Kalos Mechanism 4e EN:Equipment
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.
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. |
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 |
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.
Item | Level | DV Bonus | Notes |
---|---|---|---|
Buckler | 1 | 1 | |
Wooden Shield | 1 | 1 | |
Metal Shield | 2 | 2 | |
Tower Shield | 3 | 3 |
Item | Level | DV Bonus | Notes |
---|---|---|---|
Safety Shield | 1 | 1 | |
Light Tactical Shield | 1 | 1 | |
Heavy Tactical Shield | 2 | 2 | |
Blast Shield | 3 | 3 |
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.
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 |
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 |
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.
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 |
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 |
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.
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 |
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 |
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.
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 |
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 |
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.