Modern Day
Posted: Fri Oct 20, 2023 4:52 am
Updated Rules:
One cannot dodge a bullet unless they have achieved Inhumanity. Simply put, they're far too fast. Although one can attempt to raise a shield in a defensive manner, but must roll a Breakage vs. Fortitude test as bullets love destroying shields. The gun's strength applies to the breakage roll.
New Skills & Equipment:
One cannot dodge a bullet unless they have achieved Inhumanity. Simply put, they're far too fast. Although one can attempt to raise a shield in a defensive manner, but must roll a Breakage vs. Fortitude test as bullets love destroying shields. The gun's strength applies to the breakage roll.
New Skills & Equipment:
Spoiler
New Secondary Skills:
Driving (Cars) Dex (Athletics)
Driving (Cycles) Agility (Athletics)
Piloting (Aircraft) Dex (Perceptive)
Computers Int (Intelligence)
Machinery Int (Intelligence)
Alternatively, introduce a secondary skills category called "Mechanical" and place all those skills into that category. It'll cost Freelancer 1 DP per point in this category while every other class is 2 DP per point.
Armor:
Kevlar Vest 15 GC
Armor Requirement: 0 | Natural Penalty: -5 | Movement Restriction: 0 | Fortitude: 10 | Presence: 25 | Location: Breastplate | Class: Soft
Cut: 1 | Impact: 1 | Thrust: 2 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 30 (vs Projectiles)
Ballistic Armor 40 GC
Armor Requirement: 20 | Natural Penalty: -10 | Movement Restriction: 1 | Fortitude: 16 | Presence: 30 | Location: Shirt | Class: Hard
Cut: 2 | Impact: 2 | Thrust: 3 | Heat: 1 | Elec: 0 | Cold: 2
Damage Barrier: 40 (vs Projectiles)
Kevlar Elbow and Kneepads 25 SC
Armor Requirement: 0 | Natural Penalty: 0 | Fortitude: 8 | Presence: 15 | Location: Arms & Legs | Class: Soft
Cut: 2 | Impact: 1 | Thrust: 2 | Heat: 0 | Elec: 0 | Cold: 0
Ballistic Facemask 12 GC
Armor Requirement: 0 | Perception Penalty: 0 | Fortitude: 12 | Presence: 15 | Location: Head | Class: Hard
Cut: 2 | Impact: 1 | Thrust: 2 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 25 (vs Projectiles)
Plastic Helmet 10 SC
Armor Requirement: 0 | Perception Penalty: 0 | Fortitude: 10 | Presence: 15 | Location: Head | Class: Hard
Cut: 1 | Impact: 1 | Thrust: 1 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 20 (vs Projectiles)
Ballistic Helmet 15 GC
Armor Requirement: 0 | Perception Penalty: -10 | Fortitude: 13 | Presence: 20 | Location: Head | Class: Hard
Cut: 2 | Impact: 2 | Thrust: 2 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 30 (vs Projectiles)
Descriptions:
Ballistic Armor: Utilizing ceramic plates, or something similar, placed on the front, sides, and back of of the user allows him to survive heavier caliber rounds. Naturally, it is not as good as plate
armor for withstanding attacks.
Ballistic Helmet: With lightweight metaloids and kevlar, this helmet can protect the user against small caliber, shrapnel, and blows to the head.
Kevlar Vest: Kevlar is strong synthetic fiber that offers a surprising amount of protection against stabs and bullets. This vest hard to notice under loose clothing. For an extra 5 GC, kevlar layers can be infused into any clothing. This offers complete coverage over the body and is difficult to notice.
Plastic Helmet: These helmets are designed to protect the head during work-place or motorcycle accidents. Still, it provides better cover than nothing.
Weapons:
Firearms:
Handgun 60 GC
Damage: - | Speed: +10 | Required Strength: 2/4 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 6 | Breakage: -4 | Presence: 15
Small Caliber Handgun Ammo 15 SC
Damage: 30 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Handgun, SMG | Fort: 3 | Breakage: -3 | Presence: 15
Large Caliber Handgun Ammo 20 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Handgun, SMG | Fort: 3 | Breakage: -3 | Presence: 15
Submachine Gun 150 GC
Damage: - | Speed: +5 | Required Strength: 2/4 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 6 | Breakage: -4 | Presence: 15
Assault Rifle: 300 GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 8 | Breakage: -2 | Presence: 20
Small Caliber Rifle Ammo 40 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Assault Rifle, Sniper Rifle | Fort: 3 | Breakage: -3 | Presence: 15
Large Caliber Rifle Ammo 70 SC
Damage: 50 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Assault Rifle, Sniper Rifle | Fort: 4 | Breakage: -3 | Presence: 15
Sniper Rifle: 350 GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 8 | Breakage: -2 | Presence: 20
Heavy Caliber Rifle Ammo 1 GC
Damage: 70 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Sniper Rifle | Fort: 5 | Breakage: -1 | Presence: 20
Shotgun: 120 GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 8 | Breakage: -2 | Presence: 20
Shotgun Buckshot 20 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: Shotgun, Special | Fort: 3 | Breakage: -3 | Presence: 15
Shotgun Slug 25 SC
Damage: 50 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: Shotgun, +30 m | Fort: 3 | Breakage: -3 | Presence: 15
Light Machinegun 600 GC
Damage: - | Speed: -10 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 9 | Breakage: -1 | Presence: 25
LMG Ammo 2 GC
Damage: 50 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For LMG | Fort: 5 | Breakage: -2 | Presence: 20
Heavy Machine Gun 1,000 GC
Damage: - | Speed: -20 | Required Strength: 8/11 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 10 | Fort: 9 | Breakage: -1 | Presence: 25
HMG Ammo 5 GC
Damage: 70 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For HMG | Fort: 5 | Breakage: -1 | Presence: 20
Flamethrower: 70 GC
Damage: - | Speed: -10 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 9 | Breakage: -1 | Presence: 20
Flamethrower Fuel: 15 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Heat | Secondary Attack Type: - | Weapon Type: Munition | Special: For Flamethrower, Special | Fort: 5 | Breakage: -1 | Presence: 20
Rocket Launcher 750 GC
Damage: - | Speed: -30 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 10 | Fort: 9 | Breakage: -1 | Presence: 25
Anti-Personnel Rocket 10 GC
Damage: 90 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Rocket Launcher, Special | Fort: 5 | Breakage: -1 | Presence: 20
Anti-Armor Rocket 15 GC
Damage: 120 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Rocket Launcher, Special | Fort: 5 | Breakage: -1 | Presence: 20
Grenade Launcher 650 GC
Damage: - | Speed: -10 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 9 | Breakage: -1 | Presence: 25
Fragmentary Grenade 80 SC
Damage: 60 | Speed: 0 | Required Strength: 5 | Primary Attack Type: Impact | Secondary Attack Type: - | Weapon Type: Munition/Throwing | Special: Special | Fort: 9 | Breakage: -1 | Presence: 20
Shock Grenade 60 SC
Damage: 15 | Speed: 0 | Required Strength: 5 | Primary Attack Type: Lightning | Secondary Attack Type: - | Weapon Type: Munition/Throwing | Special: Special | Fort: 9 | Breakage: -1 | Presence: 20
Mortar 1,400 GC
Damage: - | Speed: -60 | Required Strength: N/A | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 12 | Fort: 18 | Breakage: - | Presence: 30
Mortar Shell 4 GC
Damage: 90 | Speed: - | Required Strength: N/A | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 12 | Fort: 18 | Breakage: - | Presence: 30
Reloading, Magazine Size, Range:
Weapon | Reload | Magazine Size | Range
Assault Rifle | 2 | 30 | 100m
Flamethrower | 3 | 5 | 8m
Grenade Launcher | 1/6 | 1/4 | 60m
Handgun | 1 | 12 | 40m
Heavy Machine Gun | 3 | 10 | 300m
Light Machine Gun | 2 | 20 | 150m
Rocket Launcher | 2 | 1 | 300m
Shotgun | 1 | 4 | 20m
Sniper Rifle | 1 | 10 | 300m
Submachine Gun | 1 | 30 | 60m
Descriptions:
Assault Rifle: With decent stopping power, range, and magazine size, it is no wonder that assault rifles is standard issued weapons with soldiers. Assault rifles can also fire a burst of rounds at 2 meter radius, striking anyone within that circle. This uses, on average, 6 rounds and gives a penalty of -10 when attacking.
Flamethrower: Bathe the enemy in hellfire! This weapon fires in a cone. Naturally, anyone who is hit by the flames may be set aflame as described in the core rulebook on page 216.
Handgun: While handguns use the lowest caliber of bullets and has a short range, they are easy to use and cheap.
Heavy Machine Gun: Heavy, long range, and can easily destroy lightly armored vehicles let alone people. A HMG is naturally firing in bursts of 10 and strike in a circle of 4 meters. These guns are very heavy, meaning a normal person could only hipfire the gun. Trying to use it while it is not deployed on a tripod or if you don't have 11 STR applies a penalty of -20 when firing.
Light Machine Gun: The weapon that produces the most casualities from a squad of soldiers. Due to its lighter weight, it is easily managed compared to HMGs at the cost of firepower. LMGs also fire in bursts of 10, letting them hit in a 3 meter wide circle. Trying to use it while it is not deployed on a bipod or with 7 strength applies a penalty of -10 when firing.
Rocket Launcher: This weapon is designed for disabling heavily armored targets. Anti-personnel rockets explode with shrapnel in a 6 meter radius when they strike. Anti-armor rockets subtract 2 points of AT from the defender and only have a 1 meter explosion radius.
Shotgun: Commonly used by hunters and lockpickers in modern times. When using buckshot rounds, the shotgun has a 2 meter radius when attacking. You don't gain this advantage with slug rounds, but they increase range to 50 meters.
Sniper Rifle: Rifles designed to be used from a great distance. Due to snipers commonly being prone and using a bipod for increased stability, these rifles can use heavy caliber rounds. Heavy caliber rounds reduce defender's AT by one point.
Submachine Guns: Designed to hold more ammo and to send more bullets at your enemies compared to a handgun. If firing in a burst mode, which on average uses 6 bullets, it has a 2 meter radius on its target. It also gives a penalty of -10.
Grenade Launcher: These are either made in one-shot or six-shot. They are made to fire grenades at a longer distance, to force enemies out of cover or to provide an easily carried area of effect weapon. In accordance with their name, the type of ammo it uses are grenades of any kind. Grenades fired from a grenade launcher will explode on impact. Unless you spend an extra 15 SC for each six grenades you have to get a speed loader, you have to reload each shot individually, so it'll take four rounds to reload all of it. With speed loader rounds, it takes only two rounds.
Fragmentary Grenade: Handheld explosives made to be thrown from a distance. The grenade explodes in a 5 meter (15 feet) radius, covering all inside with shrapnel. The accuracy is checked to see if the grenade lands where intended (using Table 45 in the core rulebook). After that, if a victim attempts to Dodge or Block, he must pass a Dodge or Athleticism check of Difficult difficulty if he is at greater than half the radius of the explosion, or against a Very Difficult level difficulty otherwise.
Shock Grenade: Handheld explosives made to be thrown from a distance. The grenade explodes in a 5 meter (15 feet) radius, but instead of trying to harm the person it only attempts to stun them. The accuracy is checked to see if the grenade lands where intended (using Table 45 in the core rulebook). After that, if a victim attempts to Dodge or Block, he must pass a Dodge or Athleticism check of Difficult difficulty if he is at greater than half the radius of the explosion, or against a Very Difficult level difficulty otherwise. While shock grenades offer a minimal amount of damage, their main use is stunning targets. As long as a target is hit, they temporarily lose 5 fatigue points.
Mortar: A tube-shaped weapon that fires explosives into the air to drop it on the enemy. This makes defending positions even more difficult when introduced to the field as mortar gun teams are commonly not in the line of sight of the enemy (although in this method the drop locations are already chosen or are using a spotter close by). The shell is made to explode, creating a cloud of shrapnel with a radius of 15 – 30 feet. Although the shell itself attacks in a conventional way, the explosion does not. The accuracy is checked to see if the shell hits where intended, (using Table 45 from the core rulebook). After that, if a victim attempts to Dodge or Block, he must pass a Dodge or Athleticism check of Absurd difficulty if he is at greater than half the radius of the explosion, or against an Almost Impossible level difficulty otherwise.
Vehicles:
Car 200 GC
Max Safe Speed: 70 MPH | Presence: 120 | Structural Points: 200 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2
Truck 250 GC
Max Safe Speed: 60 MPH | Presence: 120 | Structural Points: 220 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2
Motorcycle 160 GC
Max Safe Speed: 90 MPH | Presence: 120 | Structural Points: 180 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2
Helicopter: 2000 GC
Max Safe Speed: 160 MPH |Special: Flying | Presence: 120 | Structural Points: 200 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2
Items:
Cellphone 20 SC
Computer 1 GC
Flashlight 1 SC
Radio 5 SC
Television 40 SC
Toolbox 15 SC
Hazmat Gear 20 GC
Basic First Aid Kit 15 SC
Advance First Aid Kit 1 GC
Drone, Basic 80 SC
Drone, Advanced 1 GC
Drone, Combat 5 GC
Jetpack, Single Use 2 GC
Jetpack 20 GC
Basic First Aid Kit: This first aid kit can treat a single person for most medical issues-- or at least keep them stablized enough for an actual medic to look over them. Tourniquet, bandages, chest seals, nose tubes, ointment, whatever to quickly treat injuries resulting form anything from accidents to combat wounds until actual professionals can look over it. This lets the user ignore the Untrained penalty for Medicine if they don't have a single point in it. Otherwise, it adds a +10
Advanced First Aid Kit: This first aid kit is meant to treat numerous people-- up to 4 before supplies start running out. While it has a lot that the basic first aid kit has, it also includes bloodpacks to ensure up to 4 people don't bleed out. It also includes IVs to treat quick loss of nutrients to the body like dehydration, blood loss, or to inject medicinal drugs to calm the patient down (such as morphine). It offers a +20 to those with Medicine trained at at least 20. To everyone else, it's no different from a basic first aid kit.
Hazmat Gear: The purpose of hazardous material gear is to protect the user from anything that is hazardous! This means that the outfit seals the user from the outside air, so there is no chance that toxins in the air to touch the user's skin or enter their airway. This also means that the outfit must provide its own supply of oxygen or that the user has a gas mask to filter out particles in the air.
Drone, Basic:
A small drone that has a range of 500 meters at a cool 10 mph. It's intend mostly for those who simply one to pilot one or perhaps attach a camera to it for aerial shots. It has no on-board camera, so the pilot has to rely entirely on their sight in order to pilot it. It requires at least one point in Pilot in order to use correctly.
Drone, Advanced:
Armed with a camera, so pilots can watch on some sort of screen to see where they're going although there is a slight delay. It also has a range of 1000 meters, so it is better suited for forward recon. It can also achieve speed of 26 mph. It requires at least one point in Pilot in order to use correctly.
Drone, Combat:
Whether it has explosives strapped to it or a small gun, this drone is great for harrasment. Like the advanced drone, it has an on-board camera so its pilot can see where its going without having to maintain direct line of sight. It has a range of 2500 meters, yet at a speed of 18 mph. It requires at least one point in Pilot in order to use correctly.
Jetpack, Single Use:
This jetpack lets the user jump 200 meters in any direction once as long as they weigh less than 400 lbs. It requires 10 points in the Pilot skill to use without issue, although bad weather and projectiles may require a roll to avoid being shot down or land somewhere you don't want to.
Jetpack:
This jetpack lets the user jump 400 meters in any direction and hover at 40 meters off the ground, effectively granting them the Flying ability at 10. It can carry anything below 400 lbs. The full jump can be done about 10 times or for a full 30 minutes, whichever comes first, before needing to be refueled. It requires 10 points in the Pilot skill to use without issue, although bad weather and projectiles may require a roll to avoid being shot down or land somewhere you don't want to.
Drugs:
Tylenol 15 SC
Morphine 90 SC
Neosporin 16 SC
Tylenol:
A simple pain reliever, most intended for aching pains or minor injuries. It offers a +10, and lets you ignore the -30 penalty for not having it, to Withstand Pain for critical injuries that are between 1-50. The price is for a single pill bottle.
Morphine:
A strong pain suppression-- even bullet wounds feel like small cuts when injected. It offers a +60, and lets you ignore the -30 penalty for not having it, to Withstand Pain for critical injuries. The price is for 3 injections. If someone has had 3 injections of morphine within the last hour, they must pass a moderate Composure check to not become addicted to it. If they have had 6 injections in the last hour, they must pass a Difficult VR check to not overdose on it. If they fail, they suffer Weakness 2 and an All Action Penalty of 30. If they fail by 80 or more, they will enter the state Between Life and Death. Failure to stabilize will result in death.
Neosporin:
This antibiotic drug adds a +10 for treating minor cuts, bruises, and burns (1/4 of a person's LP in damage for the first two and 1/3 in damage for burns) with the Medicinal skill, although this doesn't stack with the basic or advance first aid kit.
Credit & Debt:
While in medieval, and somewhat renaissance, fantasy the idea of banking tends to be loose. Some systems just have you carry all your cash, slowly crushing you and your wallet, or leave it all at home or something. Other systems may have some sort of banking system like WFRP4e, but it also states you lose any money you don't spend or put in the bank between adventurers. In the modern world, we can't have any of that! You get a monthly income, you can't buy all these fancy-schamcy car or house with your lowly wage!
That's why banks and merchants are more willing to place things on credit. Slowly pay off your car instead of buying it with a briefcase full of money (not that many businesses will allow a Joe Schmoe to hand them 20k for a car on the spot). Instead, you pay a small amount every month with some interest.
As long as you're from somewhere civilized, you should be using a bank. That bank should also give you a debit or credit card. This card will allow you to pay for items without needing to carry cash, but not everywhere might accept cards, so it never hurts to carry some on you anyway. You should also have a wage, but some people do live on oddjobs...
Driving (Cars) Dex (Athletics)
Driving (Cycles) Agility (Athletics)
Piloting (Aircraft) Dex (Perceptive)
Computers Int (Intelligence)
Machinery Int (Intelligence)
Alternatively, introduce a secondary skills category called "Mechanical" and place all those skills into that category. It'll cost Freelancer 1 DP per point in this category while every other class is 2 DP per point.
Armor:
Kevlar Vest 15 GC
Armor Requirement: 0 | Natural Penalty: -5 | Movement Restriction: 0 | Fortitude: 10 | Presence: 25 | Location: Breastplate | Class: Soft
Cut: 1 | Impact: 1 | Thrust: 2 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 30 (vs Projectiles)
Ballistic Armor 40 GC
Armor Requirement: 20 | Natural Penalty: -10 | Movement Restriction: 1 | Fortitude: 16 | Presence: 30 | Location: Shirt | Class: Hard
Cut: 2 | Impact: 2 | Thrust: 3 | Heat: 1 | Elec: 0 | Cold: 2
Damage Barrier: 40 (vs Projectiles)
Kevlar Elbow and Kneepads 25 SC
Armor Requirement: 0 | Natural Penalty: 0 | Fortitude: 8 | Presence: 15 | Location: Arms & Legs | Class: Soft
Cut: 2 | Impact: 1 | Thrust: 2 | Heat: 0 | Elec: 0 | Cold: 0
Ballistic Facemask 12 GC
Armor Requirement: 0 | Perception Penalty: 0 | Fortitude: 12 | Presence: 15 | Location: Head | Class: Hard
Cut: 2 | Impact: 1 | Thrust: 2 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 25 (vs Projectiles)
Plastic Helmet 10 SC
Armor Requirement: 0 | Perception Penalty: 0 | Fortitude: 10 | Presence: 15 | Location: Head | Class: Hard
Cut: 1 | Impact: 1 | Thrust: 1 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 20 (vs Projectiles)
Ballistic Helmet 15 GC
Armor Requirement: 0 | Perception Penalty: -10 | Fortitude: 13 | Presence: 20 | Location: Head | Class: Hard
Cut: 2 | Impact: 2 | Thrust: 2 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 30 (vs Projectiles)
Descriptions:
Ballistic Armor: Utilizing ceramic plates, or something similar, placed on the front, sides, and back of of the user allows him to survive heavier caliber rounds. Naturally, it is not as good as plate
armor for withstanding attacks.
Ballistic Helmet: With lightweight metaloids and kevlar, this helmet can protect the user against small caliber, shrapnel, and blows to the head.
Kevlar Vest: Kevlar is strong synthetic fiber that offers a surprising amount of protection against stabs and bullets. This vest hard to notice under loose clothing. For an extra 5 GC, kevlar layers can be infused into any clothing. This offers complete coverage over the body and is difficult to notice.
Plastic Helmet: These helmets are designed to protect the head during work-place or motorcycle accidents. Still, it provides better cover than nothing.
Weapons:
Firearms:
Handgun 60 GC
Damage: - | Speed: +10 | Required Strength: 2/4 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 6 | Breakage: -4 | Presence: 15
Small Caliber Handgun Ammo 15 SC
Damage: 30 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Handgun, SMG | Fort: 3 | Breakage: -3 | Presence: 15
Large Caliber Handgun Ammo 20 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Handgun, SMG | Fort: 3 | Breakage: -3 | Presence: 15
Submachine Gun 150 GC
Damage: - | Speed: +5 | Required Strength: 2/4 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 6 | Breakage: -4 | Presence: 15
Assault Rifle: 300 GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 8 | Breakage: -2 | Presence: 20
Small Caliber Rifle Ammo 40 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Assault Rifle, Sniper Rifle | Fort: 3 | Breakage: -3 | Presence: 15
Large Caliber Rifle Ammo 70 SC
Damage: 50 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Assault Rifle, Sniper Rifle | Fort: 4 | Breakage: -3 | Presence: 15
Sniper Rifle: 350 GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 8 | Breakage: -2 | Presence: 20
Heavy Caliber Rifle Ammo 1 GC
Damage: 70 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Sniper Rifle | Fort: 5 | Breakage: -1 | Presence: 20
Shotgun: 120 GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 8 | Breakage: -2 | Presence: 20
Shotgun Buckshot 20 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: Shotgun, Special | Fort: 3 | Breakage: -3 | Presence: 15
Shotgun Slug 25 SC
Damage: 50 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: Shotgun, +30 m | Fort: 3 | Breakage: -3 | Presence: 15
Light Machinegun 600 GC
Damage: - | Speed: -10 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 9 | Breakage: -1 | Presence: 25
LMG Ammo 2 GC
Damage: 50 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For LMG | Fort: 5 | Breakage: -2 | Presence: 20
Heavy Machine Gun 1,000 GC
Damage: - | Speed: -20 | Required Strength: 8/11 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 10 | Fort: 9 | Breakage: -1 | Presence: 25
HMG Ammo 5 GC
Damage: 70 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For HMG | Fort: 5 | Breakage: -1 | Presence: 20
Flamethrower: 70 GC
Damage: - | Speed: -10 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 9 | Breakage: -1 | Presence: 20
Flamethrower Fuel: 15 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Heat | Secondary Attack Type: - | Weapon Type: Munition | Special: For Flamethrower, Special | Fort: 5 | Breakage: -1 | Presence: 20
Rocket Launcher 750 GC
Damage: - | Speed: -30 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 10 | Fort: 9 | Breakage: -1 | Presence: 25
Anti-Personnel Rocket 10 GC
Damage: 90 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Rocket Launcher, Special | Fort: 5 | Breakage: -1 | Presence: 20
Anti-Armor Rocket 15 GC
Damage: 120 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Rocket Launcher, Special | Fort: 5 | Breakage: -1 | Presence: 20
Grenade Launcher 650 GC
Damage: - | Speed: -10 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 9 | Breakage: -1 | Presence: 25
Fragmentary Grenade 80 SC
Damage: 60 | Speed: 0 | Required Strength: 5 | Primary Attack Type: Impact | Secondary Attack Type: - | Weapon Type: Munition/Throwing | Special: Special | Fort: 9 | Breakage: -1 | Presence: 20
Shock Grenade 60 SC
Damage: 15 | Speed: 0 | Required Strength: 5 | Primary Attack Type: Lightning | Secondary Attack Type: - | Weapon Type: Munition/Throwing | Special: Special | Fort: 9 | Breakage: -1 | Presence: 20
Mortar 1,400 GC
Damage: - | Speed: -60 | Required Strength: N/A | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 12 | Fort: 18 | Breakage: - | Presence: 30
Mortar Shell 4 GC
Damage: 90 | Speed: - | Required Strength: N/A | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 12 | Fort: 18 | Breakage: - | Presence: 30
Reloading, Magazine Size, Range:
Weapon | Reload | Magazine Size | Range
Assault Rifle | 2 | 30 | 100m
Flamethrower | 3 | 5 | 8m
Grenade Launcher | 1/6 | 1/4 | 60m
Handgun | 1 | 12 | 40m
Heavy Machine Gun | 3 | 10 | 300m
Light Machine Gun | 2 | 20 | 150m
Rocket Launcher | 2 | 1 | 300m
Shotgun | 1 | 4 | 20m
Sniper Rifle | 1 | 10 | 300m
Submachine Gun | 1 | 30 | 60m
Descriptions:
Assault Rifle: With decent stopping power, range, and magazine size, it is no wonder that assault rifles is standard issued weapons with soldiers. Assault rifles can also fire a burst of rounds at 2 meter radius, striking anyone within that circle. This uses, on average, 6 rounds and gives a penalty of -10 when attacking.
Flamethrower: Bathe the enemy in hellfire! This weapon fires in a cone. Naturally, anyone who is hit by the flames may be set aflame as described in the core rulebook on page 216.
Handgun: While handguns use the lowest caliber of bullets and has a short range, they are easy to use and cheap.
Heavy Machine Gun: Heavy, long range, and can easily destroy lightly armored vehicles let alone people. A HMG is naturally firing in bursts of 10 and strike in a circle of 4 meters. These guns are very heavy, meaning a normal person could only hipfire the gun. Trying to use it while it is not deployed on a tripod or if you don't have 11 STR applies a penalty of -20 when firing.
Light Machine Gun: The weapon that produces the most casualities from a squad of soldiers. Due to its lighter weight, it is easily managed compared to HMGs at the cost of firepower. LMGs also fire in bursts of 10, letting them hit in a 3 meter wide circle. Trying to use it while it is not deployed on a bipod or with 7 strength applies a penalty of -10 when firing.
Rocket Launcher: This weapon is designed for disabling heavily armored targets. Anti-personnel rockets explode with shrapnel in a 6 meter radius when they strike. Anti-armor rockets subtract 2 points of AT from the defender and only have a 1 meter explosion radius.
Shotgun: Commonly used by hunters and lockpickers in modern times. When using buckshot rounds, the shotgun has a 2 meter radius when attacking. You don't gain this advantage with slug rounds, but they increase range to 50 meters.
Sniper Rifle: Rifles designed to be used from a great distance. Due to snipers commonly being prone and using a bipod for increased stability, these rifles can use heavy caliber rounds. Heavy caliber rounds reduce defender's AT by one point.
Submachine Guns: Designed to hold more ammo and to send more bullets at your enemies compared to a handgun. If firing in a burst mode, which on average uses 6 bullets, it has a 2 meter radius on its target. It also gives a penalty of -10.
Grenade Launcher: These are either made in one-shot or six-shot. They are made to fire grenades at a longer distance, to force enemies out of cover or to provide an easily carried area of effect weapon. In accordance with their name, the type of ammo it uses are grenades of any kind. Grenades fired from a grenade launcher will explode on impact. Unless you spend an extra 15 SC for each six grenades you have to get a speed loader, you have to reload each shot individually, so it'll take four rounds to reload all of it. With speed loader rounds, it takes only two rounds.
Fragmentary Grenade: Handheld explosives made to be thrown from a distance. The grenade explodes in a 5 meter (15 feet) radius, covering all inside with shrapnel. The accuracy is checked to see if the grenade lands where intended (using Table 45 in the core rulebook). After that, if a victim attempts to Dodge or Block, he must pass a Dodge or Athleticism check of Difficult difficulty if he is at greater than half the radius of the explosion, or against a Very Difficult level difficulty otherwise.
Shock Grenade: Handheld explosives made to be thrown from a distance. The grenade explodes in a 5 meter (15 feet) radius, but instead of trying to harm the person it only attempts to stun them. The accuracy is checked to see if the grenade lands where intended (using Table 45 in the core rulebook). After that, if a victim attempts to Dodge or Block, he must pass a Dodge or Athleticism check of Difficult difficulty if he is at greater than half the radius of the explosion, or against a Very Difficult level difficulty otherwise. While shock grenades offer a minimal amount of damage, their main use is stunning targets. As long as a target is hit, they temporarily lose 5 fatigue points.
Mortar: A tube-shaped weapon that fires explosives into the air to drop it on the enemy. This makes defending positions even more difficult when introduced to the field as mortar gun teams are commonly not in the line of sight of the enemy (although in this method the drop locations are already chosen or are using a spotter close by). The shell is made to explode, creating a cloud of shrapnel with a radius of 15 – 30 feet. Although the shell itself attacks in a conventional way, the explosion does not. The accuracy is checked to see if the shell hits where intended, (using Table 45 from the core rulebook). After that, if a victim attempts to Dodge or Block, he must pass a Dodge or Athleticism check of Absurd difficulty if he is at greater than half the radius of the explosion, or against an Almost Impossible level difficulty otherwise.
Vehicles:
Car 200 GC
Max Safe Speed: 70 MPH | Presence: 120 | Structural Points: 200 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2
Truck 250 GC
Max Safe Speed: 60 MPH | Presence: 120 | Structural Points: 220 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2
Motorcycle 160 GC
Max Safe Speed: 90 MPH | Presence: 120 | Structural Points: 180 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2
Helicopter: 2000 GC
Max Safe Speed: 160 MPH |Special: Flying | Presence: 120 | Structural Points: 200 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2
Items:
Cellphone 20 SC
Computer 1 GC
Flashlight 1 SC
Radio 5 SC
Television 40 SC
Toolbox 15 SC
Hazmat Gear 20 GC
Basic First Aid Kit 15 SC
Advance First Aid Kit 1 GC
Drone, Basic 80 SC
Drone, Advanced 1 GC
Drone, Combat 5 GC
Jetpack, Single Use 2 GC
Jetpack 20 GC
Basic First Aid Kit: This first aid kit can treat a single person for most medical issues-- or at least keep them stablized enough for an actual medic to look over them. Tourniquet, bandages, chest seals, nose tubes, ointment, whatever to quickly treat injuries resulting form anything from accidents to combat wounds until actual professionals can look over it. This lets the user ignore the Untrained penalty for Medicine if they don't have a single point in it. Otherwise, it adds a +10
Advanced First Aid Kit: This first aid kit is meant to treat numerous people-- up to 4 before supplies start running out. While it has a lot that the basic first aid kit has, it also includes bloodpacks to ensure up to 4 people don't bleed out. It also includes IVs to treat quick loss of nutrients to the body like dehydration, blood loss, or to inject medicinal drugs to calm the patient down (such as morphine). It offers a +20 to those with Medicine trained at at least 20. To everyone else, it's no different from a basic first aid kit.
Hazmat Gear: The purpose of hazardous material gear is to protect the user from anything that is hazardous! This means that the outfit seals the user from the outside air, so there is no chance that toxins in the air to touch the user's skin or enter their airway. This also means that the outfit must provide its own supply of oxygen or that the user has a gas mask to filter out particles in the air.
Drone, Basic:
A small drone that has a range of 500 meters at a cool 10 mph. It's intend mostly for those who simply one to pilot one or perhaps attach a camera to it for aerial shots. It has no on-board camera, so the pilot has to rely entirely on their sight in order to pilot it. It requires at least one point in Pilot in order to use correctly.
Drone, Advanced:
Armed with a camera, so pilots can watch on some sort of screen to see where they're going although there is a slight delay. It also has a range of 1000 meters, so it is better suited for forward recon. It can also achieve speed of 26 mph. It requires at least one point in Pilot in order to use correctly.
Drone, Combat:
Whether it has explosives strapped to it or a small gun, this drone is great for harrasment. Like the advanced drone, it has an on-board camera so its pilot can see where its going without having to maintain direct line of sight. It has a range of 2500 meters, yet at a speed of 18 mph. It requires at least one point in Pilot in order to use correctly.
Jetpack, Single Use:
This jetpack lets the user jump 200 meters in any direction once as long as they weigh less than 400 lbs. It requires 10 points in the Pilot skill to use without issue, although bad weather and projectiles may require a roll to avoid being shot down or land somewhere you don't want to.
Jetpack:
This jetpack lets the user jump 400 meters in any direction and hover at 40 meters off the ground, effectively granting them the Flying ability at 10. It can carry anything below 400 lbs. The full jump can be done about 10 times or for a full 30 minutes, whichever comes first, before needing to be refueled. It requires 10 points in the Pilot skill to use without issue, although bad weather and projectiles may require a roll to avoid being shot down or land somewhere you don't want to.
Drugs:
Tylenol 15 SC
Morphine 90 SC
Neosporin 16 SC
Tylenol:
A simple pain reliever, most intended for aching pains or minor injuries. It offers a +10, and lets you ignore the -30 penalty for not having it, to Withstand Pain for critical injuries that are between 1-50. The price is for a single pill bottle.
Morphine:
A strong pain suppression-- even bullet wounds feel like small cuts when injected. It offers a +60, and lets you ignore the -30 penalty for not having it, to Withstand Pain for critical injuries. The price is for 3 injections. If someone has had 3 injections of morphine within the last hour, they must pass a moderate Composure check to not become addicted to it. If they have had 6 injections in the last hour, they must pass a Difficult VR check to not overdose on it. If they fail, they suffer Weakness 2 and an All Action Penalty of 30. If they fail by 80 or more, they will enter the state Between Life and Death. Failure to stabilize will result in death.
Neosporin:
This antibiotic drug adds a +10 for treating minor cuts, bruises, and burns (1/4 of a person's LP in damage for the first two and 1/3 in damage for burns) with the Medicinal skill, although this doesn't stack with the basic or advance first aid kit.
Credit & Debt:
While in medieval, and somewhat renaissance, fantasy the idea of banking tends to be loose. Some systems just have you carry all your cash, slowly crushing you and your wallet, or leave it all at home or something. Other systems may have some sort of banking system like WFRP4e, but it also states you lose any money you don't spend or put in the bank between adventurers. In the modern world, we can't have any of that! You get a monthly income, you can't buy all these fancy-schamcy car or house with your lowly wage!
That's why banks and merchants are more willing to place things on credit. Slowly pay off your car instead of buying it with a briefcase full of money (not that many businesses will allow a Joe Schmoe to hand them 20k for a car on the spot). Instead, you pay a small amount every month with some interest.
As long as you're from somewhere civilized, you should be using a bank. That bank should also give you a debit or credit card. This card will allow you to pay for items without needing to carry cash, but not everywhere might accept cards, so it never hurts to carry some on you anyway. You should also have a wage, but some people do live on oddjobs...