grenade
| class="alignleft"|Incendiary Grenade
| class="aligncenter"|6
| class="aligncenter"|3
| class="alignleft"|area, terrifying, single use
| class="alignleft"|area, terrifying, single use
|-
|-
| class="alignleft"|Flash Grenade
| class="alignleft"|Flash Grenade
| class="aligncenter"|7
| class="aligncenter"|3
| class="alignleft"|area, blinding, stunning, single use
| class="alignleft"|area, blinding, stunning, single use
|-
|-
| class="alignleft"|Knockout Gas Grenade
| class="alignleft"|Knockout Gas Grenade
| class="aligncenter"|7
| class="aligncenter"|3
| class="alignleft"|area, stunning, single use
| class="alignleft"|area, stunning, single use
|-
|-
| class="alignleft"|Smoke Grenade
| class="alignleft"|Smoke Grenade
| class="aligncenter"|*
| class="aligncenter"|3
| class="alignleft"|Darkness (PL 4), 10 m radius, single use (lasts 10 rounds)
| class="alignleft"|Darkness<sup>1</sup>, area, single use (lasts 10 rounds)
|}
|}
#[[Bulletproof_Blues_4e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]]
#[[Bulletproof_Blues_4e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]]

Revision as of 13:08, 21 February 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 power level (PL) rating of 1, adding 1 to the character's roll or defense.

Nothing physically prevents a character in Bulletproof Blues from carrying weapons and driving vehicles: there is no character point cost associated with ordinary weaponry and vehicles. However, there may be legal or financial obstacles to obtaining such equipment, even if it's relatively commonplace. All equipment requires periodic maintenance, but this usually happens when it is convenient for the character.

Special Attack Types

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.

Blinding

A successful blinding attack renders the target unable to see clearly. In hand-to-hand combat, a blinded character incurs a -Template:KM4 SKILL BONUS penalty on their defense and their attack rolls. In ranged combat, a blinded character incurs a -Template:KM4 SKILL BONUS penalty on their defense, but they automatically fail any Ranged Combat attack 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 attack rolls. A blinded character suffers no penalty when defending against mental attacks, but they automatically fail any Mental Combat attack rolls.

To recover from a blinding attack, the target must use a standard action to make a successful Survival (Brawn) roll against 8 + Power Level of the attack. If the target has Alteration Resistance, they add +Template:KM4 SKILL BONUS to their roll.

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

Burst Fire

A weapon which fires multiple times per turn, such as a machinegun, usually has a higher power level (PL) 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 roll. There's no "roll damage three times" mechanic like some game systems have.

Stunning

Damage from a stunning attack is temporary. Record it separately; it all comes back 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, while 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 make a Survival (Presence) roll against 8 + Power Level of the attack. If the target has Mental Resistance, they add +Template:KM4 SKILL BONUS to their 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 protection against normal damage, but doesn't help against mental attacks or alteration attacks. Armor grants a bonus equal to its power level (PL) to the defense of the character wearing it. Conventional armor does not stack with powers such as Damage Resistance.


Table: Armor
Type PL Notes
Leather Jacket 1 thick leather, not concealable
Light Ballistic Vest 1 concealable
Medium Ballistic Armor 2 concealable under outerwear
Heavy Ballistic Armor 3 not concealable

Hand-to-hand Weapons

Hand-to-hand weapons are typically useful up to a distance of one meter. A hand-to-hand weapon grants a bonus equal to its power level (PL) to the Hand-to-hand Combat rolls of the character using it. Conventional weapons do not stack with offensive powers such as Strike.

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.


Table: Hand-to-hand weapons
Type PL Notes
Club 1
Knife 1
Machete 1
Spear 1
Staff 1 two-handed, no sweep attack penalty1
Whip 1
Axe 2
Chainsaw 2 two-handed, very loud
Crowbar 2 two-handed
Large Knife 2
Stun Baton 2 stunning
Sword 2
Great Sword 3 two-handed
Great Axe 3 two-handed
  1. Sweep Attack

Short Range Weapons

Short range weapons are typically useful up to a distance of 10 meters. A ranged weapon grants a bonus equal to its power level (PL) to the Ranged Combat rolls of the character using it. Conventional weapons do not stack with offensive powers such as Strike.

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.


Table: Short range weapons
Type PL Notes
Light Pistol 1 easy to conceal
Pepper Spray 1 blinding, stunning
Short Bow 1 two-handed
Compound Bow 2 two-handed
Crossbow 2 two-handed
Heavy Pistol 2 difficult to conceal
Target Pistol 2 -3 penalty if attacker moves
Taser 2 stunning
Flamethrower 3 two-handed, area (2 m × 10 m line), terrifying
Fragmentation Grenade 3 area, single use
Incendiary Grenade 3 area, terrifying, single use
Flash Grenade 3 area, blinding, stunning, single use
Knockout Gas Grenade 3 area, stunning, single use
Smoke Grenade 3 Darkness1, area, single use (lasts 10 rounds)
  1. Bonuses And Penalties

Medium Range Weapons

Medium range weapons are typically useful up to a distance of 100 meters. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll. Conventional weapons do not stack with offensive powers such as Blast.

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


Table: Medium range weapons
Type PL Notes
Assault Rifle 2 two-handed, burst fire
Carbine 2 two-handed
Heat Rifle 2 two-handed, stunning, uses microwaves to cause pain to target
Shotgun 2 two-handed, +Template:KM4 SKILL BONUS bonus1 beyond short range (10 m)
Sporting Rifle 2 two-handed, +Template:KM4 SKILL BONUS bonus1 if attacker does not move
Heavy Rifle 3 two-handed
Machinegun 3 two-handed, burst fire
Sawed-off Shotgun 3 two-handed, -Template:KM4 SKILL BONUS penalty1 beyond short range (10 m)
Light Anti-tank Weapon 6 two-handed
Pacification Rifle * two-handed, Presence Drain (PL 5), uses electromagnetic radiation to affect a target's central nervous system
  1. Bonuses And Penalties

Long Range Weapons

Long range weapons are typically useful up to a distance of one kilometer. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll. Conventional weapons do not stack with offensive powers such as Blast.

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


Table: Long range weapons
Type PL Notes
Heavy Machinegun 3 two-handed, burst fire
Sniper Rifle 3 two-handed, +Template:KM4 SKILL BONUS bonus1 if attacker does not move
Heat Cannon 4 two-handed, vehicle mounted, area, stunning, uses microwaves to cause pain to targets
Light Cannon 6 two-handed, vehicle mounted, fires every other round
Heavy Cannon 7 two-handed, vehicle mounted, area, fires every other round
Pacification Cannon * two-handed, vehicle mounted, area, Presence Drain (PL 5), uses electromagnetic radiation to affect targets' central nervous system
  1. Bonuses And Penalties

Other Equipment

When making a skill roll, the character may add the power level (PL) rating of the equipment to their roll. Simple or multipurpose equipment, such as a Swiss army knife, generally has a PL of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a PL of 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a PL of 3.


Table: Tools
Type PL
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 8
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 Damage Resistance (PL) Endurance 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 Damage Resistance (PL) Endurance 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 Damage Resistance (PL) Endurance 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 Damage Resistance (PL) Endurance 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