Zrpg Equipment

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Contents

Weapons

The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives and splash weapons, and melee weapons.

Firearms

Firearms fall into four general groups: handguns, longarms, heavy weapons and vehicle weapons. When using a firearm, the wielder applies his or her Dexterity modifier to the attack roll. Handguns and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person.

Firearm Weapons Table

Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.

Damage: The damage the weapon deals on a successful hit.

Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

Damage Type: Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage.

Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.

Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.

Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.

Semiautomatic (S): Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.

Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.

Magazine: The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weap­on carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.

Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.

Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.

Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.

Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.

Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount. A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.

Weight: This column gives the weapon’s weight when fully loaded.

Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.

Reloading Firearms

Loading any firearm provokes attacks of opportunity.

Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action. Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.

Misfires

If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm (see Gunslinger). In that case, the misfire value increases by 2 instead of 4.

 All firearms by default start at 1 misfire value. Firearms collected from defeated foes may have a higher starting misfire value(from misfires during the fight or from previous engagements.)

See the Repair skill for repairing broken firearms. .

Handguns

A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some submachine guns and shotguns. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a –4 penalty on attack rolls.

Handguns can be broken down into three smaller groups: autoloaders, revolvers, and machine pistols.

Autoloaders (sometimes called “automatics”) feature removable box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot’s shell casing, and scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become increasingly popular in the modern age.

Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel. Machine pistols are automatic weapons small enough to be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut down in size and weight to allow one-handed use.

Ranged weapons that use box magazines come with one full magazine.

Beretta 92F: The standard service pistol of the United States military and many American law enforcement agencies.

Beretta 93R: This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the pistol, and an extended magazine.

This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

Colt Double Eagle: Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.

Colt M1911: This .45 semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. Manufactured at three locations in the United States alone, the M1911 can be found all over the world, and is still in use in several other military forces.

Colt Python: The Python has a well-deserved reputation for accuracy.  Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Derringer: This pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal.

Desert Eagle: Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. The version on Table: Ranged Weapons fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.

Glock 17: The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Glock 20:  This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round. Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

MAC Ingram M10: No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba, and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire. The M10 accepts a suppressor without modification.

Pathfinder: The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.

Ruger Service-Six:  This revolver, designed specifically for police use, fires the .38 Special round. It was very popular with United States police forces prior to the increasing use of autoloaders in recent decades, and is still in service with many police forces today.

S&W M29: The Smith & Wesson Model 29 .44 Magnum revolver fires one of the most powerful pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash, and powerful recoil.

SITES M9 Resolver: The compact SITES weapon is very narrow, making it easy to conceal.

Skorpion: The CZ61 Skorpion is a Czech machine pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don’t have space for an unwieldy longarm, it was widely distributed to Communist countries and in central Africa, and can now be found anywhere in the world.

TEC-9: The Intratec TEC-9 is an inexpensive machine pistol popular with criminals because it can be modified (Repair check DC 15) to fire on automatic. The pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.

Walther PPK

The PPK is a small, simple, and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military, and government agencies.

Table: Handguns
Personal Handguns
TU
Damage
Crit
Rng.
Wt.
Type
RoF
Mag
Size
.22 cal (5.6x10.7mm) "short"
Pathfinder (revolver)
16 (22)
2d4
17-20
20 ft.
1 lbs.
Ballistic
S
6 cyl.
T
P22 w/suppressor 4 (autoloader)
27 (37)
2d4
17-20
20 ft.
2 lbs.
Ballistic
S
10 box
T
.32 cal (7.9x17mm) "ACP"
Walther PPK (autoloader)
18 (25)
2d4
17-20
30 ft.
1 lbs.
Ballistic
S
7 box
S
Skorpion (machine pistol)
22 (42)
2d4 (4d4)
17-20
40 ft.
4 lbs.
Ballistic
S, (A)
20 box
M
.357 cal (9×19mm) "Parabellum"
Beretta 92F (autoloader)
21 (51)
2d6
19-20
40 ft.
3 lbs.
Ballistic
S
15 box
S
Beretta 93R (machine pistol)
24 (44)
2d6 (4d6)
19-20
30 ft.
3 lbs.
Ballistic
S, (A)
20 box
M
Glock 17 1 (autoloader)
30 (64)
2d6
19-20
30 ft.
2 lbs.
Ballistic
S
17 box
S
SITES M9 (autoloader)
20 (36)
2d6
19-20
30 ft.
2 lbs.
Ballistic
S
8 box
T
TEC-9 (pistol)
23 (87)
2d6
19-20
40 ft.
4 lbs.
Ballistic
S
32 box
M
TEC-9 (machine pistol)
24 (88)
(4d6)
19-20
40 ft.
4 lbs.
Ballistic
(A)
32 box
M
.38 cal (9.1x29mm) ".38 special"
Colt Python 1 (revolver)
35 (79)
2d8
20
40 ft.
3 lbs.
Ballistic
S
6 cyl.
M
.357 cal (9.1x33mm) "Magnum"
Ruger Service-Six w/scope (revolver)
32 (50)
2d8
20
60 ft.
3 lbs.
Ballistic
S
6 cyl.
S
.44 cal (10.9x32mm) "Magnum"
Colt Double Eagle (autoloader)
22 (49)
2d8
20
30 ft.
3 lbs.
Ballistic
S
9 box
S
Glock 20 1 (autoloader)
34 (79)
2d8
20
40 ft.
3 lbs.
Ballistic
S
15 box
S
S&W M29 (revolver)
22 (40)
2d8
20
30 ft.
3 lbs.
Ballistic
S
6 cyl.
M
.45 cal (11.5x22mm) "ACP"
Colt M1911 (autoloader)
22 (43)
2d8
20
30 ft.
3 lbs.
Ballistic
S
7 box
S
Derringer (single shot)
19 (25)
2d8
20
10 ft.
1 lbs.
Ballistic
Single
2 int.
T
MAC Ingram M10 (machine pistol)
29 (119)
2d8 (4d8)
20
40 ft.
6 lbs.
Ballistic
S, A
30 box
M
.50 cal (12.7x32mm) "AE"
Desert Eagle (autoloader)
27 (67)
2d10
20x3
40 ft.
4 lbs.
Ballistic
S
8 box
M

Longarms

Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns. The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire. Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack. Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic. All longarms are covered by the Personal Firearms Proficiency feat. Longarms are not well suited to close combat. A character takes a –4 penalty on the attack roll when firing at an adjacent target.

AKM/AK-47: This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections—on all sides of such conflicts. The AKM is a slightly more modern version of the AK-47, but functions essentially the same.

Barrett Light Fifty: The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it’s a sniper rifle, it fires a .50-caliber machine gun bullet, a round much more powerful than any other rifle ammunition.

Benelli 121 M1: The Benelli 121 M1 semiautomatic shotgun is reliable, simple, and sturdy, with one of the fastest shotgun actions in the world. Many military and law enforcement agencies use this or similar weapons.

Beretta M3P: Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle, and its ammunition feeds from a box magazine—an uncommon feature in a shotgun.

Browning BPS: This heavy longarm fires the largest shotgun round available, the 10-gauge shell.

HK G3: The G3 fires the powerful 7.62mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world’s armies used this rifle.

HK MP5: The Heckler & Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; dexscribed here is the most basic model. Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

HK MP5K: A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon’s size and weight negate the benefits of the parent weapon’s extraordinary quality, and as a result the MP5K is not a mastercraft weapon. Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon’s size to Large, though). This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

HK PSG1: This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope. Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

M16A2: Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the current service rifle of the United States military, and is common with other armies and in the civilian world. This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

M4 Carbine: This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.

M-60: Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.

Mossberg: The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.

Remington 700: A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.

Sawed-Off Shotgun: This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that’s left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun. If this weapon if fully-loaded, a character can fire both barrels at once.  The character receives a –2 penalty on the attack but deals +1 die of damage with a successful hit.  Attacking this way uses both shotgun shells.

Steyr AUG: An unusual and exotic-looking weapon, the bullpup AUG is the standard rifle of the Austrian and Australian armies. Its completely ambidextrous components make it equally convenient for left- and right-handed users, and it features a built-in optical sight. This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

Uzi: Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.

Winchester 94: The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.

Table: Longarms
Personal Longarms
TU
Damage
Crit
Rng.
Wt.
Type
RoF
Mag
Size
.357 cal (9×19mm) "Parabellum"
HK MP5 1 (submachine gun)
38 (98)
2d6 (4d6)
19-20
50 ft.
7 lbs.
Ballistic
S, A
30 box
L
HK MP5K (submachine gun)
26 (56)
2d6 (4d6)
19-20
40 ft.
5 lbs.
Ballistic
S, A
15 box
M
Uzi (submachine gun)
24 (64)
2d6 (4d6)
19-20
40 ft.
8 lbs.
Ballistic
S, A
20 box
L
5.56x45mm "NATO"
M16A2 (assault rifle)
33 (123)
2d8 (4d8)
20
80 ft.
8 lbs.
Ballistic
S, A
30 box
L
M4 Carbine (assault rifle)
31 (121)
2d8 (4d8)
20
60 ft.
7 lbs.
Ballistic
S, A
30 box
L
Steyr AUG1 (assault rifle)
43 (133)
2d8 (4d8)
20
80 ft.
9 lbs.
Ballistic
S, A
30 box
L
12-gauge
AA-12 (assault shotgun)
31 (91)
4d4 (6d4)
17-20x3
30 ft.
10 lbs.
Ballistic
S, A
20 drum
L
Benelli 121 M1 (shotgun)
27 (48)
4d4
17-20x3
40 ft.
8 lbs.
Ballistic
S
7 int
L
Beretta M3P (shotgun)
26 (41)
4d4
17-20x3
30 ft.
9 lbs.
Ballistic
S
5 box
L
Mossberg (shotgun)
24 (48)
4d4
17-20x3
30 ft.
7 lbs.
Ballistic
Single
6 int.
L
Sawed-off (shotgun)
22 (28)
4d4
17-20x3
10 ft.
4 lbs.
Ballistic
S
2 int.
M
.303 cal (7.62x54R)
AKM/AK-47 (assault rifle)
30 (230)
2d8
20
70 ft.
10 lbs.
Ballistic
S, A
30 box
L
7.62x51mm "NATO"
HK G3 (assault rifle)
39 (119)
2d10
20x3
90 ft.
11 lbs.
Ballistic
S, A
20 box
L
HK PSG1 w/electro scope 1, 4 (sniper rifle)
45 (65)
2d10
20x3
180 ft.
16 lbs.
Ballistic
S
5 box
L
M-60 (machine gun)
40 (240)
2d10
20x3
100 ft.
22 lbs.
Ballistic
(A)
Linked
H
Remington 700 (hunting rifle)
31 (51)
2d10
20x3
80 ft.
8 lbs.
Ballistic
Single
5 int.
L
10-gauge
Browning BPS (shotgun)
27 (47)
3d6
19-20x3
30 ft.
11 lbs.
Ballistic
Single
5 int.
L
Pancor Jackhammer (machine gun)
40 (87)
(5d6)
19-20x3
35 ft.
11 lbs.
Ballistic
(A)
10 box
L
.444 cal (10.9x57mm) "Marlin"
Winchester 94 (hunting rifle)
32 (58)
2d10
20x3
90 ft.
7 lbs.
Ballistic
S
6 int.
L
.50 cal (12.7x99mm) "BMG"
Barrett M82 Light Fifty (sniper rifle)
58 (124)
2d12
20x4
120 ft.
35 lbs.
Ballistic
S
11 box
H


Heavy Weapons

The weapons covered in this section fall under the Exotic Firearms Proficiency feat. Someone who wields a heavy weapon without the appropriate proficiency takes a –4 penalty on all attack rolls with the weapon.

Flamethrower: A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, however, a Ranged attack roll is made anyway to set the Reflex save for getting out of the way. Any creature caught in the line of flame can make a Reflex save (DC 15, or higher base dont he ranged attack roll) to take half damage. Creatures with cover get a bonus on their Reflex save.

A flamethrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has an AC equal to 9 + the wearer’s reflex modifier. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).

Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.

A flamethrower can shoot 10 times before the fuel supply is depleted. Each time the flamethrower is fired it uses up one gallon of fuel. The fuel tank can use gasoline, diesel or ethanol for it’s fuel source. If gasoline is used the damage is increased to 3d8 instead of 3d6. Alternatively, the flamethrower nozzle can be connected to a propane or methane tank, but is limited to the fact that neither of those tanks are built into a backpack.

M2HB: This heavy-duty .50-caliber machine gun has been in service since World War II, and remains a very common vehicle-mounted military weapon around the world. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.

M72A3 LAW: The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action. When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode. The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.

M79: This simple weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across; they can’t be used as hand grenades, and the M79 can’t shoot hand grenades. Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or creature). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty. The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

Sticky Foam Sprayer: This bulky and unusual weapon looks similar to a flamethrower, with a fuel tank and sprayer nozzle. However, instead of jellied flaming fuel, the sticky foam sprayer launches a stream of liquid goop that hinders movement and can create impromptu barriers.

The sticky foam sprayer has a range of 15 feet and fills a 5-foot square per round. A creature hit by the sticky foam suffers a –2 penalty to attack rolls and a –4 penalty to effective Dexterity. The entangled character must make a Reflex save (DC 15) or be glued to the floor, unable to move. A creature simply moving into a square with the foam also must make this save, but does not suffer the penalty to attack rolls or Dexterity. Even with a successful save, it can only move at half speed. Creatures that are Huge or larger are unaffected by sticky foam.

A character who is glued to the floor can break free with a successful Strength check (DC 20) or by dealing 15 points of damage to the sticky foam with a slashing weapon. A character trying to scrape sticky foam off himself, or another character assisting, does not need to make an attack roll; hitting the sticky foam is automatic, after which the character who hit rolls damage to see how much of the goo he scraped off.

M134 minigun 1 (heavy machine gun) : This heavy-duty .50-caliber machine gun has been in service since World War II, and remains a very common vehicle-mounted military weapon around the world. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.

M202 FLASH (rocket launcher) : The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.

When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.

The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.

The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.

M203 attachment (grenade launcher) :This simple weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across; they can’t be used as hand grenades, and the M79 can’t shoot hand grenades.

Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or creature). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.

MGL (grenade Launcher) :The M203 is a single shot 40 mm grenade launcher designed to attach to a rifle.

Net launcher (grenade Launcher) :The MGL is a multiple-shot weapon, intended to significantly increase a small squad’s firepower when compared to traditional single-shot grenade launchers

Table: Heavy Firearms (Weapons Proficiency feat needed given in parentheses)
Personal Firearms
TU
Damage
Crit
Rng.
Wt.
Type
RoF
Mag
Size
Flamethrower (no feat needed)3
25
3d6
50 lbs.
Fire
Fire
10 int.
L
Sticky Foam Sprayer (no feat needed)3
15
50 lbs.
Fire
Fire
10 int.
L
M2HB (heavy machine gun)
46 (346)
(4d12)
20
110 ft.
75 lbs.
Ballistic
(A)
Linked
H
M134 minigun 1 (heavy machine gun)
44 (294)
(4d10)
20
110 ft.
85 lbs.
Ballistic
(A)
Linked
H
Rocket launcher
M72A3 LAW (rocket launcher)
76
10d6 2
150 ft.
5 lbs.
Concussion
1
1 int.
L
M202 FLASH (rocket launcher)
76
10d6 2
150 ft.
5 lbs.
Concussion
1
4 int.
H
40mm grenade launchers
M79 (grenade launcher)
26
3d6 2
70 ft.
7 lbs.
S
1
1 int.
L
M203 attachment (grenade launcher)
25
3d6 2
70 ft.
3 lbs.
S
1
1 int.
M
MGL (grenade Launcher)
28
3d6 2
70 ft.
14 lbs.
1
6 cyl.
L
Net launcher (grenade Launcher)
*
10 ft.
Large
20 lb.
1 Int.



Vehicle Firearms

Table: Vehicle Firearms (Weapons Proficiency feat needed given in parentheses)
Vehicle Firearms
TU
Damage
Critical
Rng.
Wt.
Type
RoF
Mag
Size
Cannons (require the Exotic Firearms Proficiency [cannons] feat)
BMP-2 30mm cannon
132
(8d12)
20
300 ft.
*
Ballistic
A
Linked
H
M1A2 Abrams tank cannon
50
10d12
20
400 ft.
*
Ballistic
Single
1
H
M2A2 Bradley 25mm cannon
22
4d12
20
350 ft.
*
Ballistic
A
Linked
H
Water cannon (simple)*
*
10 ft.
50 lb.
Subdual
1
20 Int.
H
* Weight does not apply. These weapons are part of the vehicles on which they are mounted.
1 This mastercraft weapon grants a +1 bonus on attack rolls.
2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.
TU in brackets (xx) is trade value if fully loaded.
Damage shown is with default ammunition



Other Firearms

Table: Other Firearms (required feat given in parenthesis)
Simple Firearm
TU
Damage
Crit
Rng.
Wt.
Type
RoF
Mag
Size
Air Guns
Air pistol (simple)*
2
1d2
20
30 ft.
2 lb.
P
Single
1 Int.
S
Air rifle (simple)*
3
1d2
20
50 ft.
5 lb.
P
Single
1 Int.
L
Crossbow, repeating (exotic)
21
1d8
19–20
80 ft.
16 lb.
P
S
5 Int.
M.
Flare gun (simple)*
5
1d8
20
30 ft.
2 lb.
Fire
Single
1 Int.
S
Paint ball gun (simple)
2
20*
30 ft.
2 lb.
*
S, A
40 Int.
S
Speargun (simple)*
12
2d6
20
10 ft.
5 lb.
Piercing
Single
1 Int.
L
Super watergun (no feat required)*
6
*
*
10 ft.
2 lb.
*
Water
5 Int.
M.



Ammunition:

All firearms, bows and crossbows require the use of ammunition. Below are the various forms of ammunition they use.

Arrow: Arrows come in quivers of 12 and are used with the compound bow and other types of archery weapons. These missile weapons consist of a slender shaft and a pointed head.

Crossbow bolt: A shaft or missile designed to be shot from a crossbow, bolts come in quivers of 12.

Table: Ammunition
Weapon
TU
Damage
Crit
Type
Burst Radius
Ammo size
Range
Size
Weight
Arrow
1
1
20
Piercing
T
(12) 1 lbs.
Crossbow bolt
1
1
19–20
Piercing
T
(12) 1 lbs.
shotgun shells
10-gauge
5
1d10
19-20x3
Slashing
.77 cal
19.69mm
T
(10) 1 lbs.
12-gauge
4
1d8
17-20x3
Slashing
.73 cal
18.53mm
T
(12) 1 lbs.
Bullets
.22 short
1
1d4
17-20
Ballistic
.22 cal
5.6x10.7mm
varies
D
(100) 1 lbs.
.32 ACP
1
1d4
17-20
Ballistic
.32 cal
7.9x17mm
varies
D
(100) 1 lbs.
9mm Parabellum
2
1d6
19-20
Ballistic
.357 cal
9×19mm
varies
D
(75) 1 lbs.
.40 S&W
2
1d6
19-20
Ballistic
.40 cal
10.2x22mm
varies
D
(75) 1 lbs.
5.56mm NATO
3
1d8
20
Ballistic
.22 cal
5.56x45mm
varies
D
(50) 1 lbs.
7.62R
3
1d8
20
Ballistic
.303 cal
7.62x54mm
varies
D
(50) 1 lbs.
.357 Magnum
3
1d8
20
Ballistic
.357 cal
9.1x33mm
varies
D
(50) 1 lbs.
.38 special
3
1d8
20
Ballistic
.38 cal
9.1x29mm
varies
D
(50) 1 lbs.
.44 Magnum
3
1d8
20
Ballistic
.44 cal
10.9x32mm
varies
D
(50) 1 lbs.
.45 ACP
3
1d8
20
Ballistic
.45 cal
11.5x22mm
varies
D
(50) 1 lbs.
7.62mm NATO
4
1d10
20x3
Ballistic
.30 cal
7.62x51mm
varies
D
(50) 1 lbs.
.444 Marlin
4
1d10
20x3
Ballistic
.444 cal
10.9x57mm
varies
D
(25) 1 lbs.
.50 AE
5
1d10
20x3
Ballistic
.50 cal
12.7x32mm
varies
T
(10) 1 lbs.
.50 BMG
6
1d12
20x4
Ballistic
.50 cal
12.7x99mm
varies
T
(10) 1 lbs.
Crafting Bullets and shotguns shells requires an ammunition kit.



Shotgun shells

10-gauge: Needs text

12-gauge: Needs text

Bullets

.22 short: .22 Short is a variety of .22 caliber (5.6 mm) rimfire ammunition. Developed in 1857 for the first Smith and Wesson revolver, the .22 rimfire was the first American metallic cartridge. Developed for self defense, the modern .22 Short, though still used in a few pocket pistols and mini-revolvers, is mainly used as a quiet round for practice by the recreational shooter.

.32 ACP: .32 ACP (Automatic Colt Pistol), also known as the .32 Automatic is a centerfire pistol cartridge. It is a semi-rimmed, straight-walled cartridge developed by firearms designer John Browning, initially for use in the FN M1900 semi-automatic pistol. It was introduced in 1899 by Fabrique Nationale, and is also known as the 7.65×17mm Browning SR or 7.65 mm Browning.

9mm Parabellum: The 9×19mm Parabellum The name Parabellum is derived from the Latin: Si vis pacem, para bellum (“If you seek peace, prepare for war”). Stated in 2006 the 9×19mm Parabellum is “the world’s most popular and widely used military handgun cartridge.” The popularity of this cartridge can be attributed to the widely held conviction that it is highly effective in police and self-defense use. Its low cost and wide availability are self-sustaining contributors to the caliber’s continuing popularity.

.40 S&W: The .40 S&W (10×22mm Smith & Wesson) is a rimless pistol cartridge developed jointly by major American firearms manufacturers Smith & Wesson and Winchester.[3] The .40 S&W was developed from the ground up as a law enforcement cartridge designed to duplicate performance of the Federal Bureau of Investigation’s reduced-velocity 10mm Auto cartridge which could be retrofitted into medium-frame (9mm size) automatic handguns.

5.56mm NATO: The 5.56×45mm NATO (official NATO nomenclature 5.56 NATO) is a rifle cartridge developed in the United States and originally chambered in the M16 rifle. Under STANAG 4172, it is a standard cartridge for NATO forces as well as many non-NATO countries. When the bullet impacts at high velocity and yaws in tissue, fragmentation creates a rapid transfer of energy which can result in dramatic wounding effects.

7.62R: The 7.62×54mmR is a rimmed rifle cartridge developed by the Russian Empire and was introduced as a service cartridge in 1891. Originally designed for the bolt-action Mosin–Nagant rifle, it was used during the late Tsarist era and throughout the Soviet period to the present day. The cartridge remains one of the few standard issue rimmed cartridges still in military use and has the longest service life of all military issued cartridges in the world.

.357 Magnum: The .357 S&W Magnum (9x33mmR), or simply .357 Magnum, is a revolver cartridge created by Smith & Wesson, and Winchester. It is based upon Smith & Wesson’s earlier .38 Special cartridge. The .357 Magnum cartridge was introduced in 1934, and its use has since become widespread. The .357 Magnum cartridge has a positive reputation for stopping power.

.38 special: The .38 Smith & Wesson Special “thirty-eight special” is a rimmed, centerfire cartridge designed by Smith & Wesson. It is most commonly used in revolvers, although some semi-automatic pistols and carbines also use this round. The .38 Special was the standard service cartridge of most police departments in the United States from the 1920s to the early 1990s, and was also a common sidearm cartridge used by soldiers in World War I. Noted for its fine accuracy and manageable recoil, it remains the most popular revolver cartridge in the world more than a century after its introduction. It is used for target shooting, formal target competition, personal defense, and for hunting small game.

.44 Magnum: The .44 Remington Magnum, or simply .44 Magnum, is a large-bore cartridge originally designed for revolvers. After introduction, it was quickly adopted for carbines and rifles. Despite the “.44” designation, all guns chambered for the .44 Magnum case, and its parent case, the .44 Special, use bullets of approximately 0.429 in (10.9 mm) diameter. When loaded to its maximum and with heavy, deeply penetrating bullets, the .44 Magnum cartridge is suitable for short-range hunting of all North American Zombies—though at the cost of much recoil and muzzle flash, when fired in handguns. In carbines and rifles, these are non-issues

.45 ACP: The .45 ACP (11.43×23mm) (Automatic Colt Pistol), also known as the .45 Auto by C.I.P., is a cartridge designed by John Browning in 1904, for use in his prototype Colt semi-automatic .45 pistol and eventually the M1911 pistol adopted by the United States Army in 1911

7.62mm NATO: The 7.62×51mm NATO is a rifle cartridge developed in the 1950s as a standard for small arms among NATO countries (not to be confused with the similarly named Russian 7.62×54mmR cartridge). It was introduced in U.S. service in the M14 rifle and M60 machine gun in the late 1950s. The M14 was superseded in U.S. service as the infantry adopted the 5.56×45mm NATO M16. However, the M14 and many other firearms that use the 7.62×51 round remain in service, especially in the case of sniper rifles, machine guns, and as the service weapon chosen by special operations forces. The cartridge is used both by infantry and on mounted and crew-served weapons mounted to vehicles, aircraft and ships.

.444 Marlin: The .444 Marlin is a rifle cartridge designed in 1964 by Marlin Firearms and Remington Arms. The .444 looks like a lengthened .44 Magnum and provides a significant increase in velocity. It is usually used for the Marlin 336 Lever-action Rifle.

.50 AE: The .50 Action Express (AE, 12.7×33mm) is a large caliber handgun cartridge. It was developed in 1988 by Evan Whildin of Action Arms. The .50 AE was one of the most powerful pistol cartridges in production.

.50 BMG: Needs text

Explosives

Grenade: Needs text

40mm grenade 1: Similar to it’s thrown version, a 40mm grenade is shot from a grenade launcher.

Grenade 1: A grenade is an explosive that is thrown. See combat: grenade for details.

C4/Semtex: So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them.

Although the damage statistics on the table represent a 1-pound block, C4 is sold in 4-block packages. The purchase DC given represents a package of 4 blocks.

C4/Semtex requires a detonator to set off. It is considered to be a moderate explosive for the purpose of using a Craft (chemical) check to manufacture it.

Det cord: Det cord is an explosive in a ropelike form. Technically, det cord doesn’t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.

The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all creatures in each 5-foot square through which it passes.

It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6 to a maximum increase of +4d6.

Det cord requires a detonator to set it off. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

Dynamite: Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).

It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice).

Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.

Improvised Explosives: Needs text

Improvised: Needs text

Simple: Needs text

Moderate: Needs text

Complex: Needs text

Powerful: Needs text

Devastating: Needs text

Rocket: Needs text

Table: Explosives
Explosives
TU
Damage
Critical
Type
Burst Radius
Reflex DC
Range
Size
Weight
Grenade
40mm grenade 1
4
3d6
Slashing
10 ft.
15
S
1 lbs.
Grenade 1
6
4d6
Slashing
20 ft.
15
10 ft.
S
1 lbs.
C4/Semtex
6
4d6
Concussion
10 ft.
18
S
1 lbs.
Det cord
3
2d6
Fire
See text
12
M
2 lbs.
Dynamite
4
2d6
Concussion
5 ft.
15
10 ft.
T
1 lbs.
Improvised Explosives
Improvised
2
1d6
Concussion
5 ft.
10
D
1 lbs.
Simple
4
2d6
Concussion
5 ft.
12
T
2 lbs.
Moderate
8
4d6
Concussion
10 ft.
14
S
4 lbs.
Complex
12
6d6
Concussion
15 ft.
16
S
6 lbs.
Powerful
16
8d6
Concussion
20 ft.
18
M
8 lbs.
Devastating
20
10d6
Concussion
25 ft.
20
L
10 lbs.
Rocket
20
10d6
Concussion
25 ft.
20
L
10 lbs.
1 Roll on Table: Grenade type for specific grenade
* Roll for ammunition type
The TU cost denotes type difference of parent shell type.



Splash Weapons

Many splash weapons, such as Molotov cocktails, are essentially homemade devices (improvised explosives). The purchase DC given in Table: Explosives and Splash Weapons reflects the typical cost of the necessary components. See the Craft (chemical) skill for details on making improvised explosives.

Acid: A character can throw a flask of acid as a grenade like weapon. A flask is made of ceramic, metal, or glass (depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. This entry represents any mild caustic substance. Varying strengths of Acid can be created using craft chemical.

The damage shown for acid strengths show direct hit damage, splash damage, and finally full emersion damage(like being slowly dropped into a vat of acid).

Molotov Cocktail: A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft [chemical] check DC 10 or Intelligence check DC 15). To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

Depending on which liquid fuel is used, determines the fire damage dealt. Since gasoline burns hotter than ethanol, gasoline Molotov’s deal damage at 2d8, whereas ethanol Molotov’s deal 2d6.

Table: Splash Weapons
Splash Weapons 2
TU
Dmg (Splash) /Immersion
Critical
Damage Type
Splash Radius
Reflex DC
Range Increment
Size
Weight
Acid
Mild 1
1
1d6(1)/1d10
20
Acid
5 ft.
10 ft.
T
1 lbs.
Potent 1
3
2d6(2)/2d10
20
Acid
5 ft.
10 ft.
T
1 lbs.
Concentrated 1
9
3d6(3)/3d10
20
Acid
5 ft.
10 ft.
T
1 lbs.
Molotov cocktail
Ethanol
1
1d6 (1)
20
Fire
5 ft.
10 ft.
S
1 lbs.
Gasoline
2
1d8 (1)
20
Fire
5 ft.
10 ft.
S
1 lbs.
1 The dice rolls in parentheses are typical contact damage/immersion damage caused per round of immersion.
2 Threat range applies to direct hits only; splash damage does not threaten a critical hit.



Fuel

Firewoord (1 bundle): Needs text

CO2 Cartridge*: Needs text

Crude Oil (1 gallon): Needs text

Bio/Diesal* 1 (1 gallon): Needs text

Ethanol* 2 (1 gallon): Needs text

Pressurised Gas: Needs text

Methane* 2 (8 gallon tank): Needs text

Propane* 1 (8 gallon tank): Needs text

Table: Fuel
Fuel
TU
Damage
Critical
Type
Splash Radius
Reflex DC
Range
Size
Weight
Firewoord (1 bundle)
1
1d3
20
Blunt
5 ft.
Large
10 lbs.
CO2 Cartridge*
1
1d4
Concussion
5 ft.
10
T
.1 lbs.
Crude Oil (1 gallon)
1
S
5 lbs.
Bio/Diesal* 1 (1 gallon)
1
1d6
20
Fire
5 ft.
10
S
5 lbs.
Fuel, Gasoline* 1 (1 gallon)
1
1d8
20
Fire
5 ft.
10
S
5 lbs.
Ethanol* 2 (1 gallon)
1
1d6
20
Fire
5 ft.
10
S
5 lbs.
Pressurised Gas
Methane* 2 (8 gallon tank)
8
8d6
Concussion
20 ft.
18
L
40 lbs.
Propane* 1 (8 gallon tank)
16
8d8
Concussion
20 ft.
18
L
40 lbs.
* Damage, critical and burst is for if the fuel is lit on fire or it's container is shot with a firearm
1 Petrochems of gasoline and propane can only be crafted from Crude oil. No other chem parts will work.
2 Ethanol and Methane are crafted in stills from Trade Foods or lbs. of vegetable matter



Types of shotgun shells:

A shot gun can use a wide variety of rounds, thus making it a very versatile weapon, due to its use of slugs, shot, non-lethal, flair, and explosive shells.

Bean bag round: Flexible baton rounds, commonly called bean bags, fire a fabric bag filled with birdshot or a similar loose, dense substance. The ‘punch’ effect of the bag is useful for knocking down targets; the rounds are used by police to subdue violent suspects

Buckshot (default): Buckshot is similar to but larger than birdshot, and was originally designed for hunting larger game, such as deer (hence the name).

Flechette: Flechette rounds contain aerodynamic darts, typically from 8 to 20 in number. The flechette provide greatly extended range due to their aerodynamic shape, and improved penetration of light armor.

Flair: Flare rounds are sometimes carried by hunters for safety and rescue purposes. They are available in low and high altitude versions. Some brands claim they can reach a height of up to 200 m (600 ft).

Frag grenade shell: Frag-12 shotgun rounds are a series of special purpose shotgun grenades and act just like the same as fragmentation grenade.

Rubber Slug: Rubber slugs or rubber buckshot are similar in principle to the bean bag rounds. Composed of flexible rubber or plastic and fired at low velocities, these rounds are probably the most common choice for riot control.

Slug: Slug rounds are rounds that fire a single solid slug. They are used for hunting large game, and in certain military and law enforcement applications.

XREP Taser shell: The XREP Taser shell contains a small electroshock weapon unit in a carrier that can be fired from a standard 12 gauge shotgun. The XREP projectile is fin stabilized, and travels at an initial velocity of 100 m/s (300 ft/s). Barbs on the front attach the electroshock unit to the target, with a tassel deploying from the rear to widen the circuit. A twenty second burst of electrical energy is delivered to the target


Types of bullets:

Non Lethal (Rubber bullet): Needs text

FMJ (default): This cartridge is used against personnel and unarmored targets. This bullet has an unpainted tip.

Incendiary: This cartridge is used against unarmored, flammable targets. The incendiary bullet has a light blue tip.

JHP (Hollow Point): Jacketed hollow points (JHPs) or plated hollow points

Armor-Piercing: This cartridge is used against lightly armored vehicles, protective shelters, and personnel, and can be identified by its black tip.

Types of grenades:

Fragmentation (default): The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.

Smoke:Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.

Tear gas: Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated.  This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

Thermite: Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.

White phosphorus: White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squares within 5 feet of the explosion point.

Types of shotgun shells
Shells
TU
Damage
Critical
Type
Burst Radius
Reflex DC
Range
Size
Weight
Bean bag round
-1
1d4
Blunt
0
T
(12) 1 lbs.
Buckshot (default)
+0
same
Slashing
5ft
T
(12) 1 lbs.
Flechette
+2
+1die
Piercing
T
(12) 1 lbs.
Flair
+2
1d6
Fire
T
(12) 1 lbs.
Frag grenade shell
+4
2d6
Fire
5ft
15
T
(12) 1 lbs.
Rubber Slug
-2
subdual
B
T
(12) 1 lbs.
Slug
+1
+1die type
Ballistic
T
(12) 1 lbs.
XREP Taser shell
+4
1d4
Electric
T
(12) 1 lbs.
Types of bullets
Non Lethal

(Rubber bullet)

-1
subdual
1/2 range
FMJ (default)
same
same
same
D
(10) 1 lbs.
Incendiary
+1
-1die
5ft
-10ft
D
(10) 1 lbs.
JHP (Hollow Point)
+2
+1die
same
Armor-Piercing
7
same
+10 range
D
(10) 1 lbs.
Types of grenades
Fragmentation

(default)

+0
same
Slashing
20 ft.
15
10 ft.
T
1 lbs.
Smoke
-3
See text
10 ft.
S
2 lbs.
Tear gas
-2
See text
See text
10 ft.
S
2 lbs.
Thermite
+4
+2die
Fire
5 ft.
12
10 ft.
S
2 lbs.
White phosphorus
+4
-1die
Fire
20 ft.
12
10 ft.
S
2 lbs.



Conventional weapons

These weapons cover all of your non firearm based. They are broken up by the feats(simple weapons proficiency, archaic weapons proficiency, exotic weapons proficiciency) required to wield them with the -4 non proficient penalty to hit.

TU: Trade unit value for the weapon. .

Damage: The damage the weapon deals on a successful hit.

Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

Range: Melee weapons that are designed to be thrown can be used to make ranged attacks. As such, they have a range increment just as other ranged weapons do—but the maximum range for a thrown weapon is five range increments instead of ten. Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.

Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand.

Weight: This column gives the weapon’s weight.

Type: Weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Some creatures or characters may be resistant or immune to some forms of damage.

Special: Denotes special qualities of the weapon.

Table: Conventional Simple Weapons (require the Simple Weapons Proficiency feat)
Weapon
TU
Dmg
Critical
Range
Size
Weight
Type
Special
Unarmed Attacks
Brass knuckles *
3
1
x2
Tiny
1 lbs.
B
Spiked knuckles *
4
2
x2
Tiny
1 lbs.
P
Unarmed Strike
1d3
x2
B
nonlethal
Light Melee Weapons
Cleaver
3
1d6
19–20/x2
Small
2 lbs.
S
Knife
4
1d4
19–20/x2
10 ft.
Tiny
1 lbs.
P
Stun gun 1*
3
1d3
x2
Tiny
1 lbs.
Electricity
Stun, nonlethal
Tonfa*
3
1d4
x2
Med
2 lbs.
B
One-Handed Melee Weapons
Baseball bat (club)
2
1d6
x2
10 ft.
Med
3 lbs.
B
Pistol whip
1d4
x2
Small
B
all handguns
Police baton
4
1d6
19–20/x2
Med
2 lbs.
B
Two-Handed Melee Weapons
Broom Handle *
1
1d6/1d6
x2
Large
2 lbs.
B
double
Rifle butt
1d6
x2
Large
B
all longarms
Spear
3
1d8
x2
Large
9 lbs.
P
brace
Ranged Weapons
Blowgun*
1
1
20
10 ft.
Small
2 lb.
P
Crossbow
20
1d10
19–20
40 ft.
Med
7 lbs.
P
Javelin
1
1d6
20
30 ft.
Med
2 lbs.
1
add Str to dmg
Pepper spray
4
Special 2
5 ft.
Tiny
0.5 lbs.
1
Slingshot
1
1d3
20
50 ft.
Tiny
1 lb.
Ballistic
add Str to dmg
Taser 1
14
1d42
5 ft.
Small
2 lbs.
1
see text
Whip
1
1d2
20
15 ft.3
Small
2 lbs.
1
trip, disarm, subdual
Table: Conventional (Martial) Weapons (require the Martial) Weapons Proficiency feat)
Weapon
TU
Dmg
Critical
Range
Size
Weight
Type
Special
Light Melee Weapons
Clawed hammer
3
1d4
x2
20 ft.
Small
2 lbs.
B or P
Hatchet
2
1d6
x2
10 ft.
Small
3 lbs.
S
Machete
3
1d6
19–20/x2
Small
2 lbs.
S
Sap
1
1d61
x2
Small
3 lbs.
B
nonlethal
Straight razor
2
1d4
19–20/x2
Tiny
0.5 lbs.
S
One-Handed Melee Weapons
Crowbar
4
1d4
x4
Med
5 lbs.
P
Longsword
6
1d8
19–20/x2
Med
4 lbs.
S
Rapier
5
1d6
18–20/x2
Med
2 lbs.
P
Sword cane*
5
1d6
18–20/x2
Med
3 lbs.
P
Two-Handed Melee Weapons
Bayonet (fixed)*
3
1d4/1d6
x2
Large
1 lbs.
P
Sledge Hammer
2
1d10
x2
Large
10 lbs.
B
Firemans Axe
5
1d12
x3
Large
12 lbs.
S
Ranged Weapons
Bolas*
*
10 ft.
Small
2 lb.
*
Compound bow2
18
1d8
20
40 ft.
Large
3 lbs.
P
add Str to dmg
Crossbow, grapple-firing*
13
1d3
*
120 ft.
Med.
12 lb.
P
Crossbow, hand
14
1d4
19–20
30 ft.
Tiny
3 lb.
P
Net*
1
*
10 ft.*
Med.
10 lb.
*
Shuriken
1
1
20
10 ft.
Tiny
0.5 lbs.
1
Sling
1
1d4
20
50 ft.
Small
Ballistic
Table: Conventional Exotic Weapons (each requires a specific Exotic Weapon Proficiency feat)
Weapon
TU
Dmg
Critical
Range
Size
Weight
Type
Special
Light Melee Weapons
Kama
3
1d6
x2
Small
2 lbs.
S
Kukri
3
1d4
18–20/x2
Small
1 lbs.
S
Nunchaku
2
1d6
x2
Small
2 lbs.
B
Two-Handed Melee Weapons
Ball & Chain
9
2d6
x3
Large
20 lbs.
B
reach, trip
Chain*
3
1d6/1d6
x2
Large
5 lbs.
B
double
Chain saw
5
3d6
x3
Large
10 lbs.
S
Katana
6
2d6
19–20/x2
Large
6 lbs.
S
Three-section staff*
2
1d10/1d10
x2
Large
3 lbs.
B
* See the description of this weapon for special rules.



Conventional weapon descriptions

Baseball bat (club) : Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police forces.

Bayonet (fixed)* : The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon—clublike at one end and spearlike at the other. A character can fight with it as if fighting with two weapons, but if the character does so, he or she incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.

Blowgun* : The blowgun is a long tube through which you fire needles. A needle can deliver poison of either the injury or contact type (see Craft [chemical] for poisons).

Bolas* : A bolas consists of two or more wooden spheres connected by lengths of cord. The bolas is a ranged weapon that can be used to entangle a Small or larger opponent. First, you make a ranged touch attack against the target. The target must be at least 10 feet away, as the bolas cannot be used against adjacent opponents. If the attack roll succeeds, the target is entangled. A target can free itself from the bolas as a full-round action or make an Escape Artist check (DC 15) on its turn to escape from the bolas as an attack action. The bolas has 5 hit points and can be broken with a successful Strength check (DC 20) as a full-round action.

Brass knuckles * : These pieces of molded metal fit over the outside of a character’s fingers and allow him or her to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an unarmed attack.

Broom Handle * : A broom handle is a 6ft. wooden pole that, if used in the right hands can be wielded as a double weapon.

Chain saw : Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.

Chain* : Also called the manriki-gusari, this is a simple chain with weighted ends. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent.

The chain can be used either as a double weapon or as a reach weapon. A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, the character can only strike at an adjacent opponent.

If a character uses the chain as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the chain effectively; he or she can’t use it as a double weapon.

Because a chain can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the chain to avoid being tripped.

When using a chain, the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).

A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a chain.

Clawed hammer : A clawed hammer is used for hitting in nails and removing them with clawed portion of the hammer. It can be used as a blunt(hammer side) or piercing(claw side) weapon. It may also be thrown as a blunt weapon.

Cleaver : Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. These weapons are essentially similar to the twin butterfly swords used in some kung fu styles.

Compound bow2 : Bow hunting remains a popular sport in North America. A character’s Strength modifier applies to damage rolls made when using this weapon.

Crossbow : A crossbow requires two hands to use. Pulling a lever draws the bow. Loading a crossbow is a move action that provokes attacks of opportunity.

Crossbow, grapple-firing* : This device helps heroes scale unclimbable walls, bridge chasms, escape down buildings, and the like. A grapplefiring crossbow is a heavy crossbow modified to fire a special, grapple-headed metal bolt attached to 100 feet of thin, light line.

Crossbow, hand : This exotic weapon is common among spies and others who favor stealth over power. Assassins also use these weapons to launch poison-coated bolts at the target. You can draw a hand crossbow back manually. Loading a hand crossbow is a move action that provokes attacks of opportunity.

Crowbar : +2 disable device for structural items. (doors, windows, walls, pipes, etc..)

Firemans Axe : Your typical firemans axe. +2 disable device checks when taking down a door.

Hatchet : This light axe is a chopping tool that deals slashing dam­age when employed as a weapon.

Javelin : This light, flexible spear built for throwing can be used in melee, but since it’s not designed for it, characters using it in this manner are always considered nonproficient and take a –4 penalty on their melee attack rolls.

Kama : A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.

Katana : The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the standard –4 nonproficiency penalty applies.

Knife :

Kukri : This heavy, curved dagger has its sharp edge on the inside of the curve.

Longsword : This classic, straight blade is the weapon of knighthood and valor.

Machete : This long-bladed tool looks much like a short, lightweight sword.

Net* : A fighting net has small barbs in the weave and a trailing rope to control netted opponents. You use it to entangle opponents. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet, and you suffer no range penalties to throw it even to its maximum range. If you hit, the target is entangled. An entangled creature suffers a –2 penalty on attack rolls and a –4 penalty on effective Dexterity.

The entangled creature can only move at half speed and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the rope allows.

The entangled creature can escape with an Escape Artist check (DC 20) that requires a full-round action. The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action).

A net is only useful against creatures within one size category of you. For instance, a Small character wielding a net can entangle Tiny, Small, and Medium creatures.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you suffer a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Nunchaku : A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.

Pepper spray : A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds.  Pepper spray is limited to 5 range increments.

Pistol whip : Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase DC is given for this weapon, since both vary depending on the pistol used.

Police baton : This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton is Small and can’t be used as a weapon. Extending or collapsing the baton is a free action.

Rapier : The rapier is a lightweight sword with a thin blade. A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a rapier.

Rifle butt : The butt of a rifle can be used as an impromptu club.

Sap : This weapon, essentially a smaller version of a club, deals nonlethal damage instead of lethal damage.

Shuriken : A shuriken is a thrown, star-shaped projectile with four to eight razor-sharp points. A character may draw a shuriken as a free action.

Sledge Hammer : Essentially a ten pound block of iron attached to a stick. Meant for taking out a wall, or banging in a post.

Sling : The sling, commonly used by primitive people, hurls lead bullets to kill small game. It’s not as easy to use as the crossbow or as powerful as a bow, but it’s cheap and easy to improvise from common materials.

Slingshot : Less powerful than a regular sling, a slingshot has a strong pair of rubber bands attached to a V-shaped handle. The damage listed in the table is for lead bullets (as the sling above), but you can also hurl other small objects like firecrackers, paintballs, rocks, and the like.

Spear : This primitive device is a reach weapon. A character can strike opponents 10 feet away with it, but can’t use it against an adjacent foe.

Spiked knuckles * : When used by a character with the Brawl feat, brass knuckles increase the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage.

Straight razor : Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.

Stun gun 1* : Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3 points of electricity damage,(do not add the character’s Str bonus) and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.

Sword cane* : This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)

Taser 1 : A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.

Three-section staff* : Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.

Tonfa* : This is the melee weapon carried by most police forces, used to subdue and restrain criminals. A character can deal nonlethal damage with a tonfa without taking the usual –4 penalty.

Unarmed Strike : Attacking with an unarmed strike provokes an attack of opportunity, unless the survivor has the Improved Unarmed strike feat or Combat Martial Arts. An unarmed strike deals non lethal damage.

Whip : Whips deal a small amount of lethal damage. Although a character doesn’t “fire” the weapon, treat a whip as a ranged weapon with a maximum range of 15 feet and no range penalties.

Because a whip can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when using a whip in this way. If the character is tripped during his or her own trip attempt, the character can drop the whip to avoid being tripped.

When using a whip, a character gets a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).

Armor

Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials. Three feats cover proficiency in the use of armor: Armor Proficiency (light), Armor Proficiency (medium), and Armor Proficiency (heavy).

Armor Table

Armor is described by a number of statistics, as shown on Table: Armor.

Type: Armor comes in four types: archaic, impromptu, concealable, and tactical.

Archaic armor is old-fashioned armor, such as medieval chainmail and plate mail.

Impromptu armor includes items that provide protection even though they weren’t designed for that purpose, such as leather biker’s jackets and football pads.

Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for extended periods of time without fatiguing the wearer.

Tactical armor is modern body armor that fits over clothing and can’t be easily concealed. Its weight and bulk make it impractical to wear all the time, and it’s generally only donned when a specific dangerous confrontation is likely. Because it’s worn over clothing in tactical situations, tactical armor often has pockets, clips, and velcro attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items.

Armor Bonus: The protective value of the armor. This bonus adds to the wearer’s Defense.

Nonproficient Bonus: The maximum amount of the armor’s equipment bonus that can be applied to the wearer’s Defense if the wearer is using armor with which he or she isn’t proficient (doesn’t have the appropriate feat).

Ballistic DR: This is the Damage reduction value towards ballistic weapon types. If a character is shot with a ballistic weapon and the armor they have on has a Ballistic DR value, reduce the damage dealt by that value.

Maximum Dex Bonus: This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armor limits mobility, reducing a character’s ability to avoid attacks. Even if A character’s Dexterity bonus drops to +0 because of armor, the character are not considered to have lost his or her Dexterity bonus.

Armor Check Penalty: The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.

Speed: Medium and heavy armor slows a character down. The number in this column is the character’s speed while in armor, assuming his or her base speed is 30 feet (the normal speed for most human beings).

Weight: This column gives the armor’s weight.

Table: Armor
Armor
TU
Type
Armor Bonus
Nonprof. AC
Ballistic DR
Maximum Dex Bonus
Armor Check Penalty
Speed
Weight
Light Armor(Requires Light Armor Feat)
Fire resistant suit
14
Tactical
+5
–4
10 lbs.
NBC suit
12
Tactical
+5
–4
10 lbs.
Rad Suit
15
Tactical
+5
–4
15 lbs.
Leather jacket
5
Impromptu
+1
+1
+8
–0
4 lbs.
Leather armor
10
Archaic
+2
+1
+6
–0
15 lbs.
Light undercover shirt
10
Concealable
+2
+1
+1
+7
–0
2 lbs.
Pull-up pouch vest
10
Concealable
+2
+1
+1
+6
–1
2 lbs.
Undercover vest
11
Concealable
+3
+1
+1
+5
–2
3 lbs.
Sports Pads
6
Impromptu
+3
+1
+5
–2
15 lbs.
Medium Armor(Requires Medium Armor Feat)
Concealable vest
12
Concealable
+4
+2
+2
+4
–3
-5 ft.
4 lbs.
Enhanced Sports pads
8
Impromptu
+5
+3
+2
Chainmail shirt
14
Archaic
+5
+2
+2
–5
-10 ft.
40 lbs.
Light-duty vest
13
Tactical
+5
+2
+2
+3
–4
-5 ft.
8 lbs.
Tactical vest
14
Tactical
+6
+2
+2
+2
–5
-5 ft.
10 lbs.
Heavy Armor (Requires Heavy Armor Feat)
Special response vest
14
Tactical
+7
+3
+3
+1
–6
-10 ft.
15 lbs.
Plate mail
18
Archaic
+8
+3
+1
–6
-10 ft.
50 lbs.
Forced entry unit
15
Tactical
+9
+3
+3
+0
–8
-10 ft.
20 lbs.
Shields (Requires Shield Feat)
Street Sign Shield
3
Impromptu
+1
-2
5 lbs.
Large Steel Shield
5
Archaic
+2
+1
-2
10 lbs.
Riot Shield (plexiglass)
10
Tactical
+3
+1
+2
-1
5 lbs.
Helmets (doesn’t require any proficiency)
Sports helmet
3
Impromptu
+1
+1
-1
1 lbs.
Army Helmet
5
Tactical
+1
+1
+1
-1
2 lbs.
Great Helm
10
Archaic
+2
+1
-2
5 lbs.
*Helmets Armor Check Penalty is for Perception, not dex skills.



Light Armor

For the character who doesn’t want to be bogged down by more cumbersome armor types, a leather garment or some sort of concealable armor is just the ticket.

Fire Resistant Suit: This bulky, silver-coated suit provides fire resistance/10, but does not protect against any other type of damage. In the preapocalyptic world, it was used primarily byfirefighters.The suit takes 1 minute to don with someone’s aid or 2 minutes without. If a fire resistant suit takes 8 points of damage from ballistic, slashing,or piercing weapons, the benefits it provides are negated.

NBC Suit: Although technically not armor,this oversized suit does protect the wearer from nuclear (radiation), biological, and chemical hazards.When worn and completely sealed, it grants a +10 equipment bonus on Fortitude saves against radiation, disease, chemicals, or poisons (airborneor contact only).

An NBC suit comes with an air supply that lasts for one hour. The suit takes 5 minutes to don with someone’s aid or 10 minutes without.

If an NBC suit takes 4 points of damage from ballistic, slashing, or piercing weapons, the benefits it provides are negated. If the suit has been exposed to some hazard, it must be cleaned and neutralized, taking 1 hour and requiring special chemicals (10 TUs).

Rad Suit: The wearer of this suit treats an irradiated area or radiation source as two degrees weaker for the purpose of determining radiation exposure (severe becomes moderate, high becomes low, moderate becomes mild, and the wearer is unaffected by low and mild degrees of exposure).

The suit takes 1 minute to don with someone’s aid or 2 minutes without. If a rad suit takes 8 points of damage from ballistic, slashing, or piercing weapons, the benefits it provides are negated.

Leather Jacket: This armor is represented by a heavy leather biker’s jacket. A number of other impromptu armors, such as a football pads and a baseball catcher’s pads, offer similar protection and game statistics.

Leather Armor: This archaic armor consists of a breastplate made of thick, lacquered leather, along with softer leather coverings for other parts of the body.

Light Undercover Shirt: Designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso.

Pull-Up Pouch Vest: This garment, consisting of a torso apron of light protective material held up by a loop around the neck, can be stored in an innocuous fanny pack.  Deploying the apron is a move action. This garment provides no equipment bonus (and has no armor penalty or maximum Dexterity bonus) when undeployed.

Undercover Vest: Covering a larger area of the torso, this vest provides better protection than the light undercover shirt—but it’s also more easily noticed. It’s best used when the armor should remain unseen but the wearer doesn’t expect to face much scrutiny, granting a +2 bonus on Spot checks to notice the armor.

Sports Pads: Easily salvaged from the ruins of arenas, schools, and sports shops, football and hockey pads are a common source of armor after the Zpocalypse. The exterior of the armor is made of a durable hard plastic and the interior contains padding, which cushions blows.

Medium Armor

Most medium armor (except for the archaic chainmail shirt) is not terribly heavy, but nonetheless provides a significant amount of protection—at the expense of some speed.

Concealable Vest: Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it, granting a +4 bonus on Spot checks to notice the armor.

Chainmail Shirt: This medieval-era armor is a long shirt made of interlocking metal rings, with a layer of padding underneath. It’s heavy, making it uncomfortable to wear for long periods of time.

Enhanced Sports Pads: Some postapocalyptic craftsmen have enhanced sports pad armor with scrap metal plates, nearly doubling its effectiveness.

Light-Duty Vest: A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort—at least compared to other tactical body armors.

Tactical Vest: The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.

Heavy Armor

For the best protection money can buy, go with heavy armor, but watch out for the armor penalty.

Plate Mail: This medieval-era armor consists of metal plates that cover the entire body. It’s heavy and cumbersome com­pared to most modern armor, but it does provide a great deal of protection.

Special Response Vest: Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents.

Forced Entry Unit: The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.

Shields

Shields are held sheets of metal wood or plexiglass that help defend against attacks.

Street Sign Shield: Stop sign or trash can lid with a strap bolted to it. Not ideal, but it’s semi effective at blocking blows.

Large Steel Shield This is a large steel shield meant for mideival infantrymen to wage war.

Riot Shield (plexiglass) Modern clear plexiglass riot shield, great for protecting it’s wielder from gunshots, while providing a maximum viewing radius due to it’s clear material.

Helmets

Unlike other armors, the skill penalty for helmets affects auditory and visual skills instead of dexterity skills. Thus Perception is reduced when whereing a helmet.

Sports helmet: Football, hockey or even a bike helmet.

Army Helmet: aka, the brain bucket, used since WWII for soldiers and infantry.

Great Helm: A mideival great helm provides the maximum head protection, however at a cost of skill abilites.

General Equipment

This section covers the wide variety of general gear available to adventurers of all sorts.

Many of the objects in this section are battery-­operated. Any device that uses batteries comes with them. As a general rule, ignore battery life—assume that heroes (and their antagonists) are smart enough to recharge or replace their batteries between adventures, and that the batteries last as long as needed during adventures. If battery life is important in the game, roll 1d20 every time a battery-operated item is used. On a result of 1, the batteries are dead and the object is useless. New batteries have a TU cost 1 and can be changed as a move action.

Equipment Tables

Equipment is described by a number of statistics, as shown on Table: General Equipment.

TU: The number of trade units it costs to purchase this item in most situations. In the Zpocalypse, since their is no social fabric to keep currency alive, people instead trade items with each other. Most using ammunition and other smaller valuable items as forms of currency.

Size: The size category of a piece of equipment helps to determine how easy that object is to conceal, and it also indicates whether using the object requires one hand or two. In general, a survivor needs only one hand to use any object that is of his or her size category or smaller.

Weight: This column gives the item’s weight.

Table: Equipment - General
Bags & Boxes
TU
Sz
Wt
Aluminum travel case      
10 lbs. Capacity
3
M
5 lbs.
40 lbs. Capacity
4
L
10 lbs.
75 lbs. capacity
4
L
15 lbs.
Backpack
10
M
3 lbs.
Briefcase
2
M
2 lbs.
Plastic Cooler (Keeps food preserved for +1 day)
10 lbs. Capacity
3
M
1 lbs.
40 lbs. Capacity
4
L
2 lbs.
75 lbs. capacity
4
L
3 lbs.
Patrol box
3
M
4 lbs.
Contractor’s field bag
2
M
2 lbs.
Day pack
2
S
2 lbs.
Handbag
1
S
1 lbs.
Range pack      
Standard
3
S
2 lbs.
Oversized
2
M
3 lbs.
Clothing
TU
Sz
Wt
Clothing outfit      
Business
4
M
3 lbs.
Casual
3
M
2 lbs.
Formal
5
M
3 lbs.
Fatigues
3
M
3 lbs.
Uniform
3
M
2 lbs.
Ghillie suit
2
M
5 lbs.
Outerwear
 
 
 
Coat
3
M
2 lbs.
Fatigue jacket
2
M
2 lbs.
Overcoat
3
M
3 lbs.
Parka
3
M
3 lbs.
Photojournalist’s vest
1
M
1 lbs.
Windbreaker
2
M
1 lbs.
Tool belt
3
S
2 lbs.
Computers/Electronics
TU
Sz
Wt
Camera      
35mm
2
S
2 lbs.
Digital 1
4
T
0.5 lbs.
Disposable
1
T
0.5 lbs.
Film
1
D
CB radio
8
S
2 lbs.
Computer      
Desktop 5
7
L
10 lbs.
Notebook 1
7
M
5 lbs.
Printer 5
4
M
3 lbs.
Scanner 5
4
M
3 lbs.
Upgrade
7
Digital audio recorder 1
1
T
1 lbs.
Geiger Counter 1
10
S
1 lbs.
PDA(Smart Phone) 1
5
T
0.5 lbs.
Portable satellite phone 1
4
S
2 lbs.
Portable video camera 1
5
S
2 lbs.
Walkie-talkie      
Basic 1
2
T
1 lbs.
Professional 1
4
T
1 lbs.
battery: roll a 1d20 for every use. On the roll of a 1, the batteries of the device have been depleted.
recharge: this device has an internal battery that can only be recharged, not replaced. Depletion is the same as a normal battery, except device can only be recharged from a generator or a larger battery.
Food/Water
TU
Sz
Wt
Potable Water (1 gallon)
1
M
8 lbs.
Bottle of Beer
1
T
0.5 lbs.
Bottle of Soda
2
S
2 lbs.
Trade Food
1
 
1 lbs.
Trail rations      
Canned food4
1
T
.5 lbs.
Dehyrdrated food 4
2
T
1 lbs.
Junk food 4
2
T
0.5 lbs.
MRE 4
4
S
1 lbs.
Fish/Wild game(dressed)      
Tiny
1
 
.5 lbs.
Small
5
 
5 lbs.
Medium
10
 
50 lbs.
Large
50
 
500 lbs.
Huge
100
 
1000 lbs.
Fresh food 2   1 lbs.
Eggs
 
 
 
Tubers
 
 
 
Wild fruit
 
 
 
 
 
 
 
Parts (Craft)
TU
Sz
Wt
Textile
1
S
1 lbs.
Chemical (liquids)
1
S
1 lbs.
Electrical
1
T
.5 lbs.
Mechanical
1
S
1 lbs.
Pharaceutical (herbs)
1
T
1 lbs.
Structural
1
L
10 lbs.
Deluxe Parts (Count as +10 parts for DC checks)
Electrical widget
10
S
5 lbs.
Mechanical widget
10
L
10 lbs.
Structural widget
10
H
100 lbs.
Pharmaceuticals
TU
Sz
Wt
Homeopathic      
Healing Powder
10
 
1 lbs.
Cannabis (1gram)
1
 
1 lbs.
Coffee
 
 
1 lbs.
Mushrooms
 
 
2 lbs.
Tobacco
 
 
1 lbs.
Vitamins (bottle)
 
 
 
*Medicine (anti virual)      
Mild
 
 
0.01 lbs.
Moderate
 
 
0.01 lbs.
Powerful
 
 
0.01 lbs.
Advanced
 
 
0.01 lbs.
Prescription Drugs      
Anesthetic
 
 
 
Steriods (needle)
 
 
0.1 lbs.
Morphine
 
 
 
Tranquilizer
 
 
 
Street Drugs *(optional)      
Amphetamines
 
 
 
Club drugs
 
 
 
Hallucinagens
 
 
 
Top Secret Military drugs*(optional)
Mutie
100
 
0.5 lbs.
Rad X (+10 fort)
 
 
0.1 lbs.
Rad Away
 
 
2 lbs.
Stim packs      
light:
9
 
0.5 lbs.
moderate:
19
 
1 lbs.
serious:
29
 
3 lbs.
Trauma Pack
 
 
2 lbs.
Professional Equipment
TU
Sz
Wt
Bolt cutter
2
M
5 lbs.
Battery Charger
 
Small 5
1
T
0.1 lbs.
Large 5
1
L
20 lbs.
Electric Generators
 
 
 
Gas powered 6
25
L
125 lbs.
Propane powered 6
20
L
145 lbs.
Multi Fueled 6
40
L
200 lbs.
Caltrops (25)
3
S
2 lbs.
Car opening kit
3
T
1 lbs.
Concertina wire (20 ft.)
4
L
15 lb.
Duct tape
1
T
1 lbs.
Ethanol Stil      
Small
5
L
12 lbs.
Large
7
H
33 lbs.
Handcuffs      
Steel
2
T
1 lbs.
Zip-tie (25)
2
D
0.5 lbs.
Glasscutter, circular
1
D
5 lb.
Headset, microphone
1
T
Headset w/light
1
T
Headset w/camera
1
T
1 lb.
Hydraulic compressor
5
L
50 lb.
Instruments - Perform      
Keyboard 1
4
L
12 lbs.
Percussion
5
H
50 lbs.
Stringed
4
L
7 lbs.
Wind
3
T
1 lbs.
Jaws of life
 
 
40 lb.
Liquid metal embrittlement sprayer
4
T
50 lb.
Lockpick set
5
T
1 lbs.
Lock release gun
10
T
0.5 lbs.
Marbles, bag of
 
 
.5 lb.
Metal detector 1
4
S
2 lbs.
Multipurpose tool
3
T
0.5 lbs.
Road flare (3)
 
 
1.5 lb.
Ram, portable
 
 
35 lb.
Solar Cells (Portable)
 
 
 
Tiny
5
T
0.5 lbs.
Small
10
S
1 lbs.
Large
20
L
20 lbs.
Search-and-rescue kit
4
M
7 lbs.
Spike strip
4
H
22 lbs.
Winch, portable
 
 
15 lb.
Wind Turbine (Portable)
20
L
20 lbs.
Professional Kits
TU
Sz
Wt
Ammunition Kit
7
M
10 lbs.
Breaking and entering kit
20
 
50 lb
Capture kit
21
 
57 lb.
Chemical kit      
Basic
5
L
12 lbs.
Deluxe 1
7
H
33 lbs.
Demolitions kit
7
M
5 lbs.
Disguise kit - Disguise
1
M
5 lbs.
Electrical tool kit - Craft (Electrical) and Repair
Basic
5
L
2 lbs.
Deluxe 1
7
H
10 lbs.
Evidence kit - Investigate      
Basic
2
M
6 lbs.
Deluxe
4
M
8 lbs.
Forgery kit
4
S
3 lbs.
Forced entry kit
21
 
135 lb.
Mechanical Tool Kit      
Basic
4
L
22 lbs.
Deluxe 1
7
H
45 lbs.
Pharmacist kit
6
L
6 lbs.
Sewing kit      
Basic
1
T
0.5 lbs.
Deluxe 1
6
H
12 lbs.
Treat Injury Kits      
First aid kit
2
S
3 lbs.
Medical kit
5
M
5 lbs.
Surgery kit
5
M
5 lbs.
Vampire slayer’s kit

(optional)

 
 
20 lb.
Sports Equipment
TU
Sz
Wt
In-line skates
 
 
5 lb.
Skateboard
 
 
3 lb.
Skis and poles
 
 
10 lb.
Snowboard
 
 
8 lb.
Survival Gear
TU
Sz
Wt
Binoculars      
Standard
2
S
2 lbs.
Rangefinding
4
S
3 lbs.
Electro-optical 1
5
S
4 lbs.
Can Opener
3
S
0.5 lbs.
chem light sticks (5)
1
T
1 lbs.
Climbing gear
4
L
10 lbs.
Cigarette lighter
2
T
-
Compass
2
D
0.5 lbs.
Fire extinguisher
3
M
3 lbs.
Flash goggles 1
5
T
2 lbs.
Flashlight      
Penlight 1
1
D
0.5 lbs.
Standard 1
1
T
1 lbs.
Battery flood 1
2
S
2 lbs.
Gas mask
4
S
5 lbs.
Map      
Road atlas
1
T
1 lbs.
Tactical map
1
T
0.5 lbs.
Mesh vest
3
M
7 lbs.
Night vision goggles 1
11
S
3 lbs.
Portable stove 6
3
T
1 lbs.
Rope (150 ft.)
2
L
12 lbs.
Sleeping bag
3
M
4 lbs.
Tent      
2-person dome
4
M
4 lbs.
4-person dome
5
M
7 lbs.
8-person dome
6
L
10 lbs.
Weapon Accessories
TU
Sz
Wt
Box magazine
1
T
0.5 lbs.
Detonator      
Blasting cap
2
T
0.5 lbs.
Radio controlled 1
5
T
0.5 lbs.
Timed 1
4
T
0.5 lbs.
Wired
3
T
1 lbs.
Holster      
Hip
2
T
1 lbs.
Concealed carry
2
T
0.5 lbs.
Illuminator 1
2
T
0.5 lbs.
Laser sight 1
4
T
0.5 lbs.
Scope      
Standard
4
T
0.5 lbs.
Electro-optical 1
6
S
3 lbs.
Speed loader
1
T
0.5 lbs.
Suppressor      
Pistol
10
T
1 lbs.
Rifle
11
S
4 lbs.
1 This item uses batteries, batteries grant 50 uses of the device before needing to be charged
4 TU given is per 1 day's worth of food.
5 This item requires a generator or constant power to function
colspan="3" 6 This item requires fuel to operate.  



Bags & Boxes

With the wide variety of equipment available to modern adventurers, it’s often critical to have something to store the equipment in or carry it around in.

Aluminum travel case: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally.

Backpack: This is a good-sized backpack, made of tough water-resistant material. It has one or two central sections, as well as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear.

A backpack gives a survivor a +1 equipment bonus to Strength for the purpose of determining carrying capacity.

Briefcase: A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but its cheap lock is not very secure (Disable Device DC 20; break DC 10).

Plastic Cooler (Keeps food preserved for an additional day): A plastic cooler will keep fresh food and game preserved for 1 additional day then it normally can last. This number is increased to +4 if the survivors have access to ice.

Patrol box: Originally developed for use by police officers, this portable file cabinet has found favor with traveling salespeople. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files, storage for a laptop computer, and a writing surface. It holds 5 pounds worth of equipment and has an average lock (Disable Device DC 25; break DC 15).

Contractor’s field bag: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads, and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap.

Day pack: This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. It holds 8 pounds of gear and fits comfortably over one or both shoulders.

Handbag: Handbags provide another way to carry 2 pounds of equipment. The purchase DC shown is for a basic bag; high-fashion purses can increase the DC by as much as 5.

Range pack: This lightweight black bag has a spacious inner compartment capable of holding roughly 8 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 12 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a submachine gun, and the larger version can hold disassembled rifles.

Clothing

The items described here represent special clothing types, or unusual outfits that a survivor might need to purchase.

For the most part, clothing choice is based on survivor concept.  It’s generally assumed that a hero owns a reasonable wardrobe of the sorts of clothes that fit his or her lifestyle.  Sometimes, however, a survivor might need something out of the ordinary. When that’s the case, he or she will have to purchase it like any other piece of gear. Clothes have two effects on game mechanics: one on Disguise checks, and one on Sleight of Hand checks.

First, clothing is part of a disguise. See the Disguise skill description for more on how appropriate dress affects Disguise checks.

Clothes also help to hide firearms, body armor, and small objects. Tightly tailored clothing imposes a penalty on an attempt to conceal an object; clothing purposely tailored to conceal objects provides a bonus.

Clothing outfit: An outfit of clothing represents everything a survivor needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings, and any necessary belt or suspenders. The clothes a survivor wears does not count against the weight limit for encumbrance.

Business: Business: A business outfit generally includes a jacket or blazer, and it tends to look sharp and well groomed without being overly formal.

Casual: Casual:Casual clothes range from cut-off jeans and a T-shirt to neatly pressed khakis and a hand-knit sweater.

Formal: Formal: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have purchase DCs much higher than shown on the table.

Fatigues: Fatigues: Called “battle dress uniforms” (or BDUs) in the United States Army, these are worn by hardened veterans and wannabes alike. They’re rugged, comfortable, and provide lots of pockets. They are also printed in camouflage patterns: woodland, desert, winter (primarily white), urban (gray patterned), and black are available. When worn in an appropriate setting, fatigues grant a +2 bonus on Hide checks.

Uniform: Uniform: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.

Ghillie suit: The ultimate in camouflage, a ghillie suit is a loose mesh overgarment covered in strips of burlap in woodland colors, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern.

A survivor wearing a ghillie suit with appropriate coloration gains a +10 bonus on Hide checks. (The suit’s coloration can be changed with a move action. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Hide), and melee attack rolls.

Outerwear: In addition to keeping a survivor warm and dry, coats and jackets provide additional concealment for things a survivor is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).

Coat: Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use.

Fatigue jacket: Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.

Overcoat: Overcoat: A warm coat worn over a suit jacket or indoor clothing.

Parka: Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather.

Photojournalist’s vest: Photojournalist’s Vest: Made of cotton with mesh panels to keep the wearer cool, the photojournalist’s vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal Small or smaller weapons, and also grants the “specially modified to conceal object” bonus when used to conceal Tiny or smaller objects. See Concealed Weapons and Objects.

Windbreaker: Windbreaker: This is a lightweight jacket made of wind-resistant material.

Tool belt: This sturdy leather belt has numerous pockets and loops for tools, nails, pencils, and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open, however, and items can easily fall out if the belt is tipped.

Computers and Consumer Electronics

Camera: Still cameras let a survivor capture a record of what he or she has seen.

35mm: 35mm:The best choice for the professional photographer, this camera can accept different lenses and takes the highest-quality picture. A camera is needed to use the photography aspect of the Craft (visual art) skill. The film used in a camera must be developed.

Digital 1: Digital: A digital camera uses no film; instead, its pictures are simply downloaded to a computer as image files. No film developing is necessary.

Disposable: Disposable: A 35mm camera with film built in can be purchased from vending machines, tourist traps, drugstores, and hundreds of other places. Once the film is used, the entire camera is turned in to have the film developed.

Film: Film: The medium upon which photographs are stored, film comes in a variety of sizes and speeds. The purchase DC represents the cost of a roll of 24 exposures of high-speed (ASA 400) film.

CB radio : Essentially a professional walkie-talkie with twice the usual range

Computer: Whether a desktop or notebook model, a computer includes a keyboard, a mouse, a monitor, speakers, a CD-ROM drive, a dial-up modem, and the latest processor. A survivor needs a computer to make Computer Use checks and to make Research checks involving the Internet.

Rules for operating computers appear under the Computer Use skill.

Desktop 5: Desktop:Bulky but powerful, these machines are common on desks everywhere.

Notebook 1: Notebook: Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.

Printer 5: The color inkjet printer described here is suited for creating hard copies of text and image files from computers

Scanner 5: A color flatbed scanner allows the user to transfer images and documents from hard copy into a computer in digital form.

Upgrade: Upgrade: A survivor can upgrade a desktop or notebook computer’s processor to provide a +1 equipment bonus on Computer Use checks. Increase the purchase DC of a desktop by +1 or a notebook by +2 to purchase an upgrade.

Digital audio recorder 1: These tiny recorders (about the size of a deck of playing cards) can record up to eight hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders don’t have extremely sensitive microphones; they only pick up sounds within 10 feet.

Geiger Counter 1:

PDA(Smart Phone) 1: Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth, but can’t be used for Computer Use or Research checks.

Portable satellite phone 1: This object looks much like a bulky cell phone, and functions in much the same way as well. However, because it communicates directly via satellite, it can be used any­where on earth, even in remote areas well beyond the extent of cell phone service.

Portable video camera 1: Portable video cameras use some format of videotape to record activity. The tape can be played back through a VCR or via the camera eyepiece.

Walkie-talkie: This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range.

Basic 1: Basic: This dime-store variety has only a few channels. Anyone else using a similar walkie-talkie within range can listen in on the survivor’s conversations. It has a range of 2 miles.

Professional 1: Professional: This high-end civilian model allows a survivor to program in twenty different frequencies from thousands of choices—making it likely that the survivor can find a frequency that’s not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 15 miles.

battery: roll a 1d20 for every use. On the roll of a 1, the batteries of the device have been depleted. :

recharge: this device has an internal battery that can only be recharged, not replaced. Depletion is the same as a normal battery, except device can only be recharged from a generator or a larger battery. :

Consumables (Food & Water)

Potable Water (1 gallon): Water that is safe to drink.

Bottle of Beer: Drinking a beer grants a one time +1 to strength.

Bottle of Soda: Drinking a soda grants a one time +1 to dexterity

Trade Food: Trade food requires preperation to eat and is used in crafting more complex meals. Common trade food includes flour, barely, oats, rice, dried corn kernal, dried beans

Trail rations: Trail rations last for a while and can be consumed with little to any preperation.

Canned food4: soup, vegetables, gravy, dog food, pickles,

Dehyrdrated food 4: Beef Jerky, dried fruit, nuts, hard tack

Junk food 4: chips, pretzels, candy, chocolate,

MRE 4: Military Rations Ready to eat. Sea Rations,

Fish/Wild game(dressed): Weight is for the amount of meat that can be obtained from a successful survival check.

Fresh food: vegetables, fruit, chease, bread, egss

Parts (Craft)

Textile: Cloth, leather, vinyl, thread, yarn, wool, string

Chemical (liquids): amonia, bleach, ajax, soap, foam, rubber, plastics

Electrical: Circuit boards, transisters, wire, ram, fuses, light bulb,

Mechanical: Gears, cogs, metal, scrap, pipes, sheet metal

Pharaceutical (herbs): Consumable chems for purposes of medicine and drugs

Structural: wooden board, cynder block, shingles, nails, bricks

Deluxe Parts (Count as +10 parts for DC checks): These parts allow a survivor to more easily meet the requirements for parts checks when crafting more complex objects such as weapons and vehicles. They are also worth more then simple parts.

Electrical widget: motherboards, fuse boxes, electric motors, hard drives,

Mechanical widget: engines, motors, carberators, alternators, fuel tank

Structural widget: door, metal barrel, plywood, drywall, steel beam, removable steps, bag of concrete

Pharmaceuticals

Homeopathic:

Healing Powder:

Cannabis (1gram):

Coffee:

Mushrooms:

Tobacco:

Vitamins (bottle):

*Medicine (anti virual):

Mild:

Moderate :

Powerful:

Advanced :

Prescription Drugs:

Anesthetic: An anesthetic is a drug that causes anesthesia—reversible loss of sensation. They contrast with analgesics (painkillers), which relieve pain without eliminating sensation. These drugs are generally administered to facilitate surgery. Anesthetics provide a +4 Treat injury check when performing surgery.

Steriods (needle):

Morphine:

Tranquilizer:

Street Drugs *(optional):

Amphetamines:

Club drugs:

Hallucinagens:

Top Secret Military drugs*(optional): Top Secret military drugs are an optional campaign component to add fictional healing and combat drugs to the game.

Mutie: This bright green syringe clearly states it’s content contain mutagen, a highly unstable chemical that allows the survivor to make a single roll on the mutations table for a random mutation ability. It cannot be reversed, and the survivor is stuck with whatever mutation they end up with.

Rad X (+10 fort): Rad-X is a simple pill containing mainly iodine. It provides a +10 fort save vs. radioactive environmental affects for 1 day. It’s effects donot stack if taken again within it’s normal duration time.

Rad Away: Rad Away is a fictional drug that removes 100rads of radiation. It takes 10minutes to administer and requires a DC 15 Treat Injury check to administer. Failure indicates indicates the IV wasn’t inserted correctly, thus taking 1hp from the patient per failure to administer.

Stim packs: Stim packs are a fictional Top Secret combat wound drug that greatly increases healing of wounds. It appears to be a military syrnge of reddish blood like liquid which is applied directly to a wound. It’s affects are fealt immediately, and take only a standard action to administer.

light: :

moderate: : -1con temporarily for 2d6minutes

serious: : -2con temporarily for the same number of rounds the patient was healed for.

Trauma Pack:

Professional Equipment

Bolt cutter: An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).

Battery Charger:

Electric Generators:

Gas powered 6: A single cylinder, gas-powered generator on wheels that can produce enough electricity to power a house for eight hours. It requires two gallons of gasoline to operate and is noisy.

Propane powered 6: A single cylinder, propane-powered generator on wheels that can produce enough electricity to power a house for eight hours. It requires two gallons of propane to operate and is noisy.

Multi Fueled 6: A single cylinder, multi-fueled generator on wheels that can produce enough electricity to power a house for eight hours. It requires two gallons of either alcohol, bio/diesal, ethane, gasoline, methane or propane to operate and is noisy. 

Caltrops (25): Caltrops are four-pronged iron spikes designed so that one prong is pointing up when the caltrop rests on a surface. A survivor scatters caltrops on the ground to injure opponents, or at least slow them down. One bag of twenty-five caltrops covers a single 5-foot square. Each time a creature moves through a square containing caltrops at any rate greater than half speed, or each round a creature spends fighting in such an area, the caltrops make a touch attack roll (base attack bonus +0). A caltrop deals 1 point of damage on a successful hit, and the injury reduces foot speed to half normal (a successful Treat Injury check, DC 15, or one day’s rest removes this penalty). A charging or running creature must immediately stop if it steps on a caltrop. See the avoid hazard stunt for the effect of caltrops on vehicles.

Car opening kit: This set of odd-shaped flat metal bars can be slipped into the window seam of a car door to trip the lock. The DC of a Disable Device check to accomplish this varies with the quality of the lock; see the skill description.

Concertina wire (20 ft.): So named because it folds up like a squeezebox, concertina wire is the latest generation of barbed wire. It comes in 20-foot-long rolls that are stretch across the surface or fence to be protected. For each 2-foot section that a person tries to cross, he or she must make a Reflex save (DC 15) or take 1d6 points of damage (save for half). Concertina wire has hardness 2, 5 hp, and can only be damaged by slashing weapons or cut with a tool like boltcutters.

Duct tape: The usefulness of duct tape is limited only by a survivor’s imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. survivors bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves.

A roll provides 70 feet of tape, 2 inches wide.

Ethanol Stil:

Handcuffs: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure.

Steel: Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30, and require a Disable Device check (DC 25) or Escape Artist check (DC 35) to remove without the key.

Zip-tie (25): Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points, and a break DC of 25. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).

Glasscutter, circular: This special device allows a person to cut through glass panes without cracking or shattering them in the process. It fits onto the glass with a suction cup and has a rotating arm that cuts a hole from 3 to 12 inches in diameter. Once the hole is cut, the suction cup is tugged, pulling out the circle of glass. The user makes a Dexterity check (DC 10) to create a hole without shattering the glass. If the check fails, the glass shatters with a loud crash.

Headset, microphone: This is a small, unobtrusive microphone and earphone headset, often hooked up to a professional walkie-talkie or cell phone (which must be purchased separately). It allows a person to keep their hands free while engaging in conversation. Better quality versions also include a small, powerful flashlight attachment or tiny video camera.

Hydraulic compressor: A hydraulic compressor is used to provide power to tools like the jaws of life, jackhammers, pumps, and the like. Without a compressor, many of these items will not operate.

Instruments - Perform:

Keyboard 1: Instrument, Keyboard: A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.

Percussion: Instrument, Percussion: A set of drums, necessary in order to use the Perform (percussion instrument) skill.

Stringed: Instrument, Stringed: An electric guitar, necessary in order to use the Perform (stringed instrument) skill.

Wind: Instrument, Wind: A flute, necessary in order to use the Perform (wind instrument) skill.

Jaws of life: This rescue tool is used by firefighters and aid personnel to pry open the mangled doors of auto accidents. It requires a hydraulic compressor to work, but gives a +10 equipment bonus on Strength checks to open doors, bust through gates, and the like.

Liquid metal embrittlement sprayer:

Lockpick set: A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows a survivor to make Disable Device checks to open mechanical locks (deadbolts, keyed entry locks, and so forth) without penalty.

Lock release gun: This small, pistollike device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary).

Marbles, bag of: About two dozen assorted glass spheres in a pouch. Commonly used as a toy, but also useful for checking slopes (just set one down and see which way it rolls) or as a nondamaging alternative to caltrops, one bag covers a 5-foot square. Creatures moving through or fighting in the area must make a Balance check (DC 15) every round they remain within that area or fall prone.

Metal detector 1: This handheld device provides a +10 equipment bonus on all Search checks involving metal objects.

Multipurpose tool: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool can lessen the penalty for making Repair, Craft (mechanical), Craft (electronic), or Craft (structural) checks without appropriate tools to –2 instead of the normal –4. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.

Road flare (3): Road flares are small chemical sticks that produce a brilliant red light. They are lit by striking the cap against the stick. A road flare lasts for an hour before being completely consumed and fills a 5-foot square with flickering red light. Anyone struck with a road flare takes 1d6 points of fire damage. Road flares are sold in packs of three.

Ram, portable: This modern ram is the perfect tool for battering down doors. Not only does it give you a +4 circumstance bonus on your Strength check to break open a door, but it allows a second person to help you without having to make an aid another check, adding another +2 bonus to your check.

Solar Cells (Portable):

Search-and-rescue kit: This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight, 50 feet of durable nylon rope, two smoke grenades, and one signal flare.

Spike strip: This device is designed to help the police end car chases. The strip comes rolled in a spool about the size of a small suitcase. Deploy it by rolling it across a roadway, where it lies like a flat, segmented belt. (The user can roll it out onto the road without entering the lane of traffic.) Until the strip is activated, the spikes do not protrude, and cars can pass safely over it. When the user activates it (via a control device attached to the end of the strip by a 10-foot-long cord), the spikes extend.

Each time a creature moves through a square containing an activated spike strip at any rate greater than half speed, or each round a creature spends fighting in such an area, the spike strip makes a touch attack roll (base attack bonus +0). The strip deals 2 points of damage on a successful hit, and the injury reduces foot speed to half normal (a successful Treat Injury check, DC 15, or one day’s rest removes this penalty). Wheeled vehicles passing over the strip are automatically hit—although vehicles equipped with puncture-resistant tires are not affected.

Winch, portable: This small, portable electrical winch and cable has a solid hook on the end. If properly bolted down (such as being mounted to the front of a vehicle), it has enough strength to pull a car out of a ditch or a small tree out of the ground (an equivalent Strength 30). The cable is 150 feet long and has hardness 4 and 5 hp. The cable can only be damaged with slashing weapons or a boltcutter.

Wind Turbine (Portable):

Professional Kits

Ammunition Kit: An ammunition kit consists of a shell press, primers, and empty shell casings to reload spent shells. This kit is required if a survivor wants to craft custom ammunition.

Breaking and entering kit: This kit is designed for stealthy individuals who try to get into someplace without being seen and while making minimal noise. It includes a contractor field bag (black), circular glasscutter, boltcutters, car opening kit, contact microphone, penlight, lockpick set, lock release gun, microphone headset (walkie-talkie bought separately), and a multipurpose tool.

Capture kit: This kit is designed for neutralizing and capturing a live, dangerous target. Additional methods of incarceration are up to the hero—cages, lead-lined boxes, etc. The capture kit includes the following items: Mossberg shotgun with 12 beanbag rounds, air rifle, 6 tranquilizer darts (poison or tranquilizers must be bought separately), 2 sets of handcuffs, 25 zip-ties, ketch-all pole, taser, duct tape, net launcher, and an additional net pack.

Chemical kit: A portable laboratory for use with the Craft (chemical) skill, a chemical kit includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds.

Demolitions kit: This kit contains everything needed to use the Demolitions skill to set detonators, wire explosive devices, and disarm explosive devices. Detonators must be purchased separately.

Disguise kit - Disguise: This kit contains everything needed to use the Disguise skill, including makeup, brushes, mirrors, wigs, and other accoutrements. It doesn’t contain clothing or uniforms, however.

Electrical tool kit - Craft (Electrical) and Repair: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires.

Basic: Basic: This small kit allows a survivor to make Repair checks to electrical or electronic devices without penalty.

Deluxe 1: Deluxe: This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare parts. It grants a +2 equipment bonus on Repair checks for electrical or electronic devices and allows a survivor to make Craft (electronic) checks without penalty.

Evidence kit - Investigate: Law enforcement agencies around the world use generally the same tools to gather evidence. Having an evidence kit does not grant access to a law enforcement agency’s crime lab; it merely assists in the proper gathering and storing of evidence for use by such a lab. Without an evidence kit, a survivor receives a –4 penalty to use the collect evidence option of the Investigate skill.

Basic: Basic: A basic evidence kit includes clean containers, labels, gloves, tweezers, swabs, and other items to gather bits of physical evidence and prevent them from becoming contaminated.

Deluxe: Deluxe: A deluxe kit includes all the materials in a basic kit, plus supplies for analyzing narcotic substances at the scene and for 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 gather fingerprints. It grants a +2 equipment bonus on Investigate checks under appropriate circumstances (whenever the GM rules that the equipment in the kit can be of use in the current situation).

Using a deluxe kit to analyze a possible narcotic substance or basic chemical requires a Craft (chemical) check (DC 15). In this case, the +2 equipment bonus does not apply.

Forgery kit: This kit contains everything needed to use the Forgery skill to prepare forged items. Depending on the item to be forged, a survivor might need legal documents or other items not included in the kit.

Forced entry kit: Sometimes it’s necessary to enter an area that someone really doesn’t want you to get into. This kit is not subtle, but effective, relying on battering down doors and blasting holes through walls. Police and military personnel are most likely to use this kit. The forced entry kit contains the following items: Mossberg shotgun with integrated flashlight, 10 high-explosive shells, 5 beanbag rounds, boltcutters, liquid metal embrittlement sprayer, portable ram, sledgehammer (equivalent to warhammer), and chainsaw.

Mechanical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools.

Basic: Basic: This kit, which fits in a portable toolbox, allows a survivor to make Repair checks for mechanical devices without penalty.

Deluxe 1: Deluxe: This kit fills a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection of high-quality power tools. It grants a +2 equipment bonus on Repair checks for mechanical devices and allows a survivor to make Craft (mechanical) or Craft (structural) checks without penalty.

Pharmacist kit: A portable pharmacy for use with the Craft (pharmaceutical) skill, a pharmacist kit includes everything needed to prepare, preserve, compound, analyze, and dispense medicinal drugs.

Sewing kit: A sewing kit is used to craft and repair textile items, like clothing and ballistic armor.

Basic : A basic sewing kit includes needle, thread, a pair of sciccors, thimbles and yarn. It allows a survivor to use the Craft (textile) skill to craft clothing, armor, and other textile items.

Deluxe 1: A deluxe sewing kit includes a battery operated sewing machine, needles and thread. The sewing machien requires batteries to operate.

Treat Injury Kits:

First aid kit: Available at most drugstores and camping supply stores, this kit contains enough supplies (and simple instructions for their use) to treat an injury before transporting the injured person to a medical professional. A first aid kit can be used to help a dazed, unconscious, or stunned survivor by making a Treat Injury check (DC 15). A first aid kit can be used only once. Skill checks made without a first aid kit incur a –4 penalty.

Medical kit: About the size of a large tackle box, this is the sort of kit commonly carried by military medics and civilian EMTs. It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed, unconscious, or stunned survivor, to provide long-term care, to restore hit points, to treat a diseased or poisoned survivor, or to stabilize a dying survivor (see the Treat Injury skill). Skill checks made without a medical kit incur a –4 penalty.

Surgery kit: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. A surgery kit is used when performing surgery (see the Treat Injury skill). A survivor performing surgery without a surgery kit takes a -4 penalty on the Treat Injury check. (This penalty is in addition to the -4 penalty that applies if the survivor does not have the Surgery feat.)

Vampire slayer’s kit (optional): This kit is specially tailored for dealing with undead bloodsuckers. Because not all vampires are vulnerable to the same things the kit covers a variety of possiblities. The kit contains the following items: 5 wooden stakes, Mossberg shotgun, 5 white phosphorous shotgun shells, silver holy symbols (various faiths), hand crossbow, 5 bolts with wooden tips, small metal mirror, garlic clove necklace. All this is packaged in an aluminum travel case.

Sports Equipment

Extreme sports and extreme danger go hand-in-hand. The following items are sports and recreational equipment that heroes might use in their adventures.

In-line skates: In-line skates allow a character to increase his or her speed by an additional 20 feet per round on level ground and an additional 30 feet per round on a downward slope. The character can only take attack or move actions while using in-line skates (no full-round actions except a double move). If the character attempts any fancy maneuvers, he must make a Balance check (DC 10); the DC can increase based on how difficult the GM determines the maneuver to be. A failed check means that he falls, taking damage as if he fell 10 feet vertically for every 20 feet of movement.

Skateboard: The skateboard has become a ubiquitous part of city living. On level ground, a skateboard increases a person’s speed by an additional 10 feet per round. On a downward slope, this increases by an additional 20 feet per round. The character can only take attack or move actions while riding a skateboard. Any time he does anything fancy, the rider must make a Balance check (DC 15). The DC can increase based on how difficult a maneuver he is attempting. A failed check means that he falls, taking damage as if he fell 10 feet vertically for every 20 feet of movement.

Skis and poles: For game purposes, skis and snowboards operate the same way. When moving downhill on snow or icy terrain, the character’s speed increases by an additional 30 feet per move action (20 feet when using cross-country skis on more-or-less level terrain). A person can only move at half speed while using skis up a slope. Any time the character performs some sort of fancy maneuver, he must make a Balance check (DC 15). The DC can increase based on how difficult a maneuver he is attempting. A failed check means that he falls, taking damage as if he fell 10 feet vertically for every 20 feet of movement. If the character is skiing on fresh snow, this damage is reduced by one die. Ski poles can be used as impromptu weapons.

Snowboard :

Survival Gear

Survival gear helps survivors keep themselves alive in the great outdoors.

Binoculars: Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.

Standard: Standard: Standard binoculars reduce the range penalty for Spot checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using binoculars for Spot checks takes five times as long as making the check unaided.

Rangefinding: Rangefinding: In addition to the benefit of standard binoculars, rangefinding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.

Electro-optical 1: Electro-Optical: Electro-optical binoculars function the same as standard binoculars in normal light. In darkness, however, users looking through them see as if they had the darkvision ability granted by night vision goggles.

Can Opener: A can opener allows one to open a can of food. Without the can opener, a survivor must make a disable device check. If they fail by 5 or more, the can is destroyed and it’s contents are spilt on the ground.

chem light sticks (5): This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 5 feet in radius. Once activated, it can’t be turned off or reused.

Climbing gear: All of the tools and equipment that climbing enthusiasts use to make climbing easier and, in some cases, possible, including ropes, pulleys, helmet and pads, gloves, spikes, chocks, ascenders, pitons, a handax, and a harness. It takes 10 minutes to remove the gear from its pack and outfit it for use. Use this gear with the Climb skill.

Cigarette lighter: A cigarette lighter is used for lighting smokes or starting a fire. Roll a 1d20 for each use. On a 1, the lighter is out of fuel. An empty lighter can still makes sparks however, and with a successful survival check of DC15, can start a fire in 2d6 minutes.

Compass: With a DC 10 survival check, a survivor can discern which direction is north. Have the GM make this roll so the players are unaware if the check was successful or not. Failure indicates the player has mistakenly discerned north to be in the wrong direction. Roll a 1d4 1=North, 2=East, 3=South and 4=West to discern what direction the players are actually moving in.

Fire extinguisher: This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area as a move action. It contains enough material for two such uses.

Flash goggles 1: These eye coverings provide total protection against blinding light.

Flashlight: Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas.

Penlight 1: Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.

Standard 1: Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end.

Battery flood 1: Battery Flood: Practically a handheld spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end.

Gas mask: This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase DC for one extra filter canister is 6.

Map: While a compass or GPS receiver can help survivors find their way through the wilderness, a map can tell a survivor where he or she is going and what to expect when he or she gets there.

Road atlas: Road Atlas: Road atlases are available for the entire United States, showing all major roads in each state. They can also be purchased for most major metropolitan areas, detailing every street in the entire region.

Tactical map: Tactical Map: A tactical map covers a small area—usually a few miles on a side—in exacting detail. Generally, every building is represented, along with all roads, trails, and areas of vegetation. Tactical maps are not available for all areas, and, though inexpensive, they generally have to be ordered from federal mapping agencies (taking a week or longer to obtain).

Mesh vest: This is a lightweight vest with a series of pockets for items such as a compass, spare ammunition magazines, pressure bandages, and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 40 pounds of equipment.

A mesh vest provides a +2 equipment bonus to Strength for the purpose of determining carrying capacity.

Night vision goggles 1: Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called darkvision (range 120 ft.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Spot and Search checks made by someone wearing them.

Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).

Portable stove 6: This small stove works on kerosene or white gasoline, and can easily be broken down and carried for backpacking.

Rope (150 ft.): Climbing rope can support up to 1,000 pounds.

Sleeping bag: This lightweight sleeping bag rolls up compactly. It can keep a survivor warm even in severe weather and can also double as a stretcher in an emergency.

Tent: A tent keeps a survivor warm and dry in severe weather, providing a +2 equipment bonus on Fortitude saves against the effects of cold weather.

2-person dome:

4-person dome:

8-person dome:

Weapon Accessories

As if modern weapons weren’t dangerous enough, a number of accessories can increase their utility or efficiency.

Box magazine: For weapons that use box magazines, a survivor can purchase extras. Loading these extra magazines ahead of time and keeping them in a handy place makes it easy to reload a weapon in combat.

Detonator: A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires a Demolitions check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.

Blasting cap: Blasting Cap: This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car’s ignition switch, with a Demolitions check (DC 10). When the electrical device is activated, the detonator goes off.

Radio controlled 1: Radio Control: This device consists of two parts: the detonator itself and the activation device. The activation device is an electronic item about the size of a deck of cards, with an antenna, a safety, and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range of 500 feet.

Timed 1: Timed: This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.

Wired: Wired:This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator comes with 100 feet of wire, but longer lengths can be spliced in with a Demolitions check (DC 10).

Holster: Holsters are generally available for all Medium-size or smaller firearms.

Hip: Hip: This holster holds the weapon in an easily accessed—and easily seen—location.

Concealed carry: Concealed Carry:A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters.

Illuminator 1: An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user’s hands. It functions as a standard flashlight.

Laser sight 1: This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can’t be used outdoors during the daytime.

Scope: A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.

Standard: Standard: A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a survivor must spend an attack action acquiring his or her target. If the survivor changes targets or otherwise lose sight of the target, he or she must reacquire the target to gain the benefit of the scope.

Electro-optical 1: Electro-Optical:An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had the darkvision ability granted by night vision goggles.

Speed loader: A speed loader holds a number of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader saves time in reloading a revolver, since a survivor can insert all the bullets at once.

Suppressor: Lowers the noise category by 2. Thus a 2d12 weapon would sound as loud as a 2d8 weapon. A d4 or d6 caliber weapon would be completely silent, using a supressor.

A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet’s firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Listen check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it’s difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire.

Modifying a weapon to accept a suppressor requires a Repair check (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.

Vehicles

Vehicles are described by a number of statistics, as shown on Table: Vehicles.

TU: Trade unit cost of vehicle.

Doors: The number of doors this vehicle has.

Pass: The number of passengers (in addition to the crew) the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren’t present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo.

Cargo: The amount of cargo the vehicle is designed to carry. Many vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 250 pounds of unused cargo capacity.

Init: The modifier added to the driver’s or pilot’s initiative check when operating the vehicle.

Maneuver: The modifier added to any Drive or Pilot checks attempted with the vehicle.

Top Speed: The maximum number of squares the vehicle can cover in 1 round at character scale (with the number of squares at chase scale in parentheses). This is the fastest the vehicle can move.

AC: The vehicle’s Armor Class to be hit

Hit Points: The vehicle’s full normal hit points..

Hardness: The vehicle’s hardness. Subtract this number from any damage dealt to the vehicle.

Size: Vehicle size categories are defined differently from the size categories for weapons and other objects.

Fuel Capactiy: How many gallons of fuel the vehicle’s gas tank/s can hold.

Gas Mileage: How many miles per gallon of fuel the vehicle can travel.

Max Range: Maximum range, in miles, that the vehicle can travel on a single unit of fuel.

Special: Denotes any special rules for this vehicle.

Table: Self Powered vehicles
Name
TU
Doors
Pass
Cargo
Init
Maneuver
Top Speed
AC
Hard
HP
Size
Fuel Capacity
MPG
Bicycles
Bicycle, mountain
5
1
1
0
–1
4
40 (4)
11
6
5
S
1
8
Bicycle, racing
10
1
0
–1
4
50 (5)
11
5
5
S
1
8
Bicycle, BMX
5
1
0
–1
4
30 (3)
11
5
5
S
1
8
Bicycle, police
5
1
1
0
–1
4
40 (4)
11
6
5
S
1
8
Carts and Wagons
Furniture dolly 4
1
1
1,000
–4
–4
6
5
1
M
0.25
8
Radioflyer wagon
2
1
250
–4
–4
7
5
2
M
0.5
8
Shopping cart 4
3
1
525
–3
–3
8
5
3
M
0.5
8
Wheelbarrow
4
1
325
–2
–2
9
5
4
M
0.75
8
Personal Water craft
Canoe 1
5
1
3
500
–4
–4
12(1)
6
5
10
L
1
24
Kyak 1
5
1
0
250
–2
–2
12(1)
9
5
10
M
1
24
Table: Mounts
Name
TU
Doors
Pass
Cargo
Init
Maneuver
Top Speed
AC
Hard
HP
Size
Fuel Capacity
MPG
Light horse 3
50
1
0
525
0
0
370 (37)
10
0
18
M
2
14
Heavy horse 3
75
1
1
690
–1
1
275 (27)
9
0
22
L
2
13
Pony 3
35
1
1
450
0
2
165 (16)
10
0
18
M
2
12
Table: Cars
Name
TU
Doors
Pass
Cargo
Init
Maneuver
Top Speed
AC
Hard
HP
Size
Fuel Capacity
MPG
Subcompact
45
2
2
100
–1
–1
185 (18)
9
3
20
H
11
35
Compact
45
4
4
275
–1
–1
220 (22)
9
5
25
H
12
35
Mid-size sedan
75
4
4
300
–2
–1
265 (26)
8
5
34
H
14
30
Police Cruiser
65
4
5
425
–2
–1
185 (18)
8
5
34
H
15
15
Sports coupe

(convertible)

95
2
2
175
–2
0
335 (33)
8
5
34
H
22
20
Sports coupe (luxury)
85
2
2
200
–2
1
275 (27)
8
5
32
H
16
30
Sports coupe (roadster)
85
2
2
250
–2
0
310 (31)
8
5
32
H
16
20
Sports coupe (supercar)
105
2
1
100
–2
1
360 (36)
8
5
34
H
16
15
Luxury sedan (mid-size )
75
4
4
275
–2
–1
230 (23)
8
5
34
H
19
25
Luxury sedan (full-zise)
75
4
4
325
–2
0
280 (28)
8
5
34
H
17
25
mid-size wagon
65
5
4
275
–2
0
230 (23)
8
5
32
H
12
25
Limousine
145
1
7
425
–4
–4
195 (19)
6
5
38
G
25
15
Table: Motorcycles
Name
TU
Doors
Pass
Cargo
Init
Maneuver
Top Speed
AC
Hard
HP
Size
Fuel Capacity
MPG
Racing bike
55
0
1
0
0
3
370 (37)
10
5
18
L
3
65
Dirt bike
35
0
1
0
0
2
165 (16)
10
5
18
L
2
70
Street bike
45
0
1
0
–1
1
275 (27)
9
5
22
L
4
50
Table: Trucks
Name
TU
Doors
Pass
Cargo
Init
Maneuver
Top Speed
AC
Hard
HP
Size
Fuel Capacity
MPG
Ambulance
45
2
2
1000
–2
–2
160 (16)
8
5
34
H
5
25
Minivan
65
5
4
325
–2
–2
195 (19)
8
5
34
H
17
25
Pickup truck (mid-Size)
55
2
3
1,000
–2
–2
185 (18)
8
5
34
H
15
20
SUV
75
4
4
300
–2
–2
200 (20)
8
5
32
H
13
25
Van
85
5
8
500
–2
–2
175 (17)
8
5
38
H
31
20
City bus
165
1
39
0
–4
–4
120 (12)
6
5
48
G
60
10
4-wheel drive capable
Armored truck
125
2
0
3,600
–2
–2
175 (17)
8
10
36
H
50
10
Humvee
125
5
4
1,000
–2
–2
140 (14)
8
5
38
H
25
10
Pickup truck (full-size)
65
2
2
1,700
–2
–2
175 (17)
8
5
36
H
25
20
Fire truck
45
4
2
2500
–4
–4
105 (10)
6
5
80
G
5
15
Tow truck
1
1
50,000*
–2
–4
130 (13)
6
5
39
H
25
15
Moving truck
125
1
2
33,000
–4
–4
165 (16)
6
5
44
G
25
15
RV 2 (Recreational Vehicle)
200
1
5
3,600
–4
–4
130 (13)
6
5
48
G
55
15
Table: Watercraft
Name
TU
Doors
Pass
Cargo
Init
Maneuver
Top Speed
AC
Hard
HP
Size
Fuel Capacity
MPG
Jet ski
35
1
1
60
–1
1
105 (10)
9
5
22
L
14
10
Runabout
65
1
5
2,100
–2
–2
55 (5)
8
5
28
H
23
5
Cabin Cruiser
105
1
3
2,100
–4
–4
80 (8)
6
5
40
G
43
5
Table: Other Vehicles
Name
TU
Doors
Pass
Cargo
Init
Maneuver
Top Speed
AC
Hard
HP
Size
Fuel Capacity
MPG
4-wheel ATV
45
1
0
675
–1
1
95 (9)
9
5
22
L
5
35
Golf Cart, Propane
45
1
0
575
–2
–2
55 (5)
9
5
22
L
5
35
Fork Lift, Propane
45
1
0
2,100
–1
1
12(1)
9
5
22
L
5
35
Police APC
45
3
10
250
–2
–2
95 (10)
8
10
48
H
5
15
Table: Aircraft
Name
TU
Doors
Pass
Cargo
Init
Maneuver
Top Speed
AC
Hard
HP
Size
Fuel Capacity
MPG
Civilian helicopter
275
1
4
250
–4
–4
245 (25)
6
5
28
G
90
5
Huey helicopter
335
2
13
5,000
–4
–4
200(20)
6
5
36
G
110
4
Single-engine propeller plane
245
1
3
120
–4
–4
210 (21)
6
5
30
G
24
20
Corporate jet
285
2
10
500
–4
–4
1,100 (110)
6
5
44
G
400
10
Table: Military Vehicles
Name
TU
Doors
Pass
Cargo
Init
Maneuver
Top Speed
AC
Hard
HP
Size
Fuel Capacity
MPG
M35 Deuce and a half 2 (cargo truck)
225
2
2
33,000
–4
–4
120 (12)
8
5
45
G
50
10
M2A2 Bradley (tracked APC)
435
3
7
425
–4
–4
70 (7)
6
15
58
G
165
2
M113A1 Gavin (tracked APC)
375
2
11
200
–2
–2
62 (6)
8
10
48
H
95
3
M1A2 Abrams (tracked tank)
455
4
0
425
–4
–4
80 (8)
6
20
64
G
450
1
Black Hawk (helicopter)
455
2
14
9,000
–4
–4
325 (32)
6
5
46
G
340
5
1 This vehicle does NOT need electrical parts to craft.
2 This vehicle can use gasoline or ethanal for fuel without a conversion to the engine.
Table: Vehicle Modifications
Modification
TU
Doors
Pass
Cargo
Init
Maneuver
Top Speed
AC
Hard
HP
Drive
Fuel Capacity
MPG
Armor
Body
150
–4
-5
10
–5
Wheel
40
–2
-5
10
Window
60
–3
10
Body spikes
60
–1
-1
Booby trap
10


Engine upgrade
Supercharger
20
4
5
–5
Upsize
80
1
–10
Ethanol conversion
Standard
-5
Switchable
20
Extra fuel tank
100
–1
x2
Off-road tires
40
–1
Oversized brakes
20
Ram plate
Standard
80
–1
Spiked
100
–1
Stripped frame
–100
1
5
Suspension upgrade
Monster truck
200
-5
Off-road
20
1
Street
20
1
Variable
40
1
Weapon mount
202
Wire guide
5
–1
1 See the description of this modification for special rules.
2 Weight for mount only. Does not include the weight of the weapon itself.



Self Powered vehicles

Bicycles : Bicycles are common in urban settings and have the main advantage of being able to skirt past traffic jams. See additional rules on operating a bicycle below.

Operating a Bicycle

Operating a bicycle uses the same rules as any other vehicle, but with a few special rules:

Operating a bicycle uses the Balance skill instead of Drive, but is otherwise treated the same when using the Vehicle rules.

A bicycle can only reach a maximum of street speed and doing so requires a full-round action, unless going down a significant downward slope (GM’s discretion).

The rider must use a full-round action to climb up a significant slope and can only move a maximum of alley speed on such an action. • After every hour of strenuous riding, the rider must make a Constitution check or become fatigued for 1d10 minutes per hour of riding.

It is a free action to get on or off a bicycle.

All attacks made from a bicycle suffer a –2 penalty. The rider cannot use any weapons that require both hands.

Bicycles are Small vehicles, granting a +1 bonus to Initiative, maneuver modifier, and Defense (the size modifier is already included in the vehicle statistics on Table: Vehicles.)

Bicycle tires have 2 hit points each.

Bicycle, mountain : The Diamondback X-20 is a rugged mountain bike that works equally well on smooth streets or rough terrain. The rider suffers no additional penalties for taking the bike offroad. A mountain bike is one square wide and one square long.

Bicycle, racing : The LeMond Victoire is a top of the line, aerodynamic 10-speed bicycle designed for riding on streets and highways. A rider suffers a –4 penalty on Balance checks if they take the bike offroad. A racing bike is one square wide and one square long.

Bicycle, BMX : A typical BMX bike used for offroad trails and stunt riding. The rider suffers no additional penalties for going offroad with this bicycle. A BMX bike is one square wide and one square long.

Bicycle, police : A police bicycle is a mountain bike (usually black and emblazoned with “POLICE” on the side) that includes large saddlebags that hold a small amount of equipment: 6 zip-ties, 3 road flares, a multipurpose tool, a first-aid kit, and a flashlight. A police bicycle is one square wide and one square long.

Carts and Wagons :

Furniture dolly 4 :

Radioflyer wagon :

Shopping cart 4 :

Wheelbarrow :

Water craft :

Canoe 1 (personal watercraft) :

Kyak 1 (personal watercraft) :

Mounts

Light horse 3 :

Heavy horse 3 :

Pony 3 :

Cars

Most new civilian cars include such standard features as air conditioning, air bags, antilock brakes, cruise control, keyless entry, and an AM/FM radio with CD player. Luxury vehicles often also include extras such as heated side mirrors, power seats, leather upholstery, and sunroofs. In general, these luxury amenities can be added to a nonluxury car with an increase of 1 to the vehicle’s purchase DC.

Unless otherwise noted, civilian cars provide three-quarters cover for their occupants (although passengers who lean out of windows or sunroofs, perhaps to fire weapons, may be reduced to one-half or even one-quarter cover).

Subcompact : A two-door family coupe, is two squares wide and four squares long.

Compact : An inexpensive four-door family car. It is two squares wide and three squares long.

Mid-size sedan : a four-door luxury sedan. It is two squares wide and four squares long.

Police Cruiser : Large and durable, it is a favorite of police forces. Police cruisers are two squares wide and four squares long.

Sports coupe (convertible) : is a two-door luxury sports car powered by a 5.9-liter, 460-horsepower V12 engine. A six-speed manual transmission with overdrive is standard. The Vanquish is two squares wide and four squares long.

Sports coupe (luxury) : The M3 is a two-door luxury sports car equipped with a standard 3.2-liter, 333-horsepower engine. The M3 is two squares wide and three squares long.

Sports coupe (roadster) : The Corvette is a two-door sports car equipped with a 5.7-liter, 350-horsepower V8 engine. The Corvette is two squares wide and three squares long.

Sports coupe (supercar) : The Diablo is a top-of-the-line exotic sports car—a two-door coupe equipped with a standard 6.0-liter, 550-horsepower V12 engine. The Diablo is two squares wide and three squares long.

Luxury sedan (mid-size ) : The XJ is a four-door luxury sedan. It is two squares wide and four squares long.

Luxury sedan (full-zise) : The E-Class is a four-door luxury sedan equipped with a powerful 5.5-liter, 349-horsepower V8 engine. It is two squares wide and four squares long.

mid-size wagon : The Jetta is a four-door station wagon. It is two squares wide and three squares long

Limousine : A limousine is a big, comfortable car. The statistics given are for a moderate-sized vehicle, rather than a stretch limo or a conventional car with a professional driver. Limousines feature virtually every available luxury feature, often including televisions and small refrigerators. A partition divides the front seat from the rest of the vehicle. A limousine is two squares wide and five squares long. It provides three-quarters cover for its occupants.

Motorcycles

Unlike getting into a car, mounting a motorcycle is a free action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants.

Racing bike : This is a top-of-the-line street bike with a strong heritage of winning races. The 998R is one square wide and two squares long.

Dirt bike : A classic dirt bike, this is very similar to the motorcycle used by United States Army cavalry scouts. The YZ250F is one square wide and two squares long.

Street bike : This huge motorcycle sports a 1,450cc engine. It’s designed to look cool and compete for space on the roads with automobiles. It is one square wide and two squares long.

Trucks

Trucks include pickups, sport utility vehicles, vans, and minivans. They generally have the same features as civilian cars.

Like cars, trucks generally provide three-quarters cover to their occupants. The rear bed of a pickup truck, however, provides only one-half cover.

Ambulance : When someone needs medical attention, this is what shows up. It contains a large amount of medical and emergency rescue supplies. An emergency aid vehicle is two squares wide and four squares long.

What is in an Emergency Aid Vehicle Obviously, aid vehicles are loaded with a huge variety of medical equipment. Instead of listing every single item, assume that the following “kits” can be assembled from the gear carried inside.

  • 1 crash cart
  • 4 trauma kits
  • 6 first-aid kits
  • 1 basic evidence kit

In addition, aid vehicles contain a large number of non-medical equipment, allowing them to provide assistance under almost any circumstance.

  • CB radio (as professional walkie-talkie with twice the range)
  • GPS receiver
  • Maps (road atlas)
  • Flashlights (2 standard, 4 penlights, 1 battery flood)
  • Cellular phone
  • Basic mechanical tool kit (including duct tape, boltcutters, multipurpose tool)
  • Rope (50 feet)
  • Blankets
  • Physical restraints (equivalent to handcuffs)
  • Sand bags (for stabilization)
  • Wood blocks (for setting tires)
  • Searchlight (as a battery flood flashlight, but twice the range; mounted on vehicle)
  • Winch and cable
  • Hydraulic compressor (50% chance; mounted on outside of vehicle)
  • Jaws of life (only if there is a hydraulic compressor)
  • Metal cutting saw (only if there is a hydraulic compressor)
  • Tire chains (+2 bonus on Drive checks on icy surfaces)

Minivan : A minivan comes with two conventional doors up front, sliding doors on the side, and a rear hatch-style door. It is two squares wide and four squares long.

Pickup truck (mid-Size) : This mid-size two-door pickup has a back seat in its extended cab. It is two squares wide and four squares long.

SUV : Your standard SUV is essenitally a pickup truck with a cab and seats in place of it’s cargo bed.

Van : One of the largest sport utility vans on the market, the Suburban is a four-door truck equipped with a standard 6.0-liter, 320-horsepower V8 engine. It is two squares wide and four squares long.

City bus : This is a typical city bus. It has a door at the front and a second door about halfway down the right-hand side. This vehicle is two squares wide and eight squares long. It provides three-quarters cover for crew and passengers.

4-wheel drive capable :

Armored truck : Used to transport money between businesses and financial institutions, armored trucks are designed to deter would-be thieves. The truck has three doors and firing ports that allow the crew to use their firearms without leaving the vehicle. The armored truck is two squares wide and four squares long. It provides nine-tenths cover for its occupants. It is equipped with puncture-resistant tires.

Humvee : The High Mobility Multipurpose Wheeled Vehicle (HMMWV), commonly known as the Humvee, is a four-wheel drive military automobile

The military version can be configured in a variety of ways, including a two-door pickup, a four-door pickup with a short bed, and a completely enclosed, SUVlike body with a hatchback and four doors. It lacks the luxury accessories of the civilian version, but it is equipped with puncture-resistant tires.

Pickup truck (full-size) : This two-door pickup truck has a 4.2-liter, 202-horsepower V6 engine. The F-150 is two squares wide and four squares long.

Fire truck : There are technically two types of fire trucks—pumpers, which have large water tanks, and ladder trucks, which mount enormous ladders for getting firefighters up high. A fire truck is two squares wide and six squares long.

What is Inside a Fire TruckFire trucks are enormous vehicles that carry a tremendous amount of firefighting, medical, and search and rescue equipment. Obviously, most of the space is dedicated to the operation of the fire hoses. The following items can be found in the front cab of a fire truck:

  • CB radio (equivalent to professional walkie-talkie with double the range).
  • GPS receiver
  • Searchlight (mounted to vehicle)
  • 4 walkie-talkies (professional) with charger
  • Maps (road atlas)
  • Instant camera and extra film
  • Binoculars
  • Shovels, brooms, and steel rake
  • 2 battery powered floodlights

The following items are located in various storage panels on the sides and rear of the fire truck. Some of these items have been condensed into kits:

  • 1 crash kit
  • 2 trauma kits
  • 3 first-aid kits
  • 1 basic evidence kit
  • Hose and pipe fittings
  • Flashlights (3 battery flood, 3 regular)
  • Basic mechanical tool kit (including duct tape, boltcutters, multipurpose tool)
  • Long tools (shovels, rakes, brooms, wrenches, pry bar, fire axe, sledgehammer)
  • Hand-held fire extinguishers (pressure water, dry chemical, C02, halon)
  • Rope (100 feet)
  • 2 searchlights (mounted on sides of the vehicle)
  • Submersible water pump
  • Tarps
  • 2 chainsaws

The following equipment is located in the hose bed and open top compartment of a fire truck:

Fire hoses (100+ feet)

Hose fittings and couplings

5 gallon can of gasoline

2 15-foot ladders

Gas-powered circular saw

Gas-powered electrical generator and cables

Tow truck : A tow truck is a large diesel-powered vehicle with a professional grade tow bar/winch used for hauling inoperative cars. It takes 2d10 minutes to hook up a car with the tow bar—a successful Repair check (DC 10) can halve the time. Most tow trucks also carry a basic mechanical tool kit, CB radio, and one-gallon gas can. A tow truck is two squares wide and four squares long.

Moving truck : This is a large cargo truck used to move furniture or deliver freight. Trucks of this sort are often available as rentals. A moving truck is two squares wide and five squares long. It provides three-quarters cover for occupants in the cab and full cover for any in the back.

RV 2 (Recreational Vehicle) :

A traditional motorhome with the self-contained features you expect, including most with a power generator in the USA. This economical family unit is a traditional favorite for those who want the walk-through convenience of a motorhome.

Features

  • Ford V-8 Chassis Engine
  • Automatic Transmission
  • 2-Wheel Drive
  • Power Brakes
  • Power Steering
  • In Dash Air Conditioning
  • Cruise Control
  • Dual Rear Tires
  • Stereo Sound System
  • Electric Generator (US Only)
  • 55-Gallon Fuel Tank
  • 12.2-Gallon LP Gas Tank
  • 37-Gallon Fresh Water Tank
  • 6-Gallon Water Heater Tank
  • 22-Gallon Sewage Water Tank
  • 16-Gallon Grey Water Tank
  • LP Gas/Electric Refrigerator
  • 3 LP Gas Cooktop Burners
  • 110-Volt Microwave Oven
  • LP Gas/12-Volt Furnace
  • Shower
  • Fresh Water Toilet
  • 110-Volt Roof Air Conditioner

Watercraft : Piloting a water vehicle is covered by the Drive skill.

Jet ski : This is a two-seat jet ski that propels itself with a powerful jet of water. The Sea-Doo XP is one square wide and two squares long, and provides no cover for its riders.

Runabout : This is a large runabout—a powerboat with an outboard engine and an open cockpit with a tiny cabin (about the size of the interior of an economy car) forward. It comes with a trailer; loading or unloading it requires a paved boat ramp and 10 minutes of work. The Capri provides one-half cover to occupants in the cockpit or stern, full cover to occupants in the cabin, and no cover to those forward of the cockpit. The Capri is two squares wide and four squares long.

Cabin Cruiser : This cabin cruiser is a motor yacht with two internal diesel engines. It comes equipped with four berths and a fully equipped galley. It provides one-half cover to occupants in the cockpit or stern, full cover to occupants below deck, and no cover to those forward of the cockpit. The Targa is three squares wide and six squares long.

Other Vehicles

4-wheel ATV :

Golf Cart, Propane :

Fork Lift, Propane :

Police APC : When mobs are rioting in the streets, some police departments roll out these armored personnel carriers to help quell violence. In addition to their size and intimidating appearance, police APCs mount a water cannon, loudspeaker, and grenade launcher that fires tear gas rounds. The police peacekeeper is crewed by a driver, a “gunner” (for the water cannon), and a commander. It has three top hatches, one above each crew position, and a large door in back for police to load or disembark. It takes one full-round action to enter an APC through a top hatch, and another full-round action to start it moving. Police armored personnel carriers are two squares wide and four squares long.

What is Inside a Police Cruiser Police vehicles vary in terms of what equipment they carry, depending on whether they belong to state, county, or city precincts. Despite this, there is enough similarity to assume that the following equipment could be found in any police cruiser. The following items are located in the front passenger compartment of the vehicle:

Mossberg shotgun (including box of ammunition with 12 rounds; Disable Device check DC 20 to open the lock)

Patrol box

CB radio (professional)

Maps (road atlas)

GPS receiver

Searchlight (as battery flood flashlight but double the range; mounted to vehicle)

Pepper spray canister

Baton (use club) or tonfa

Flashlight (standard and 12 chemical light sticks)

Taser (50% chance)

Aircraft

All aircraft, from one-seaters to jumbo jets, are controlled by the use of the Pilot skill. A few examples are provided here from the variety of airgoing vehicles that might be available to characters.

Civilian helicopter : This is perhaps the most common civilian helicopter worldwide; it has also been adopted by many military forces as a light utility helicopter. It is two squares wide and seven squares long. It provides three-quarters cover for crew and passengers.

Huey helicopter : This is the twin-engine, civilian version of the ubiquitous Huey helicopter. As a civilian aircraft, it is a sturdy, reliable helicopter used for passenger and cargo work all over the world. Military versions are still in use in many countries. The Bell 212 is three squares wide and seven squares long. It provides three-quarters cover for crew and passengers (one-quarter cover for passengers if the cargo doors are open).

Single-engine propeller plane : This common single-engine propeller plane is relatively inexpensive. It’s seven squares wide (including wings; fuselage is one square wide) and six squares long. It provides three-quarters cover for crew and passengers.

Corporate jet : This is a sleek business jet with two turbofans, set on the fuselage above and behind the wings, provide the power. The interior includes luxury accommodations and a lavatory. A Learjet is ten squares wide (including wings; fuselage is two squares wide) and twelve squares long. It provides three-quarters cover for crew and nine-tenths cover for passengers.

Military Vehicles

Several military vehicles are covered here. In addition, a number of the civilian vehicles covered above, such as the AM General Hummer and the Bell Model 212 helicopter, are commonly seen in military service.

M35 Deuce and a half 2 (cargo truck) : The M35 family of trucks is a long-lived vehicle initially deployed by the United States Army, and subsequently utilized by many nations around the world. A truck in the 2½ ton weight class, it was one of many vehicles in U.S. military service to have been referred to as the “deuce and a half.” While the basic M35 cargo truck is rated to carry 5,000 pounds (2,300 kg) off road or 10,000 pounds (4,500 kg) on roads, they have been known to haul twice as much as rated. Trucks in this weight class are considered medium duty by the military and Department of Transportation.

M2A2 Bradley (tracked APC) : This is the U.S. Army’s principal armored personnel carrier. It is crewed by a driver, a gunner, and a commander. It has three top hatches, one above each crew position, and a large door in back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving. In addition to its own armament, the Bradley’s passenger compartment has ports that allow passengers to fire their personal weapons from within the vehicle. The Bradley is three squares wide and four squares long. It provides full cover to its occupants.

This vehicle comes equipped with a tank cannon (see Table: Vehicle Weapons) and an M2HB heavy machine gun (see Table: Ranged Weapons), both mounted in full turrets.

M113A1 Gavin (tracked APC) : Introduced in 1960s and for many years a mainstay of the U.S. Army, this tracked armored personnel carrier is now in use by more than fifty countries. It is crewed by a driver and a commander, and features a top hatch above each position as well as a rear door. It takes a full-round action to enter the vehicle through a top hatch and another full-round action to start it moving. The Gavin is three squares wide and four squares long. It provides full cover to its occupants.

This vehicle comes equipped with a 25mm cannon (see Table: Vehicle Weapons) mounted in a full turret.

M1A2 Abrams (tracked tank) : This is the U.S. Army’s main battle tank, probably the most advanced and powerful tank in the world. It is crewed by a driver, a gunner, a gun loader, and a commander. It has three top hatches, one for the driver and two on the turret. (The driver’s position cannot be reached from the other positions, which are all in the turret.) It takes a full-round action to enter a tank and another full-round action to start it moving. The Abrams is three squares wide and six squares long. It provides full cover to its occupants.

This vehicle comes equipped with a 30mm cannon (see Table: Vehicle Weapons) mounted in a full turret.

Black Hawk (helicopter) : Introduced in the 1980s to replace the aging UH-1, the Black Hawk is the U.S. Army’s primary utility helicopter. The UH-60 is three squares wide and twelve squares long. It provides three-quarters cover to crew and passengers (one-quarter cover to passengers if the cargo doors are open).

Modification

Modification Descriptions

The following modifications generally apply only to ground vehicles. Unless otherwise stated, a vehicle cannot have more than one of a given type of modification. For example, a vehicle can only have one ram plate.

Armor, Body: Nothing more than a crude covering of sheet steel, this modification increases the vehicle’s hardness to 10. If the vehicle already has a hardness of 10 or greater, body armor has no effect.

Motorcycles can’t be modified with body armor.

Armor, Wheel: Steel plates cover the vehicle’s wheels, giving them a minimum of one-half cover (+4 cover bonus to Defense).

Armor, Window: Steel plates over the vehicle’s window openings provide additional cover for its occupants. A vehicle that normally offers three-quarters cover, offers nine-tenths cover to crew and passengers with window armor. Vehicles that normally offer less than three-quarters cover cannot be modified with window armor.

Body Spikes: This modification includes dozens of spikes, barbs of jagged metal, and bits of barbed wire welded to the vehicle’s body. When the vehicle collides with a target, the body spikes increase the damage dealt to the target by 1 die. This damage does not stack with extra damage caused by a spiked ram plate.In addition, characters jumping onto a vehicle with this modification must make a Reflex save (DC 15) or take 1d6 points of damage (see Jumping onto Moving Vehicles, page 34).

Booby Trap: This modification makes it dangerous for strangers to meddle with a vehicle. A secret switch disarms the booby trap. (The switch can be found with a DC 15 Search check.) The booby trap can be placed on the vehicle’s fuel tank, ignition, trunk, engine compartment, or one or more doors. When the door, compartment, or tank is opened (or the ignition is engaged) without the disarming switch first being thrown, the booby trap goes off.

Normally, when a booby trap goes off, the vehicle’s engine is disabled. Repairing it is a complex Repair check.

Alternatively, with a Demolitions check (DC 15), the booby trap can be connected to an explosive. (The explosive is not included in the part used to install the booby trap, but must be provided separately.) When the explosive goes off, it deals damage to the vehicle as well as any people within the burst radius.

Engine upgrade : Supercharger

Engine Upgrade, Supercharger: This powerful addition to a vehicle’s engine increases the vehicle’s initiative modifier by 4 and provides a +2 bonus on Drive checks when attempting the dash stunt.

Engine Upgrade, Upsize: This modification essentially replaces a vehicle’s engine with a larger, more powerful one.

Ethanol Conversion, Standard: This modification converts a vehicle to run on ethanol instead of gasoline. Once modified, the vehicle cannot run on gasoline unless the modification is removed. Removing the modification has the same Craft check DC, time, and parts requirements as installing the modification. Ethanol is not as efficient a fuel as gasoline; for effects on the vehicle’s performance, see Fuel, page 25.

Ethanol Conversion, Switchable: This modification allows a vehicle to run on either gasoline or ethanol. The vehicle can only run on one fuel or the other; its fuel tank must be emptied of one fuel before being filled with the other. (If the two fuels are mixed, the vehicle will not run.)

If the vehicle has the extra fuel tank modification, one tank can be used for gasoline and the other used for ethanol. The vehicle driver can switch between tanks and engine fuel modes simultaneously. (Doing so is a move action.)

Ethanol is not as efficient a fuel as gasoline; for effects on the vehicle’s performance, see Fuel, page xx.

Extra Fuel Tank: An extra gas tank increases a vehicle’s fuel capacity by 20 gallons. Furthermore, if the vehicle is equipped with the switchable ethanol conversion modification, the extra gas tank allows the vehicle to carry both ethanol and gasoline.

Off-Road Tires: These heavy tires provide superior traction for off-road use. They normally reduce a vehicle’s maneuver modifier by –1 (as shown on Table 2–18), but when the vehicle is driven off-road, its maneuver modifier is instead increased by +2. For example, a Dodge Neon has a maneuver modifier of –1. With off-road tires, its maneuver modifier is –2 normally, but +1 when driving off-road.

Oversized Brakes: These powerful brakes provide a +2 bonus on Drive checks when attempting the hard brake stunt.

Ram Plate, Standard: This heavy plate across the front of a vehicle gives the vehicle hardness 15 against collisions from the front. This hardness applies only to collision damage and does not apply to collision damage from directions other than the front. If the vehicle’s hardness is already 15 or greater, a ram plate has no effect.

A vehicle cannot have both a standard ram plate and a spiked ram plate. Motorcycles can’t be modified with ram plates.

Ram Plate, Spiked: Like a standard ram plate, this plate gives a vehicle hardness 15 against collisions from the front. In addition, when the vehicle collides with a target, the spiked ram plate increases the damage dealt to the target by 2 dice. For example, if a Huge vehicle with the spiked ram plate collides with another Huge vehicle, it takes 12d4 points of damage (as normal; the damage is reduced by the ram plate’s hardness 15), but its target takes 14d4 points of damage.

A vehicle cannot have both a spiked ram plate and a standard ram plate. Motorcycles can’t be modified with ram plates.

Stripped Frame: This modification removes body panels, nonvital components, and other extraneous equipment from the vehicle, making it lighter, but more vulnerable to attack. A stripped vehicle increases its cargo capacity by 200 pounds and increases its gas mileage by +5. In addition, adding this modification doesn’t cost parts—rather, it provides 1d4 mechanical parts.

However, all occupants are treated as having only one-quarter cover and the vehicle’s hardness is reduced by 5 (to a minimum of 5). A vehicle with this modification cannot also have the body armor or armored window modification.

Only cars and trucks can be modified with a stripped frame.

Suspension Upgrade, Monster Truck: This modification gives a vehicle enormous, oversized tires nearly big enough to crush another vehicle— along with the suspension system to match.

Monster truck tires have hardness 5 and 20 hit points. They are Large objects and cannot be equipped with wheel armor.

A monster truck suspension upgrade requires an upsize engine upgrade; without it, the vehicle will not have enough power to operate. A vehicle with both of these modifications has a total load of 280, a maneuver modifier of –1, and a –15 reduction in gas mileage.

The maneuver modifier given is for off-road driving. When driven on normal surfaces, the vehicle’s maneuver modifier is –6 (or –5 if it also has the upsize engine upgrade).A vehicle with a monster truck suspension upgrade increases in length by one square and in width by one square.

Suspension Upgrade, Off-Road: This improvement to a vehicle’s suspension provides superior performance when driving off road. However, when the vehicle is driven on normal surfaces, the maneuver modifier is –2. For example, a BMW M3 has a maneuver modifier of +1. With an off-road suspension upgrade, its maneuver modifier is +3 off-road, but –1 when driving on normal surfaces.

Suspension Upgrade, Street: This improvement to the vehicle’s suspension provides superior performance under normal circumstances. However, when the vehicle is driven off-road, the maneuver modifier is –2. For example, a Ford Crown Victoria has a maneuver modifier of –1. With a street suspension upgrade, its maneuver modifier is +0 normally, but –3 when driving off-road.

Suspension Upgrade, Variable: The Cadillac of suspension systems, this upgrade is a combination of the off-road and street suspension upgrades. Switching between the different suspension systems is a move action.

Weapon Mount: This pintle or ring mount allows a Huge weapon (such as an M-60 machine gun) weighing up 80 pounds to be mounted on a vehicle. The weight of the mount does not include the weight of the weapon.

Unlike most modifications, a vehicle is not restricted to having one weapon mount. Most vehicles can be modified with a number of weapon mounts equal to their normal passenger capacity.

Wire Guide: This metal bar extends back and upward from the front of a motorcycle. It helps protect the rider from being clotheslined by deflecting wires up and over the rider’s head. A wire guide gives the rider a +4 bonus on Reflex saves to avoid being clotheslined (see Clotheslining, below).

Only motorcycles and the 4 wheeled ATV benefit from being modified with a wire guide.

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