Bulletproof Blues 4e EN:Equipment: Difference between revisions

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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 when attempting a skill roll.
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.


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, unlike equipment purchased with character points, 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.


For example, a character who carries a pistol, and who has paid character points for the Blast power, is rarely inconvenienced by trivial matters such as a "failure to eject", and the player would earn a plot point if such a failure occurred. For a character whose PL 2 pistol was purchased at a local gun shop, and not purchased with character points, such equipment failures are relatively common.
==Special Weapon Types==


==Special Attack Types==
===Area===


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


Area attacks inflict damage to everyone within a certain distance of the target -- everyone within short range (10 m), unless the equipment description says otherwise. The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
A character may attempt to hit a target by spraying the area with multiple shots. This is called "suppressing fire". Suppressing fire inflicts one less damage for each +1 skill bonus on the skill roll. If the attacker chooses to gain a +5 skill bonus, they would inflict 5 less damage if the attack is successful. Only weapons with "auto" in the notes are capable of suppressing fire.


===Blinding===
<blockquote>
====SIDEBAR: What, no burst fire?====


A successful blinding attack renders the target unable to see clearly. In hand-to-hand combat, a blinded character incurs a penalty die on their attack and defense rolls. A blinded character incurs a penalty die on their Ranged Combat and Mental Combat defense rolls, but they usually fail any Ranged Combat or Mental 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 a blind attacker incurs a penalty die on their Ranged Combat or Mental Combat attack rolls.
Note that a weapon which fires multiple times per turn, such as a machinegun, usually inflicts more damage than its single-shot equivalent. However, the attack is only resolved once. Whether the damage from an attack is inflicted by one discrete injury or twelve, it's all just one attack. There's no "roll damage three times" mechanic like some game systems have.
</blockquote>


A blinded character suffers no penalty when defending against mental attacks, but they automatically fail any mental combat attack rolls.
===Blinding===


To recover from a blinding attack, the target must use a standard action to make a challenging (DV 3) Perception (Reason) roll.
A successful blinding attack renders the target unable to see clearly. Normally, a character who can't see incurs a -{{KM4_SKILL_BONUS}} skill penalty on their Hand-to-hand Combat rolls and defense, a -{{KM4_SKILL_BONUS}} skill penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -{{KM4_SKILL_BONUS}} skill penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.


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


===Burst Fire===
===Piercing===


A weapon which fires multiple times per round, such as a machinegun, grants a bonus die. 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 Ranged Combat roll. There's no "roll damage three times" mechanic like some game systems have.
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===
===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.
Some attacks are normal, but nonlethal. The damage is applied to the target's Endurance rather than to their Health. If a character with zero Endurance suffers additional Endurance damage from another attack, the additional damage is treated as Health damage. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.


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


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


To recover from a terrifying attack, the target must use a standard action to make a moderately difficult (DV 3) Survival (Presence) roll.
To recover from a terrifying attack, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attack. If the target has Mental Resistance, they may add it to this roll.


If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.
If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.
===Unusual attacks===
Weapons which are based on unusual powers, such as smoke grenades (Darkness) and pacification rifles (Presence Drain Ray), have a power level (PL) indicated in their descriptions. When making an attack roll with these weapons, the attacker's attribute (typically Agility) is not added to the attack roll. The attacker rolls two dice (one die if they lack the relevant combat skill), and adds the power level of the weapon.


==Armor==
==Armor==


Armor provides protection against most forms of normal damage. The defense roll of a character wearing armor is equal to their relevant defense attribute (Brawn for Hand-to-hand Combat, Agility for Ranged Combat) plus the power level (PL) rating of the armor. Conventional armor does not stack with defensive powers such as Damage Resistance and Force Field.
Armor provides Damage Resistance (DR) against normal damage, but it doesn't help against mental attacks or alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Armor
|+Table: Armor
|-
! class="alignleft"|Type
! class="aligncenter"|PL
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Light Ballistic Vest
! class="alignleft"|Name
| class="aligncenter"|1
! class="aligncenter"|DR
| class="alignleft"|concealable
! class="aligncenter"|Max AGL
|-
! class="alignright"|Cost
| class="alignleft"|Medium Ballistic Armor
| class="aligncenter"|2
| class="alignleft"|concealable under outerwear
|-
| class="alignleft"|Heavy Ballistic Armor
| class="aligncenter"|3
| class="alignleft"|not concealable
|}
 
 
==Hand-to-hand Weapons==
 
Hand-to-hand weapons are typically useful up to a distance of one meter. When making a Hand-to-hand Combat (Brawn) 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 Strike.
 
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Hand-to-hand Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hand-to-hand weapons
|-
! class="alignleft"|Type
! class="aligncenter"|PL
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Club
| class="alignleft"|Leather jacket
| class="aligncenter"|1
| class="aligncenter"|4
| class="alignleft"|
| class="aligncenter"|9
| class="alignright"|$250
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Knife
| class="alignleft"|Light tactical armor
| class="aligncenter"|1
| class="aligncenter"|4
| class="alignleft"|
| class="aligncenter"|9
| class="alignright"|$50
| class="alignleft"|Concealable
|-
|-
| class="alignleft"|Spear
| class="alignleft"|Medium tactical armor
| class="aligncenter"|1
| class="aligncenter"|5
| class="alignleft"|
| class="aligncenter"|8
| class="alignright"|$250
| class="alignleft"|Concealable under outerwear
|-
|-
| class="alignleft"|Staff
| class="alignleft"|Heavy tactical armor
| class="aligncenter"|1
| class="aligncenter"|6
| class="alignleft"|two-handed, no sweep attack penalty<sup>1</sup>
| class="aligncenter"|7
| class="alignright"|$1,000
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Whip
| class="alignleft"|Light assault armor
| class="aligncenter"|1
| class="aligncenter"|7
| class="alignleft"|
| class="aligncenter"|6
| class="alignright"|$2,000
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Chainsaw
| class="alignleft"|Medium assault armor
| class="aligncenter"|2
| class="aligncenter"|8
| class="alignleft"|two-handed, very loud
| class="aligncenter"|5
| class="alignright"|$6,000
| class="alignleft"|Not concealable
|-
|-
| class="alignleft"|Crowbar
| class="alignleft"|Heavy assault armor
| class="aligncenter"|2
| class="aligncenter"|9
| class="alignleft"|two-handed
|-
| class="alignleft"|Hatchet
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Large Knife
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Machete
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Stun Baton
| class="aligncenter"|2
| class="alignleft"|stunning
|-
| class="alignleft"|Sword
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Axe
| class="aligncenter"|3
| class="alignleft"|
|-
| class="alignleft"|Great Sword
| class="aligncenter"|3
| class="alignleft"|two-handed, no sweep attack penalty<sup>1</sup>
|-
| class="alignleft"|Great Axe
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|two-handed
| class="alignright"|$15,000
| class="alignleft"|Not concealable
|}
|}
#[[Bulletproof_Blues_4e_EN:Actions#Sweep_Attack|Sweep Attack]]


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


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.
Ballistic shields help characters to divert attacks. A character with a shield gains a +{{KM4_SKILL_BONUS}} skill bonus to their defense value.


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




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Short range weapons
|+Table: Shields
|-  
|-
! class="alignleft"|Type
! class="alignleft"|Name
! class="aligncenter"|PL
! class="aligncenter"|DV
! class="aligncenter"|Max AGL
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Light Pistol
| class="alignleft"|Ballistic shield
| class="aligncenter"|1
| class="aligncenter"|+3
| class="alignleft"|easy to conceal
|-
| class="alignleft"|Long Bow
| class="aligncenter"|1
| class="alignleft"|two-handed
|-
| class="alignleft"|Pepper Spray
| class="aligncenter"|1
| class="alignleft"|blinding, stunning
|-
| class="alignleft"|Short Bow
| class="aligncenter"|1
| class="alignleft"|two-handed
|-
| class="alignleft"|Target Pistol
| class="aligncenter"|1
| class="alignleft"|bonus die<sup>1</sup> if attacker does not move
|-
| class="alignleft"|Compound Bow
| class="aligncenter"|2
| class="alignleft"|two-handed
|-
| class="alignleft"|Crossbow
| class="aligncenter"|2
| class="alignleft"|two-handed
|-
| class="alignleft"|Heavy Pistol
| class="aligncenter"|2
| class="alignleft"|difficult to conceal
|-
| class="alignleft"|Taser
| class="aligncenter"|2
| class="alignleft"|stunning
|-
| class="alignleft"|Flamethrower
| class="aligncenter"|3
| class="alignleft"|two-handed, bonus die<sup>1</sup> (wide spray), terrifying
|-
| class="alignleft"|Fragmentation Grenade
| class="aligncenter"|6
| class="alignleft"|area, single use
|-
| class="alignleft"|Incendiary Grenade
| class="aligncenter"|6
| class="alignleft"|area, terrifying, single use
|-
| class="alignleft"|Flash Grenade
| class="aligncenter"|7
| class="alignleft"|area, blinding, stunning, single use
|-
| class="alignleft"|Knockout Gas Grenade
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignleft"|area, stunning, single use
| class="alignright"|
|-
| class="alignleft"|1d6+1 damage, Not concealable
| class="alignleft"|Smoke Grenade
| class="aligncenter"|*
| class="alignleft"|Darkness (PL 4), 10 m radius, single use (lasts 10 rounds)
|}
|}
#[[Bulletproof_Blues_4e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]]


==Medium Range 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. 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.


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.
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 Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die 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}} skill penalty on their attack roll.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Medium range weapons
|+Table: Hand-to-hand weapons
|-  
|-
! class="alignleft"|Type
! class="alignleft"|Name
! class="aligncenter"|PL
! class="aligncenter"|Acc
! class="alignleft"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Assault Rifle
| class="alignleft"|Light pole arm
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|two-handed, burst fire
| class="alignleft"|1d6
| class="alignright"|
| class="alignleft"|May be thrown
|-
|-
| class="alignleft"|Carbine
| class="alignleft"|Light bludgeon
| class="aligncenter"|2
| class="aligncenter"|+0
| class="alignleft"|two-handed
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|May inflict stunning
|-
|-
| class="alignleft"|Heat Rifle
| class="alignleft"|Light blade
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|two-handed, stunning, uses microwaves to cause pain to target
| class="alignleft"|1d6+1
|-
| class="alignright"|
| class="alignleft"|Shotgun
| class="alignleft"|
| class="aligncenter"|2
| class="alignleft"|two-handed, bonus die<sup>1</sup> beyond short range (10 m)
|-
|-
| class="alignleft"|Sporting Rifle
| class="alignleft"|Medium pole arm
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|two-handed, bonus die<sup>1</sup> if attacker does not move
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|May be thrown, Two-handed
|-
|-
| class="alignleft"|Heavy Rifle
| class="alignleft"|Medium bludgeon
| class="aligncenter"|3
| class="aligncenter"|+0
| class="alignleft"|two-handed
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|May inflict stunning
|-
|-
| class="alignleft"|Machinegun
| class="alignleft"|Medium blade
| class="aligncenter"|3
| class="aligncenter"|+1
| class="alignleft"|two-handed, burst fire
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|
|-
|-
| class="alignleft"|Sawed-off Shotgun
| class="alignleft"|Heavy pole arm
| class="aligncenter"|3
| class="aligncenter"|+1
| class="alignleft"|two-handed, penalty die<sup>1</sup> beyond short range (10 m)
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Light Anti-tank Weapon
| class="alignleft"|Heavy bludgeon
| class="aligncenter"|6
| class="aligncenter"|+0
| class="alignleft"|two-handed
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|May inflict stunning, Two-handed
|-
|-
| class="alignleft"|Pacification Rifle
| class="alignleft"|Heavy blade
| class="aligncenter"|*
| class="aligncenter"|+1
| class="alignleft"|two-handed, Presence Drain (PL 5), uses electromagnetic radiation to affect a target's central nervous system
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Two-handed
|}
|}
#[[Bulletproof_Blues_4e_EN:Actions#Bonuses_And_Penalties|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.
==Ranged Weapons==


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 penalty die on their attack.
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.


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
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}} skill penalty on their attack roll.
|+Table: Long range weapons
|-
! class="alignleft"|Type
! class="aligncenter"|PL
! class="alignleft"|Notes
|-
| class="alignleft"|Heavy Machinegun
| class="aligncenter"|3
| class="alignleft"|two-handed, burst fire
|-
| class="alignleft"|Sniper Rifle
| class="aligncenter"|3
| class="alignleft"|two-handed, bonus die<sup>1</sup> if attacker does not move
|-
| class="alignleft"|Heat Cannon
| class="aligncenter"|4
| class="alignleft"|two-handed, vehicle mounted, area, stunning, uses microwaves to cause pain to targets
|-
| class="alignleft"|Light Cannon
| class="aligncenter"|6
| class="alignleft"|two-handed, vehicle mounted, fires every other round
|-
| class="alignleft"|Heavy Cannon
| class="aligncenter"|7
| class="alignleft"|two-handed, vehicle mounted, area, fires every other round
|-
| class="alignleft"|Pacification Cannon
| class="aligncenter"|*
| class="alignleft"|two-handed, vehicle mounted, area, Presence Drain (PL 5), uses electromagnetic radiation to affect targets' central nervous system
|}
#[[Bulletproof_Blues_4e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]]


==Other Equipment==
===Short Range Weapons===


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.
Short range weapons are typically useful up to a distance of 10 meters. Someone attacking a target beyond this range incurs a -{{KM4_SKILL_BONUS}} skill penalty on their attack roll.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Tools
|+Table: Short range weapons (10 m)
|-
! class="alignleft"|Type
! class="aligncenter"|PL
|-
|-
| class="alignleft"|Binoculars, Mini
! class="alignleft"|Name
| class="aligncenter"|1
! class="aligncenter"|Acc
! class="alignleft"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Binoculars, Professional
| class="alignleft"|Light pole arm
| class="aligncenter"|3
| class="aligncenter"|+1
| class="alignleft"|1d6
| class="alignright"|
| class="alignleft"|May be used hand-to-hand, Two-handed
|-
|-
| class="alignleft"|Binoculars, Typical
| class="alignleft"|Recurve bow
| class="aligncenter"|2
| class="aligncenter"|+0
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Camera, Mini
| class="alignleft"|Light crossbow
| class="aligncenter"|1
| class="aligncenter"|+1
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Camera, Professional
| class="alignleft"|Medium pole arm
| class="aligncenter"|3
| class="aligncenter"|+1
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|May be used hand-to-hand, Two-handed
|-
|-
| class="alignleft"|Camera, Typical
| class="alignleft"|Light pistol
| class="aligncenter"|2
| class="aligncenter"|+0
| class="alignleft"|1d6
| class="alignright"|
| class="alignleft"|
|-
|-
| class="alignleft"|Cell Phone
| class="alignleft"|Light submachine gun
| class="aligncenter"|1
| class="aligncenter"|+0
| class="alignleft"|1d6
| class="alignright"|
| class="alignleft"|Auto
|-
|-
| class="alignleft"|Commlink
| class="alignleft"|Medium pistol
| class="aligncenter"|1
| class="aligncenter"|+0
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|
|-
|-
| class="alignleft"|Concealed Microphone
| class="alignleft"|Light shotgun
| class="aligncenter"|1
| class="aligncenter"|+2
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Covert Surveillance Device
| class="alignleft"|Heavy pistol
| class="aligncenter"|1
| class="aligncenter"|+0
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|
|-
|-
| class="alignleft"|Covert Tracking Device
| class="alignleft"|Taser
| class="aligncenter"|2
| class="aligncenter"|+0
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Stunning
|-
|-
| class="alignleft"|Doctor's Bag
| class="alignleft"|Medium shotgun
| class="aligncenter"|2
| class="aligncenter"|+2
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Field Radio
| class="alignleft"|Heavy shotgun
| class="aligncenter"|1
| class="aligncenter"|+2
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Flashlight
| class="alignleft"|Hand grenade, concussion
| class="aligncenter"|1
| class="aligncenter"|+0
| class="alignleft"|1d6+7
| class="alignright"|
| class="alignleft"|Area, Stunning
|-
|-
| class="alignleft"|Gas Mask
| class="alignleft"|Hand grenade, fragmentation
| class="aligncenter"|1
| class="aligncenter"|+0
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Area
|-
|-
| class="alignleft"|GPS
| class="alignleft"|Flamethrower
| class="aligncenter"|2
| class="aligncenter"|+0
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Area (2 m × 10 m line), Terrifying, Two-handed
|}
 
 
===Medium Range Weapons===
 
Medium range weapons are typically useful up to a distance of 100 meters. Someone attacking a target beyond this range incurs a -{{KM4_SKILL_BONUS}} skill penalty on their attack roll.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Medium range weapons (100 m)
|-
|-
| class="alignleft"|Gunsmith Kit
! class="alignleft"|Name
| class="aligncenter"|2
! class="aligncenter"|Acc
! class="alignleft"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Handcuffs
| class="alignleft"|Longbow
| class="aligncenter"|8
| class="aligncenter"|+0
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Laptop
| class="alignleft"|Heavy crossbow
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Lockpick Gun
| class="alignleft"|Compound bow
| class="aligncenter"|2
| class="aligncenter"|+0
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Lockpick Set, Mini
| class="alignleft"|Compound crossbow
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Lockpick Set, Professional
| class="alignleft"|Medium submachine gun
| class="aligncenter"|3
| class="aligncenter"|+0
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Auto
|-
|-
| class="alignleft"|Lockpick Set, Typical
| class="alignleft"|Light rifle
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Machine Shop
| class="alignleft"|Light assault rifle
| class="aligncenter"|3
| class="aligncenter"|+1
| class="alignleft"|1d6+1
| class="alignright"|
| class="alignleft"|Auto, Two-handed
|-
|-
| class="alignleft"|Mechanic's Tools
| class="alignleft"|Heavy submachine gun
| class="aligncenter"|2
| class="aligncenter"|+0
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Auto
|-
|-
| class="alignleft"|Motorcycle Goggles
| class="alignleft"|Medium rifle
| class="aligncenter"|1
| class="aligncenter"|+1
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Multi-tool
| class="alignleft"|Light machinegun
| class="aligncenter"|1
| class="aligncenter"|+1
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Auto, Two-handed
|-
|-
| class="alignleft"|Nightvision Goggles
| class="alignleft"|Medium assault rifle
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Auto, Two-handed
|-
|-
| class="alignleft"|Radio
| class="alignleft"|Heavy rifle
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Recorder, Mini
| class="alignleft"|Heavy assault rifle
| class="aligncenter"|1
| class="aligncenter"|+1
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Auto, Two-handed
|-
|-
| class="alignleft"|Recorder, Professional
| class="alignleft"|Grenade, concussion
| class="aligncenter"|3
| class="aligncenter"|+1
| class="alignleft"|1d6+7
| class="alignright"|
| class="alignleft"|Area, Stunning
|-
|-
| class="alignleft"|Recorder, Typical
| class="alignleft"|Grenade, fragmentation
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|1d6+2
| class="alignright"|
| class="alignleft"|Area
|}
 
 
===Long Range Weapons===
 
Long range weapons are typically useful up to a distance of 1 kilometer. Someone attacking a target beyond this range incurs a -{{KM4_SKILL_BONUS}} skill penalty on their attack roll.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Long range weapons (1 km)
|-
|-
| class="alignleft"|Scientific Calculator
! class="alignleft"|Name
| class="aligncenter"|2
! class="aligncenter"|Acc
! class="alignleft"|Damage
! class="alignright"|Cost
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Scuba Gear
| class="alignleft"|Sniper rifle
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Two-handed
|-
|-
| class="alignleft"|Scuba Tank, Mini
| class="alignleft"|Medium machinegun
| class="aligncenter"|1
| class="aligncenter"|+1
| class="alignleft"|1d6+3
| class="alignright"|
| class="alignleft"|Auto, Crew 2, Two-handed
|-
|-
| class="alignleft"|Slide Rule
| class="alignleft"|Light cannon
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignleft"|1d6+4
| class="alignright"|
| class="alignleft"|Fires every other round, Two-handed, Vehicle mounted
|-
|-
| class="alignleft"|Snorkel
| class="alignleft"|Heavy machinegun
| class="aligncenter"|1
| class="aligncenter"|+1
| class="alignleft"|1d6+4
| class="alignright"|
| class="alignleft"|Auto, Crew 2, Two-handed
|-
|-
| class="alignleft"|Surgical Theatre
| class="alignleft"|Heavy cannon
| class="aligncenter"|3
| class="aligncenter"|+1
|-
| class="alignleft"|1d6+5
| class="alignleft"|Swiss Army Knife
| class="alignright"|
| class="aligncenter"|1
| class="alignleft"|Crew 2, Fires every other round, Two-handed, Vehicle mounted
|}
|}


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


==Vehicles==
==Vehicles==
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|-  
|-  
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Damage Resistance (PL)
! class="aligncenter"|DR
! class="alignleft"|Endurance
! class="alignleft"|Health
! class="alignleft"|Top Speed
! class="alignleft"|Top Speed
|-
|-
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|-  
|-  
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Damage Resistance (PL)
! class="aligncenter"|DR
! class="alignleft"|Endurance
! class="alignleft"|Health
! class="alignleft"|Top Speed
! class="alignleft"|Top Speed
|-
|-
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|-  
|-  
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Damage Resistance (PL)
! class="aligncenter"|DR
! class="alignleft"|Endurance
! class="alignleft"|Health
! class="alignleft"|Top Speed
! class="alignleft"|Top Speed
|-
|-
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|-  
|-  
! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Damage Resistance (PL)
! class="aligncenter"|DR
! class="alignleft"|Endurance
! class="alignleft"|Health
! class="alignleft"|Top Speed
! class="alignleft"|Top Speed
|-
|-

Latest revision as of 16:57, 15 July 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 5 meters, typically. The attacker rolls once for the attack.

Auto

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

SIDEBAR: What, no burst fire?

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

Blinding

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

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

Piercing

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

Stunning

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

Terrifying

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

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

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

Armor

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


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

Shields

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

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


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

Hand-to-hand Weapons

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

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

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


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


Ranged Weapons

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

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

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

Short Range Weapons

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


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


Medium Range Weapons

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


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


Long Range Weapons

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


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


Other Equipment

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

Vehicles

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

Air

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


Street

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


Off-road

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


Water

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