908 lines
37 KiB
Markdown
908 lines
37 KiB
Markdown
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# Chapter Three: Equipment <a name="equipment"></a>
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"You cannot buy the revolution. You cannot make the revolution. You can only be
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the revolution. It is in your spirit, or it is nowhere." -Ursula K. Le Guin
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This section provides the Players and Moderators with a basic list of equipment
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for use by PCs and NPCs alike.
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## Acquiring Equipment<a name="aquiringEquipment"></a>
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Money is abstracted a bit so as not to have to track every dollar and become
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your character's accountant.
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Compare the character's wealth against the availability of the purchase,
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anything at or below the character's wealth can be be reasonably bought at no
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cost. Anything one point above their wealth rating can be bought but requires a
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test of *2 dice vs TN 4*, 1 die if they are unprepared. If successful the item
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can be bought but the characters debt lowers their wealth by 1 the duration
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depends on MoS.
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MoS | Debt duration
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--- | ---
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3+ | Month
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2 | Year
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1 | Decade
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Characters can [assist](#specialAction) another character in buying or selling.
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Any debt effects all characters who contributed.
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### Selling Items
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A character can also decide to sell an item to erase their debt. Only a sale
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equal or greater than their current wealth reduce debt. If the item is one
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point above the character's wealth rating it can be sold the character rolls *2
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dice* vs TN 4, 1 die for a quick sale. The item is always sold but If the test
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is successful the character's Debt is reduced based on MoS.
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MoS | Debt duration
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--- | ---
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3+ | Decade
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2 | Year
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1 | Month
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A fumble indicates the character was fleeced, they loose the item and all
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debt remain.
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If an item is illegal, before selling it the character must find the buyer by
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making a *Streetwise + Charisma* vs *TN 3 + item's Availability*.
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## Item list <a name="itemList"></a>
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Item | Availability
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--- | :---:
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**Electronics** |
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Geiger Counter | 0
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Power Bank | 0
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Powersol | 1
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Radio | 1
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Signal Jammer | 1
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Smart Phone | 1
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Solar Charger | 1
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Tracking Tag | 0
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**Medical Equipment** |
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Antivenom | 0
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Stempak | 2
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Vaccine | 0
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XSTAT | 0
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**Imaging Equipment** |
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Endoscope | 1
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Goggles | 2
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**Tools** |
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Kit | 1
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Shop | 2
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Facility | 3
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## Electronics<a name="ElectronicsEquipment"></a>
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The most common items modern characters use are electronic.
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**Geiger Counter:** a blocky device that can detects radiation up to 50 meters
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away.
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**Power bank:** a small portable battery able to charge most portable
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electronics.
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**Powersol:** a fusion of a solar panel and an umbrella, it allows the user to
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charge a device while providing shade.
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**Radio:** Only useful for voice communication with other radios in areas were
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cell or mesh connections aren't available. 15km range, encrypted military
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versions are available.
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**Smart Phone:** A cell phone with the ability to connect to infranets and the
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meshnet, and can use encrypted forms of communication. Their connectivity is
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limited to areas of cell towers or meshnet repeaters.
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**Signal Jammer:** a suitcase sized device capable of disrupting all wireless
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communication within 50 meters.
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**Solar Charger:** is a small solar cell with an internal battery, use for
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charging mobile devices or even powering some small devices.
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**Tracking Tags:** are small device that are trackable via GPS. Useful for
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keeping track of personal property but also common among stalkers tracking
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their victims.
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## Imaging Equipment <a name="imagingEquipment"></a>
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These are devices for enhancing the visual senses of the user.
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**Endoscope:** Thin wire like camera capable of seeing around corners and in
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small spaces, such as under doors, used as a minimal invasive medical
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examination tool.
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**Goggles:** These strap to the head or helmet of the user allowing them to
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benefit from one of the following sensors while freeing up their hands.
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*Flare Filter:* provides protections form flashing lights such as flash bangs
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and dazzlers provides protections form flashing lights such as flash bangs and
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dazzlers.
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*Nightvision:* or light amplification allows the user to easily see at night
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the only in black and white. These reduce darkness penalties by 2 except in
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complete darkness or in bad weather.
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*Thermal:* allows the user to perceive based on heat instead of visible light.
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These work in complete darkness but details are completely lost.
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## Medical Equipment <a name="medicalEquipment"></a>
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Below are medical items not normally found in a medkit.
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**Antivenom:** Used to treat specific poisons produced by animals. It provides
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a +5 on Body tests but is reduced by 1 per round after being poisoned.
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**Stempak:** A syringe that contains stem cells and other drugs that cause the
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rapid regrowth of damaged tissue, healing a single wound. A flesh wound will
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heal in 1D6 hours, a deep wound in 1D6 Days, and full limb regeneration happens
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in 2 months. Broken bones still need brace or cast to set correctly but will
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heal completely.
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**Vaccine:** Vaccines give a +2 bonus on Body tests against specific diseases.
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**XSTAT:** A large 3 x 15 cm syringe that is designed to quickly stop the
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bleeding of wounds. It will stabilize a wound in 3 rounds and last for 4 hours.
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## Tools <a name="tools"></a>
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Many items can be represented with a generic tool set, instead of having to
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stat all possible items.
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**Kits:** a bundle of tools used for a specific skill. The kit has the basic
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items needed to perform the task but not much else. These are usually portable.
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Example could be a medical kit allows a medic to stabilize wounds.
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**Shops:** a work space which includes tools that are not easily carried. The
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shop could be mobile such as in the back of a van, or stationary in a room.
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Shops provide a +1 equipment bonus to the test. Example could be an electronics
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repair shop with various spare parts, and bulky equipment.
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**Facilities:** are a dedicated and staffed building. In addition to the
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equipment bonus a shop provides, facilities have staff that can assist or even
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carry out tests on their own. Example could be a factory that manufactures
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bikes.
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## Drugs and Toxins <a name="drugsAndToxins"></a>
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Generally Drugs don't need special rules when being casually administered, but
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in the event they are weaponized or a character is exposed to a dangerous
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substance, the following rules are used.
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Medical Drug | Potency | Route | Effect | Availability
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--- | :---: | :---: | --- | :---:
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Anesthetics, local | 7 | Injected, Topical | Analgesic, Sedative | 0
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Anesthetics, general | 12 | Inhaled, Injected | Analgesic, Sedative | 0
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Painkiller | 6 | Oral | Analgesic | 0
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Sleep aid | 9 | Oral | Sedative, Ignore Fumbles | 0
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Euphoric | 12 | Oral | Euphoric | 0
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Tincture | -2 | Oral, Topical | Same as other drug | 0
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Recreational Drug | Potency | Route | Effect | Availability
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--- | :---: | :---: | --- | :---:
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Adrenaline | 9 | Injected | Stimulant, Analgesic | 0
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Alcohol | 6 | Oral | Sedative, Euphoric, Analgesic | 0
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Amphetamine | 8 | Injected, Oral | Stimulant, Analgesic | 0
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Barbiturates | 10 | Injected, Oral | Sedative, Euphoric | 0
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Cannabis | 6 | Inhaled, Oral | Euphoric | 0
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Cocaine | 12 | Inhaled, Injected | Stimulant | 1
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Morphine, Heroin | 10 | Inhaled, Injected | Sedatives, Euphoric, Analgesic | 0
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Opium | 8 | Inhaled, Oral | Sedative, Euphoric, Analgesic | 0
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PCP | 12 | Inhaled, Oral | Hallucinogen, Stimulant, Analgesic | 0
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Peyote | 6 | Oral | Hallucinogen | 0
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Tobacco | 7 | Inhaled, Oral | Euphoric, Stimulant | 0
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Toxins | Potency | Route | Effect | Availability
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--- | :---: | :---: | --- | :---:
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Black Widow Venom | 8 | Injected | Fatal |
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Chlorine gas | 5 | Inhaled | Fatal |
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Cyanide | 10 | Oral | Fatal |
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Black Mamba Venom | 10 | Injected | Fatal |
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Pesticide | 6 | Inhaled, Oral | Fatal |
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Death Cap mushroom | 11 | Oral | Fatal |
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**Potency:** is how strong a substance is. It acts as an attack result vs
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the character's Body test, dealing effects based on MoS. Multiple doses add 10%
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rounded down for every additional dose.
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**Administration route:** Determines how a drug is absorbed into the body and
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how long it takes to effect. The time it takes to take effect is onset time
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divided by MoS. If the character fumbled it take effect in 1/10th the listed
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time.
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Administration route | Onset time | Examples
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--- | --- | ---
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Inhaled | 1 Round | Inhalers, Snorted powders, Gas
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Injected | 1 minute | Needles, Animal venom
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Oral | 1 hour | Pills, Liquids
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Topical | 1 minute | Patches, Creams/Gels, Plant toxin
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**Effect:** The symptoms that the character experiences when exposed. Not all
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drug effects are listed only ones relevant to gameplay. Many substances have
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multiple effects, only use a single action penalty per exposure.
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**Tincture:** A type of medicine that is easily made with commonly available
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plants and herbs. These act as medicinal drugs with a potency 2 points lower.
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### Toxin Effects
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**Analgesic** drugs numb pain.
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MoS | Effect
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--- | ---
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<= -1 | Reduce wound penalties by MoS. Reduces by 1 per hour
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<= -10 | Unconsciousness for 1d6 hours
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Fumble | Fails to reduce pain
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**Euphorics** induce a feeling of well-being and contentment.
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MoS | Effect
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--- | ---
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<= -1 | Action penalty equal to MoS, Penalty reduce by 1 per hour
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<= -5 | Incapacitated for Potency x MoS minutes, afterwards treat as MoS -4
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<= -15 | Overdose, deals damage with a DV 1/5 Potency
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Fumble | Treat MoS as -14
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**Fatal toxins** cause damage with a DV of 1/5 their Potency. Fumbled body
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tests lead to a coma.
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MoS | Effect
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--- | ---
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<= -1 | Damage with a DV 1/5 potency
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Fumble | Coma
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**Hallucinogenic toxins** cause altered perceptions which are often accompanied
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by strange emotional states. Mechanically they
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are the same as Euphorics.
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**Sedatives** cause drowsiness and sleep.
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MoS | Effect
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--- | ---
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<= -1 | Action Penalty equal to MoS, penalty reduces by 1 per hour
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<= -5 | Unconsciousness for Potency x MoS minutes, afterwards treat as MoS -4
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<= -10 | Overdose, deals damage with a DV 1/6 Potency
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Fumble | Treat MoS as -10
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**Stimulants** cause a feeling of excitation and anxiety.
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MoS | Effect
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--- | ---
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<= -1 | +1 priority to initiative. Sleep is difficult. MoS reduces by 1 per hour
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<= -5 | +2 Priority to initiative. Sleep is impossible. MoS reduces by 1 per hour
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<= -10 | Overdose, deals damage with a DV 1/6 Potency
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Fumble | Treat MoS as -10
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## Personal Weapons <a name="weapons"></a>
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Personal weaponry tends to be rugged and simple, designed and built
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for maximum efficiency and durability. While many other items are region
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specific, weapons tend to make their way around the world pretty quickly thanks
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to global imperialism.
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Visibly armed characters tend to draw a lot of attention to themselves, many
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places may ask the characters to check kit at the door or with local guards.
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PCs should always get their gear back to not cause resentment at the table or
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create a fear of always losing thier equipment everywhere they go.
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Weapon | DV | ACC | Range | Mag | Traits | Availability
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Melee** | | | | | |
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Baton | 1+BOD | 0 | - | - | | 0
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Knife | 1+BOD | 0 | 5+BOD | - | | 0
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Sickle | 1+BOD | 0 | - | - | | 0
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Sword | 2+BOD | 0 | - | - | | 0
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Hatchet | 2+BOD | 0 | 4+BOD | - | | 0
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Staff | 2+BOD | 0 | - | - | Reach | 0
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Bastard Sword/Katana | 3+BOD | 0 | - | - | | 1
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Heavy Chain | 3+BOD | -1 | - | - | | 0
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Chainsaw | 4+BOD | -1 | - | - | | 1
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Scythe | 4+BOD | -1 | - | - | Reach | 0
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Whip | 1+BOD | 0 | - | - | Entangle, Reach | 0
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**Bows** | | | | | |
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Compound Bow | 3 | 0 | 8 | 1 | Slow Reload | 1
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Crossbow | 3 | 0 | 7 | 1 | Slow Reload | 1
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Weapon | DV | ACC | Range | Mag | Traits | Availability
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Pistols** | | | | | | |
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Semi Auto Pistol | 3 | 0 | 7 | 12+1 | | 1
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Revolver | 4 | 0 | 9 | 6 | Slow Reload | 1
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Machine Pistol | 3 | 0 | 7 | 17+1 | RoF +4 | 1
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**Shotguns** | | | | | | |
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Double Barrel | 6 | 0 | 7 | 2 | Slow Reload | 1
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Pump Action | 6 | 0 | 7 | 5+1 | Slow Reload | 1
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Auto Shotgun | 6 | 0 | 6 | 12+1 | RoF +1 | 2
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**Rifles** | | | | | |
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Hunting Rifle | 3 | 0 | 40 | 10+1 | | 1
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DMR | 5 | 0 | 75 | 20+1 | | 2
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Sniper Rifle | 6 | 0 | 130 | 5+1 | | 2
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**Automatics** | | | | | |
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Submachine Gun | 4 | 0 | 25 | 30+1 | RoF +3 | 2
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Personal Defense Weapon | 3 | 0 | 30 | 30+1 | AP, RoF +3 | 2
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF +3 | 2
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Weapon | DV | ACC | Range | Mag | Traits | Availability
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Less Than Lethal** | | | | |
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Net gun | 2 | 0 | 5 | 1 | Entangle, Slow Reload | 1
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Taser | 1 | 0 | 1 | 1 | Stun | 1
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Police Taser | 1 | 0 | 1 | 2 | Stun | 2
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Dazzler | 0 | +1 | 12 | 10 | | 2
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Weapon | DV | ACC | Range | Traits | Availability
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--- | :---: | :---: | :---: | :---: | :---:
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**Grenades** | | | | |
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Concussion Grenade | 6 | 0 | 5+BOD | AoE 9 | 0
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Fragmentation Grenade | 5/3 | 0 | 5+BOD | AoE 8/30 | 0
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Flash Bang Grenade | 2/flash | 0 | 5+BOD | AoE 3/30 | 0
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Molotov Cocktail | 4 | 0 | 5+BOD | AoE 2, Persistent | 0
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Tear Gas Grenade | 1/gas | 0 | 5+BOD | AoE 2/15 | 0
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Smoke Grenade | 1/smoke | 0 | 5+BOD | AoE 1/30 | 0
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Dynamite | 6 | 0 | 5+BOD | AoE 10 | 0
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**Damage Value:** is the weapon's potential to deal damage. Melee weapons add
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the characters' Body rating.
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**Accuracy:** is the equipment modifier that is applied to all attack rolls.
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**Range:** Indicates the short range of a weapon, in meters. Medium range is 2x
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short, long range is 4x short range, and extreme range is 8x short range.
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**Magazine:** the number of rounds found in the weapon's magazine. Weapons that
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list +1 at the end can hold one in the chamber allowing for an additional shot.
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### Melee Weapons
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This category includes traditional hand-to-hand weapons, which have evolved
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little since the antiquity of humanity. These weapons are used with the
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Melee Skill; each category of Melee weapons can use a corresponding
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Melee Skill specialization.
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### Bows
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Though simple, some people still like to use bows for hunting, if not combat.
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### Pistols
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Pistols are available in several calibers. They are easy to make, use and
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conceal, and thus are the most common hand weapons around.
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**Revolvers:** are like a more primitive version of pistols. They have few moving
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parts that can break down. They usually come in calibers larger than most
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pistols to make up for their limited ammunition capacity.
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**Machine Pistols:** are a cross between a submachine gun and a pistol. They
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can spit out a larger amount of metal in the air than an equivalent-sized
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pistol, but are limited by the size of their ammunition magazine.
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|
|
|||
|
### Shotguns
|
|||
|
Shutguns are most commonly used for hunter but make good home defense weapons
|
|||
|
in a pinch. They are designed to fire a variety of ammunition, most commonly
|
|||
|
buckshot which is a large number of pellets in a spread making it easier to hit
|
|||
|
a target.
|
|||
|
|
|||
|
### Rifles
|
|||
|
**Hunting Rifles:** are used the world over for hunting, they provide excellent
|
|||
|
range and stopping power for anything from varmints to deer and bear.
|
|||
|
|
|||
|
**Designated Marksman Rifles:** are designed to bridge the gap between assault
|
|||
|
rifles and sniper rifles, infect they are usually just based on assault rifles
|
|||
|
but with longer barrels, a semiautomatic firing mechanism, a quick deploy
|
|||
|
bipod, and a [optical sight](#weaponAccessories).
|
|||
|
|
|||
|
**Sniper Rifles:** are long range high caliber rifles, designed for accuracy,
|
|||
|
concealment, and reliability. These are usually bolt action rifles fitting with
|
|||
|
an [optical sight](#weaponAccessories).
|
|||
|
|
|||
|
### Automatics
|
|||
|
**Submachine Guns:** are fully automatic weapons that use ordinary pistol
|
|||
|
ammunition of the same caliber. They can lay down a hail of fire and are easy
|
|||
|
to supply with ammo. For this reason, they are popular with many military
|
|||
|
units.
|
|||
|
|
|||
|
**Personal Defense Weapons:** are like submachine guns except they all fire
|
|||
|
proprietary [armor piercing](#armorPiercing) rounds.
|
|||
|
|
|||
|
**Assault Rifles:** are automatic, lightweight weapons designed for good
|
|||
|
accuracy, long range and large ammo capacity.
|
|||
|
|
|||
|
### Less Than Lethal Weapons
|
|||
|
These weapons are designed to incapacitate their targets rather than deal
|
|||
|
lethal damage.
|
|||
|
|
|||
|
**Net Guns:** are weapons designed to fire light weight poles attacked with a
|
|||
|
net to capture animals without physically harming them.
|
|||
|
|
|||
|
**Tasers:** are designed to fire wired prongs that stick into a target and
|
|||
|
deliver an electric current to incapacitate them. They don't usually cause
|
|||
|
lasting damage unless the victim has a heart condition which can cause cardiac
|
|||
|
arrest.
|
|||
|
|
|||
|
**Dazzlers:** Looks like a high powered flashlight but emits light at wave
|
|||
|
lengths that overload targets vision, causing temporary blindness and nausea
|
|||
|
leading to the nickname puke ray. Victims can not use do anything that requires
|
|||
|
vision, and take a general -1 penality for 1 minute per MoS of the attack.
|
|||
|
|
|||
|
### Grenades
|
|||
|
Grenades are small explosives designed to be thrown or fired from a launcher.
|
|||
|
They often produce a secondary effect listed with their damage.
|
|||
|
|
|||
|
Unlike most weapons grenades don't need to actually hit their target to
|
|||
|
effect them and because of this they they require two **athletics +
|
|||
|
perception**(thrown), or **Firearms + Perception**(fired) tests with the same
|
|||
|
modifiers. The first test is for where the grenade lands, if the test fails the
|
|||
|
grenade will land MoF meters away. Roll 1d6, a 1 is straight ahead from the
|
|||
|
user and each number after that is a 60 degree clockwise increment. If the test
|
|||
|
is fumbled the grenade deviates back toward the user.
|
|||
|
|
|||
|

|
|||
|
|
|||
|
The second test is used as the attack roll against everyone in its area of
|
|||
|
effect.
|
|||
|
|
|||
|
**Concussion Grenades:** are designed to deliver a high explosive charge
|
|||
|
capable of being used against structures and vehicles.
|
|||
|
|
|||
|
**Fragmentation Grenades:** are the most common grenades designed to release
|
|||
|
small fragments of metal.
|
|||
|
|
|||
|
**Flashbang Grenades:** are designed to do disable targets with a bright flash
|
|||
|
and loud bang. Anyone caught in the secondary area of effect must make a Body
|
|||
|
test TN (30 - meters from grenade)/2 or become incapacitated(-4 penalty) for a
|
|||
|
number of rounds equal to MoS.
|
|||
|
|
|||
|
**Molotov Cocktails:** are improvised weapons constructed by placing gasoline or
|
|||
|
something other combustible liquid in a glass bottle and lighting an oil-soaked
|
|||
|
rag stuffed in the cork. If not extinguished, they inflect fire damage for up to
|
|||
|
3 rounds.
|
|||
|
|
|||
|
**Smoke Grenades:** Create a smoke screen blocking light as if [Poor
|
|||
|
lighting](#combatModifiers) and able to be used as signal devices. They come in
|
|||
|
a hot smoke varient which burns at much hotter temeratures allowing them to
|
|||
|
block infrared sensors.
|
|||
|
|
|||
|
**Tear Gas Grenades:** are chemical weapon banned by many international
|
|||
|
treaties that work like smoke grenades but exposure causes severe eye and
|
|||
|
respiratory pain, skin irritation, bleeding, and blindness. Characters exposed
|
|||
|
to the toxin must make **Body attribute test** against TN 8.
|
|||
|
|
|||
|
MoS | Effect
|
|||
|
--- | ---
|
|||
|
<= -1 | Action penalty equal to MoS, reduces by 1 per minute outside gas
|
|||
|
<= -5 | -4 action penalty, reduces by 1 per hour outside gas
|
|||
|
<= -10 | Deals DV 1 damage, plus previous effects.
|
|||
|
Fumble | Treat as MoS -9
|
|||
|
|
|||
|
**Dynamite:** is commonly used mining and construction because of its easy of
|
|||
|
use and production. Dynamite comes in it's iconic stick shape which can easily
|
|||
|
be bundled together.
|
|||
|
|
|||
|
### Weapon Traits
|
|||
|
Like characters weapons often have traits that don't map cleanly into their
|
|||
|
base attributes.
|
|||
|
|
|||
|
**3 Round Burst:**<a name="3RoundBurst"></a> Special attack spends 3 rounds of
|
|||
|
ammo, adds an extra attack, rolled as a single die that ignores fumbles.
|
|||
|
|
|||
|
**Area of Effect:**<a name="areaOfEffect"></a> Indicates the radius in meters
|
|||
|
of the explosive's effect. The first number is the primary area of effect, the
|
|||
|
second number determines the secondary area of effect. Targets in the secondary
|
|||
|
area get a +1 on defense against the effect. Only one defense test is made per
|
|||
|
explosion.
|
|||
|
|
|||
|
**Entangle:**<a name="entangle"></a> Targets that are hit by the attack are
|
|||
|
either damaged or ensnared and unable to move and fight. The attack choses to
|
|||
|
tangle or damage when attacking. Entangled characters need to roll Body or
|
|||
|
Agility(defender's choice) test against TN equal to DV+Mos to escape.
|
|||
|
|
|||
|
**Minimum Body:**<a name="minBody"></a> The weapon is cumbersome and
|
|||
|
requires that the user have a listed amount of body or take a penality to
|
|||
|
attack rolls equal to the difference in body.
|
|||
|
|
|||
|
**Persistent:**<a name="persistant"></a> Persistent systems cause the target to
|
|||
|
suffer the attack’s effects for a number of combat rounds equal to the original
|
|||
|
Margin of Success of the attack. Damage is calculated using the original MoS,
|
|||
|
minus one for each additional turn after the first one. For example, a MoS 4
|
|||
|
attack would use MoS 3 on the second turn to calculate damage, MoS 2 on the
|
|||
|
third and MoS 1 on the fourth and final turn.
|
|||
|
|
|||
|
**Rate of Fire:**<a name="rateOfFire"></a> Automatic weapons gain the 3
|
|||
|
following special attack actions. Automatic weapons are able to be fired at any
|
|||
|
RoF up to their listed RoF.
|
|||
|
|
|||
|
*Burst Fire:* spends 5 rounds per RoF used against a single opponent. Each
|
|||
|
point of RoF spent adds an extra attack, rolled as a single die that ignores
|
|||
|
fumbles.
|
|||
|
|
|||
|
*Walking Fire:* spends 5 rounds per RoF used. An attack is made against every
|
|||
|
target along a 1+RoF meter long path. Anyone caught between this path and the
|
|||
|
attacker also needs to defend against the result of 1 + RoF number of dice.
|
|||
|
|
|||
|
*Suppressing Fire:* full round action that spends 20 rounds per RoF used to
|
|||
|
fill a 5 meter wide area with bullets. Anyone entering the area during the
|
|||
|
round must defend against a single attack roll + RoF. Suppressing fire can be
|
|||
|
used at up to medium range.
|
|||
|
|
|||
|
Suppressed characters can not move unless they pass a TN 2 + RoF willpower
|
|||
|
test.
|
|||
|
|
|||
|
**Reach:**<a name="Reach"></a> The attack range with this melee weapon is
|
|||
|
extended by 1 meter.
|
|||
|
|
|||
|
**Slow Reload:**<a name="SlowReload"></a> The weapon takes an action to reload
|
|||
|
one round or a full round to reload the magazine.
|
|||
|
|
|||
|
**Stun:**<a name="stun"></a> The weapon is designed to deliver an electoral
|
|||
|
attack with the same DV. Unless the target has some form of heart problem the
|
|||
|
target will never receive more than a light wound. Victims need to
|
|||
|
make a TN 5 x DV Body test or become paralyzed.
|
|||
|
|
|||
|
## Weapon Accessories <a name="weaponAccessories"></a>
|
|||
|
Modern firearms often support additional attachments.
|
|||
|
|
|||
|
Item | Availability
|
|||
|
--- | :---:
|
|||
|
**Accessory** |
|
|||
|
Covershot | 1
|
|||
|
Extended Mag | 0
|
|||
|
Smart Lock | 1
|
|||
|
Speedloader | 0
|
|||
|
Suppressor | 1
|
|||
|
Tac Light | 0
|
|||
|
**Sights** |
|
|||
|
Optical | 1
|
|||
|
Passive Thermal | 0
|
|||
|
Active Thermal | 0
|
|||
|
Laser | 1
|
|||
|
Light Intensifying | 1
|
|||
|
**Special Ammo** |
|
|||
|
Armor Piercing | 0
|
|||
|
Buckshot | 0
|
|||
|
Flare | 0
|
|||
|
Hellfire | 0
|
|||
|
Paint | 0
|
|||
|
|
|||
|
**Covershot:** A special rifle like device with a hinge allows the user to
|
|||
|
mount a normal pistol and fire from behind cover via a camera and pop out
|
|||
|
display without exposing the shooter. This negates the attacker penalties from
|
|||
|
shooting from [cover](#combatModifiers).
|
|||
|
|
|||
|
**Extended Magazine:** Increases the magazine size of firearms that use a box
|
|||
|
magazine by 50%(rounded down).
|
|||
|
|
|||
|
**Smart Lock:** This is a custom firing mechanism that only works when the
|
|||
|
accompanying RFID wrist band is with a few centimeters.
|
|||
|
|
|||
|
**Speedloader:** Reduces the time to reload a revolver to a [minor
|
|||
|
action](#actions).
|
|||
|
|
|||
|
**Surpressor:** Reduces the noise created by firing a weapon. Characters nearby
|
|||
|
must make *Awareness + Perception* TN 5 to determine where the shots are coming
|
|||
|
from.
|
|||
|
|
|||
|
**Tactical Light:** A weapon mounted flash light.
|
|||
|
|
|||
|
**Sights**
|
|||
|
Weapons are assumed to be using a iron sight built into the weapon. Sights add
|
|||
|
a +1 to long and extreme ranges and can have other bonuses.
|
|||
|
|
|||
|
**Optical:** Typically a telescopic lens mounted on rifles. These don't provide
|
|||
|
any bonuses on bad weather nor at night.
|
|||
|
|
|||
|
**Active thermal:** Is an infrared tactical light that can only be see via
|
|||
|
active thermal scope or thermal goggles.
|
|||
|
|
|||
|
**Passive thermal:** Is a scope equivalent to thermal goggles. The user doesn't
|
|||
|
really see in colors only black and white. These reduce penalties from darkness
|
|||
|
by 2 and weather by 1.
|
|||
|
|
|||
|
**Light Intensifying:** Is a scope equivalent to night vision goggles. These
|
|||
|
reduce darkness penalties by 1 except in complete darkness or in bad weather.
|
|||
|
|
|||
|
**Laser:** Small and light weight option, which shoots a beam of light. Targets
|
|||
|
and anyone nearby can make a *Awareness + Perception* TN 5 to notice it. Some
|
|||
|
version are only visible in thermal or light intensify version, so they can
|
|||
|
only been seen with appropriate goggles.
|
|||
|
|
|||
|
**Special Ammo**
|
|||
|
Firearms are assumed to be firing standard slugs for their type, however there
|
|||
|
are many special ammo types with different effects available.
|
|||
|
|
|||
|
**Armor Piercing:** The round is designed to penetrate armor, armor ratings are
|
|||
|
halved against AP rounds. Sold in box of 20.
|
|||
|
|
|||
|
**Buckshot:** The most common shotgun ammo, fires multiple pellets in a cone.
|
|||
|
These rounds provide a +1 Accuracy, but armor is double against buckshot. Sold
|
|||
|
in boxes of 20 rounds.
|
|||
|
|
|||
|
**Flare:** A special shotgun round that fires a signal flare. Each flare sold
|
|||
|
individually.
|
|||
|
|
|||
|
**Hellfire:** A special shotgun round that fires an incendiary charge. This
|
|||
|
attack only works at the weapon's close combat ranges and is treated as a DV 1
|
|||
|
fire attack. Hallfire rounds are sold individually.
|
|||
|
|
|||
|
**Paint:** This round contains a capsule that breaks upon impact, splashing the
|
|||
|
target with bright paint that is visible from a considerable distance and
|
|||
|
doesn't wash off easily. Paint rounds are sold in boxes of 10.
|
|||
|
|
|||
|
## Personal Armor and Protection <a name="armor"></a>
|
|||
|
Protective Suits and Armor allow humans to survive extreme environments and
|
|||
|
combat. Protective suits and armor can be combined together, the Availability
|
|||
|
is the highest base value +1 per additional suit added.
|
|||
|
|
|||
|
Armor | Rating | Encumbrance | Concealable | Availability
|
|||
|
--- | :---: | :---: | :---: | :---:
|
|||
|
**Protective** | | | |
|
|||
|
CBRN Suit | 0 | -1 | No | 2
|
|||
|
Desert Suit | 0 | 0 | Yes | 1
|
|||
|
Diving Suit | 0 | 0 | Somewhat | 1
|
|||
|
Fire Suit | 0 | 0 | No | 1
|
|||
|
Gas Mask | 0 | 0 | No | 0
|
|||
|
Gillie Suit | 0 | 0 | No | 1
|
|||
|
Land Suit | 0 | 0 | Somewhat | 1
|
|||
|
Winter Suit | 0 | 0 | No | 1
|
|||
|
**Armor** | | | | |
|
|||
|
Light Helmet | 1 | 0 | Somewhat | 0
|
|||
|
Helmet | 3 | 0 | No | 0
|
|||
|
Leather Jacket | 1 | 0 | Somewhat | 0
|
|||
|
Light Flak Suit | 4 | 0 | Yes | 1
|
|||
|
Medium Flak Suit | 8 | 0 | Somewhat | 1
|
|||
|
Heavy Flak Suit | 12 | -1 | No | 1
|
|||
|
|
|||
|
Shield | Rating | Encumbrance | Acc | DV | Availability
|
|||
|
--- | :--: | :---: | :---: | :---: | :---:
|
|||
|
Trash can lid | 2 | 0 | -1 | 1+BOD | 0
|
|||
|
Riot Shield | 7 | 0 | -2 | 2+BOD | 1
|
|||
|
|
|||
|
**Armor Rating:** Personal body armor is rated by its Armor Rating. That rating
|
|||
|
is added to all three of the character’s Wound Levels.
|
|||
|
|
|||
|
**Encumbrance:** Some heavy or bulky armor also have an Encumbrance rating,
|
|||
|
which is applied as a penalty to all physical tests. This penalty can be
|
|||
|
counter by having a positive Body attribute on a one for one basis up to a
|
|||
|
0 encumbrance.
|
|||
|
|
|||
|
**Concealable:** As a rule of thumb, only the lightest personal armor may be
|
|||
|
concealed under normal clothing.
|
|||
|
|
|||
|
### Desert Suit
|
|||
|
A skintight, synthetic polymer suit equipped with a heat exchanger at the belt.
|
|||
|
A special fluid flows through thousands of small tubes woven between the inner
|
|||
|
and outer layers of the suit, removing body heat through the heat exchanger.
|
|||
|
It's commonly worn by the inhabitants of the Badlands. The coolant fluid is
|
|||
|
non-toxic, even if splashed over open wounds, but is not potable. With such a
|
|||
|
suit on, a person can comfortably function in up to 50 degrees Celsius
|
|||
|
environments with a minimum daily water ration of 250 ml.
|
|||
|
|
|||
|
### Diving Suit
|
|||
|
A skintight suit of rubber-like synthetic material equipped with a transparent
|
|||
|
face plate. Diving suits offer some thermal insulation, enabling divers to
|
|||
|
enter water of temperatures as low as -5 degrees Celsius without suffering from
|
|||
|
hypothermia.
|
|||
|
|
|||
|
### Fire Suit
|
|||
|
Fire suits are designed to protect the wearer against very high temperatures
|
|||
|
(up to 1000 degrees Celsius) and resist most damage done from fire sources;
|
|||
|
the suit has an Armor Rating of 12 against fire damage. It includes a gas mask
|
|||
|
and air coolant unit.
|
|||
|
|
|||
|
### CBRN Suit
|
|||
|
CBRN suits, also called environment suits, are sealed garments designed to
|
|||
|
protect the wearer against the effects of Chemical, Biological, Radiological,
|
|||
|
and Nuclear. They are self-contained environments that shield a wearer for up
|
|||
|
to 12 hours without external supplies. Each suit contains a small medical kit
|
|||
|
which contains the antidotes to the most common chemical and bacteriological
|
|||
|
weapons. This absorbs half radiation for the wearer.
|
|||
|
|
|||
|
### Gas Mask
|
|||
|
A lightweight plastic unit that fits over the mouth and nose. A
|
|||
|
small filtering device provides fresh air at all times, but the mask does not
|
|||
|
have an independent air supple. Characters equipped with a gas mask are not
|
|||
|
affected by all poison gases that must be inhaled (this includes smoke). The
|
|||
|
mask does not protect the user from poisons absorbed through the skin. The
|
|||
|
filter unit must be cleaned or replaced after every twenty hours of use.
|
|||
|
|
|||
|
### Land Suit
|
|||
|
A special suit designed for [Cephalopod Moreaus](#moreaus) that keeps their
|
|||
|
body wet and allows them to breath outside of water in most enviroments that
|
|||
|
humans can for about an hour.
|
|||
|
|
|||
|
### Winter Suits
|
|||
|
Winter suits are insulated and internally heater to offer complete thermal
|
|||
|
protection for a period of up to 12 hours. After this period, it will allow the
|
|||
|
wearer to comfortably withstand temperatures as low as -80 degrees Celsius.
|
|||
|
|
|||
|
### Light Flak Armor
|
|||
|
Light flak consists of thin bulletproof clothing that resembles normal combat
|
|||
|
fatigues. It is made of composite synthetic fibers interwoven with alloy
|
|||
|
threads. The material is supple at all times except when hit with a blow; it
|
|||
|
then distributes the impact throughout its fibers.
|
|||
|
|
|||
|
### Medium/Heavy Flak Armor
|
|||
|
Medium and Heavy flack are bulky suits of flexible body armor worn over normal
|
|||
|
fatigues. Both are slightly heavier and work on the same principle as light
|
|||
|
flack armor, but are stronger and more durable. Hard plates are often
|
|||
|
incorporated in the torso area of heavy armor.
|
|||
|
|
|||
|
### Layering Armor
|
|||
|
Players may want extra layers of protection between them and their opponent's
|
|||
|
weapons. The armor rating of all armor worn is added together. The trade-off
|
|||
|
for this is a quick escalation in mass and encumbrance. Mass is added together,
|
|||
|
while the worst Encumbrance value is multiplied by(1.1 x number of layers),
|
|||
|
rounding up to the nearest whole number(minimum penalty of -1).
|
|||
|
|
|||
|
## Vehicles <a name="vehicles"></a>
|
|||
|
Vehicles are mostly the same as modern equivalents. Stats assume a mid size version.
|
|||
|
|
|||
|
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
|
|||
|
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
|
|||
|
**Mobility Aid** | | | | | | | |
|
|||
|
Wheelchair | 1 | 0 | 8+Body | 1/0 | 1 | Quick | 2
|
|||
|
Motorized Wheelchair | 2 | 0 | 20 | 1/0 | 2 | Quick | 2
|
|||
|
**Muscle Powered** | | | | | | | |
|
|||
|
Cargo Bike | 2 | 0 | 35+10Body | 1/0 | 2 | Quick | 2
|
|||
|
City Bike | 3 | +1 | 40+10Body | 1/0 | 1 | Quick | 1
|
|||
|
Velomobile | 2 | 0 | 60+15Body | 1/1 | 2 | Poor Off Road | 2
|
|||
|
|
|||
|
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
|
|||
|
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
|
|||
|
**Bikes** | | | | | | |
|
|||
|
EUC | 2 | +1 | 100 | 1/0 | 1 | Quick | 2
|
|||
|
Motorcycle | 3 | +1 | 270 | 1/1 | 2 | Quick | 2
|
|||
|
Moto Scooter | 2 | +1 | 200 | 1/1 | 2 | Quick | 2
|
|||
|
**Cars** | | | | | | |
|
|||
|
Microcar | 4 | 0 | 125 | 1/1 | 5 | Poor Off Road | 2
|
|||
|
Sedan | 6 | 0 | 365 | 1/4 | 6 | Crash Safe | 3
|
|||
|
Sports Car | 5 | 0 | 460 | 1/3 | 6 | Quick, Poor Off Road | 3
|
|||
|
**Utility** | | | | | | |
|
|||
|
Pickup Truck | 8 | -1 | 255 | 1/5 | 7 | Off road | 3
|
|||
|
SUV | 8 | -1 | 320 | 1/7 | 8 | Off road | 3
|
|||
|
Cargo Van | 8 | -1 | 255 | 1/1 | 8 | Poor Off Road | 3
|
|||
|
**Transportation** | | | | | | |
|
|||
|
Passenger Airship | 30 | -5 | 225 | 2/100 | 30 | | 6
|
|||
|
Transit Bus | 15 | -4 | 150 | 1/39 | 15 | | 4
|
|||
|
**Watercraft** | | | | | | |
|
|||
|
Sloop | 8 | -3 | 35 | 5/5 | 10 | | 5
|
|||
|
Runaboat| 7 | -2 | 150 | 1/5 | 7 | | 4
|
|||
|
PWC | 3 | -1 | 100 | 1/1 | 3 | | 3
|
|||
|
|
|||
|
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
|
|||
|
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
|
|||
|
**Military** | | | | | | |
|
|||
|
Humvee | 12 | -2 | 180 | 1/3 | 10 | | 3
|
|||
|
5 Ton truck | 14 | -2 | 160 | 1/1 | 14 | | 3
|
|||
|
IFV | 16 | -1 | 160 | 3/6 | 16 | Off road | 4
|
|||
|
|
|||
|
**Durability:** This lists how much punishment a vehicle can take before taking
|
|||
|
serious damage. Damage less than this value has no effect, greater than this
|
|||
|
value is light damage. 2x durability is heavy damage. 3x durability destroys
|
|||
|
the vehicle.
|
|||
|
|
|||
|
**Maneuver:** The Equipment modifier applied to all pilot/technology tests to
|
|||
|
maneuver the vehicle.
|
|||
|
|
|||
|
**Movement:** The maximum speed of a vehicle on road, vehicles accelerate at
|
|||
|
1/10 their maximum movement.
|
|||
|
|
|||
|
**Pilot/Seats:** The first number is how many crew members are needed to
|
|||
|
operate the vehicle and the second is how many passengers it can carry.
|
|||
|
|
|||
|
**Mass:** Size and weight of the vehicle and its Damage Value in crashes.
|
|||
|
|
|||
|
**Traits:**
|
|||
|
|
|||
|
*Crash Safe:* The vehicle is treated as 2 mass smaller when dealing damage in a
|
|||
|
crash.
|
|||
|
|
|||
|
*Off Road:* The vehicle ignores one point of difficult train. This doesn't
|
|||
|
effect inclines.
|
|||
|
|
|||
|
*Poor Off Road:* The vehicle treats the movement cost of difficult terrain one
|
|||
|
point higher.
|
|||
|
|
|||
|
*Quick:* The vehicle accelerates at 1/5 its maximum speed.
|
|||
|
|
|||
|
### Mobility Aid
|
|||
|
|
|||
|
**Wheelchair:** Manual Wheelchair with push rims allowing the user to maneuver
|
|||
|
without pushing against the tires and push handles at the back which many users
|
|||
|
remove to prevent unwanted pushing from strangers.
|
|||
|
|
|||
|
**Motorized Wheelchair:** Like the manual wheelchair only powered, good for
|
|||
|
users who get fatigued easily.
|
|||
|
|
|||
|
### Muscle Powered Vehicles
|
|||
|
Before the invention of the combustion engine or even the electric motor self
|
|||
|
propelled vehicles, they are the primary means of transportation for many
|
|||
|
regions.
|
|||
|
|
|||
|
**Cargo Bike:** These bikes are designed to carry large amounts of goods or
|
|||
|
furniture up to the size of a refrigerator.
|
|||
|
|
|||
|
**City Bike:** Built to be reliable and comfortable. They have sturdy frame
|
|||
|
made of steel or bamboo. They come with back racks strong enough to carry
|
|||
|
another person, a front basket, fenders and coat guard to keep riders dry,
|
|||
|
minimal gears and simple brakes to minimize maintenance, and handlebars that
|
|||
|
curve towards the rider allowing them to sit up in a comfortable position.
|
|||
|
|
|||
|
**Velomobile:** Related to bicycles, velomobiles, use many of the same parts,
|
|||
|
they have a outer shell that protects the driver from weather, increases
|
|||
|
comfort and significantly increases aerodynamics and speed. Velomobiles are
|
|||
|
less likely to tip over than bikes because of their 3 or 4 wheel design and
|
|||
|
lower center of gravity meaning it is not necessary to wear a helmet.
|
|||
|
|
|||
|
### Motorized Bikes
|
|||
|
|
|||
|
**Electric Wheel:** Sometimes called an electric unicycle, this is a single
|
|||
|
wheeled personal transportation device the size of a large backpack.
|
|||
|
|
|||
|
**Motorcycle:** Another relative of the bicycle, who over the centuries has
|
|||
|
been built for longer distance and speed with thicker frame and tires to
|
|||
|
accommodate a powerful electric or combustion engine.
|
|||
|
|
|||
|
**Scooter:** A variation on the motorcycle focusing on comfort and fuel
|
|||
|
efficiency. They're easier to mount and don't require a clutch level.
|
|||
|
|
|||
|
### Cars
|
|||
|
|
|||
|
**Microcar:** The smallest class of cars, they're light weight and relatively
|
|||
|
inexpensive. In some places they're even allowed to use cycling infrastructure.
|
|||
|
|
|||
|
**Sedan:** The most popular style of car, designed with 3 distinct compartments
|
|||
|
for engine, passengers, and cargo. They have two rows of seats and usually have
|
|||
|
four doors but some classifications include only two.
|
|||
|
|
|||
|
**Sports Car:** A type of car designed around performance and the thrill of
|
|||
|
driving more than any practical use. They're theatrically faster but can really
|
|||
|
only go as fast as the car in front of them.
|
|||
|
|
|||
|
### Utility Vehicles
|
|||
|
|
|||
|
**Pickup Truck:** Originally designed for farm use these light trucks have
|
|||
|
mostly become a lifestyle accessory. Often having reduced their cargo bed for
|
|||
|
more passenger space.
|
|||
|
|
|||
|
**Sport Utility Vehicle:** The combination of a passenger car and an off road
|
|||
|
vehicle, with raised suspension and for wheel drive.
|
|||
|
|
|||
|
**Cargo Van:** About the size of a pickup or SUV but with bigger enclosed cargo
|
|||
|
space for transporting goods or passengers. Their cargo areas are big enough to
|
|||
|
hold a [skill shop](#tools).
|
|||
|
|
|||
|
### Military Vehicles
|
|||
|
|
|||
|
**Humvee:** A light four wheel drive military truck with added armor and
|
|||
|
partially protected turret on top. Its equipped with an encrypted radio with a
|
|||
|
10km range and a heavy machine gun pintle mounted on the roof.
|
|||
|
|
|||
|
Heavy Machinegun Turret, DV 9, ACC 0, BR 125, RoF +2, Mag 1000
|
|||
|
|
|||
|
**5 Ton Truck:** 6 wheeled Medium tuck designed to carry 5 ton payload. It
|
|||
|
comes equipped with an encrypted radio with a 10km range.
|
|||
|
|
|||
|
**Infantry Fighting Vehicle:** Light armored 8 wheeled amphibious vehicle
|
|||
|
designed to carry infantry into battle and provide support. It has an encrypted
|
|||
|
radio with a 20km range and the following weapons:
|
|||
|
|
|||
|
Light Autocannon Turret, DV 16, ACC 0, BR , RoF +1, Mag 210
|
|||
|
Medium Machinegun Turret, DV 6, ACC 0, BR 100, RoF +2, Mag 660
|
|||
|
Coaxial Medium Machinegun, DV 6, ACC 0, BR 100, RoF +2, Mag 660
|
|||
|
Smoke Launcher, dv 0, ACC 0, BR 0, RoF 0, AoE 30, 8 uses
|
|||
|
|
|||
|
### Transportation
|
|||
|
|
|||
|
**Passenger Airship:** Use lighter than air gases to raise this yacht into the
|
|||
|
air and bulletproof materials to keep the balloon lightweight and durable. They
|
|||
|
don't need runways or to land to load and unload cargo and passengers.
|
|||
|
Passengers have their own quarters, there is a common room, dinning room,
|
|||
|
multiple toilets, a medical bay, engineering room, and a cockpit minimum tho
|
|||
|
different ships like to have their own personal touches. A variation on this is
|
|||
|
the cargo airship which reduces the passenger space down to 12 to allow more
|
|||
|
cargo.
|
|||
|
|
|||
|
**Transit Bus:** Used for short distant urban public transport. Variations
|
|||
|
could include the trolley bus, which is hooked up to local power instead of
|
|||
|
using batteries.
|
|||
|
|
|||
|
### Watercraft
|
|||
|
|
|||
|
**Sloop:** The most common sailboats featuring a single mast and typically only
|
|||
|
2 sails.
|
|||
|
|
|||
|
**Runaboat:** is a small motorized boat, used for boating, fishing, and water
|
|||
|
skiing.
|
|||
|
|
|||
|
**Personal Watercraft:** are designed to hold only a few people and be ridden
|
|||
|
on top like a motorcycle instead of inside most other boats.
|
|||
|
|