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Currency Conversions - Melee Weapons - Ranged Weapons - Customization - Armor - Explosives
Coinage | Credit | Dollar | Platinum | Gold | Silver |
---|---|---|---|---|---|
Credit | C⁄⁄ 1 | $25.00 | 2.5 | 5 | 250 |
Platinum | C⁄⁄ 0.4 | $10.00 | 1 | 2 | 100 |
Gold | C⁄⁄ 0.2 | $5.00 | 0.5 | 1 | 50 |
Silver | C⁄⁄ 0.004 | $0.10 | 0.01 | 0.02 | 1 |
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Weapon | Damage | Price | Conceal | Availability |
---|---|---|---|---|
Baton, Security | 2d10 S | C⁄⁄ 1.2 / 3 p | P | E |
Baton, Stun | 4d10 S | C⁄⁄ 12 / 30 p | P | C |
Brass Knuckles | STRd10 S | C⁄⁄ 0.8 / 2 p | P | E |
Club | 4d10 S | C⁄⁄ 0.2 / 1 p | J | E |
Hacker | 3d10 W | J | N/A | |
Hatchet | 4d10 W | C⁄⁄ 1.6 / 4 p | J | E |
Knife, Combat | 2d10 W | C⁄⁄ 1.6 / 4 p | J | E |
Knife, Utility | 1d10 W | C⁄⁄ 0.8 / 2 p | P | E |
Ripper | 4d10 W | N/A | N/A | |
Sword, Combat | 5d10 W | C⁄⁄ 24 / 60 p | O | E |
Sword, Gentleman's | 3d10 W | C⁄⁄ 26 / 65 p | O | C |
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Weapon | Damage | Range (Yards) |
ROF (Mag) |
Cost | Conceal | Availability |
---|---|---|---|---|---|---|
Bow | 3d10 W | 25 | 1 (-) | C⁄⁄ 6 / 15 p | N/A | E |
Clatter | 4d10 W | 3 | 1 (-) | O | N/A | |
Crossbow | 4d10 W | 50 | 1 per 2 turns | C⁄⁄ 8 / 20 p | O | E |
Crossbow, Powered | 4d10 W | 60 | 2 (6) | C⁄⁄ 24 / 60 p | O | C |
Throwing Axe | 2d10 W | 5 | 1 (-) | C⁄⁄ 1.2 / 3 p | J | E |
Throwing Knife | 1d10 W | 5 | 1 (-) | C⁄⁄ 0.8 / 2 p | P | E |
Taser | 6d10 S | 5 | 1 (-) | C⁄⁄ 20 / 50 p | P | C |
Special: Range given is the maximum range. Military tasers have 2 range increments and are Illegal. Ineffective against armored targets. | ||||||
Pistol, Sonic | 6d10 S | 5 | 2 (20) | C⁄⁄ 200 / 500 p | J | I |
Special: Ignores Armor. | ||||||
Pepper Spray | Special | 2 | 1 (12) | C⁄⁄ 0.8 / 2 p | P | E |
Special: After successful attack, target roll WP+Vit[X] or suffer +2 Difficulty to actions. | ||||||
Derringer | 3d10 W | 10 | 1 (2) | C⁄⁄ 14 / 35 p | P | E |
Pistol | 4d10 W | 30 | 3 (15) | C⁄⁄ 18 / 45 p | J | E |
Pistol, Heavy | 5d10 W | 30 | 3 (8) | C⁄⁄ 20 / 50 p | J | E |
Pistol, Revolver | 5d10 W | 30 | 2 (6) | C⁄⁄ 20 / 50 p | J | R |
Special: Ignores weapon jams. | ||||||
Pistol, Laser | 8d10 W | 30 | 3 (10) | C⁄⁄ 330 / 825 p | J | I |
Special: Causes Burn Damage. | ||||||
Submachine Gun | 4d10 W | 20 | 3 (35) | C⁄⁄ 100 / 250 p | O | I |
PDW | 4d10 W | 20 | 3 (50) | C⁄⁄ 160 / 400 p | O | I |
Special: Half Armor effectiveness, does not convert the damage to stun. Ammo cost is twice normal price and restricted. | ||||||
Rifle | 7d10 W | 75 | 2 (5) | C⁄⁄ 30 / 75 p | N/A | E |
Rifle, Assault | 7d10 W | 50 | 3 (30) | C⁄⁄ 160 / 400 p | N/A | I |
Squad Automatic Weapon | 7d10 W | 50 | 3 (100) | C⁄⁄ 200 / 500 p | N/A | I |
Special: +1 Difficulty to attack when unbraced. Autofire expends 20 ammo. | ||||||
Rifle, Sniper | 7d10 W | 75 (300) | 1 (5) | C⁄⁄ 50 / 125 p | N/A | C |
Special: Extended range increment applies when using the Scope. | ||||||
Rifle, Sonic | 8d10 S | 5 | 2 (50) | C⁄⁄ 160 / 400 p | N/A | I |
Special: Ignores Armor. | ||||||
Shotgun | 8d10 W | 10 | 2 (5) | C⁄⁄ 30 / 75 p | N/A | E |
Special: Range increment penalty applies to damage roll rather than attack roll. | ||||||
Shotgun, Twin-Barrel | 8d10 W | 3 | 2 (2) | C⁄⁄ 24 / 60 p | N/A | R |
Special: Range increment penalty applies to damage roll rather than attack roll. | ||||||
Grenade Launcher | varies | 15 | 1 (8) | C⁄⁄ 106 / 265 p | N/A | I |
Special: Double Range Increment penalties. | ||||||
Machine Gun, Light | 3d10[3] W | 300 | 3 (100) | C⁄⁄ 240 / 600 p | N/A | I |
Special: +1 Difficulty to attack when unbraced. Autofire expends 20 ammo. | ||||||
Machine Gun, Heavy | 5d10[3] W | 500 | 3 (100) | C⁄⁄ 330 / 825 p | N/A | I |
Special: +3 Difficulty to attack when unbraced. Autofire expends 20 ammo. | ||||||
Machine Gun, Mounted |
7d10[5] W | 600 | 3 (300) | C⁄⁄ 500 / 1250 p | N/A | I |
Special: Cannot be used except mounted to a vehicle. |
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Modifications | Price | Availability | Effect |
---|---|---|---|
Ammo, Frangible | C⁄⁄ 1 per 20 | C | Ignore overpenetrate/ricochet botch. Wound Armor counts double. -50% range. |
Ammo, Hollow Point | C⁄⁄ 1 per 30 | C | Any Wounded target takes 1 Stun. |
Ammo, Rubber | C⁄⁄ 1 per 20 | C | All damage converted to Stun. |
Ammo, Steel Core | C⁄⁄ 1 per 20 | C | Ignore Stun Armor. |
Barrel Light | C⁄⁄ 1.2 / 3 p | E | Illuminates to 10yards |
Bipod | C⁄⁄ 4.4 / 11 p | E | Full action to set up, braces weapon. Double maximum Aim bonus. |
Carbine Remodel | C⁄⁄ 6 / 15 p | E | ‑25% Range, +1 Step to conceal. May cause legal problems. Do it yourself for free with Agi+Guns/Gunsmithing [3] |
Custom Grip | C⁄⁄ 2 / 5 p | E | +1 Difficulty for anyone else attempting to fire. |
Folding Stock | C⁄⁄ 5 / 12 p | E | +1 Step to Conceal. +1 Difficulty to fire when retracted. |
Laser Sight | C⁄⁄ 3.6 / 9 p | E | ‑1 Difficulty for Called Shots in the first range increment. |
Magazine, Standard | C⁄⁄ 2 / 5 p | E | Spare Magazine |
Magazine, Extended | C⁄⁄ 6 / 15 p | I | 150% size Magazine |
Scope | C⁄⁄ 4 / 10 p | E | Adds 2 dice instead of 1 on the first turn of aiming. No shotgun, stunner, energy weapon. |
Scope, Night Vision | C⁄⁄ 32 / 80 p | C | No Dim/Dark Penalty. Pitch Black becomes Dim Lighting. |
Scope, Ocular | C⁄⁄ 13.6 / 34 p | C | No range penalty out to maximum range. |
Suppressor | C⁄⁄ 5.2 / 13 p | I | +2 Difficulty to hear/spot shooter. ‑1 Step to Conceal. |
Trigger Lock | C⁄⁄ 0.5 / 1.25 p | E | Prevents Firing. 1 full combat turn to release. |
Underbarrel Launcher | C⁄⁄ 37.2 / 93 p | I | Grenade Launcher attachment. ROF 1 (-) Double range increment penalties. |
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Armor | Type | Rating | Cost | Weight | Availability |
---|---|---|---|---|---|
Ballistic Mesh | Vest | 1 / 4, 0 | C⁄⁄ 46 / 115 p | 4 | C |
Chameleon Suit | Suit | 1 / 0, 0 | C⁄⁄ 40 / 100 p | 17 | I |
Special: +2 Covert to remain hidden while still. | |||||
Helmet, Infantry | Helmet | 2 / 2, 1 | C⁄⁄ 16 / 40 p | 2 | E |
Helmet, Squad | Helmet | 2 / 1, 2 | C⁄⁄ 35 / 88 p | 3 | C |
Mask, NBC | Helmet | 1 / 0, 2 | C⁄⁄ 8 / 20 p | 3 | C |
Special: Breathe normally in contaminated areas. | |||||
NBC Body Suit | Suit | 2 / 0, 2 | C⁄⁄ 32 / 80 p | 14 | C |
Special: Complete protection from nuclear, biological, and chemical hazards. | |||||
Reaver Armor | Vest | 2 / 2, 0 | 10 | N/A | |
Special: A collection of metal plates and old tires strung together somehow. | |||||
Plate Vest | Vest | 3 / 1, 1 | C⁄⁄ 30 / 75 p | 10 | E |
Riot Gear | Suit | 2 / 3, 1 | C⁄⁄ 92 / 230 p | 24 | C |
HeartLine Health Suit | Suit | C⁄⁄ 28 / 70 p | 3 | C | |
Special: Transmits medical data. | |||||
Tactical Suit | Suit | 4 / 2, 2 | C⁄⁄ 110 / 275 p | 18 | I |
Vacuum Suit | Suit | 2 / 0, 2 | C⁄⁄ 67 / 168 p | 35 | C |
Special: Protects from radiation and hard vacuum. |
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Weapon | Damage | Range Increment (Yards) |
Cost | Weight | Availability |
---|---|---|---|---|---|
Detonator | - | - | C⁄⁄ 0.6 / 1.5 p | - | I |
ChemPlast (CP-HE) [1 lb] | 4d6 W [8] | 1 | C⁄⁄ 6 / 15 p | 1 | I |
Charge, Breaching | 5d6 W | 0 | C⁄⁄ 21.2 / 53 p | 4 | I |
Special: Ignore 2 Armor. | |||||
Charge, Satchel | 2d12 W [10] | 3 | C⁄⁄ 30.8 / 77 p | 10 | I |
Explosive, Improvised | 2d6 W | 3 | 3 | E | |
Grenade, Concussion | 4d6 B | 2 | C⁄⁄ 1.4 / 3 p | 1 | I |
Grenade, Flashbang | 2d6 B | 1 | C⁄⁄ 0.8 / 2 p | 1 | I |
Special: Everyone within 3 yards is stunned for 1
round,
then
must make a Formidable Survival roll or stunned for 2d6 rounds. Complete eye and ear protection gives +2 Steps to Vitality. |
|||||
Grenade, Frag | 5d6 W | 3 | C⁄⁄ 1.8 / 5 p | 1 | I |
Grenade, Gas | 3d6 S | 1 | C⁄⁄ 1.2 / 3 p | 1 | I |
Special: Lasts 3 rounds. | |||||
Grenade, Incendiary | 2d12 W Fire | 1 | C⁄⁄ 2.8 / 7 p | 2 | I |
Grenade, Magnetic | 5d6 W | 3 | C⁄⁄ 6.8 / 17 p | 3 | I |
Special: +2 Skill Step attack against a metallic target. | |||||
Grenade, Smoke | d4 S | 4 | C⁄⁄ 0.6 / 2 p | 1 | C |
Special: Thick Smoke (+8 difficulty over 10 ft) for 2 minutes. NBC mask prevents damage. | |||||
Mine, Antipersonnel | 4d10 W | 4 | C⁄⁄ 8 / 20 p | 6 | I |
Mine, Antivehicle | d10 W [6] | 1 | C⁄⁄ 15 / 40 p | 12 | I |
Special: Requires 450lbs to trigger. | |||||
Mine, Claymore | 5d8 W | 4 | C⁄⁄ 8 / 20 p | 4 | I |
Special: 60 degree Cone. | |||||
Mine, Pulse | d12 S [6] | 3 | C⁄⁄ 25.2 / 63 p | 10 | I |
Special: Electronic items only. | |||||
Mining Charge | 5d10 B | 1 | C⁄⁄ 20 / 50 p | 5 | E |
Molotov Cocktail | d4 W Fire | 1 | - | 2 | E |
Seeker Missile | 2d8 W | 1 | C⁄⁄ 95 / 238 p | 4 | I |
Squadkiller | 4d10 W | 3 | C⁄⁄ 48 / 120 p | 8 | I |
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