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Chapter 11: Equipment
Anime Toys
The following section provides quick and simple rules that help players and Game Masters create a plethora of weapons and vehicles with which to outfit characters. The equipment created with the following rules is intended for use with the Personal Gear Attribute. If a character requires a more powerful item, such as power armour or a magical ring, it should be created using the Item of Power Attribute. Item of Power reflects magical or supertech items that are exceedingly difficult to create. Gear, however, may be high-tech or incredibly expensive, but are within the ability of modern science. While a character’s vehicle may be the best car on the road, anyone with enough funding and skill could build one. Power armour, however, requires far more than money and skill to create. Ensure that the desired item is, in fact, Personal Gear before attempting to build it with the rules herein.
Weapons
Table 11-2: Weapons lists the damage values and other characteristics of common weapons. If a weapon is not listed, the GM should assign a damage value based on one that is similar in form and function.
Some weapons possess Abilities and Disabilities to reflect their unique capabilities. Note that special or magical weapons might cause additional damage or possess unique abilities beyond those listed here.
The Armour Ratings and Hit Points of operation weapons, such as firearms, are indicated in the table as well.
Improvised Weapons
In combat between anime characters, it is not uncommon for someone to pick up a nearby object and wield it is a weapon. It is impossible to account for every conceivable weapon that the player characters may decide to throw at their opponents, but Table 11-1: Improvised Weapons provides commonly encountered examples of improvised weapons and their statistics. GMs are encouraged to use this table as a guideline should their players decide to grab something in the middle of combat that is not listed. Naturally, most weapons have the Melee Disability as well, though they can be thrown in combat if necessary.
Table 11-1: Improvised Weapons
|
|
|
|
Strength |
Object |
Damage |
Abilities |
Disabilities |
Requirement |
Bus |
3d10 |
Area Effect |
Inaccurate, Low Penetration |
Strength 56 |
Car |
2d10 |
Area Effect |
Inaccurate, Low Penetration |
Strength 42 |
Dumpster |
2d8 |
- |
Inaccurate, Low Penetration |
Strength 40 |
Manhole Cover |
2d10 |
- |
Low Penetration |
Strength 28 |
Park Bench |
1d8 |
- |
Low Penetration |
Strength 32 |
Steel Girder |
2d10 |
Spreading |
Inaccurate |
Strength 48 |
Telephone Pole |
2d8 |
Spreading |
Inaccurate |
Strength 40 |
Stop Sign |
1d6 |
- |
- |
Strength 18 |
Table 11-2: Weapons
Melee Weapons
Bladed Weapons
Weapon |
Damage |
Abilities |
Disabilities |
Skill |
Axe |
1d8 |
Muscle-Powered |
Inaccurate |
Melee, Melee (Axe) |
Broadsword |
1d10 |
Muscle-Powered |
|
Melee, Melee (Sword) |
Knife or Dagger |
1d4 |
Concealable |
|
Melee, Melee (Knife) |
Muscle-Powered
Weapon |
Damage |
Abilities |
Disabilities |
Skill |
Long Sword |
1d8* |
Muscle-Powered |
|
Melee, Melee (Sword) |
Short Sword |
1d6 |
Concealable, Muscle-Powered |
|
Melee, Melee (Sword) |
Spear |
1d8 |
Muscle-Powered |
|
Melee, Melee (Polearm) |
Blunt Weapons
Weapon |
Damage |
Abilities |
Disabilities |
Skill |
Bo, Staff or Pipe |
1d6* |
Muscle-Powered, Knockback |
|
Melee, Melee (Polearm) |
Club, Baseball Bat |
1d6 |
Muscle-Powered, Knockback |
|
Melee, Melee (Club) |
Nunchuku or Chain |
1d6 |
Muscle-Powered, Flexible |
|
Melee, Melee (Whips/Chains) |
Whip, Rope, or Belt |
1d4 |
Muscle-Powered, Flexible, Concealable |
Low Penetration |
Melee, Melee (Whips) |
Bows
Weapon |
Damage |
Abilities |
Disabilities |
Skill |
Crossbow |
1d10 |
none |
Slow, Limited Shots (1) |
Archery (Crossbow) |
Long Bow |
1d8 |
none |
Limited Shots (1) |
Archery (Bow) |
Guns
Weapon |
Damage |
Abilities |
Disabilities |
Skill |
Light Pistol |
1d6+1 |
Concealable |
Low Penetration, Short Range (Pistol) |
Gun Combat |
Heavy Pistol |
1d8+1 |
Concealable |
Short Range (Pistol) |
Gun Combat |
Machine Pistol |
1d8 |
Auto-Fire, Concealable |
Inaccurate, Limited Shots (6) (Auto-Fire) |
Gun Combat |
Magnum Revolver |
1d8+2 |
Concealable |
Short Range (Pistol), Limited Shots (6) |
Gun Combat |
Medium Pistol |
1d8 |
Concealable |
Short Range (Pistol) |
Gun Combat |
Revolver |
1d6+1 |
Concealable |
Short Range (Pistol), Limited Shots (6) |
Gun Combat |
Assault Rifle |
1d8+2 |
Auto-Fire |
Limited Shots (6), Spreading (Auto-Fire) |
Gun Combat |
Heavy Assault Rifle |
2d6+2 |
Auto-Fire |
Inaccurate, Spreading, Limited Shots (6) (Auto-Fire) |
Gun Combat |
Hunting Rifle |
1d8+2 |
none |
none |
Gun Combat (Rifle) |
Light Rifle |
1d6+1 |
none |
none |
Gun Combat (Rifle) |
Sniper Rifle |
2d8+1 |
Accurate |
Limited Shots (6) (Rifle) |
Gun Combat |
Shotgun |
2d6+2** |
Spreading |
Limited Shots (6), Low Penetration (Rifle), Short Range |
Gun Combat |
Heavy Shotgun |
2d8+2** |
Spreading |
Limited Shots (6), Low Penetration (Rifle), Short Range |
Gun Combat |
Light Mini-Gun |
1d8+1 |
Accurate |
Limited Shots (6), Auto-Fire Static (Auto-Fire), Spreading |
Gun Combat |
Heavy Mini-Gun |
2d8+2 |
Auto-Fire |
Limited Shots (6), Spreading Static (Auto-Fire) |
Gun Combat |
Machine Gun |
2d8+1 |
Auto-Fire |
Static, Spreading (Machine Gun) |
Heavy Weapons |
Submachine Gun |
1d8+1 |
Auto-Fire |
Limited Shots (6), Spreading Short Range (Auto-Fire) |
Gun Combat |
66 mm LAW (Light Anti-Tank Weapon) |
3d6+6, Burning |
Area Effect, Penetrating Self-Destruct |
Inaccurate, Limited Shots (1) (Launcher), Slow, Static |
Heavy Weapons |
Thrown Weapons
Weapon |
Damage |
Abilities |
Disabilities |
Skill |
Concussion Grenade |
2d10+1 |
Area Effect x3, Concealable, Self-Destruct |
Limited Shots (1), Short Range |
Thrown Weapons (Grenades) |
Thrown Knife |
1d4 |
Concealable |
Limited Shots (1), Short Range |
Thrown Weapons (Blades) |
Non Lethal Ranged Weapons
Weapon |
Damage |
Abilities |
Disabilities |
Skill |
Tear Gas Grenade |
2d10+1 |
Area Effect x2, Enduring, Self-Destruct, Stun, Toxic |
Inaccurate, Limited Shots (1) (Grenades), Slow |
Heavy Weapons |
Weapon |
Damage |
Abilities |
Disabilities |
Skill |
Taser |
1d8+1 |
Stun |
Low Penetration, Short Range (Pistol), Slow |
Gun Combat |
Pepper Spray |
1d8+1 |
Concealable, Irritant, Stun, Toxic |
Limited Shots (6) |
Melee |
Range Ordinance
Weapon |
Damage |
Abilities |
Disabilities |
Skill |
120 mm Heat |
5d6+10, Burning |
Area Effect, Long Range, Penetrating |
Limited Shots (1) (Launcher) |
Heavy Weapons |
120 mm Sabot |
6d6+12 |
Accurate, Long Range, Penetrating x2 |
Limited Shots (1) (Launcher) |
Heavy Weapons |
Stinger Missile |
4d6+8, Penetrating |
Area Effect, Homing, Long Range, Self Destruct |
Backblast, Limited Shots (1) (Launcher), Only Air Targets, Slow, Static |
Heavy Weapons |
Tomahawk Missile |
7d6+14 |
Accurate x4, Area Affect x3, Self Destruct, Long Range x8, Penetrating x2 |
Limited Shots (1) (Launcher), Slow, Static, Stoppable |
Heavy Weapons |
Weapon Table Notes
“Damage” is how much punishment the weapon inflicts (the damage of the attack).
“Abilities” or “Disabilities” are any special capabilities or limitations the weapon possesses. Unless noted otherwise, a weapon has Medium range. All Improvised Weapons have the Muscle-Powered Ability, indicating that the attacker’s Strength modifier is added to damage.
“Skill” is the Skill and Specialization that provides a bonus when firing the weapon.
* Requires two hands to wield properly; delivers +2 damage when wielded two-handed.
** Some shotguns are “double-barrelled” and can fire both barrels at once. If so, an additional +1d6 damage is delivered. Double Barrelled shotguns have the Limited Shots (2) Disability.
“Strength Requirement” indicates the minimum Strength Ability Score required to wield the object as a weapon effectively. If any improvised weapon is thrown, it is treated as a Short Range weapon. The range increases by one category every 8 Points of Strength above the Strength requirement. For example, if a Giant Robot character who has Strength of 56, threw a manhole cover, it would be treated as a Long Range weapon (a Manhole cover has a Strength requirement of 28; the base Short range increases to Medium for a Strength of 36 and Long for a Strength of 44). Conversely, if the character throws a car, which requires Strength 42, it would be treated as a Medium Range weapon (Medium range for a Strength of 50 but requires Strength of 58 for Long range). If it wished to throw a bus at an opponent, it would be treated as a short-range weapon because it is only two above the Strength Requirement to wield a bus as a weapon.
Customising Firearms
Sometimes, nothing gets the trick done like a reliable firearm. The following options can be added to different types of weapons to enhance performance or otherwise alter them. Each accessory or feature normally counts as a minor item of Personal Gear. Some options are considered “mundane” (their advantages and disadvantages cancel), and do not cost Points.
Options for weapons are classed as either accessories or features. A feature is a change to the basic weapon template that reflects a particular factory model, or extensive after-market customisation. This requires the Knowledge: Mechanics (Gunsmith) Skill to install, and may require several hours or more. An accessory is something that can be easily attached or removed from the weapon within a few seconds to several minutes. Weapon options are available for any class of weapon unless otherwise noted.
Accurised
Modification Type: Feature
The weapon has been specially modified (custom grips, improved sights, polygonal
rifling, heavier barrel, etc.) to improve its accuracy. This is typical of
target pistols and competition or sniper rifles. This modification grants a +1
bonus to any attack check when firing single shots, but no bonus if used with
Auto-Fire. An accurised weapon must be in excellent condition with its sights
precisely aligned — it will lose its bonus if knocked about, dropped, or
otherwise mistreated.
Bayonet
Modification Type: Accessory
The weapon is fitted with a lug to accept a bayonet (included with this option).
When attached, the weapon is a bit more awkward, but it can be used in melee
combat as a spear. When detached (requires one round), the bayonet is also
usable as a knife. A bayonet is available for any rifle.
Bipod Attachment
Modification Type: Accessory
When the bipod is unfolded, the weapon is treated as if it is Accurate
(cumulative with any other Accurate bonuses) and Static. The weapon must be
fired at rest with the shooter lying prone behind it. Folding or unfolding the
bipod requires one round. A bipod is available for any rifle.
Brass Catcher
Modification Type: Accessory
This attachment collects cartridges as they are fired out of the weapon, and
thus either saves them for hand loading or prevents any incriminating ballistics
evidence from being left behind. A brass catcher is available for any rifle or
assault weapon.
Briefcase-Firing
Modification Type: Accessory
The weapon is designed to be concealed in and fired from a briefcase or attaché
case without removing it, using a hidden trigger in the case handle. The weapon
must be an auto-loading pistol, machine pistol, or a submachine gun. The weapon
suffers a -4 penalty to the attack check when fired from within a brief case.
The gun can usually be unclamped from the case and used normally (takes one
round). GMs may use similar rules for umbrella guns or other disguised weaponry.
Carbine-Format
Modification Type: Mundane Feature
The weapon has a shorter barrel and stock. A carbine format subtracts 1 damage
but allows the weapon to be concealed under a long coat (see the Concealable
Ability) as if it were a submachine gun. A carbine-format weapon is available
for any rifle.
Flash Suppressor
Modification Type: Accessory
The hot gasses produced when a bullet is fired are quite visible at night. A
flash suppressor is a long device that can be attached to the end of a weapon,
masking this signature. A weapon with a flash suppressor attached is easier to
detect if hidden (+1 bonus). A flash suppressor is not available for a grenade
launcher, LAW, taser, or minigun.
Flashlight Attachment
Modification Type: Accessory
This attachment allows any weapon to be used with a flashlight, and permits
illumination of targets at short range so that attackers can target them without
any penalties for darkness. Of course, someone using a flashlight at night can
also be detected at a greater distance.
Folding or Telescoping Stock
Modification Type: Feature
The stock on the weapon can be folded or telescoped down, making it handier and
more concealable. Unfortunately, a weapon with this feature also suffers from
the Inaccurate Disability (-4 penalty) when firing at targets at over half its
effective range. It requires one round (one attack if the character has the
Extra Attacks Attribute) to fold or unfold the stock. If the weapon is also
carbine-format, sawed-off, or a submachine gun, there is an extra -1 penalty to
any check to spot the weapon while concealed, which is cumulative with other
modifiers. This feature can be assigned to any rifle, shotgun, or assault
weapon.
Laser Sight
Modification Type: Accessory
A laser sight projects a small, bright dot of laser light exactly where the
weapon is pointing, which helps the attacker determine whether or not he or she
is on target. In game terms, the attacker receives a +1 bonus to their
appropriate attack check in situations where they can see the laser dot on the
target (usually up to Short Range unless combined with a scope). Laser sights
with an infrared beam (visible only to people with night vision scopes or
goggles) are also available.
Night Vision Scope
Modification Type: Accessory (counts as 2 minor Personal Gear)
This scope uses thermal imaging or light intensification technology to “turn
night into day.” This functions exactly like a regular scope, except that it
also eliminates any penalties for darkness.
Sawed-Off Barrel
Modification Type: Feature
This modification is for shotguns only. Sawing off the barrel of a shotgun means
that it is easier to conceal, but is also shorter ranged. A sawed-off shotgun
can be concealed under a long coat (see the Concealable Ability) as if it were a
submachine gun. At up to Melee Range (10 feet or less) it has a wider spread of
pellets (+1 bonus on attack checks), but suffers -4 penalty to damage at ranges
beyond Melee Range.
Snub-Nose
Modification Type: Mundane Feature
A snub-nose is a shorter-barrel versions of any auto-loading pistol, revolver,
or machine pistol. The weapon suffers a -2 attack check penalty at any range
greater than 10 feet and delivers less damage (-1 to damage), but is
substantially easier to conceal (-1 penalty to spot the hidden weapon,
cumulative with other bonuses or penalties of the weapon).
Scope
Modification Type: Accessory
A telescopic sight mounted atop the weapon gives the shooter an extra +1 bonus
to his or her attack check when taking an entire turn to aim at a target. This
bonus only applies to targets further away than Melee Range (over 10 feet).
Scopes are available for all guns.
Silencer
Modification Type: Accessory
A silencer, or more technically, a sound-suppressor, is a tube that attaches to
the weapons barrel and reduces the noise the weapon makes while firing. A
silenced weapon cannot be heard at a range of greater than 10 feet unless a
nearby character makes a successful Listen Skill check. The GM should modify
this distance/check for conditions such as ambient noise, range, and Heightened
Senses. Auto-loading pistols, machine pistols, submachine guns, and rifles may
be fitted with silencers. A silenced weapon cannot be concealed or holstered
until the silencer is removed, which requires one round.
Speed Loader
Modification Type: Accessory
A speed loader is a device that holds a number of revolver cartridges and
permits them to be rapidly inserted into a cylinder. If a character has this
minor Personal Gear, he or she can ignore the Limited Shots Disability of any
revolver.
Trigger Lock
Modification Type: Mundane Feature
An integral lock that prevents the gun from being used without the right key or
combination. It takes an extra round to unlock the gun before it can be ready to
fire. In some areas, the law may require trigger locks on some or all firearms.
Types of Ammunition
It is assumed that characters have access to ammunition of whatever type they
need for their standard weapons. Standard ammunition for auto-loading pistols,
revolvers, rifles, and machine guns is a lead bullet; this type of bullet is
called “ball” in military parlance. Standard ammunition for shotguns is shot. If
characters have more than one type of ammunition, each extra type that is
carried counts as a minor Personal Gear.
Armour Piercing (AP)
This is a bullet specifically designed to punch through Armour, using a steel or
tungsten core rather than jacketed lead. Some brands of Armour-piercing
ammunition are Teflon-coated, but contrary to myth, the coating on AP bullets
has nothing to do with the Armour-piercing qualities — it simply helps protect
the rifling inside the gun from the tougher material from which the bullet is
made. Weapons using AP bullets are assigned the Penetrating (Armour) Ability. AP
bullets are somewhat less lethal against flesh, and thus the actual damage is
always halved (round up) after the effects of Armour are considered. These
bullets are available for auto-loading pistols, machine guns, shotguns,
revolvers, and rifles. AP pistol or revolver ammunition (“cop killer bullets”)
is usually illegal.
Bird Shot
The statistics given for shotguns assume they are using buckshot, which is the
usual combat load. If using birdshot (with a greater number of smaller pellets)
damage is reduced by 4 (minimum 1 damage) but the attacker gains a +1 bonus to
his or her attack check. Bird shot is only available for shotguns.
Blanks
A blank is a cartridge without the bullet that also has a reduced powder load. A
blank normally does not deliver any damage when fired, but if the gun’s muzzle
is directly in contact with someone, the hot gasses expelled can still be
dangerous or fatal. When a character is using a blank-firing gun in combat, the
gun is treated as if it is firing a rubber bullet, but range is limited to Melee
Range. Blanks are available for auto-loading pistols, machine guns, revolvers,
rifles, and shotguns.
Hollow Point (HP)
This is a bullet designed to expand after entering a target, therefore doing
greater damage. Hollow Point bullets are known by various trade names, and
include bullets described as “expanding,” “dumdum,” or pre-fragmented rounds
such as “safety slugs.” HP ammo is standard issue in many police departments,
since the rounds are better man-stoppers and are less likely to pierce walls and
injure bystanders on the other side. The Hague Convention prohibits HP bullets
for military use in international conflicts. Hollow Point bullets have less
Armour-penetrating power: Armour protection is doubled against the bullets.
These disadvantages are cumulative with any Low Penetration modifiers. If even 1
damage succeeds in penetrating Armour, however, or if the target was unarmoured,
1d6 bonus damage is added to the damage that a living target suffers (the
bullets “mushroom” inside living tissue), but only if the base damage penetrates
the target’s Armour. No extra damage is inflicted on machines or structures by
HP bullets. HP bullets are available for auto-loading pistols, machine guns,
revolvers, and rifles.
Rubber
These are bullets encased in rubber or plastic, which are designed to be “less
lethal.” A weapon using rubber bullets automatically suffers from the Low
Penetration Disability and delivers 4 less damage (minimum 1 damage). Rubber
bullets are available for auto-loading pistols, machine guns, revolvers and
rifles, and for shotguns firing slug ammunition.
Shotgun Slugs
A shotgun can fire big bullets instead of shot. Police will often use slugs to
stop cars or blow open barricades. When using slugs, a shotgun loses both the
Spreading Ability and the Low Penetrating Disability. Slugs are available for
shotguns only.
Incendiary Shells
Special shells are also available for shotguns; these shells contain phosphorous
chemicals that convert the shotgun into an improvised flamethrower. Damage is
reduced by 4 (minimum 1), but if any damage penetrates Armour, the target
receives fire damage, and suffers one quarter (round up) the basic damage per
round for the next five rounds. This damage is also very painful, imposing a -2
penalty on all checks. The ammunition tends to foul the gun after use, however.
Any further shots fired before the gun can be carefully cleaned suffer a -2
attack check penalty, and the gun will jam on any roll of 1 or 2 (requiring
cleaning before the gun can be reused). These shells are available for shotguns
only.
Grenades and Explosives
The user throws these hand-held explosive weapons at a target. Their use uses
the Thrown Weapons (Grenade) Skill. All of these explosives count as minor
Personal Gear except a satchel charge, which is treated as a major Personal
Gear.
Concussion Grenade
This grenade is filled with high explosives. 2d10 damage is delivered to
everyone in a 15-foot radius who fails a Reflex save vs. DC 15 (those who make
the save take half damage).
Tear Gas Grenade
This grenade bursts to fill a room-sized area (10 foot radius) with (usually)
non-lethal irritant gas. Damage is the same as concussion grenade (2d10 damage
with a Fortitude save, instead of a Reflex save), but is “stun only” — it wears
off after a few minutes, and it does not affect non-living things or anyone
wearing a gas mask. Anyone exposed to the gas also suffers a -2 penalty on all
checks due to irritation if they fail Fortitude save. This penalty lasts for a
number of rounds equal to the amount by which the save was failed. Tear gas
grenades also release a lot of smoke and may occasionally (GM’s option) start
fires if they explode next to paper or other flammable substances.
Flash-Bang Grenade
These special grenades produce a super firecracker effect, stunning people with
sound and light. This weapon is a favourite of hostage-rescue teams. No physical
damage will be suffered, but the victims must make a Fortitude save against a DC
of 20 or be blinded and deafened for a number of combat rounds equal to the
difference between the save DC and the roll. The character suffers a -2 save
penalty if he or she is right next to the grenade when it explodes. Characters
wearing anti-flare goggles (such as a welding mask) and ear protectors will
receive a +6 bonus to their save to avoid the grenade’s effects.
Smoke Grenade
This grenade fills a room-sized area (10 foot radius) with non-toxic chemical
smoke for 3 to 8 rounds (depending on wind). Anyone without night vision goggles
or a night vision scope will suffer a -4 attack check penalty when attacking a
target obscured by smoke.
Dynamite Stick
This explosive functions like a concussion grenade, except the blast covers only
a 10 foot radius, and the damage is 2d8 with a save DC of 13 for half damage.
Satchel Charge
This is a knapsack full of plastic explosive or multiple dynamite sticks. The
explosion is treated as a concussion grenade, but the blast covers a 25 foot
radius and the delivers 5d6 damage with a save DC of 18 for half damage. Unlike
a grenade, a satchel charge is too heavy to throw far, so its range is limited
to melee range for average humans — the attacker will be caught in the charge’s
blast unless it has a timer.
Timed or Remote Detonator
This device is used to explode a satchel charge (or other bomb) from a distance,
either at a specific time or in response to an electrical or radio signal.
Attaching the detonator to the explosive and properly setting it requires a
Demolitions Skill check, with failure indicating a late or premature blast.
Vehicles
Along with their specialised weaponry, many modern era characters use rigged and
modified vehicles. Additionally, many international organisations use high tech
vehicles in their quests to keep their interests safe.
This section describes the standard vehicles likely to appear in a modern-day
game. Some vehicles are suitable for use as personal vehicles by characters,
while a desperate individual may commandeer others (such as a city bus) when no
better transportation is available. This section concentrates on general types
that are in common use, rather than providing individual statistics for specific
models. All costs are approximate US dollar (USD) values, which can vary
greatly.
Each vehicle counts as a major item of Personal Gear, with the exception of the
motor scooter and ultra-light (minor Personal Gear). These basic templates can
be modified using the Customising Vehicles guidelines. Using the customisation
options, the vehicle can be further modified to match the character’s personal
vision (adding options such as supercharged engines or armoured glass windows)
with each option normally considered to be as a minor Personal Gear.
Table 11-3:Vehicles
Hit
Vehicle Speed MB Size People Cargo Armour Points Skill
Automobiles
Compact Car 160 - 2 4 200 lbs. 4 50 Driving (Car)
Passenger Car 160 - 2 5 400 lbs. 5 60 Driving (Car)
Pickup Truck 160 - 2 3 1 ton 6 70 Driving (Car)
Race Car 300 +1 1 1 - 5 60 Driving (Car)
Sports Car 200 - 2 2 400 lbs. 4 50 Driving (Car)
Sport/Utility 160 - 2 6 400 lbs. 6 70 Driving (Car)
Stretched Limousine 160 -1 2 6 1000 lbs. 5 60 Driving (Car)
Van 150 -1 3 2 1 ton ** 7 80 Driving (Van)
Motorcycles
Dirt Bike 140 +1 1 2 - 3* 40 Driving (Motorcycle)
Scooter 120 +1 0 1 50 lbs. 2* 30 Driving (Motorcycle)
Motorbike 180 +1 1 2 100 lbs. 3* 40 Driving (Motorcycle)
Oversized Vehicles
Big Rig 150 -2 4 2 10 ton 10 110 Driving (Big Rig)
Bus 120 -2 4 30-50 1 ton 9 100 Driving (Big Rig)
Heavy Truck 150 -1 3 2 5 tons 8 90 Driving (Van)
Helicopters
Combat Helicopter 300 +1 4 2 2 tons 10 80 Piloting (Helicopter)
Light Helicopter 200 +1 2 3 500 lbs. 4 50 Piloting (Helicopter)
Utility Helicopter 200 - 3 2 2 tons ** 7 80 Piloting (Helicopter)
Airplanes
Light Airplane 350 +1 2 4 500 lbs. 4 50 Piloting
(Light Airplane)
Heavy Airplane 300 -3 5 4 40 tons ** 11 120 Piloting
(Heavy Airplane)
Ultra-Light 100 +1 1 1 - 2* 30 Piloting
(Light Airplane)
Speed Boats
Off-shore Racer 180 - 3 6 1000 lbs. 7 80 Boating (Small Boat)
Recreational Boat 80 +1 2 3-4 200 lbs. 4 50 Boating (Small Boat)
Military Ground Vehicles
APC 70 - 4 13 2 tons 20 120 Driving (Tank)
Heavy Tank 80 -2 4 4 2 tons 30 200 Driving (Tank)
Speed is the top speed in
miles per hour. Pickup trucks, sport/utility vehicles, and dirt bikes move at
half speed off-road. Other non-military ground vehicles are road-bound and can
move a maximum of one-quarter speed off road.
MB is the Manoeuvre Bonus. +1 means a +1 bonus to Initiative rolls (only), while
a -1 or -2 means that penalty is applied to both Initiative rolls and to Driving
Skill checks.
Size is a relative measure of the vehicle’s mass and volume. “1” means the
vehicle is about the size of a motorcycle — you could drive it through a house’s
door, or stow it in the back of a van (weighs up to 1000 lbs.). “2” means it is
about the size of a car or pickup truck, and you can park it in a normal garage
(weighs 1-5 tons). “3” means it is the size of a large truck (uses multiple
parking spaces, often masses 6-10+ tons when loaded). “4” means it is even
larger, such as a big tractor-trailer combination that might haul 20+ tons.
People is how many people the vehicle is designed to seat, including the driver
or pilot.
Cargo is how many tons or pounds of cargo the vehicle can typically carry
without suffering movement penalties. An ** indicates that the cargo area can be
converted into passenger space at a ratio of 5 people per ton.
Armour is the number of damage points that the Armour stops. An * indicates that
the Armour only protects the vehicle, not the driver or passengers.
Hit Points indicate how much damage the vehicle can sustain before it ceases to
function. The vehicle is not necessarily destroyed when its Hit Points are
reduced to zero — it has merely sustained enough damage to shut the engine down,
hinder the control systems, or in some other way prevent the vehicle from
working. For rules on destroying a vehicle, see Breaking Objects.
No range is listed, since all vehicles except the ultra-light can operate for
3-10 hours before requiring refuelling. The ultra-light’s endurance is under one
hour. Oversized vehicles (trucks, big rigs, busses) usually burn diesel fuel,
while most other vehicles use gasoline.
Automobile
The basic motor vehicle of the 20th century. Automobiles have four wheels and
are normally powered by a gasoline internal combustion engine. Standard features
on modern vehicles include headlights, seat belts, air bags, and air
conditioning.
Passenger Car
An ordinary compact or mid-sized automobile. Cars are available in coupe (two
doors, often with a hatch back and extra cargo space), sedan (four door), or
station wagon (extra room in back, but reduced rear visibility for driver) body
styles. Year 2003 cost: $12,000+ USD. For an expensive luxury car, add custom
options such as Big Engine and Luxury Interior.
Sub-Compact Car
A small, somewhat cramped passenger car. It seats four, but with a lot less
comfort than a comparable mid-sized vehicle. It is easier to park, but not as
robust. Year 2003 cost: $10,000+ USD.
Pickup Truck or Sport/Utility Vehicle
A light truck with cab seating (2-3 people), off-road suspension, and four-wheel
drive and either an open cargo bed (pickup truck) or extra passenger capacity
(sport/utility vehicle). Year 2003 cost: $20,000+ USD.
Race Car
A dedicated race car (such as a Formula 1 racer or funny car) with an
aerodynamic body, a single seat, and very powerful engine. Such a vehicle is not
“street legal.” Race cars are “hangar queens” that require periodic maintenance
every few hours just to keep their finely tuned engines and transmissions in
working order. Year 2003 cost: $100,000+ USD.
Sports Car
A car with good aerodynamics, a powerful engine, and superior transmission and
suspension. Some sports cars carry two people, while others sacrifice already-meagre
cargo space to carry an extra person or two in cramped back seats. Year 2003
cost: $50,000+ USD.
Stretched Limousine
An oversized passenger car. It will usually have a number of posh features, such
as a luxury interior. Year 2003 cost: $50,000+ USD.
Van
A light panel truck or mini-van, with one or two big rear doors and sliding side
doors. Use this template with appropriate customisation for ambulances. Year
2003 cost: $15,000+ USD.
Motorcycle
A two-wheeled bike powered by a gasoline engine. Standard features include
headlights and rear-view mirrors.
Motorbike
A big bike with a reasonably powerful engine. A second person can usually be
carried without much difficulty. Year 2003 cost: $3,000+ USD.
Scooter
A small bike with an anaemic engine. Scooters are suitable for a single rider
only. A minor gadget. Year 2003 cost: $2,000+ USD.
Dirt Bike
A motorbike designed for off-road operations. Dirt bikes include the Off-Road
Suspension option at no extra cost. Year 2003 cost: $4,000+ USD.
Oversized Vehicle
A big ground vehicle with six or more wheels, usually powered by a diesel engine
rather than gasoline engine (diesel fuel is cheaper, and less flammable).
Standard features include headlights, seat belts, airbags, and air conditioning.
Big Rig
An 18-wheel tractor-trailer combination, with a powerful tractor cab designed to
tow a big trailer. With trailer, a big rig may be 20 yards long. Pick one of
these options for the cargo area: flat bed (open cargo), van (enclosed cargo),
refrigerated (“reefer”), tanker. If the trailer is unhooked from the “fifth
wheel” (this takes at least two rounds outside the vehicle to do this), the
rig’s speed can increase by 10-20 mph. Year 2003 cost: $60,000+ USD.
Bus
A city, school, or excursion bus. In action series, these usually make their
appearance when someone hijacks or plants a bomb on them. A typical bus seats
35-45 people (with plenty of standing and cargo room) and is about 10-15 yards
long. Year 2003 cost: $50,000+ USD.
Heavy Truck
A large truck, bigger than an ordinary van. Pick one of these options for the
cargo area: flat bed (open cargo), van (enclosed cargo), refrigerated
(“reefer”), tanker. A heavy truck may also be a cement mixer, dump truck, street
cleaner, fire engine, etc. Year 2003 cost: $30,000+ USD.
Helicopter
A rotary winged vehicle. Modern helicopters are usually powered by a gas turbine
engine, and require a pilot’s license to operate. They have a horizontal main
rotor that provides lift and (by tilting the helicopter) propulsion, and a small
vertical tail rotor to act as a stabiliser. A helicopter is capable of executing
vertical takeoffs or landings, and hovering. Standard features include landing
lights (treat as headlights), seat belts, and often air conditioning.
Combat Helicopter
A devastatingly offensive helicopter (such as the AH-1W Super Cobra), typically
used in battle against combat forces and either very powerful or very large
monster threats. A combat helicopter counts as three major Gadgets. Year 2003
cost: $10,000,000+ USD.
Light Helicopter
A small helicopter that can carry a couple of people. This is a typical news or
police helicopter. Year 2003 cost: $100,000+ USD.
Utility Helicopter
A larger helicopter that is often a civilian version of a military
troop-carrying model. These choppers are designed to carry a dozen people or a
decent cargo load. Helicopters of this sort are often used as air ambulances.
Year 2003 cost: $1,000,000+ USD.
Airplane
An airplane relies on wings for lift and a propeller or jet engine for
propulsion. It requires a smooth, flat runway for takeoffs and landings. While
airborne it must maintain a minimum speed (usually about 1/10 its maximum speed)
to avoid stalling. Standard features include landing lights (treat as
headlights), seatbelts, emergency parachutes, and often air conditioning.
Light Airplane
A single-engine propeller-driven passenger airplane, capable of operating out of
grass strips or landing on a smooth stretch of highway if necessary. Light
aircraft are a favourite of drug runners. Use Pilot (Light Plane) Skill. Year
2003 cost: $100,000+ USD.
Heavy Airplane
A large plane, often with two or four engines, which is used primarily to
transport large numbers of people or cargo. Heavy airplanes often require longer
runways in order to take off or land. A heavy airplane counts as two major
Personal Gear. Year 2003 cost: $10,000,000+ USD.
Combat Jet
Military jets and bombers (such as the F/A-18 Hornet or B-2 Spirit) are
incredibly powerful machines used to assist ground assaults or carry out
missions alone. A combat jet counts as four major Gadgets. Year 2003 cost:
$50,000,000+ USD (sometimes exceeding $1 Billion USD).
Ultra-Light
A small one-man powered hang-glider that is used mainly for recreation. Counts
as a minor Personal Gear. Year 2003 cost: $10,000+ USD.
Speed Boat
Boat designs come in a variety of shapes, depending on their desired function.
Speed boats have sleek hull designs and powerful engines in order to travel at
high speeds. Standard features include a VHF radio (treat as a CB radio),
convertible tops, running lights, and lifejackets.
Recreational Speed Boat
A medium-sized powerboat, usually with an outboard engine. These boats are often
used for water-skiing. Year 2003 cost: $10,000+ USD.
Offshore Racer
These large race boats, usually measuring between 10 and 18 yards in length, are
used in offshore racing. Smugglers often utilise these sleek, fast boats to
transport illegal goods. Year 2003 cost: $80,000+ USD.
Military Ground Vehicles
When battling against foreign incursions or giant monsters, the army will come
to the rescue with their awesome firepower. Unfortunately, sometimes even that
is not enough.
Armoured Personnel Carrier (APC)
A lightly armoured, full-tracked, air-transportable personnel carrier designed
to carry and protect personnel and certain types of cargo. Year 2003 cost:
$500,000+ USD.
Heavy Tank
Heavy tanks (such as the M1 Abrams) are the backbone of military forces. They
provide strong mobile firepower while providing heavy protection for its crew in
almost any environment. A heavy tank counts as three major Personal Gear. Year
2003 cost: $4,000,000+ USD.
Customising Vehicles
Options can be added to different types of vehicles to enhance performance or
give them additional capabilities. Unless otherwise noted, each accessory counts
as one minor Personal Gear and can only be taken once.
Note that Engine Rebuild, Turbocharger, and Big Engine have approximately the
same effect in game terms. A superfast vehicle may have all three options
assigned, however.
Some vehicles possess supertechnology, which grants them abilities beyond those
outlined below. These abilities are covered using the Item of Power Attribute.
Creating a vehicle such as this not only requires minor and major Personal Gear
for the base abilities of the vehicle plus any modifications but also requires a
Rank in Item of Power sufficient to purchase the Attribute(s) granted by the
supertechnology.
Airfoils
An aerodynamic feature (airdams, spoilers, etc.) that improves traction by
increasing the downward force on a car. Gives a +1 bonus to any Drive (Car)
Skill check at speeds over 100 mph. Airfoils are available for any automobile
and some exceptionally fast boats.
Armour
The vehicle is retro-fitted with armoured panels, Kevlar inserts, and bullet
proof glass on the windows. Each time the armour is assigned, the extra weight
reduces top speed by 10 mph but increases the vehicle’s Armour Rating by 3.
Armour is available for any vehicle except an ultra-light aircraft, and counts
as two minor Personal Gear.
Big Engine
An upgraded engine, such as a big V8 in a passenger car, or a V12 in a sports
car. The engine often differentiates an ordinary passenger car from a luxury
model, or a basic sports car from a racer. A big engine adds 20 mph to the top
speed of any vehicle.
Burglar Alarm
If a door, trunk, or window is opened without the proper key, an alarm will
sound to alert (and annoy) everyone in the vicinity. Defeating the alarm
requires an appropriate Skill check against a DC of 25. Marginal failure means
the thief realises he or she cannot disarm it while a worse failure means will
trigger the alarm.
Citizen’s Band (CB) Radio
With a range of a few miles, truckers favour CBs for exchanging information on
road conditions, speed traps, and general gossip. Unlike a personal cell phone,
a CB broadcasts to everyone in the area — it is not useful for private
communication, but is great for distress calls. A similar option can be taken
for taxi dispatcher radios. A CB radio can be installed in any vehicle.
Consumer Electronics
These electronic gadgets include small TV sets, a vehicular computer, fax
machines, etc. A cassette or CD player in a car can be considered a fairly
mundane item. Electronics can be added to any vehicle, provided the size seems
reasonable.
Convertible Top
The vehicle with this option has a removable or retractable plastic, fibreglass,
or fabric top. Removing the top gives a better view and nice breeze, but also
means that the driver and passengers are now “partially exposed,” and are at the
mercy of the weather. Exposed occupants are also completely unprotected from
overhead attacks and can be attacked (bypassing vehicle Armour/Hit Points) more
easily from the side or rear (-4 attack check penalty to ignore the car’s Armour).
On the plus side, those occupants can also fire out of the vehicle without any
difficulty, and jump in or out more easily. This feature is available for
automobiles; recreational speed boats and most offshore racers automatically
possess this option.
Door Mount
This option is a post and bracket for mounting a light or heavy machine gun out
a helicopter’s or van’s open side door.
Electronic Countermeasures
This advanced defence system enables the vehicle to avoid detection by radar and
other sensors. Any attempt to mechanically detect the vehicle (except through
the basic senses such as sight or hearing) incurs a -6 penalty.
Engine Rebuild
A rebuild is major custom upgrade to the engine, rather than just simply
increasing its size. In a car, this may involve removing and completely cleaning
the existing system (including “hot tanking” the engine block in a chemical bath
to remove grime), then adding various modifications (known as “blueprinting”).
Other engine “buzz-words” include forged dome pistons, tuneable fuel injection,
strengthened rods and bearings, adjustable or hot cam socket, tubular headers,
custom intake manifolds, big valves, and a bored-out throttle body. This option
adds 20 mph to the top speed of any vehicle.
Furnishings
Furnishings include a mini-bar, mini-fridge, kitchenette, chemical toilet, bunk
bed, etc. For larger furnishings (kitchenette, bunks, etc.) each one added also
requires replacing one or two seats, depending on the size. Furnishings can be
added to any vehicle with Size 2 or more.
Global Positioning System (GPS)
This option uses satellite systems to provide precise navigational co-ordinators,
which prevents the driver from becoming lost. Naturally, it is still possible to
miss a turn through human error. A GPS can be added to any vehicle.
Hidden Cargo Space
This space is often used in vehicles that are designed to smuggle goods across
borders or past highway patrols. Up to 10% of the vehicle’s cargo capacity can
be considered “hidden” under fake panels and bogus fixtures. Hidden space can be
added to any vehicle with cargo capacity.
Improved Brakes
This option includes high quality brakes, drag chutes, or spiked tires that
allow the vehicle to stop faster than normal. Those breaks provide a +2 bonus to
Drive Skill checks on any manoeuvre where sudden, sharp deceleration is
important. Improved breaks can be added to any ground-based vehicle.
Improved Shocks
Some vehicles have high quality or adjustable shock absorbers or springs, which
provide an extra +1 bonus to Drive Skill checks in any circumstance where the
suspension would be important (such as crossing over obstacles).
Lights and Siren
Any vehicle can be fitted with a noisy siren and flashing lights. This option
can also provide a powerful spot search light.
Luxury Interior
Leather upholstery, lots of chrome, extra head room, or other items on a vehicle
are a sure way to impress someone special. A plethora of luxury options are
available for most vehicles.
Manual Transmission
There are two types of transmissions: manual and automatic. An automatic
transmission is assumed to be standard issue for automobiles (but not other
vehicles), and means that the gear mechanism changes by itself. In a manual
transmission, the driver must shift the gears on his or her own, usually with a
stick and the clutch pedal. In the case of automobiles, a manual transmission
gives an additional -1 penalty to characters who are trying to do something else
while they drive, such as shoot a gun. If, however, a vehicle with an automatic
transmission and one with a manual transmission are competing in a race, the GM
should give any driver who has both the Drive Skill and a manual transmission an
extra +1 bonus to reflect the greater speed control the manual transmission
provides. This is a mundane option for automobiles.
Nitrous Oxide Tank
This option adds a nitrous oxide tank and push-button injection system. Nitrous
oxide (“laughing gas”) can be injected into the engine, which releases more free
oxygen and improves cylinder pressures and engine temperature. This action
allows extra fuel to be burned in a more controlled fashion, resulting in a
quick power boost for a short sprint. A single injection adds 30 mph to speed
and +2 to Initiative on any round it is used. A tank can be used for up to five
rounds before depleting the nitrous oxide bottle. This performance enhancer is
available for any vehicle except helicopters.
Off-Road Suspension
A raised suspension and special tires allow the vehicle to drive cross-country
at two-thirds of the on-road top speed. The extra suspension weight also means
-5 mph to road speed. For airplanes, this option corresponds to Rough-Field
Landing Gear that lets the aircraft land without a proper runway. Off-road
suspension is available for any ground vehicle or light aircraft.
Police-Band Radio
This radio allows the driver to listen to, and communicate on, police and
emergency frequencies. If the cops find one of these in a vehicle, they may be a
little suspicious, however. This radio is available for any vehicle.
Pontoons
Pontoons allow an aircraft to land in, or take off from, water. The extra air
drag reduces the aircraft’s top speed by 5 mph. Pontoons are available for any
helicopter or light airplane.
Radar Detector
A detector can warn the driver if a police radar trap is within a few miles.
Recent models also detect police laser scanners.
Rocket Engine
The vehicle is outfitted with a rocket engine (either replacing propellers for
an airplane or as a booster rocket for ground vehicles). The engine drastically
increases the speed of the vehicle by an additional 100 mph but the expensive
modification counts as a major Personal Gear. Additionally, for ground based
vehicles, the driver incurs a -2 penalty on all Drive Skill checks while the
rocket booster is activated.
Rotating License Plate
With a flick of a switch, the license plate can flip to reveal an alternative
identity for a vehicle. This illegal modification is available for any
automobile or oversized ground vehicle.
Sidecar
Sidecars are attached to motorcycles, allowing an extra person to ride. This
option reduces the top speed by 10 mph. A motorbike sidecar requires three
rounds to attach or detach.
Slick Tires
A vehicle may be outfitted with flat racing tires (no grooves) for better
traction. Slicks give a +1 bonus to any Drive checks on smooth, dry tracks, but
unfortunately have a poor grip on wet roads: an additional -2 penalty is
assigned to any penalties suffered by a vehicle for the weather conditions.
Slicks are available for any ground vehicle.
Smoke Screen/Oil Slick
This option releases smoke behind the vehicle, obscuring view in a cloud about
10 yards in diameter. The screen will last for 1-6 rounds depending on the wind.
Alternatively, it could act as an oil slick, which creates a slippery area that
hampers the control of any vehicle driving through it. A driver may avoid the
oil slick if he or she spots it in time. At GM’s option, a character caught in a
smoke screen/oil slick might be required to make a successful Driving Skill
check to avoid an accident. A fully charged smoke screen/oil slick is good for
three rounds of use, and is available for any automobile or oversized ground
vehicle.
Special Tires or Puncture-Resistant
Tires may be designed with various special abilities. These include solid
puncture-resistant tires that run while flat (halve penalties for losing a tire)
or special snow tires (reduce or negate any penalties that the GM may assign for
manoeuvring on snow or ice). Any ground based vehicle can be equipped with
special tires.
Stretchers and Medical Equipment
This option differentiates ambulances from regular vehicles. Each stretcher
replaces two seats for passenger capacity purposes. Medical equipment can be
added to any van or utility helicopter.
Stripped
These vehicles are carefully stripped down to improve their power to weight
ratio. In a car, this might mean removing glass from side windows (replacing
them with nets), taking out the headlights, stripping out the doors (the driver
will now climb through the window), modifying the seats, and otherwise removing
items that are required for regular driving but unnecessary or unsafe for a
high-speed race. Stripping a vehicle will add 20 mph to top speed if the vehicle
is still “street legal” or 30 mph if enough stuff is removed so that the vehicle
no longer meets minimum safety standards. All vehicles, except an ultra-light,
can be stripped.
Sun Roof
A sun roof is an open hatch in the top of the vehicle, which can be added to any
car or van. Characters who lean out the opening can be attacked, but receive a
benefit for partial cover (-4 penalty to the attacker’s check). A sun roof is
available for any automobile or oversized ground vehicle.
Supercharger
A supercharger is designed to increase an engine’s power. The supercharger uses
a belt-and-pulley mechanism linked to an engine’s crankshaft. It functions by
forcing extra air and fuel into the engine’s combustion chambers. A supercharger
adds 20 mph to top speed and the extra acceleration gives a +2 Initiative bonus.
Superchargers count as two minor Personal Gear, and are available for any
vehicle except a helicopter or ultra-light.
Tow Winch
A winch allows the vehicle to tow other vehicles of equal or smaller size
(similar to pulling a trailer — see Trailer below). A winch is available for any
pickup truck or oversized ground vehicle.
Trailer
A trailer lets the vehicle tow extra cargo. A typical trailer is designed for a
car or van and can hold a half-ton (for a car-sized trailer) or 1-2 tons (for a
larger trailer). The vehicle’s top speed will be reduced by 25 mph and it will
have a -4 initiative penalty while towing the trailer. Trailers can be added to
any automobile or oversized vehicle.
Turbocharger
This device uses the engine’s exhaust stream to drive an air compressor, which
increases the engine’s power output. This extra power adds 20 mph to top speed,
but there is no extra initiative bonus, due to “turbo lag” — the delay it takes
for the turbocharger to respond. Tuberchargers are available for any vehicle
except a helicopter or ultra-light.
Weapon Mount - Light
A weapon mount is a bracket or pintle for mounting a light or heavy machine gun
on the vehicle’s roof, deck, or the underside of a wing.
Weapon Mount - Heavy
This mount is used for mounting heavy weapons such as rockets.
Body Armour and Protective Devices
Most armour only covers some of the body, leaving the face and often other
extremities unprotected. An attacker can aim for an unprotected spot in exchange
for suffering a penalty on his or her attack check (see Called Shot to Partial
Armour). The Armour values listed in this section represent average-quality
construction and materials. Shoddy workmanship, poor construction techniques, or
weak materials can penalise the given Armour values by -1 to -4. Exceptional
workmanship, advanced construction techniques, or resilient materials can
increase the given Armour values by +1 to +4.
Table 11-4: Armour and
Protective Devices
Armour Type Armour Value Penalties
Ancient Armour
Light Mail 4 -2 on physically-oriented Skill checks
Partial Metal Armour 5 -4 on physically-oriented Skill checks
Full Metal Armour 6 to 8 -6 on physically-oriented Skill checks
Modern Armour
Leather Jacket 1 None
Soft Body Armour 4 -3 on physically-oriented Skill checks
Tactical 6 -5 on physically-oriented Skill checks
Shields
Buckler 4 None
Standard Shield 6 Requires one free hand to use
Heavy Shield 8 Requires one free hand to use,
-4 on physically-oriented checks
Tactical Shield 10 Requires one free hand to use,
-2 on physically-oriented checks
Ancient Armour
Light Mail
A light shirt of fine metal links that can be hidden under a normal jacket and
stops 4 damage. Due to the armour’s weight, the character suffers a -2 penalty
on physically-oriented Skill checks. Minor Personal Gear.
Partial Metal Armour
A mail hauberk or cuirass, open helmet, and arm or leg protection. It stops 5
damage. Due to the armour’s weight, the character suffers a
-4 penalty on physically-oriented Skill checks. Minor Personal Gear.
Full Metal Armour
A complete head-to-foot suit of metal armour, similar to those worn by medieval
knights in battle. It stops 6 to 8 damage. Due to the armour’s bulk, the
character makes physically-oriented Skill checks at a -6 penalty. Major Personal
Gear.
Modern Armour
Leather Jacket or Riding Suit
This mundane item stops 1 damage from melee attacks or concussion damage.
Soft Body Armour
This armour is a light-weight ballistic-fibre “flak jacket” or “bullet proof
vest.” The armour works by catching the bullet in fibres and rapidly
distributing the impact energy, often turning a potentially lethal penetration
into a bruising blow. Armour is usually made of poly-aramid plastic fibres
(Kevlar or Twaron) or extended-chain polyethylene (Spectra). A typical vest
subtracts 4 from the damage inflicted on the character, but can be worn
concealed under a jacket or coat. It is cumbersome, however, and penalises the
wearer with a -2 penalty on physically-oriented Skill checks. Spotting the
armour requires a Spot Skill check; it will be obvious if anyone does a pat-down
search. Minor Personal Gear.
Tactical Armour
This armour is a heavy armoured outfit (with a helmet) of the sort worn by SWAT
teams and soldiers. It consists of a rigid ballistic jacket, usually made of
composite material such as Spectra Shield (Spectra fibres held in a special
Kraton resin), sometimes with ceramic or metal plate inserts. The armour is
resistant to nearly all pistol fire and some less powerful rifle rounds.
Tactical armour cannot be concealed — everyone seeing the character will know he
or she is wearing body armour. Tactical armour is uncomfortable to wear all the
time, and characters will not be able to rest and relax while wearing it.
Someone who wears the armour for several hours on a hot day may have to make
Fortitude saves (against an appropriate DC) to avoid passing out from heat
stroke. Tactical armour subtracts 8 from the damage inflicted to the wearer. The
armour requires at least three rounds to strap on or take off, and is
sufficiently heavy that physically-oriented Skill checks suffer a -4 penalty.
Major Personal Gear.
Shields
Shields stop a significant amount of damage if they are interposed between an
attack and the target with a successful Block Defence. If the damage exceeds the
Armour rating, the remaining damage is delivered to the intended target. This
damage can reflect several events: penetration of the weapon through the shield;
damage delivered to the target’s arm through a forceful impact; the shield
slamming against the head or body of the target; a piece of the shield
splintering away into the target; a target’s physical exhaustion after
successive shield impacts; etc. The reason why the target receives the excess
damage is best determined by the combat situation.
Buckler
This small shield can be strapped to a character’s arm and be used to block
attacks. Since it is strapped to the character’s arm, it does not require a free
hand to use. Stops 4 damage. Minor Personal Gear.
Standard Shield
This shield is approximately 3 feet in diameter and provides excellent
protection for the character. Due to its size, however, the character must have
one free hand with which to wield the shield. Stops 6 damage. Minor Personal
Gear.
Heavy Shield
This shield is approximately one to two yards in height and acts as a virtual
wall, protecting the character from damage. Not only does it require a free hand
for use, but its large size also makes it difficult for the character to
accomplish physically-oriented Skill checks, imposing a -4 penalty. Stops 8
damage. Minor Personal Gear.
Tactical Shield
This modern version of a Heavy Shield is built from light-weight materials. Due
to its advanced construction, it not only provides greater protection but also
is easier to wield, imposing only a -2 penalty on physically-oriented Skill
checks. Stops 10 damage. Major Personal Gear.
Special Protective Devices
Goggles and Ear Protectors
This gear provides a +6 bonus to resist the stunning effects of flash-bang
grenades, but prevents the character from hearing any normal conversations. They
require one round to put on or remove. Minor Personal Gear.
Gas Mask
A gas mask protects against tear gas and similar attacks, but imposes a -4
penalty on all checks for actions requiring peripheral vision. It requires one
round to put on or remove. Minor Personal Gear.
Breaking Objects
Battles between powerful foes often result in a great deal of collateral damage.
How effective is a manhole cover as a shield? How much damage can a telephone
pole deliver before it breaks?
Objects are divided into two main categories: static and operational. Static
objects are those that exist without working parts, such as most melee weapons,
furniture, buildings, etc. Operational objects are things that have moving parts
that work together in some way to accomplish a task. Examples include firearms,
vehicles, computers, and other similar objects.
Static Objects
Static objects possess an Armour Rating. This is an amount of damage that the
object is capable of stopping. If the object is hit with more damage than this,
it suffers damage up to its Armour Rating and any remaining damage passes
through it (possibly injuring characters behind it). Though the object is
damaged, it still maintains its structure but will require repairs later. If an
object suffers repeated damage, roughly 5 to 10 times within a short period of
time (GM discretion), it has suffered sufficient damage to break. If the object
suffers five times its Armour Rating in damage in one attack, it is completely
destroyed — it is beyond repair and must be completely rebuilt or replaced.
Operational Objects
Operational objects have both an Armour Rating and Hit Points. If the object
suffers more damage than its Armour Rating, the excess damage is deducted from
its Hit Points. If its HP are ever reduced to zero, it ceases to function in its
given task; a car will no longer run, a gun will no longer fire, etc. The object
is not destroyed — it is simply rendered non-functional. It can be repaired
later and returned to normal. Additionally, as with Static objects, if the item
suffers five times its Armour Rating in damage in one attack, regardless of how
many Hit Points it has remaining, it is completely destroyed — it is beyond
repair and must be completely rebuilt or replaced.
Penetrating (Armour) vs. Objects
When a character uses a Special Attack with the Penetrating (Armour) Ability,
the attack is more likely to destroy an object. Each assignment of Penetrating (Armour)
reduces the multiplier required to destroy an object by 1. For example, if a
character attacks a steel girder, he or she must inflict over 75 damage (Armour
Rating of 15 times 5) to destroy it. If the character had special claws with
Penetrating (Armour) assigned three times, however, the character only needs to
inflict over 30 damage (Armour Rating of 15 times [5 minus 3 due to three
assignments of Penetrating: Armour = 2] = 30).
Armour Ratings of Objects
The Armour Rating of an object indicates how much damage the object can stop and
it is dependent on the material from which the object is made, the size of the
object, and how well it is constructed. A hollow, aluminium pole will be far
weaker than a solid aluminium pole of the same size. Table 11-5: Static Object
Armour Ratings provides rough Armour Ratings for common Static objects. GMs are
encouraged to use this chart as a basis when determining the Armour Rating of
other objects encountered in their games, adjusting for the material from which
the object is made, the thickness of the material, the quality of construction,
and other similar factors. The Armour Ratings and Hit Points for common
operational objects are listed in Tables 11-2: Weapons and 11-3: Vehicle . In
most cases, the Hit Points of an operational object is equal to 10 plus five
times the object’s Armour Rating.
Table 11-5: Static Object
Armour Ratings
Object Armour Rating Object Armour Rating
Bench/Table, Metal 4 Steel Cables 4
Bench/Table, Wood 2 Steel Girder 15
Cement Barrier 15 Stop Sign 3
Door, Wooden 4 Telephone Pole, Metal 10
Door, Vault 25 Telephone Pole, Wood 8
Dumpster, Metal 9 Tree, Giant 20
Furniture, Wood 3 Tree, Large 15
Ladder, Metal 4 Tree, Medium 10
Manhole Cover 12 Tree, Small 5
Melee Weapons Equal to the weapon’s maximum damage,
see Table 11-2: Weapons
Buildings See Table 11-6: Building Armour Ratings
Planetary Objects See Table 11-7: Planetoid Armour Ratings
Damage to Weapons
When a character uses a melee weapon against an armoured foe, there is a risk of
the attack’s force breaking the object. The damage from an attack must either be
delivered to the target, or (if the target is armoured) delivered to the weapon
itself. If the target’s Armour prevents damage equal to five times the weapon’s
Armour Rating in one attack, the weapon breaks, snapping under the strain. When
a character scores a critical hit, his or her weapon will not break, regardless
of any damage prevented.
Breaking Items of Power
Items of Power are treated as if they possess an additional 5 Armour per Rank of
the Item of Power when determining whether or not they break.
For example, a character with a long sword that is a Rank 4 Item of Power
attacks a dragon. The character strikes a fantastic blow, delivering 42 damage.
The dragon has 45 Armour. Under normal circumstances, a typical long sword,
which can inflict a maximum of 8 damage, would break if 40 damage was prevented
(5 times it’s Armour Rating of its maximum damage value of 8). Since the
character’s sword is an Item of Power, however, it will only break if 140 damage
is stopped by an attack (8 Armour Rating + 5 damage per Rank of Item of Power =
28; 28 x 5 = 140).
Destroying Buildings
Characters usually gain automatic successes when they target a building in a
melee or ranged attack. Most buildings, whether they are mainly comprised of
stone, brick, wood, or steel, have 5 Armour for each size ranking. If a building
suffers more damage than its armour rating, it has suffered structural damage;
there will be holes in walls and/or floors, powered systems begin to cease
working, etc. If the building ever suffers five times its armour rating in
damage in one attack, some or all of the building will collapse. For example, a
mid-sized office building partially collapses if it suffers 125 damage in one
attack. Characters within or adjacent to a collapsing building may suffer damage
equal to half the building’s original Hit Points total, unless they can reach
safety (possibly via a movement Attribute or with a successful Reflex save, GM’s
discretion). As with normal Static objects, repeated damage may eventually
destroy a building.
Weapons without the Area Effect or Spreading Abilities are much less effective
against large structures such as buildings: any damage that penetrates the
building’s Armour is halved, representing the attack only damaging a small area
of the structure.
Table 11-6: Building Armour
Ratings
Type of Building Size Ranking Armour Rating
Phone Booth 1 5
Wood Shed 2 10
Three-Bedroom House 3 15
Small Office Building (6 Floors) 4 20
Mid-Sized Office Building (12 Floors) 5 25
Large Office Building (24 Floors) 6 30
Skyscraper (50 Floors) 7 35
Blowing Up Worlds
Really large and dense objects like an asteroid, moon, or planet has an
exceptionally high armour rating (15 Points for each size ranking) representing
the massive thickness of rock or gas that surrounds its core. In order to do any
significant damage to the planet itself (rather than just blowing away cities,
vegetation, or other surface features) this Armour value must also be
penetrated. Only weapons with Area Effect assigned multiple times are useful —
all other attacks simply do not affect a large enough section of the object to
be noticeable. Table 11-7: Planetoid Armour Ratings shows the armour rating of
planetoids. If an attack delivers more damage than this value, the object has
suffered damage necessary to blow away its atmosphere, cause massive earthquakes
and (if it has oceans) tsunamis, and other similar disasters. If an attack
inflicts five times this value in one blast, it will actually destroy the world,
blasting it into smaller chunks or an asteroid belt. As with normal Static
objects, repeated damage may eventually destroy a planetoid.
Table 11-7: Planetoid Armour
Ratings
Size of Object Size Ranking Armour Rating
Meteor (100 yard diameter) 6 90
Small asteroid (1 mile diameter) 9 135
Medium asteroid (10 miles diameter) 13 195
Big asteroid (100 miles radius) 16 240
The Moon or Mercury 21 315
Mars 23 345
Earth or Venus 24 360