Kalos Mechanism 4e EN:Equipment

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(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.