Modern Gear
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- | + | Please see the Firearms Rules first! | |
- | + | ||
- | the | + | |
- | + | ||
- | + | S- Semi-Automatic | |
- | + | A- Fully Automatic | |
- | + | Box- Box-like clip | |
- | + | Int- Integral, bullets are loaded directly into weapon without box or cyl. | |
- | + | Cyl- Cylinder shaped bullet storage, it rotates when fired. | |
- | + | ||
- | + | ||
- | + | Sidearms | |
- | Name | + | Name Caliber Price DMG Range Weight Clip Modes Category Size Str Req. |
- | + | Galvan S3 4.6mm 70 gp 2d4 30 ft 3 lbs. 14 box Semi S. Light Med 8 | |
- | + | Galvan S7 2.12mm 70 gp 2d3 30 ft. 0.5 lbs.14 box Semi S. Light Small 8 | |
- | + | Barklow 10mm 110 gp 2d6 40 ft. 5 lbs. 12 box Semi M. 1H Med 10 | |
- | + | Halver 6.22mm 110 gp 1d10 40 ft. 2.5 lbs.12 box Semi M. 1H Small 10 | |
- | + | Geolite T1 .357 90 gp 2d6 40 ft. 4 lbs. 6 cyl. Semi M. Light Med 10 | |
+ | Geolite T9 .142 90 gp 1d10 40 ft. 2 lbs. 6 cyl Semi M. Light Small 10 | ||
+ | Sweeper A 4.6mm 130 gp 2d4 30 ft. 6 lbs. 24 box Semi/FA M. 1H Med 10 | ||
+ | Sweeper B 2.12mm 130 gp 2d3 30 ft. 3.5 lbs.24 box Semi/FA M. 1H Small 10 | ||
+ | Enforcer SF0 .458 170 gp 2d8 40 ft. 8 lbs. 8 box Semi M. 1/2H Med 12/14 | ||
+ | Enforcer SF6 .278 170 gp 2d6 40 ft. 5 lbs. 8 box Semi M. 1/2H Small 12/14 | ||
- | + | Longarms | |
- | Name | + | Name Caliber Price DMG Range Weight Clip Modes Category Size Str Req. |
- | + | Tagow 14 ga. 120 gp 2d8 40 ft 12 lbs. 10 int. Semi M. 2H Med 12 | |
- | + | Falos 16 ga. 120 gp 2d6 40 ft. 7 lbs. 10 int. Semi M. 2H Small 12 | |
- | + | Snubber 14 ga. 100 gp 2d8 40 ft. 10 lbs. 2 int. Semi M. 2H Med 12 | |
+ | Halfpint 16 ga. 100 gp 2d6 40 ft. 5 lbs. 2 int. Semi M. 2H Small 12 | ||
+ | Ox 10 ga. 190 gp 2d10 30 ft. 14 lbs. 6 int. Semi M. 2H Med 14 | ||
+ | Bison 12 ga. 190 gp 2d8 30 ft. 9 lbs. 6 int. Semi M. 2H Small 14 | ||
+ | Feller M2 10mm 150 gp 2d6 70 ft. 9 lbs. 11 box Semi S. 2H Med 10 | ||
+ | Dobon-44 6.22mm 150 gp 1d10 70 ft. 6 lbs. 11 box Semi S. 2H Small 10 | ||
+ | Deterrent 7.88mm 220 gp 2d8 90 ft. 13 lbs. 9 box Semi M. 2H Med 12 | ||
+ | Hawkeye 4.5mm 220 gp 2d6 90 ft. 10 lbs. 9 box Semi M. 2H Small 12 | ||
+ | Laborer 57mm 350 gp 2d12 120ft. 27 lbs. 6 int. Single M. 2H Med 14 | ||
+ | Watcher 32mm 350 gp 2d10 120ft. 21 lbs. 6 int. Single M. 2H Small 14 | ||
- | + | Assault | |
- | Name | + | Name Caliber Price DMG Range Weight Clip Modes Category Size Str Req. |
- | + | Vargas 12mm 360 gp 2d10 90 ft. 30 lbs. 200 box FA M. 2H Med 14 | |
- | + | Valkyrie 8.44mm 220 gp 2d8 60 ft. 9 lbs. 30 box Semi/FA M. 2H Med 12 | |
- | + | Gorgon 5mm 220 gp 2d6 60 ft. 7 lbs. 30 box Semi/FA M. 2H Small 12 | |
- | + | Gaebolg 10mm 170 gp 2d6 50 ft. 8 lbs. 32 box Semi/FA M. 2H Med 10 | |
+ | Gauche 6.22mm 170 gp 1d10 50 ft. 6 lbs. 32 box Semi/FA M. 2H Small 10 | ||
+ | Galvan: The S3 and S7 models of the Galvan civilian personal defense pistol are, by and large, the | ||
+ | most popular and widely sold personal defense weapons in the world. A decently sized clip, minimal | ||
+ | recoil, and simple design, combined with minimal necessary training, afford a fair deal | ||
+ | protection to the common man or woman. Though it lacks the specs to be outfitted with any | ||
+ | modifications, and is too light to be used with most special ammunition, it still packs enough | ||
+ | punch to be a threat to the unwary. | ||
- | + | Barklow/Halver: The preferred firearm for the discerning gunslinger, the somewhat heavy Barklow has a | |
- | + | strong punch and a decently sized magazine, its weight off-setting the recoil. The standard issue | |
- | + | sidearm for most law enforcement and military personnel, many variants of the model exist worldwide, | |
- | + | as its simple design allows it to easily be modified. The Halver is, of course, simply the same gun | |
+ | sized down for smaller races, which is what led to its name. The Barklow and Halvers' design | ||
+ | specs allow them to make use of special ammunition. | ||
- | + | Geolite: The Geolite, in its earliest incarnations, was the gun of choice over muskets and | |
- | + | muzzle-loaders, having an (at the time) unheard of six round capacity. In modern times, it has | |
- | + | mostly fallen out of favor, but the standard short-barrel variation makes it a fine choice as a | |
- | of the | + | backup or holdout pistol for most law enforcement and adventurers. The Geolite Magnum has a |
+ | reputation for never jamming, and speedloaders (+50 gold, can be bought separately, makes | ||
+ | reloading a Swift action instead of a Standard) allow the weapon to remain a viable, effective | ||
+ | weapon. The T1 and T9 are the most commonly sold models, but this is one of the few weapons | ||
+ | that's easy enough to be constructed for Large-sized people. | ||
- | + | Sweeper: The original purpose of the Alpha and Beta models of the B13 SMG was an automatic pistol for | |
- | + | private security firms and SART. However, it has found far more prominence amongst criminal | |
- | + | organizations and mercenary companies for its lethal power, dumping out a large amount of | |
- | + | ammunition, quickly, in enclosed spaces. Thus was the origin of the name 'Sweeper'. | |
- | + | ||
- | + | Enforcer: Most civilized nations require a license to carry an Enforcer, due to the pistol's heavier | |
- | + | power and lethal ability. The Enforcer is often used with specialized ammunition, such as armor | |
- | use in | + | piercing rounds, but its specialized design and heavy recoil forbid the use of most gun additions, |
+ | such as suppressors or scopes. The weapons Strength requirement is reduced if wielded in two hands. | ||
- | + | Tagow/Falos/Snubber/Half-Pint: Easily the most popular line of shotguns, these firearms are most | |
- | + | favored amongst sheriff departments, farmers, and home-defense buffs. The Tagow and Falos | |
- | ammunition, | + | contain more ammunition, and are more 'streamlined' than the Snubber and Half-Pint. The Snubber |
- | + | and Half-Pint are, basically, double-barreled shotguns; they only hold two rounds but they can | |
+ | be reloaded more swiftly than most firearms (move action). | ||
- | + | Ox/Mozzy: SART (Swift Action Response Teams) and military personnel, as well as adventurers, | |
- | The | + | favor the Ox for its nasty damage and blowback capability. The Bison is simply the smaller version |
- | + | of the same firearm. | |
- | + | Feller M2/Dobon-44: Sturdy, strong rifles, the Feller and Dobon (sometimes Dobby for short) come | |
- | + | in a wide variety of variations for military and civilian use- either as standardized infantry | |
+ | rifles or simple hunting rifles. The low recoil and fair clip size, along with the price, sees | ||
+ | them most commonly used in low-budget armies, by Federal Rangers, or by small to medium game | ||
+ | hunters. | ||
- | + | Deterrent/Hawkeye: The standard issue sniper rifle for military and SART personnel, the Deterrent | |
- | + | and Hawkeye rifles are high powered weapons that require a license to own or carry. Their | |
- | + | efficient design allows for a number of useful attachments to be added on. | |
- | + | ||
- | + | Laborer/Watcher: These high powered anti-tank rifles are generally marked as illegal in all but a | |
- | + | few countries, restricted only to military and adventurers that have proven themselves both worthy | |
- | + | and capable of handling such a high powered weapon. The monstrous rifle is primarily used to | |
+ | punch through the armor of tanks, and in recent times, heavily armored monsters. The reloading | ||
+ | mechanisms are complex (Full round action to reload), but offset by the sheer power it promises, | ||
+ | making it a prized possession by snipers and heavy weapons crews. The heavy caliber bullets | ||
+ | (Ballistic + Piercing damage) and armor piercing (ignores up to 5 points of Hardness) make it a | ||
+ | prized possession in the modern day warzone. To fire a Laborer or Watcher effectively, they must | ||
+ | be deployed (move action) upon a solid surface, putting the gunner in the Prone position before | ||
+ | firing. If the gunner wishes to move, the gun must be un-deployed and from there can be moved and | ||
+ | set up at another location. Firing 'from the hip' will have severe consequences, due to the heavy | ||
+ | recoil. | ||
- | + | Vargas: The Vargas has been the preferred light machinegun by most militaries for a little | |
- | + | over thirty years. Civilian construction crews in dangerous areas, some militaristic gangs, | |
- | in more | + | adventuring groups, and paramilitary organizations, often have at least one of these brutally |
- | round to reload) are | + | efficient weapons in their arsenal, for whatever reason. They require more severe licensing |
- | + | in most countries, but their widespread use ensures that they aren't too hard to find. It's | |
- | + | preferred to have linked ammunition, but preloaded plastic clips (full round action to reload) | |
- | + | of two hundred rounds are becoming more popular for gunners on the move. All models come with | |
- | + | a tripod, and like the Laborer and Watcher require deployment for accurate firing. Most often, | |
- | + | one will find the Vargas in use as a vehicle mounted turret or deployed as a machinegun nest. | |
- | can be | + | A smaller, lighter version of this weapon has yet to be effectively implemented. Normally, |
- | + | firing this firearm on the move will infer a penalty of -6 due to the recoil, however with specialized or military training (Exotic Weapon Proficiency: Vargas) the penalty can be reduced | |
+ | to -2. The Vargas' heavy weight makes it difficult to use like a normal weapon, it is treated | ||
+ | like a Heavy Gun for purposes of firing, meaning you only roll a d20 + your Base Attack Bonus | ||
+ | for attack rolls. It should be noted that even with the Exotic Proficiency, it's still a two | ||
+ | handed weapon. | ||
- | + | Valkyrie/Gorgon: One of the newest widely produced military assault rifles, the Valkyrie and Gorgon | |
- | + | assault rifles have quickly gained widespread use all over Calados. Versatility, ease of use, | |
- | + | and easily modified design specs allow it to be affixed with numerous attachments- most commonly | |
- | + | flashlights, the H-23 grenade launcher, or a bayonet. Despite being a Martial weapon, these | |
- | + | firearms are included in the Rogue proficiency list. | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | Gaebolg/Gauche: Someone had the bright idea of upgrading the Sweeper automatic pistol, producing | |
- | + | these two assault weapons, though they are not true assault rifles, closer to heavy SMG's. Law | |
- | + | enforcement and criminals alike favor these for assault weapons due to their high ammunition | |
- | + | capacity and durability. Though suppressors cannot be added, the H-23, flashlights, butt-stocks, | |
- | + | and bayonets are common add-ons. If it becomes necessary, the Gaebolg and Gauche can be used as | |
- | + | one-handed weapons, but the weight and balance of the gun will impose a -2 penalty on attack | |
- | + | rolls. | |
- | + | ||
- | + | ||
- | H-23, flashlights, and bayonets are common add-ons. | + | |
Grenades: Even when launched, treat Grenades as a thrown weapon. The explosion of a | Grenades: Even when launched, treat Grenades as a thrown weapon. The explosion of a | ||
Fragmenting or High Explosive grenade has a 30 foot radius, all creatures within the blast | Fragmenting or High Explosive grenade has a 30 foot radius, all creatures within the blast | ||
- | zone must make a Reflex save (DC | + | zone must make a Reflex save (DC 11) for half. Flashbangs make a bright flash and a loud |
noise, affecting every creature within 20 feet, they must make a Fort save (DC 16) or be | noise, affecting every creature within 20 feet, they must make a Fort save (DC 16) or be | ||
stunned for 1d6 rounds. The smoke grenade constantly generates smoke for 10 rounds, in a | stunned for 1d6 rounds. The smoke grenade constantly generates smoke for 10 rounds, in a | ||
20 foot radius, providing the same benefits as a 'Fog' spell, only it requires a strong | 20 foot radius, providing the same benefits as a 'Fog' spell, only it requires a strong | ||
- | wind to blow the smoke away. | + | wind to blow the smoke away. Smoke grenades come in various colors for various situations |
+ | and can be purchased without much difficulty- Flashbangs, HE, and Frags however are highly | ||
+ | illegal, only issued to military, law enforcement, or adventurers under extreme | ||
+ | circumstances. If a character wishes to risk legal repercussions, they may make a Gather | ||
+ | Information check DC 24 to find someone willing to sell them some grenades, but even then | ||
+ | they can only purchase up to 1d8 grenades. Purchases will be handled by DMs. | ||
+ | |||
+ | Clips: | ||
+ | Name Price: Weight: | ||
+ | Arc/Geolite 1 gp/clip ----- | ||
+ | Barklow/Sweeper/Feller 2 gp/clip ----- | ||
+ | Enforcer/Tagow/Ox/Deterrent/Gaebolg 3 gp/clip ----- | ||
+ | Valkyrie/Laborer 4 gp/clip --/1 lb | ||
+ | Vargas 30gp/box or 60gp 400 linked ammo can. --/3 lbs | ||
+ | |||
Attachments: | Attachments: | ||
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Scope 70 gp ---- | Scope 70 gp ---- | ||
Laser Sight 60 gp ---- | Laser Sight 60 gp ---- | ||
+ | Butt-Stock 40 gp 1 lb | ||
H-23 Grenade Launcher: Attached to rifles only, these have the benefit of launching all | H-23 Grenade Launcher: Attached to rifles only, these have the benefit of launching all | ||
types of grenades, have a range of 150 ft, and are illegal to tote around in public even | types of grenades, have a range of 150 ft, and are illegal to tote around in public even | ||
- | if you have a license. | + | if you have a license. H-23's cannot be masterworked or magicked under any circumstances. |
Flashlight: Not the same kind of flashlights bought at the store, these are attached to a | Flashlight: Not the same kind of flashlights bought at the store, these are attached to a | ||
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within 30 feet and providing a +1 bonus to hit. However they do not work in areas of | within 30 feet and providing a +1 bonus to hit. However they do not work in areas of | ||
sufficiently bright light, such as outdoors in the daytime. | sufficiently bright light, such as outdoors in the daytime. | ||
+ | |||
+ | Butt-Stock: These devices allow certain weapons to be used with one hand, by providing the | ||
+ | user to set the gun against their shoulder for stability. A butt-stock can be placed on | ||
+ | the Tagow, Ox, Valkyrie, or Gaebolg. This allows one to fire the gun at a -2 penalty (which | ||
+ | stacks with other penalties, if you decide to use multiple weapons). When put on a Gaebolg | ||
+ | the penalty for using it one handed is reduced to -1. In the case of pump action shotguns | ||
+ | like the Ox and Tagow, one must still pull back the action to put a new shell in the chamber. | ||
Special Equipment: | Special Equipment: | ||
Name Price Weight | Name Price Weight | ||
- | Environmentally Sealed Suit 500 gp | + | Environmentally Sealed Suit 500 gp 25lbs |
- | Heads Up Display | + | Heads Up Display 3500gp 5 lbs |
Steel Cables 100 gp/spool 7 lbs | Steel Cables 100 gp/spool 7 lbs | ||
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to 20 feet/turn. Follows the same rules as armor for sizing costs. | to 20 feet/turn. Follows the same rules as armor for sizing costs. | ||
- | Heads Up Display (HUD) | + | Heads Up Display (HUD)- Made with highly sophisticated, advanced technology, this helmet |
- | + | almost entirely seals off the wearer from the outside world, providing them with considerable | |
- | + | protection from things that rely on sound. Most sonic damage is cut in half (that is, sonic | |
- | + | damage that can still fully effect those who are deaf will also affect you), and the wearer | |
- | + | gains a +4 bonus vs non damaging Sound based magical effects. In addition, the HUD comes | |
- | + | equipped with high sensitivity motion detectors, allowing them a form of Blindsense out to | |
+ | 20 feet. This protection comes at a price, the wearer suffering a -10 penalty to all Listen | ||
+ | checks. A high power radio is installed for effective communication. In addition, HUD's | ||
+ | come standard with a USB port to link to computer systems, where someone else can send them | ||
+ | limited visual and audio information. Finally, it is becoming quite popular and common to | ||
+ | find flashlights attached to the head of the helmets, along with a minor modification in the | ||
+ | screen to afford the wearer Low-Light Vision, though this costs an additional 200 gp. Due | ||
+ | to the requirements of having this device well protected and secured, it can only be used | ||
+ | with Heavy armors. Slot used: Head. | ||
Steel Cables: Arguably better than rope, this steel cable is 1000-pound tested and comes | Steel Cables: Arguably better than rope, this steel cable is 1000-pound tested and comes | ||
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for guards and explorers. The basic talkie has a 200 yard range, whereas the professional | for guards and explorers. The basic talkie has a 200 yard range, whereas the professional | ||
models have 300 yard range. Anyone on the proper frequency and within range can hear | models have 300 yard range. Anyone on the proper frequency and within range can hear | ||
- | what's being said. | + | what's being said. Professional talkies can also come in the form of headsets, sometimes |
+ | integrated into helmets or other headgear. | ||
Survaillence Gear: | Survaillence Gear: | ||
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Steel Cuffs 5 gp 1 lb | Steel Cuffs 5 gp 1 lb | ||
Ziptie Cuffs 6 gp/10 uses 0.5 lbs | Ziptie Cuffs 6 gp/10 uses 0.5 lbs | ||
- | Multipurpose Tool 5 | + | Multipurpose Tool 5 gp 1 lb |
Search & Rescue Kit 49 gp 7 lbs | Search & Rescue Kit 49 gp 7 lbs | ||
Surgery Kit 66 gp 5 lbs | Surgery Kit 66 gp 5 lbs | ||
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tweezers, wire cutters, toothpick, and tiny magnifying glass. These can be used as an | tweezers, wire cutters, toothpick, and tiny magnifying glass. These can be used as an | ||
improvised tool to perform certain Craft skills, such as Electronics or Mechanical, without | improvised tool to perform certain Craft skills, such as Electronics or Mechanical, without | ||
- | real tools, reducing the penalty from -4 to -2. Your GM will determine if the tool is not | + | real tools, reducing the penalty from -4 to -2, in a pinch it can be used to cut the penalty |
- | appropriate in all situations. | + | for not having the proper tools to perform Disable Device or Open Lock checks in half as well. |
+ | Your GM will determine if the tool is not appropriate in all situations. | ||
Search & Rescue Kit: This waist pack contains a first aid kit, compass, waterproof matches, | Search & Rescue Kit: This waist pack contains a first aid kit, compass, waterproof matches, | ||
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Compass 2 gp 0.5 lbs | Compass 2 gp 0.5 lbs | ||
Fire Extinguisher 8 gp 3 lbs | Fire Extinguisher 8 gp 3 lbs | ||
- | Flash Goggles | + | Flash Goggles 2 gp 1 lb |
+ | Quality Shades/Goggles 3 gp ---- | ||
Flashlights- | Flashlights- | ||
Penlight 1 gp ---- | Penlight 1 gp ---- | ||
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Fire Extinguisher: This portable apparatus uses a chemical foam spray to extinguish small | Fire Extinguisher: This portable apparatus uses a chemical foam spray to extinguish small | ||
- | fires. It can put out a fire in a | + | fires. It can be used to try and put out a fire in a 5x5 foot area as a move action. There |
- | chemical | + | are enough chemical materials inside for 8 rounds of continuous spray. If used against a |
- | or creature, it deals 1d6 damage. | + | magical fire or creature, it deals 1d6 damage. Some kinds of fire may take longer, others |
+ | may be put out faster. | ||
Flash Goggles: These provide total protection against blinding light, and a +2 bonus vs | Flash Goggles: These provide total protection against blinding light, and a +2 bonus vs | ||
- | Gaze attacks. Slot: Eyes. | + | Gaze attacks. However, in darker areas they can easily negate vision- even low light and |
+ | darkvision. And either way, they negate Spot and Search checks.. Unless of course, you're in | ||
+ | a REALLY bright area. Slot: Eyes. | ||
+ | |||
+ | Quality Shades/Goggles: More expensive than flash goggles, these do not provide protection | ||
+ | from spells such as Flare, or Gaze attacks, but they do not affect Spot or Search checks. | ||
+ | They simply provide protection from natural sunlight- very popular with Kobolds, Drow, and | ||
+ | other races or individuals with light sensitivity. Also popular with movie stars. | ||
Flashlights: Unlike the firearm accessory, these flashlights are hand held. They come in | Flashlights: Unlike the firearm accessory, these flashlights are hand held. They come in | ||
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considerable durability, fuel and oil efficiency, speed, and overall prowess in a tank | considerable durability, fuel and oil efficiency, speed, and overall prowess in a tank | ||
fight. All but the oldest models have advanced amphibious capability (move at up to half | fight. All but the oldest models have advanced amphibious capability (move at up to half | ||
- | speed in water), the standard loadout is one | + | speed in water), the standard loadout is one 44mm cannon and 4 heavy weapons mounts. |
Bear: Undisputed master of the battlefield, this lumbering giant rolls at a steady, even | Bear: Undisputed master of the battlefield, this lumbering giant rolls at a steady, even | ||
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FRA- Full Round Action | FRA- Full Round Action | ||
SA- Standard Action | SA- Standard Action | ||
+ | Mins- Minutes | ||
Mounts and Optional Loadouts: | Mounts and Optional Loadouts: | ||
Name Caliber Price DMG Range Weight Clip Reload Modes Category | Name Caliber Price DMG Range Weight Clip Reload Modes Category | ||
- | + | 44mm Cannon 44mm Int. 4d12 350ft Mount 1 1 FRA S Exotic (Cannon) | |
120mm Gun 120mm Int. 10d12 500ft Mount 1 2 FRA S Exotic (Cannon) | 120mm Gun 120mm Int. 10d12 500ft Mount 1 2 FRA S Exotic (Cannon) | ||
AA Gun .50 500 gp 2d12 150ft Mount Link/400box 1 FRA A Martial | AA Gun .50 500 gp 2d12 150ft Mount Link/400box 1 FRA A Martial | ||
Xavier 4.6mm 600 gp 3d10 100ft Mount Link/500box 1 FRA A Martial | Xavier 4.6mm 600 gp 3d10 100ft Mount Link/500box 1 FRA A Martial | ||
Flamer Fuel 600 gp 6d6 70ft Mount 10rds/Cont 1 SA Cont Martial | Flamer Fuel 600 gp 6d6 70ft Mount 10rds/Cont 1 SA Cont Martial | ||
- | ATRL 75mm R. 1000gp 8d6 400ft Mount 38 pack | + | ATRL 75mm R. 1000gp 8d6 400ft Mount 38 pack 4 mins S Martial |
- | Thunderbolt MS 1500gp 5d12 200ft Mount 6 pack | + | Thunderbolt MS 1500gp 5d12 200ft Mount 6 pack 4 mins S Martial |
- | + | 44mm Cannon: The standard weapon for light tanks, it cannot usually be bought, and prices will | |
- | vary depending on vendor. Each shell for the | + | vary depending on vendor. Each shell for the 44mm cannon costs 80 gp. |
- | 120mm Gun: Same as the | + | 120mm Gun: Same as the 44mm cannon, however it costs 150 gp per shell. |
AA Gun: Anti-Aircraft Guns, these .50 caliber monsters are usually mounted on tanks, ships, | AA Gun: Anti-Aircraft Guns, these .50 caliber monsters are usually mounted on tanks, ships, | ||
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Xavier: Though the caliber of bullet is low, it sprays so many bullets at a time in a | Xavier: Though the caliber of bullet is low, it sprays so many bullets at a time in a | ||
- | concentrated area that the damage output is significantly increased ( | + | concentrated area that the damage output is significantly increased (20 rounds per spray). |
Like the AA Guns, it is preferrable to have them in Linked containers which store 8,000 | Like the AA Guns, it is preferrable to have them in Linked containers which store 8,000 | ||
rounds each, since the bullets are much smaller. And like the AA Guns, a 500 round pre- | rounds each, since the bullets are much smaller. And like the AA Guns, a 500 round pre- | ||
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only hold enough fuel for ten 'bursts' of flame, but they can be easily reloaded and refilled. | only hold enough fuel for ten 'bursts' of flame, but they can be easily reloaded and refilled. | ||
- | ATRL: ATRL is the acronym for Anti-Tank Rocket Launchers, easily mounted on vehicles | + | ATRL: ATRL is the acronym for Anti-Tank Rocket Launchers, easily mounted on vehicles or on |
- | or on aircraft, sometimes on ships | + | aircraft, sometimes on ships. These rockets are fired in a fashion similar to machineguns, |
- | + | launched swiftly at armored targets, and punch througharmor well. They come in packs of | |
- | fashion similar to machineguns, launched swiftly at armored targets, and punch | + | 38 rockets, and chew through up to 5 points of Hardness. Rockets do Piercing + Ballistic damage. |
- | + | ||
- | Rockets do Piercing + Ballistic damage. | + | |
Thunderbolt Missiles: Even more powerful and deadly, but slower to fire, are the Thunderbolt | Thunderbolt Missiles: Even more powerful and deadly, but slower to fire, are the Thunderbolt | ||
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cranes, dozers, and the like cost roughly 4000 gp apiece. Interchanging parts requires 1d6 hours | cranes, dozers, and the like cost roughly 4000 gp apiece. Interchanging parts requires 1d6 hours | ||
of work. </pre> | of work. </pre> | ||
+ | |||
+ | [[Category:Items]] |
Current revision as of 03:23, 27 January 2008
Please see the Firearms Rules first! S- Semi-Automatic A- Fully Automatic Box- Box-like clip Int- Integral, bullets are loaded directly into weapon without box or cyl. Cyl- Cylinder shaped bullet storage, it rotates when fired. Sidearms Name Caliber Price DMG Range Weight Clip Modes Category Size Str Req. Galvan S3 4.6mm 70 gp 2d4 30 ft 3 lbs. 14 box Semi S. Light Med 8 Galvan S7 2.12mm 70 gp 2d3 30 ft. 0.5 lbs.14 box Semi S. Light Small 8 Barklow 10mm 110 gp 2d6 40 ft. 5 lbs. 12 box Semi M. 1H Med 10 Halver 6.22mm 110 gp 1d10 40 ft. 2.5 lbs.12 box Semi M. 1H Small 10 Geolite T1 .357 90 gp 2d6 40 ft. 4 lbs. 6 cyl. Semi M. Light Med 10 Geolite T9 .142 90 gp 1d10 40 ft. 2 lbs. 6 cyl Semi M. Light Small 10 Sweeper A 4.6mm 130 gp 2d4 30 ft. 6 lbs. 24 box Semi/FA M. 1H Med 10 Sweeper B 2.12mm 130 gp 2d3 30 ft. 3.5 lbs.24 box Semi/FA M. 1H Small 10 Enforcer SF0 .458 170 gp 2d8 40 ft. 8 lbs. 8 box Semi M. 1/2H Med 12/14 Enforcer SF6 .278 170 gp 2d6 40 ft. 5 lbs. 8 box Semi M. 1/2H Small 12/14 Longarms Name Caliber Price DMG Range Weight Clip Modes Category Size Str Req. Tagow 14 ga. 120 gp 2d8 40 ft 12 lbs. 10 int. Semi M. 2H Med 12 Falos 16 ga. 120 gp 2d6 40 ft. 7 lbs. 10 int. Semi M. 2H Small 12 Snubber 14 ga. 100 gp 2d8 40 ft. 10 lbs. 2 int. Semi M. 2H Med 12 Halfpint 16 ga. 100 gp 2d6 40 ft. 5 lbs. 2 int. Semi M. 2H Small 12 Ox 10 ga. 190 gp 2d10 30 ft. 14 lbs. 6 int. Semi M. 2H Med 14 Bison 12 ga. 190 gp 2d8 30 ft. 9 lbs. 6 int. Semi M. 2H Small 14 Feller M2 10mm 150 gp 2d6 70 ft. 9 lbs. 11 box Semi S. 2H Med 10 Dobon-44 6.22mm 150 gp 1d10 70 ft. 6 lbs. 11 box Semi S. 2H Small 10 Deterrent 7.88mm 220 gp 2d8 90 ft. 13 lbs. 9 box Semi M. 2H Med 12 Hawkeye 4.5mm 220 gp 2d6 90 ft. 10 lbs. 9 box Semi M. 2H Small 12 Laborer 57mm 350 gp 2d12 120ft. 27 lbs. 6 int. Single M. 2H Med 14 Watcher 32mm 350 gp 2d10 120ft. 21 lbs. 6 int. Single M. 2H Small 14 Assault Name Caliber Price DMG Range Weight Clip Modes Category Size Str Req. Vargas 12mm 360 gp 2d10 90 ft. 30 lbs. 200 box FA M. 2H Med 14 Valkyrie 8.44mm 220 gp 2d8 60 ft. 9 lbs. 30 box Semi/FA M. 2H Med 12 Gorgon 5mm 220 gp 2d6 60 ft. 7 lbs. 30 box Semi/FA M. 2H Small 12 Gaebolg 10mm 170 gp 2d6 50 ft. 8 lbs. 32 box Semi/FA M. 2H Med 10 Gauche 6.22mm 170 gp 1d10 50 ft. 6 lbs. 32 box Semi/FA M. 2H Small 10 Galvan: The S3 and S7 models of the Galvan civilian personal defense pistol are, by and large, the most popular and widely sold personal defense weapons in the world. A decently sized clip, minimal recoil, and simple design, combined with minimal necessary training, afford a fair deal protection to the common man or woman. Though it lacks the specs to be outfitted with any modifications, and is too light to be used with most special ammunition, it still packs enough punch to be a threat to the unwary. Barklow/Halver: The preferred firearm for the discerning gunslinger, the somewhat heavy Barklow has a strong punch and a decently sized magazine, its weight off-setting the recoil. The standard issue sidearm for most law enforcement and military personnel, many variants of the model exist worldwide, as its simple design allows it to easily be modified. The Halver is, of course, simply the same gun sized down for smaller races, which is what led to its name. The Barklow and Halvers' design specs allow them to make use of special ammunition. Geolite: The Geolite, in its earliest incarnations, was the gun of choice over muskets and muzzle-loaders, having an (at the time) unheard of six round capacity. In modern times, it has mostly fallen out of favor, but the standard short-barrel variation makes it a fine choice as a backup or holdout pistol for most law enforcement and adventurers. The Geolite Magnum has a reputation for never jamming, and speedloaders (+50 gold, can be bought separately, makes reloading a Swift action instead of a Standard) allow the weapon to remain a viable, effective weapon. The T1 and T9 are the most commonly sold models, but this is one of the few weapons that's easy enough to be constructed for Large-sized people. Sweeper: The original purpose of the Alpha and Beta models of the B13 SMG was an automatic pistol for private security firms and SART. However, it has found far more prominence amongst criminal organizations and mercenary companies for its lethal power, dumping out a large amount of ammunition, quickly, in enclosed spaces. Thus was the origin of the name 'Sweeper'. Enforcer: Most civilized nations require a license to carry an Enforcer, due to the pistol's heavier power and lethal ability. The Enforcer is often used with specialized ammunition, such as armor piercing rounds, but its specialized design and heavy recoil forbid the use of most gun additions, such as suppressors or scopes. The weapons Strength requirement is reduced if wielded in two hands. Tagow/Falos/Snubber/Half-Pint: Easily the most popular line of shotguns, these firearms are most favored amongst sheriff departments, farmers, and home-defense buffs. The Tagow and Falos contain more ammunition, and are more 'streamlined' than the Snubber and Half-Pint. The Snubber and Half-Pint are, basically, double-barreled shotguns; they only hold two rounds but they can be reloaded more swiftly than most firearms (move action). Ox/Mozzy: SART (Swift Action Response Teams) and military personnel, as well as adventurers, favor the Ox for its nasty damage and blowback capability. The Bison is simply the smaller version of the same firearm. Feller M2/Dobon-44: Sturdy, strong rifles, the Feller and Dobon (sometimes Dobby for short) come in a wide variety of variations for military and civilian use- either as standardized infantry rifles or simple hunting rifles. The low recoil and fair clip size, along with the price, sees them most commonly used in low-budget armies, by Federal Rangers, or by small to medium game hunters. Deterrent/Hawkeye: The standard issue sniper rifle for military and SART personnel, the Deterrent and Hawkeye rifles are high powered weapons that require a license to own or carry. Their efficient design allows for a number of useful attachments to be added on. Laborer/Watcher: These high powered anti-tank rifles are generally marked as illegal in all but a few countries, restricted only to military and adventurers that have proven themselves both worthy and capable of handling such a high powered weapon. The monstrous rifle is primarily used to punch through the armor of tanks, and in recent times, heavily armored monsters. The reloading mechanisms are complex (Full round action to reload), but offset by the sheer power it promises, making it a prized possession by snipers and heavy weapons crews. The heavy caliber bullets (Ballistic + Piercing damage) and armor piercing (ignores up to 5 points of Hardness) make it a prized possession in the modern day warzone. To fire a Laborer or Watcher effectively, they must be deployed (move action) upon a solid surface, putting the gunner in the Prone position before firing. If the gunner wishes to move, the gun must be un-deployed and from there can be moved and set up at another location. Firing 'from the hip' will have severe consequences, due to the heavy recoil. Vargas: The Vargas has been the preferred light machinegun by most militaries for a little over thirty years. Civilian construction crews in dangerous areas, some militaristic gangs, adventuring groups, and paramilitary organizations, often have at least one of these brutally efficient weapons in their arsenal, for whatever reason. They require more severe licensing in most countries, but their widespread use ensures that they aren't too hard to find. It's preferred to have linked ammunition, but preloaded plastic clips (full round action to reload) of two hundred rounds are becoming more popular for gunners on the move. All models come with a tripod, and like the Laborer and Watcher require deployment for accurate firing. Most often, one will find the Vargas in use as a vehicle mounted turret or deployed as a machinegun nest. A smaller, lighter version of this weapon has yet to be effectively implemented. Normally, firing this firearm on the move will infer a penalty of -6 due to the recoil, however with specialized or military training (Exotic Weapon Proficiency: Vargas) the penalty can be reduced to -2. The Vargas' heavy weight makes it difficult to use like a normal weapon, it is treated like a Heavy Gun for purposes of firing, meaning you only roll a d20 + your Base Attack Bonus for attack rolls. It should be noted that even with the Exotic Proficiency, it's still a two handed weapon. Valkyrie/Gorgon: One of the newest widely produced military assault rifles, the Valkyrie and Gorgon assault rifles have quickly gained widespread use all over Calados. Versatility, ease of use, and easily modified design specs allow it to be affixed with numerous attachments- most commonly flashlights, the H-23 grenade launcher, or a bayonet. Despite being a Martial weapon, these firearms are included in the Rogue proficiency list. Gaebolg/Gauche: Someone had the bright idea of upgrading the Sweeper automatic pistol, producing these two assault weapons, though they are not true assault rifles, closer to heavy SMG's. Law enforcement and criminals alike favor these for assault weapons due to their high ammunition capacity and durability. Though suppressors cannot be added, the H-23, flashlights, butt-stocks, and bayonets are common add-ons. If it becomes necessary, the Gaebolg and Gauche can be used as one-handed weapons, but the weight and balance of the gun will impose a -2 penalty on attack rolls. Grenades: Even when launched, treat Grenades as a thrown weapon. The explosion of a Fragmenting or High Explosive grenade has a 30 foot radius, all creatures within the blast zone must make a Reflex save (DC 11) for half. Flashbangs make a bright flash and a loud noise, affecting every creature within 20 feet, they must make a Fort save (DC 16) or be stunned for 1d6 rounds. The smoke grenade constantly generates smoke for 10 rounds, in a 20 foot radius, providing the same benefits as a 'Fog' spell, only it requires a strong wind to blow the smoke away. Smoke grenades come in various colors for various situations and can be purchased without much difficulty- Flashbangs, HE, and Frags however are highly illegal, only issued to military, law enforcement, or adventurers under extreme circumstances. If a character wishes to risk legal repercussions, they may make a Gather Information check DC 24 to find someone willing to sell them some grenades, but even then they can only purchase up to 1d8 grenades. Purchases will be handled by DMs. Clips: Name Price: Weight: Arc/Geolite 1 gp/clip ----- Barklow/Sweeper/Feller 2 gp/clip ----- Enforcer/Tagow/Ox/Deterrent/Gaebolg 3 gp/clip ----- Valkyrie/Laborer 4 gp/clip --/1 lb Vargas 30gp/box or 60gp 400 linked ammo can. --/3 lbs Attachments: Name Price Weight H-23 Grenade Launcher 300 gp 4 lbs Flashlight 20 gp 3 lbs Bayonets ---- ---- Extended Clips Clip x2 1 lb Suppressor 80 gp 0.5 lbs Scope 70 gp ---- Laser Sight 60 gp ---- Butt-Stock 40 gp 1 lb H-23 Grenade Launcher: Attached to rifles only, these have the benefit of launching all types of grenades, have a range of 150 ft, and are illegal to tote around in public even if you have a license. H-23's cannot be masterworked or magicked under any circumstances. Flashlight: Not the same kind of flashlights bought at the store, these are attached to a number of firearms, providing 30 feet of clear illumination, twice that of shadowy, in a 15 foot cone. The battery lasts for 4 hours of constant use. Bayonets: See Complete Scoundrel! Suppressor: Muffling noises and reducing muzzle flash by trapping the gasses and light given off by gunfire, these reduce the sound of a gun to the point where all creatures within 15 feet of the shot must make a DC 15 Listen check to hear it. Scope: Increases the effective range of a rifle by 1.5 times. Laser Sight: These sights are favored for night ops, making a red dot appear on targets within 30 feet and providing a +1 bonus to hit. However they do not work in areas of sufficiently bright light, such as outdoors in the daytime. Butt-Stock: These devices allow certain weapons to be used with one hand, by providing the user to set the gun against their shoulder for stability. A butt-stock can be placed on the Tagow, Ox, Valkyrie, or Gaebolg. This allows one to fire the gun at a -2 penalty (which stacks with other penalties, if you decide to use multiple weapons). When put on a Gaebolg the penalty for using it one handed is reduced to -1. In the case of pump action shotguns like the Ox and Tagow, one must still pull back the action to put a new shell in the chamber. Special Equipment: Name Price Weight Environmentally Sealed Suit 500 gp 25lbs Heads Up Display 3500gp 5 lbs Steel Cables 100 gp/spool 7 lbs Environmentally Sealed Suit: EVA or NBC suits, they are very fragile but absolutely necessary in some situations. Only light armor can be worn over a Environmentally Sealed Suit, and if their integrity is compromised you will suffer the full effects of whatever area you're in. The suit will break after only 10 points of damage of are dealt to the character, but it completely protects them as long as they occasionally provide themselves fresh oxygen supplies. The suit imposes a -3 Armor Check Penalty and restricts movement to 20 feet/turn. Follows the same rules as armor for sizing costs. Heads Up Display (HUD)- Made with highly sophisticated, advanced technology, this helmet almost entirely seals off the wearer from the outside world, providing them with considerable protection from things that rely on sound. Most sonic damage is cut in half (that is, sonic damage that can still fully effect those who are deaf will also affect you), and the wearer gains a +4 bonus vs non damaging Sound based magical effects. In addition, the HUD comes equipped with high sensitivity motion detectors, allowing them a form of Blindsense out to 20 feet. This protection comes at a price, the wearer suffering a -10 penalty to all Listen checks. A high power radio is installed for effective communication. In addition, HUD's come standard with a USB port to link to computer systems, where someone else can send them limited visual and audio information. Finally, it is becoming quite popular and common to find flashlights attached to the head of the helmets, along with a minor modification in the screen to afford the wearer Low-Light Vision, though this costs an additional 200 gp. Due to the requirements of having this device well protected and secured, it can only be used with Heavy armors. Slot used: Head. Steel Cables: Arguably better than rope, this steel cable is 1000-pound tested and comes in coils of 50 feet each. A little heavier but much tougher. Cannot be used with Use Rope except to tie people up, and even then at a -2 penalty to the check- commonly used for tying down or securing particularly large creatures, people, and objects. AC of 10, Hardness 8, HP 30. Break DC 35. Modern Conveniences:. Storage: Name Price Weight Travel Case 1/5/10 gp 5/10/15 lbs Briefcase 4 gp 2 lbs Field Bag 2 gp 2 lbs Travel Case: A simple, standard reinforced aluminum box with foam inserts. Wing clamps keep it from accidentally opening. Comes in 10 lb, 40 lb, and 75 lb.-storage sizes. Briefcase: Holds up to 5 pounds of anything you can fit into it. A briefcase can be locked, securely but the lock is cheap (Open Lock DC 20, Break DC 10). Field Bag: A useful combination tool bag/notebook computer case, you can store all sorts of things in this bag. Tools, pens, cellular devices, there's even a clear plastic flap for maps and plans. Usually made of leather or some other durable material, can carry 10 lbs. of gear easily and comes with a shoulder strap. Consumer Electronics: Name Price Weight Camera- 33mm film 9 gp 2 lbs Digital 12 gp 1 lb Disposable 5 gp 0.5 lbs Cellular Phone 9 gold ---- Computers- Desktop PC 40 gp 15 lbs Laptop Notebook 50 gp 5 lbs Computer Accessories- Modem 6 gp 1 lb Portable Satellite Phone 13 gp 2 lbs Portable Video Camera 12 gp 1 lb Printer 9 gp 3 lbs Scanner 9 gp 3 lbs Talkies- Basic 7 gp 1 lb Professional 12 gp 1 lb Cameras: Comes in 35mm film, digital, and disposable varieties. Film development can often be done within 1 hour, or 24 for less developed areas. Others may require sending film away for a week or so. Digital of course, produce relatively good pictures all on their own, but 33mm film tends to be best used for high speed/high definition photos. Cellular Phone: Useful for long range communication, phone companies warn people about traveling in areas of high magical or electromagnetic interference. The battery lasts for 24 hours before requiring a recharge or replacement. Computers: Aside from a place to store all of ones pornography and important personal information, computers are considered tools when attempting to hack (Disable Device) into another system or device connected by Interlink lines, they are also necessary to operate a great deal of technology, such as satellite uplinks, scanners, printers, Interlinks, and useful in securing communications lines. PC's are large and cumbersome to move around, but cheaper than the easily transported notebook. Computer Accessories: Modems, meaning the now standardized broadband, are essential to establishing connections of all forms. Also are the portable satellite phones, which can be used in areas that lack cellular phone service with a more powerful transmission, portable video cameras, printers, and scanners. Talkies: Often called 'walkie-talkies', these are extremely useful for short range communication. Burst transmissions allow them to overcome all but the worst magical and electromagnetic interference, and the effective range in all directions make it invaluable for guards and explorers. The basic talkie has a 200 yard range, whereas the professional models have 300 yard range. Anyone on the proper frequency and within range can hear what's being said. Professional talkies can also come in the form of headsets, sometimes integrated into helmets or other headgear. Survaillence Gear: Name Price Weight Black Box 60 gp 0.5 lbs Cellular Interceptor 50 gp 1 lb Lineman's Buttset 13 gp 1 lb Metal Detector 19 gp 3 lbs Night Vision Goggles 20 gp 3 lbs Tap Detector 7 gp 1 lb Telephone Taps- Line Tap 13 gp 0.5 lbs Receiver Tap 5 gp ---- Telephone Line Tracer 70 gp 4 lbs Black Box: Highly illegal but extraordinarily useful to hackers and professional criminals, the black box is a very small device that emits digital tones to trick a phone system into making long distance connections free of charge. A user can also 'bounce' a call through multiple switches, making the call harder to trace. (The DC of any tracking attempt increases by 5). Cellular Interceptor: The size of a small briefcase, a cellular interceptor can detect and monitor cell phone conversations within a 5 mile area by listening in on the phone services' own transmitters. Intercepting the calls of a specific phone requires a Disable Device check (DC 35), if the user knows the phone number of the phone in question, the DC drops by 10. Obviously, the phone must be in use for someone to intercept the call. A cellular interceptor cannot be used to intercept ground-line phone connections. Lineman's Buttset: This device resembles an oversized telephone handset with numeric keypad on the back and wire leads hanging from the bottom. Its function is that of a portable, reusable, and fairly suspicious telephone line tap. A Craft/Electronics check (DC 10) can allow a user to connect to a phone wire and hear any conversation that crosses it. This device is commonly used by phone company personnel to repair damaged lines. Metal Detector: This device provides a +10 equipment bonus to Search checks involving metal objects. However it has a long handle, making it fairly annoying to transport effectively. Night Vision Goggles: Utilizing passive light gathering and improving vision in near-dark conditions, these goggles grant 120 ft of black & white darkvision to the wearer. However, the field of view and depth perception are restricted, imposing a -4 penalty on Spot and Search checks made by the wearer. Night Vision goggles require at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch black cave or a sealed room does not. For situations of total darkness, the goggles have an infrared illuminator that, when switched on, operates as a standard flashlight whose light is only visible to the wearer (or anyone else with NV goggles or darkvision). The battery on the light lasts for 3 hours. Body Slot: Eyes. Tap Detector: Plug this into a telephone line between the phone and outlet, and it helps detect if the line's tapped. To detect a tap, make a Knowledge/Architecture & Engineering check (DV varies according to type of tap used, see below). With a success, you discover if a tap is present. It does not tell you the kind or location of the tap however. It cannot be used to detect a Lineman's Buttset. Telephone Taps: Used to listen in on phone conversations, there are line taps and receiver taps. They broadcast the conversation over a radio frequency that can be picked up by any professional talkie. Line Taps require a DC 15 Craft/Electronics check to install. To discover the presence of one using a Tap Detector, the Knowledge/Arch & Eng check is DC 25. Receiver taps are much less complex, only requiring an installation check DC 10, but in return the DC to discover one is 15. Telephone Line Tracer: Effectively an extremely specialized computer, a line tracer hooked to a phone line can trace all phone calls made to that line, even if there are devices designed to defeat identification hooked up at the other end. It only requires time. Operation of a Line tracer is a full action round requiring a Disable Device check (DC 10). Success gains one digit of the target phone number, starting with the first number of the area code. Professional Equipment: Name Price Weight Chemical Kit 60 gp 6 lbs Bolt Cutters 4 gp 5 lbs Demolitions Kit 70 gp 5 lbs Duct Tape 1 gp/roll 1 lb Evidence Kits- Basic 23 gp 6 lbs Deluxe 42 gp 8 lbs Fake ID Spcl. ---- Handcuffs- Steel Cuffs 5 gp 1 lb Ziptie Cuffs 6 gp/10 uses 0.5 lbs Multipurpose Tool 5 gp 1 lb Search & Rescue Kit 49 gp 7 lbs Surgery Kit 66 gp 5 lbs Chemical Kit: Without a laboratory of some form, handling dangerous chemical substances imposes a -4 penalty on Craft/Alchemical checks to handle things that fall into the Chemistry category. This kit contains all the essentials to prevent such a penalty. It includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gasses, and other chemical compounds. Bolt Cutters: Bolt cutters reduce the break DC of certain objects such as padlocks or steel cables or really anything else you can fit them around, by 10. This only works on ferrous metals however, such as iron and copper, not 'mystical' metals like Mithral and Adamantine. Demolitions Kit: Provides the necessary to set detonators, wire explosive devices, and disarm explosive devices. Without this kit you suffer a -2 penalty to checks involving the setting or disarming of explosives. Duct Tape: The usefulness of duct tape is limited solely by your imagination. Those bound with duct tape must make a Strength or Escape Artist check (DC 20 for both) to free themselves. Duct tape can support 200 lbs. indefinitely or 300 lbs. for 1d6 rounds. A roll is 70 feet of tape that is two inches wide. Evidence Kit: Mainly used by law enforcement agencies, these kits contain the tools to gather evidence at a crime scene. This does not grant access to a law enforcement agency's crime lab; it merely assists in the careful and proper gathering and storing of evidence to be analyzed by such a lab. Being as discovering those tiny bits of evidence often has a higher DC than most uses of the Search skill, evidence kits provide a bonus based on their complexity. A basic kit provides a +2 circumstance bonus on Search checks to properly handle those bits of physical evidence- clean containers, labels, gloves, tweezers, swabs, and other such things. The Deluxe kit provides a +4 circumstance bonus, having all the materials of a basic kit plus supplies for analyzing narcotic substances at the scene, and gathering more esoteric forms of physical evidence such as casts and molds of footprints or vehicle tracks, as well as chemical residues and organic fluids. It also contains the necessary dusts, sprays, brushes, adhesives, and cards to acquire fingerprints. Keep in mind that your GM may rule out the use of these kits based on situation. Using a deluxe kit to analyze a narcotic or chemical substance requires an appropriate Craft or Knowledge check, in which cases the circumstance bonus no longer applies. Fake ID: False identification of any form is a risk, but sometimes you need a fake driver's license to hide out, or a fake press badge to enter the Congressional Hearings. You must find a Forger (Gather Information check, GM decides the DC) who has the level of skill necessary based on the importance of the ID. A fake driver's license for a sixteen year old that wants to buy beer is much easier than an ID to impersonate a police officer. The GM will secretly make a Forgery check for the forger (And we expect you to be fair or beatings will commence), which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is 10 + the forger's ranks in the Forgery skill x5 in gold. Handcuffs: Restraints designed to lock two limbs together- normally the wrists- of a prisoner or detainee together. They easily fit any Small or Medium creature or creature that has an appropriate body structure, you can buy ones for larger or smaller at x2 price. Steel handcuffs are heavy duty cuffs with Hardness 10, 10 HP, a Break DC of 30, and require a Disable Device check (DC 25) or an Escape Artist check (DC 35) to remove without the key. Zip-tie cuffs are single use disposable hand cuffs, similar to heavy duty cable ties. They have Hardness 0 and 4 HP, and a break DC of 25. However due to the design, they can only be removed by breaking or cutting them off (Disable Device and Escape Artist checks automatically fail). Multipurpose Tool: Similar to your standard Swiss Army Knife or Leatherman, the multipurpose tool has a knife blade, can opener, bottle opener, short ruler, scissors, tweezers, wire cutters, toothpick, and tiny magnifying glass. These can be used as an improvised tool to perform certain Craft skills, such as Electronics or Mechanical, without real tools, reducing the penalty from -4 to -2, in a pinch it can be used to cut the penalty for not having the proper tools to perform Disable Device or Open Lock checks in half as well. Your GM will determine if the tool is not appropriate in all situations. Search & Rescue Kit: This waist pack contains a first aid kit, compass, waterproof matches, lightweight 'space' blanket, standard flashlight, 50 feet of nylon rope, 2 smoke grenades, and a signal flare. Surgery Kit: Carried commonly by 'meatball' surgeons in M*A*S*H* units, or professional doctors forced to operate in the field in the absence of a nice sterile hospital, these kits are absolutely necessary to performing the basic surgery required to save the dying. Without a surgery kit, you suffer a -4 penalty to the Heal check needed to perform the task. Improvised tools are dangerous at the best of times, your GM will have to help you in deciding what can be used appropriately. Survivalist Gear: Name Price Weight Binoculars- Standard 4 gp 2 lbs Rangefinding 10 gp 3 lbs Electro-Optical 13 gp 4 lbs ChemLite Sticks 4 gp/pack 1 lb/pack Compass 2 gp 0.5 lbs Fire Extinguisher 8 gp 3 lbs Flash Goggles 2 gp 1 lb Quality Shades/Goggles 3 gp ---- Flashlights- Penlight 1 gp ---- Standard 2 gp 1 lb Battery Floodlight 7 gp 5 lbs Gas Mask 13 gp 5 lbs GPS Unit 18 gp 3 lbs PortaStove + Percolater 12 gp 3 lbs Binoculars: Used for watching your enemies, wild game, sporting events, or beautiful people through windows, binoculars are useful anywhere. Standard binoculars increase your sight range by x5, reducing the range penalty for spot checks depending on weather and foliage. Rangefinding binoculars do the same as standard, only they provide a digital readout that indicates the exact distance between you and the target you're focusing on. Electro-Optical binoculars function the same as standard in normal light. However, in darkness, they function as night vision goggles with half the power. ChemLite Sticks (5/pack): Disposable, eco-friendly plastic sticks that use a chemical reaction to provide a warm glowing light for 6 hours at a time. The illumination area is only a five foot radius, though. Once activated it cannot be turned off. Compass: Relying on the planetary magnetic fields to determine the direction of magnetic North, these can be used to provide a +2 circumstance bonus on Knowledge/Geography checks. Fire Extinguisher: This portable apparatus uses a chemical foam spray to extinguish small fires. It can be used to try and put out a fire in a 5x5 foot area as a move action. There are enough chemical materials inside for 8 rounds of continuous spray. If used against a magical fire or creature, it deals 1d6 damage. Some kinds of fire may take longer, others may be put out faster. Flash Goggles: These provide total protection against blinding light, and a +2 bonus vs Gaze attacks. However, in darker areas they can easily negate vision- even low light and darkvision. And either way, they negate Spot and Search checks.. Unless of course, you're in a REALLY bright area. Slot: Eyes. Quality Shades/Goggles: More expensive than flash goggles, these do not provide protection from spells such as Flare, or Gaze attacks, but they do not affect Spot or Search checks. They simply provide protection from natural sunlight- very popular with Kobolds, Drow, and other races or individuals with light sensitivity. Also popular with movie stars. Flashlights: Unlike the firearm accessory, these flashlights are hand held. They come in three varieties- penlights, standard flashlights, and battery floodlights. Penlights are small, often carried on keyrings, projecting a 10 feet of clear light and 10 feet of shadowy illumination in a 5 foot cone, their battery lasts for one hour. Standard flashlights provide 30 feet of clear light and 20 feet of shadowy illumination in a 15 foot cone, their batteries lasting for 3 hours. Battery floodlights are effectively handheld spot lights, giving a clear view of 100 feet of clear bright light and 50 feet of shadowy illumination, in a 50 foot cone, the battery lasting for 3 hours. Gas Masks: Gas masks have come a long way since their inception. Acquiring one in the appropriate size is easy. These apparatuses cover the entirety of the face, connecting to a chemical air filter to protect the lungs and eyes from toxic gasses. They provide total protection from eye and lung irritants, the filter canister lasting for 12 hours of use. Changing a filter is a move action. Spare canisters cost 3 gp each. GPS Unit: Utilizing satellites to receive signals to determine location within a few dozen feet, the GPS unit is roughly the size of the old B&W Gameboy devices. They provide a +4 circumstance bonus on Knowlege/Geography checks, but the receivers must be able to pick up satellite signals, and have a bit of a tendency to be fouled up by magical or electromagnetic interference. PortaStove & Percolater: Sold as a package deal almost universally, these items are essential when camping.. Unless you prefer dirty water and raw food of course. They work best with canned fuel or kerosene or white gasoline, and can easily be broken down and carried in a nice, easily stored, compact form. Services & Transportation: Auto Repair: Can't repair your vehicle yourself? There's always a friendly body shop willing to tend to your needs. Repairs can generally be done relatively quickly, depending on how extensive the damage is. 1-10 HP repaired- 1 day and 15 gold. 11-20 HP repaired- 2 days and 28 gold. 21-30 damage repaired- 3 days and 41 gold. Any further will require specialized work which depends on the abilities of the repairmen and the adequacy of their facilities. Animal Care: Some people still prefer the old horse and buggy.. Or more appropriately the old unicorn and dragon. A wide variety of specialists are available to groom and take care of your pets or mounts or some forms of cohort when you aren't around. Taking care of these creatures is their HD x5 /2 per day in gold. Airfare: Flying is a good way to get from Point A to Point B, since most heavy duty aircraft can outrun even the most agitated griffon. Domestic coach fare: 80 gold. Domestic first class fare: 120 gold. International coach fare: 100 gold. International first class: 150 gold. Ground Vehicle Rental: Planes are expensive and roads are easier most of the time, aside from the occasional raptor attack. Economy car rentals: 4 gold/day. Mid-size truck: 6 gold/day. Luxury vehicle: 10 gold/day. Heavy duty vehicle: 8 gold/day. Vehicles: Though many people still enjoy riding animals, or in some cases prefer it, the average man needs something less tempermental than a horse and less dangerous than a dragon. Cars are easy to maintain, cheaper overall than animals- especially magical ones! So it's likely that they will be a common mode of personal transit. Therefore, we present the most commonly found vehicles. You may talk to staff about various improvements to them. Vehicles require a license to drive (20 gold). Keep in mind that cars may have a nice top speed, but it takes a Yak or a Gazelle -time- to get to their top speed. DM's are encouraged to remember that, since you won't be driving at max speed all the time! Key: Name- Name of the vehicle. Crew- How many people required to control the vehicle. Pass- How many passengers are normally carried. Cargo- Additional space for carrying goods. Init- Initiative modifier. Top Speed- Absolutely maximum speed in feet/turn. Takes time to fully accelerate. AC- Armor Class. Hard- Hardness. Size- M = Medium, L = Large, H = Huge, G = Gargantuan Mnvr- Maneuvering rate, applied to aircraft checks Civilian Cars: Name Crew Pass Cargo Init Top Speed AC Hard Size HP Cost Gazelle 1 5 600lbs -2 1050ft(120mph) 8 5 H 34 400 gp Gestalt 1 4 300lbs -1 880ft(100mph) 9 5 L 30 250 gp Sparrow 1 1 200lbs +0 2000ft(230mph) 8 5 L 32 630 gp Zephyr 1 3 150lbs +1 2450ft(280mph) 8 5 L 30 650 gp Judge 1 3 240lbs +1 2200ft(250mph) 12 10 H 54 520 gp Yak 1 5 300lbs -2 790ft (90mph) 12 10 L 40 200 gp Gazelle: This is a mid-sized SUV, the standard of soccer moms everywhere. It comfortably seats a fair number of people and carries a large amount of cargo, ensuring constant use as a 'helper' vehicle. Your friend needs help moving into a new apartment? Load up the Gazelle, fold a few seats down. Gazelle's often come with some nice options, such as a DVD player for children, power doors and windows, and almost complete soundproofing. Gestalt: An economy sedan favored for its incredible gas mileage, comfortable seating, and stylish appearance (Though there are complaints from older generations about all of them looking like electric shavers..), the Gestalt is a common vehicle to be used by tourists, travelers, and can easily be respeced into a limousine. Sparrow: This luxury sedan is more the style, and most commonly driven by, the rich and the famous, it features fair maneuverability and control, but the frame is still a composite of cheap metals, so racingis probably not the best of ideas, even if it does have a nice top speed. Zephyr: An easily modified sports coupe, this expensive car is often used for racing, both legal and illegal. Though made of the same cheap composites and alloys the Sparrow and the Gestalt are forged of, its design allows for a number of safety precautions to be safely and cheaply installed. Judge: Powerful, fast, durable, though better at eating through your gas budget, this muscle car has a steel and iron chassis, making it arguably safer to be in in an accident. The design and construction afford a great deal of control and agility in the hands of a professional or experienced driver, commonly seen in drag races or car chases in movies. Yak: Generally, those who drive this economy station wagon are looked down on as poor or low class by the upper echelons of society, but the mileage and cheapness of maintenance, plus the same steel and iron chassis construction as the Judge, make it an extremely safe, cheap, reliable family car, if not very fast or stylish. Civilian Heavy Vehicles: Name Crew Pass Cargo Init Top Speed AC Hard Size HP Cost Colonel 1 3 700lbs -2 1050ft(120mph) 10 8 H 60 650 gp Bass Sub. 1 8 1000lbs -2 790ft (90mph) 10 5 H 45 570 gp CaribouSE 1 2 2500lbs -1 970ft(110mph) 12 10 H 50 590 gp Shetland 1 2 33000lbs -4 1150ft(130mph) 14 8 G 70 5000 gp Bloodhound 1 39 0lbs -4 970ft(110mph) 10 8 G 54 4000 gp Colonel: This Humvee SUV is usually used by civilians, it traverses rough ground easily, however it can easily be refit and remodeled with heavier armor and mount a machinegun for military purposes. The engine is fairly quiet despite its size and power, and so is often used for scouting. Bass Suburban: A full sized SUV, the big brother to the Gazelle. A little unnecessarily large for soccer moms and moving, it's mostly used by sportsmen. Fishers, big game hunters, scavengers, poachers, bounty hunters, and the similarly employed. Slow, cheaply made metals offer slim protection, but for its size class the price can't be beat. Caribou SE: Though it's called 'SE' for Special Edition, really almost all Caribou pickup trucks are sold like that, it's good for marketing. Construction workers and towers love the enormous carrying capacity, and the powerful engine allow it to drag nearly ten thousand pounds if necessary. Sometimes called 'The Poor Man's APC', terrorists, revolutionaries, and adventurers lacking the funds to buy -real- APC's use these to tote people around, or mount a heavy gun in the bed. Shetland: The standard heavy moving truck, the enormous carrying capacity sometimes calls for adventurers, military, and law enforcement to refit it to carry laboratories or discreetly transport vehicles that can fit into the back, some people buy one and simply refit it to be a truly Mobile Home. Runs on diesel fuel, the fumes of which most wildlife, particularly the ones that can rip a tank to shreds, do no appreciate. It can reach surprisingly high speeds, but due to its weight these speeds take many precious minutes to reach. Bloodhound: Diesel powered, very efficient with its fuel, and consuming very little oil, the Bloodhound bus is sometimes converted and refit into a mobile base like the Shetland can be, due to its huge capacity for people. Just slap on some aluminum siding, a big bulldozer blade, some razor wire, and you've got the perfect vehicle for plowing through zombie-infested hellholes. Civilian Motorcycles: Name Crew Pass Cargo Init Top Speed AC Hard Size HP Cost Knight 1 1 80lbs +1 1500ft(180mph) 12 10 L 30 380 gp Dulcaht 1 0 0lbs +3 2450ft(280mph) 10 5 M 25 430 gp Yoyimbo 1 0 0lbs +2 790ft (90mph) 12 5 M 20 270 gp Knight: Sturdy and powerful, the Knight is similar to the Harley Davidson of Earth in many ways, except for having better gas mileage, a small windshield, and a more efficient use of all its moving parts, as well as having the option of being MUCH quieter. The saddlebags allow it to carry up to 80 lbs of goods (like backpacks), 40 lbs on each side of the bike, there is also enough room for a second mediumor small passenger. Favored by loners, gangs, action heroes, and preachers. Dulcaht: Whereas the Knight's muffler can be made to roar like a mighty beast, the Dulcaht's tends to have a high pitched whine to it, though it too can be made quieter. A racing bike, the Dulcaht has superb control and maneuverability, though it sacrifices durability and toughness for that speed and agility. Military units requiring swift ground scout vehicles sometimes refit these with slightly better armor and exceptionally quiet mufflers. Yoyimbo: The Yoyimbo is primarily a dirt bike, and therefore not nearly as fast as its fellow motorcycles. However, its design and wheel structure allows it to easily traverse rough ground, some of the finest suspension and shock absorbers allowing a rider to zoom over terrain that forces others to lag behind or go around entirely. Because it is cheap compared to the other bikes, criminals favor these as escort bikes for their leaders- which interestingly enough is where the name comes from. Civilian Aircraft: Name Crew Pass Cargo Init Mnvr Top Speed AC Hard Size HP Cost Swallow 1 4 300lbs -4 -2 1230ft(140mph) 8 8 H 30 6000gp Pelican 2 13 8000lbs -4 -4 1150ft(130mph) 10 8 G 40 9000gp Swallow: The most common civilian chopper, usually used by news crews and EMT's, these light and cheap helicopters aren't too hard to maintain, though they are quite fragile. Pelican: Sometimes you need a particularly heavy chopper to do the job. The Pelican is a very basic model, which can be easily refit to serve a multitude of purposes. Most often it is used to pick up tons of cargo, either in its hull or by affixing a magnet or winch, but it can easily be retrofit to hold many more passengers, so that it can be used to evacuate large numbers of people quickly and safely. Unfortunately, it's still quite sensitive and fragile, making it a poor choice for any other job, though the price is nice. Military Aircraft: Name Crew Pass Cargo Init Mnvr Top Speed AC Hard Size HP Cost Stirge 2 3 500lbs -2 +0 1320ft(150mph) 12 10 G 60 18000gp Hawk 1 4 300lbs +0 -2 1430ft(160mph) 10 8 H 45 14000gp Albatross 2 14 9000lbs -4 -3 1150ft(130mph) 12 12 G 70 24000gp Stirge: This highly maneuverable attack chopper is famed for its control and weapon capacity- skilled pilots can even make these things fly upside down for short periods of time! Coming standard with an Xavier minigun, the Stirge can also mount 6 heavy weapons under its 'wings'. Every nation has its own variation on this efficient gunboat's design. Hawk: Fast, lightly armed and armored, the Hawk is a scout chopper that can also fill the needs of escort and support, usually mounting a .50 caliber chaingun standard, it has room under its wings for up to four heavy weapons mounts. Though lessmaneuverable than the Stirge, reducing its heavy weapons loadout to account for the weight of people also makes it the preferred helicopter to drop in teams of military combat specialists, or adventurers. Albatross: Similar to the RL Chinook, the Albatross is lightly armed, heavily armored, and generally used to tote lots of people and/or equipment. Often used as an emergency evac chopper or supply transport, it's somewhat less of a hassle to handle than the civilian models due to improved design. It only has space for one heavy weapons mount, but in exchange it has one heavy machinegun mounted on either 'end' for protection and ground support. Military Ground Vehicles: Name Crew Pass Cargo Init Top Speed AC Hard Size HP Cost Tiger 2 2 300lbs -2 790ft(90mph) 13 15 H 70 12000gp Bear 4 1 200lbs -4 530ft(60mph) 15 20 G 100 40000gp Raven 3 25 550lbs -2 790ft(90mph) 11 14 H 65 16000gp Medusa Spcl. 0 Spcl. -4 350ft(40mph) 12 10 G 50 10000gp Tiger: The standard design for light tanks, the unimpressive and small stature belies its considerable durability, fuel and oil efficiency, speed, and overall prowess in a tank fight. All but the oldest models have advanced amphibious capability (move at up to half speed in water), the standard loadout is one 44mm cannon and 4 heavy weapons mounts. Bear: Undisputed master of the battlefield, this lumbering giant rolls at a steady, even pace across the landscape, it's enormous 120mm gun obliterating those who dare stand in its way. Requiring a large crew and most of its space for ammunition, the spare space is usually used less for cargo storage and more for just moving around. It only has 3 heavy weapons mounts, but at the same time it has extremely thick armor plating, the most advanced combat systems, and for its size class is amazingly mobile. If one takes an hour or two to properly prepare the Bear, it can traverse waters of up to 5 meters in depth at half speed, though it is not a 'true' amphibious craft, usually relying on bridge-layers. Expensive, but if you really need heavy firepower and toughness to match, it's worth it. Raven: Generally speaking, the Raven is used as a fast Armored Personnel Carrier, moving large numbers of soldiers in and out of the engagement zone at impressive speed. Mounting two heavy weapons, these craft are also almost always amphibious, moving at half speed through water and particularly wet swamps. However, it has another major function aside from being an APC- with some time and effort, space for troops can be reallocated and transformed into an effective command vehicle, loaded down with satellite uplinks, advanced communications and sensor arrays, thicker armor, and all the tactical gear it can carry. Medusa: These mobile platforms have a variety of uses that make them valuable to any military force. A few modifications to the basic platform and you can mount a heavy gun to have a Howitzer, a few others and you have a long-range missile launcher. Still a few others and you have a bridge-layer, or a dozer. This wide variety of uses, along with the ability to go without fresh oil for months at a time, make these highly prized in any military force. FRA- Full Round Action SA- Standard Action Mins- Minutes Mounts and Optional Loadouts: Name Caliber Price DMG Range Weight Clip Reload Modes Category 44mm Cannon 44mm Int. 4d12 350ft Mount 1 1 FRA S Exotic (Cannon) 120mm Gun 120mm Int. 10d12 500ft Mount 1 2 FRA S Exotic (Cannon) AA Gun .50 500 gp 2d12 150ft Mount Link/400box 1 FRA A Martial Xavier 4.6mm 600 gp 3d10 100ft Mount Link/500box 1 FRA A Martial Flamer Fuel 600 gp 6d6 70ft Mount 10rds/Cont 1 SA Cont Martial ATRL 75mm R. 1000gp 8d6 400ft Mount 38 pack 4 mins S Martial Thunderbolt MS 1500gp 5d12 200ft Mount 6 pack 4 mins S Martial 44mm Cannon: The standard weapon for light tanks, it cannot usually be bought, and prices will vary depending on vendor. Each shell for the 44mm cannon costs 80 gp. 120mm Gun: Same as the 44mm cannon, however it costs 150 gp per shell. AA Gun: Anti-Aircraft Guns, these .50 caliber monsters are usually mounted on tanks, ships, aircraft, and sometimes set up as 'nests'. It is preferrable to have a container with at least 4,000 rounds of linked ammunition, which is standard when mounted on any form of vehicle. Of course, if necessary, more swiftly loaded plastic clips (one standard action instead of FRA) of 400 rounds can also be loaded, due to the simplicity of the mechanisms. Bullets are sold in containers of 4,000 at 100 gp each, and they can ignore up to 5 points of Hardness. Xavier: Though the caliber of bullet is low, it sprays so many bullets at a time in a concentrated area that the damage output is significantly increased (20 rounds per spray). Like the AA Guns, it is preferrable to have them in Linked containers which store 8,000 rounds each, since the bullets are much smaller. And like the AA Guns, a 500 round pre- loaded clip can be used instead and faster, but that's only an option on tanks or nests. Flamer: The idea of making infantry carry flamethrowers was quickly thrown out after one of the early world wars- the tanks that held the fuel were exposed and too easily blown up by a decent sniper or a lucky enemy rifleman. However, when mounted on vehicles, the tanks can be easily protected, and fire is easily one of the most dangerous weapons in war. The tanks only hold enough fuel for ten 'bursts' of flame, but they can be easily reloaded and refilled. ATRL: ATRL is the acronym for Anti-Tank Rocket Launchers, easily mounted on vehicles or on aircraft, sometimes on ships. These rockets are fired in a fashion similar to machineguns, launched swiftly at armored targets, and punch througharmor well. They come in packs of 38 rockets, and chew through up to 5 points of Hardness. Rockets do Piercing + Ballistic damage. Thunderbolt Missiles: Even more powerful and deadly, but slower to fire, are the Thunderbolt missiles. Though their effective range is shorter than that of ATRL's, computer guidance technology can easily triple that range provided one thinks of it and has the money to spare. These missiles come in packs of 6 due to their increased size and power, and tear through up to 15 points of Hardness, and do Piercing + Ballistic damage. Other Special Vehicle Equipment: All Terrain Wheels- These wheels make the vehicle lighter and more maneuverable, reducing the Initiative penalty by 1, and increasing the speed by 1.5x. However, this bonus only applies to roads, sand, and other particularly open terrain. On extremely rocky or muddy ground, suffer a -1.5 speed penalty and additional -1 Initiative penalty. They cost 4000 gp. Treaded tracks- The standard of heavy vehicles, they simply roll over everything they can. These cost 3000 gp. Platform Options: Either howitzers or huge missiles, these are generally to be used as plot points or battlefield objectives rather than having specific statistics. These cost 8000 gp. Bridge-layers, cranes, dozers, and the like cost roughly 4000 gp apiece. Interchanging parts requires 1d6 hours of work.