Modern Gear
From Shahara
(Difference between revisions)
Line 4: | Line 4: | ||
action. All firearms have a Critical range of 20 x2. Licenses cost 30 gold. Not meeting | action. All firearms have a Critical range of 20 x2. Licenses cost 30 gold. Not meeting | ||
the Str requirements necessary to handle the weapons recoil imposes a -2 to hit, which | the Str requirements necessary to handle the weapons recoil imposes a -2 to hit, which | ||
- | stacks with proficiency penalties. | + | stacks with proficiency penalties. Reloading a gun is a standard action, except in the |
+ | case of speed-loaders which makes it a swift action. Switching a gun's firing modes is a free | ||
+ | action. | ||
+ | |||
+ | S- Semi-Automatic | ||
+ | A- Fully Automatic; When using Full Auto, you may cover multiple 5' squares- each square is | ||
+ | peppered by 5 bullets. You can make up to as many attacks as you have bullets as a single | ||
+ | action, but each additional square suffers a cumulative -1 to hit penalty: IE- if you have | ||
+ | 20 bullets in your gun, you can choose to empty the entire clip over four adjacent 5 foot | ||
+ | squares. The first attack is resolved normally, the second attack takes a -1, the third a | ||
+ | -2, the fourth a -3 to hit penalty. Precision based bonuses, such as the Penetrating Shot | ||
+ | feat, Sneak Attack. All squares attacked MUST be adjacent to each other. Creatures that take | ||
+ | up multiple squares can be affected by multiple sprays. | ||
+ | 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: | Sidearms: |
Revision as of 04:58, 6 June 2007
All guns deal damage considered 'Ballistic' damage. Guns can be reloaded as a standard action. All firearms have a Critical range of 20 x2. Licenses cost 30 gold. Not meeting the Str requirements necessary to handle the weapons recoil imposes a -2 to hit, which stacks with proficiency penalties. Reloading a gun is a standard action, except in the case of speed-loaders which makes it a swift action. Switching a gun's firing modes is a free action. S- Semi-Automatic A- Fully Automatic; When using Full Auto, you may cover multiple 5' squares- each square is peppered by 5 bullets. You can make up to as many attacks as you have bullets as a single action, but each additional square suffers a cumulative -1 to hit penalty: IE- if you have 20 bullets in your gun, you can choose to empty the entire clip over four adjacent 5 foot squares. The first attack is resolved normally, the second attack takes a -1, the third a -2, the fourth a -3 to hit penalty. Precision based bonuses, such as the Penetrating Shot feat, Sneak Attack. All squares attacked MUST be adjacent to each other. Creatures that take up multiple squares can be affected by multiple sprays. 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 Str Req. Arc 4.6mm 60 gp 2d4 30 ft 2 lbs. 20 box S/A Simple Light 8 Barklow 10mm 90 gp 2d6 40 ft 4 lbs. 12 box S Martial 1H 10 Geolite .357 80 gp 2d6 40 ft 4 lbs. 6 cyl. S Martial Light 10 Sweeper 10mm 120 gp 2d6 30 ft 5 lbs. 18 box S/A Martial 1H 10 Enforcer .485 140 gp 2d8 40 ft 6 lbs. 8 box S Martial 1H 14 Longarms: Name Caliber Price DMG Range Weight Clip Modes Category Str Req. Tagow 12 ga. 120 gp 2d8 30 ft 11 lbs. 8 int. S Martial 2H 12 Ox 10 ga. 180 gp 2d10 30 ft 14 lbs. 6 int. S Martial 2H 14 Feller .322LR 60 gp 2d6 70 ft 9 lbs. 11 box S Simple 2H 8 Deterrent 6.77mm 200 gp 2d10 90 ft 13 lbs. 9 box S Martial 2H 10 Laborer .50 cal 340 gp 2d12 120 ft 28 lbs. 7 box S Martial 2H 14 Assault: Name Caliber Price DMG Range Weight Clip Modes Category Str Req. Vargas 6.77mm 300 gp 2d10 100 ft 30 lbs. L/200b A Martial 2H 12/14 Answerer 5mm 200 gp 2d8 60 ft 7 lbs. 30 box S/A Martial 2H 10 Gaebolg 10mm 150 gp 2d6 50 ft 6 lbs. 32 box S/A Simple 2H 8 Grenades: Name Caliber Price DMG Range Weight Clip Modes Category Str Req. Frag 38mm 30 4d6 Spcl. --- --- ---- Simple ---- HE 38mm 30 4d6 Spcl. --- --- ---- Simple ---- Flashbang 38mm 30 Spcl. Spcl. --- --- ---- Simple ---- Smoke 38mm 30 Spcl. Spcl. --- --- ---- Simple ---- Arc: The Arc is one of the most widely used sidearms amongst the common civilian populace, due to its light weight, weak recoil, sufficient magazine, and the single shot or fully automatic settings. Barklow: 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. Geolite: Though the Geolite Magnum fell out of favor with the advent of the Barklow, due to its smaller bullet capacity, it's still cheaper to make than the Barklow and is still found in use worldwide as a backup pistol. Only the poorest countries don't include speed-loaders (Additionl 50 gold, reload weapon as a Swift action instead of a Standard) to balance out the low bullet capacity. Sweeper: A favorite of criminals, adventurers, and private security forces, the Sweeper requires a license to own or carry due to their potentially lethal force. Their frequent use in enclosed spaces earned them the nickname '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. Tagow: This firearm is a personal favorite of home-defense buffs and sheriff departments. The Tagow offers a fair ammo count with a high amount of power, the kickback not being too much of a danger when used properly. Ox: SART (Swift Action Response Teams) and military personnel, as well as adventurers, favor the Ox for its nasty damage and blowback capability. Feller: A sturdy, strong hunting rifle, the Feller has excellent range and a well sized clip, making it a prime weapon for the average ranger or hunter. Its low recoil makes it easy to use. Before the advent of assault rifles, this was the standard issue for grunts. Deterrent: A standard issue sniper rifle for military and SART personnel, this weapon requires a license to own or carry due to its high power. Their design allows them to be outfitted with a number of useful attachments. Laborer: Illegal except to military personnel and adventurers who've proven they deserve a license, this monstrous rifle is primarily used to punch through the armor of tanks and in more recent times, heavily armored enemies. The complex reloading mechanisms (Full round to reload) are offset by the sheer power it promises, making it a prized possession of snipers. The heavy caliber bullets (Ballistic and Piercing damage) and armor piercing (ignores up to 5 points of Hardness) capabilities make it highly desireable in warzones. Setting up the Laborer is a Move action, it cannot be fired unless it has been set up, or 'deployed'. It must be set on something solid, 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 to set up in another location. Firing 'from the hip' will have severe consequences, particularly from sadistic DM's. Vargas: Though it fell out of favor with the military a long time ago, the Vargas is a commonly used light machinegun by civilian crews, gangs, and adventuring groups that require a lot of heavy firepower in a concentrated area, such as deep-mining expeditions facing the threat of Umber Hulks. It is preferred to have linked ammunition, but preloaded plastic clips (full round to reload) of 200 rounds each can be loaded into the weapon instead. It is often used as a stationary weapon, all models coming with a tripod, but mounting additional attachments is useless due to the weapon's bulk and design. A license is required to own. This machinegun also comes standard with a tripod, to allow it to be used as a nest/turretinstead of carrying it around. When the tripod is deployed, the Strength Requirements drop to 12 instead of 14. Answerer: Versatile and easy to use, the Answerer is the most commonly used assault rifle across the world. Its simple design allows numerous attachments to be affixed, such as a flashlight, scope, H-23 grenade launcher, or a bayonet. There are countless variants around the globe. The ease of use, despite being a martial weapon, includes it in the Rogue proficiency list. Gaebolg: Named after a Saint, this is basically an upgraded version of the Sweeper, this gun features a larger clip and equivalent caliber, making it useful for criminals and law enforcement alike, as one can share ammo. Though it cannot be used with a suppressor, the H-23, flashlights, and bayonets are common add-ons. 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 15) 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. 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 ---- 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. 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. Special Equipment: Name Price Weight Environmentally Sealed Suit 500 gp 25 lbs Heads Up Display 1000 gp 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): Only available on heavy armors (counts as part of the helmet), this device provides a powerful radio for keeping in contact, 20 feet of Blindsight (motion detectors), and halves Sonic damage, also providing a +4 on saving throws vs non-damaging sound based effects. This headgear is extremely sophisticated, hardwired directly into your armor, heavy armor providing the protection and space necessary to allow for it. The helmet is almost entirely sealed off, and thus Listen checks suffer a -10 penalty. 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. 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 lb 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. 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 3 gp 1 lb 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 put out a fire in a 10x10 foot area as a move action. There is enough chemical material inside for 8 rounds of continuous spray. If used against a magical fire or creature, it deals 1d6 damage. Flash Goggles: These provide total protection against blinding light, and a +2 bonus vs Gaze attacks. Slot: Eyes. 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 six inch 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 Mounts and Optional Loadouts: Name Caliber Price DMG Range Weight Clip Reload Modes Category 6" Cannon 6" 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 1 FRA S Martial Thunderbolt MS 1500gp 5d12 200ft Mount 6 pack 1 FRA S Martial 6" Cannon: The standard weapon for light tanks, it cannot usually be bought, and prices will vary depending on vendor. Each shell for the 6 inch cannon costs 50 gp. 120mm Gun: Same as the 6" cannon, however it costs 80 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 (40 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. The kickback requires a very sturdy mount though, so on the smaller classes of boat and car, it's simply a bad idea. These rockets are fired in a fashion similar to machineguns, launched swiftly at armored targets, and punch through armor 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.