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Equipment, Arms and Armour: Fetishes of the Modern World.

Posted by LunaFor group 0
Luna
GM, 17 posts
Sat 30 May 2020
at 17:21
  • msg #1

Notes

Wealth and Reputation

You have a wealth score that reflects your buying power—a composite of income, credit rating, and savings. Your wealth score serves as the measure of whether you can afford to purchase equipment and services.

Wealth Score
To determine your starting wealth score, roll 2d4 and add the wealth bonus for your background. Over the course of play, your wealth will decrease as you purchase expensive items and increase as you earn rewards. Your wealth can never fall below 0, and there is no limit to how high your wealth can climb.

Since wealth is an abstract concept, it’s sometimes difficult to determine how financially well off you are. To get a general sense of how financially solvent you are at any given time, check the table below.

Wealth   Financial Condition   
0Impoverished or in debt
1 to 4Struggling
5 to 10Middle Class
11 to 15Affluent
16 to 20Wealthy
21 to 30Rich
31 or higher   Very rich


Purchasing Equipment and Services
Wealth is used to determine what you can afford and what gear you might reasonably have access to. Every object and service has a value rating. While common objects are readily available, buying less common objects generally takes a number of hours equal to the value of the object or service, reflecting the time needed to locate the wanted materials and close the deal.

Any time you purchase an object or service with a value higher than your current wealth, your wealth goes down. How much your wealth is reduced depends on how expensive the object is. Compare the value of the item to your current wealth score and consult the table below to see how much your wealth will decrease if you choose to purchase the item.

Along with this loss, any time you buy an object or service with a sale value of 15 or higher (or a sale value of half your wealth score if your wealth is higher than 30), you reduce your current Wealth bonus by an additional 1 point.

Object or Service value  Wealth Decrease   
½ your Wealth or higher (minimum 15)+1 Point1
1–10 points higher than current Wealth 1 point
1–15 points higher than current Wealth   1d6 points
16–20 points higher than current Wealth  2d6 points
1This stacks with the loss from a Value above the character’s current Wealth score.

Your wealth only goes down if you choose to buy the object or service after the cost has been determined. If you choose not to buy the object or service, you can try again, but not until you have spent a number of hours equal to the value of the object or service representing the time spent trying to find a better price or circumstance.

Note that you cannot purchase an item that has a value that is 20 points higher than your current wealth, nor can you successfully make a purchase that would reduce your wealth lower than 0. If your wealth is 0, you don’t have the buying power to purchase any object or service that has a value of 10 or higher. Also, iet always takes a number of hours equal to the value of the object or service.

Gaining Wealth
There are a number of ways to increase your wealth score. Adventuring may result in finding valuable items. Such items can be sold to gain a wealth increase.

To sell something, you first need to determine its value. Assuming the object is undamaged and in working condition, the sale value is equal to the object’s base value (as if purchased new) minus 3. Selling an object can provide an increase to your wealth. The increase is the same amount as the wealth loss you would experience if you purchased an object with a purchase DC equal to the sale value. If you sell an item with a value of at least 21 higher than your current wealth, add an additional 1d6 wealth per 10 points above 20.

Regardless of your current wealth, you gain a wealth increase of 1 whenever you sell an object with a sale value of 15 or higher (or a sale value of half your wealth score if your wealth is higher than 30). If you sell an object with a sale value less than or equal to your current Wealth bonus, and that sale value is 14 or lower, you gain nothing.

You cannot legally sell restricted objects unless you are licensed to own them. You also cannot legally sell objects that have been reported as stolen. Selling objects illegally usually requires that you have contacts in the black market, and reduces the sale value by an additional 3. Selling takes a number of hours equal to the normal value of the item.

If you are given a job by a patron, that patron might choose to pay you directly with cash. If so, the reward will be given a value, and your wealth score increases as if you had sold an object of that value.

If you are employed, you can also work your job to increase your wealth score between adventures. Keep track of how many hours you work. When you have worked a number of hours equal to 10 times your current wealth score, increase your wealth score by 1. When this happens, your number of hours worked resets to 0.

So How Much Money is in the Briefcase?
Sometimes you just need to know how much something is worth in cash money. If someone flashes a briefcase full of money at you, it’s not very exciting when the game master tells you it has a value of 23. Sometimes it is better to know that there’s $5,000 in the briefcase. If you’re going to split that reward five ways, it’s also useful to know that each share has a value rating of 17.

Likewise, if you do a real life search on Amazon for paint grenades and would like for your character to purchase a case, it would be nice to know how the price translates into a value score. The following table can be used to convert value to dollar amounts and vice versa.

Item Value by Dollar Amount
Dollar Amount   Value Score   Dollar Amount   Value Score   
$5-$112$15,000-$19,99927
$12-$193$20,000-$27,49928
$20-$294$27,500-$34,99929
$30-$395$35,000-$49,99930
$40-$546$50,000-$64,99931
$55-$697$65,000-$89,99932
$70-$898$90,000-$119,99933
$90-$1199$120,000-$149,99934
$120-$14910$150,000-$199,99935
$150-$19911$200,000-$274,99936
$200-$27412$275,000-$349,99937
$275-$34913$350,000-$499,99938
$350-$49914$500,000-$649,99939
$500-$64915$650,000-$899,99940
$650-$89916$900,000-$1,199,99941
$900-$1,19917$1,200,000-$1,499,99942
$1,200-$1,49918$1,500,000-$1,999,99943
$1,500-$1,99919$2,000,000-$2,274,99944
$2,000-$2,74920$2,750,000-$3,499,99945
$2,750-$3,49921$3,500,000-$4,999,99946
$3,500-$4,99922$5,000,000-$6,499,99947
$5,000-$6,49923$6,500,000-$8,999,99948
$6,500-$8,999   24   $9,000,000-$11,999,999   49   
$9,000-$11,99925$12,000,000+ 50
$12,000-$14,99926



On-Hand Objects
To account for the mundane and innocuous objects that most people have among their possessions—and not force you to specifically purchase such objects in order to employ them—use the following rules.

With the GM’s permission, you can roll a d20 and add your current wealth score to see if you have a mundane object on hand, as long as the object has a value of 10 or lower. (The GM determines the value for an object that’s not mentioned in this chapter, using similarly priced objects as a guide.) The DC for this check is equal to 10 + the object’s value.

You can’t make this check to see if you have a mundane object on hand during character generation or between adventures—only during play. If you succeed, your wealth score is unaffected, even if the object’s value is higher than your wealth score.

Depending on the situation, the GM can rule that a certain mundane object is not available; for an object to be obtainable, you must be in a place where the object logically would be.


Equipment Basics

The Black Market
Sometimes you want to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Intelligence (Investigate) checks can be used to locate a black market merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, or 20, 25, or higher in small towns and rural areas.
Obtaining an object on the black market takes a number of days equal to twice the object’s value. The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the value by an additional +1.

Concealed Weapons and Objects
It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate clothing. Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires a bonus action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.

Sleight of Hand Checks
To conceal a weapon or other object, make a Dexterity (Sleight of Hand) check. When concealing an object before you head out into public, you can treat any die roll lower than 10 as a 10 unless you are rushed, trying to conceal it when others might see, or under other unusual constraints. Attempting to conceal a weapon that requires two hands gives you disadvantage on the Dexterity (Sleight of Hand) check.

Spotting Concealed Objects
Noticing a concealed weapon or other object requires a Wisdom (Perception) check opposing the target’s Dexterity (Sleight of Hand) check. An observer attempting to spot a concealed object has disadvantage if more than 20 feet away.

Patting someone down for a hidden weapon requires an Intelligence (Investigate) check, with advantage for the hands-on act of frisking the target. Some devices may also grant advantage under certain circumstances (a metal detector offers advantage to find metal objects, for example).

Spotting Concealable Armor
Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Anyone attempting to notice the armor must make a Wisdom (Perception) check (DC 20).

Living in Luxury
The value ratings given are for average-quality items. It’s possible to purchase similar items with luxury features, generally by increasing their value by 1. Although such items are more expensive, they offer no additional features or game benefits.
Luna
GM, 18 posts
Sat 30 May 2020
at 17:26
  • msg #2

Notes

Gear

Battery-Operated Gear
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 you recharge or replace 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 value of 2 and can be changed as an action.

Adventuring Gear
This section describes miscellaneous items that could be useful to many adventurers.

Cell Phone. Flip phones are cheap and readily available everywhere from department stores to gas stations. A cell phone uses a battery that lasts for 24 hours before it must be recharged. It works in any area covered by cellular service.

Chemical Light Stick. 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. The listed value is for a pack of 5 sticks.

Fake ID. Purchasing a falsified driver’s license from a black market source can produce mixed results, depending on the skill of the forger. When you purchase a fake ID, the GM secretly makes an ability check for the forger, which serves as the DC for the opposed check when someone inspects the fake ID. The value of a fake ID is 8 + the forger’s proficiency bonus.

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. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. The first aid kit counts as a healer’s kit for purposes of the Healer feat.

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.

Penlight: This small flashlight can be carried on a key ring. It projects bright light in a 10 foot cone, and dim light for an additional 10 feet.
Standard: This heavy metal flashlight projects bright light in a 30 foot cone, and dim light for an additional 30 feet.

Battery Flood: Practically a handheld spotlight, this item projects bright light in a 100 foot cone, and dim light for an additional 100 feet.

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 an action. The value for one extra filter canister is 6.

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

Choose a type of terrain when you purchase the suit: arctic, cavern, coastal, desert, forest, grassland, mountain, or swamp. While wearing the suit in the appropriate terrain, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other phenomena natural to that terrain type.

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. You can make an opposed Strength (Athletics) check against a grappled creature to attach the handcuffs to the creature.

Steel: These heavy-duty cuffs require a Strength (Athletics) check with a DC of 25 to break, and require a Dexterity (Sleight of Hand) check or Dexterity (Acrobatics) check (DC 20) to remove without the key.

Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. They have a break DC of 25. They can only be removed by cutting them off.

Lock Release Gun. This small, pistol-like device automatically disables mechanical locks operated by standard keys with a DC of 15 or lower (no ability check necessary).

Night Vision Goggles. Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user darkvision (range 120 ft.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose disadvantage on all Wisdom (Perception) checks made by someone wearing them.

Pain Reliever. At the end of a short rest, you can use a dose of medicine to restore 2d4+2 hit points. You cannot benefit from this effect again until you take another short rest. The value is for 5 doses.

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. It can be deployed as an action by rolling it across a roadway, where it lies like a flat, segmented belt. Until the strip is activated, the spikes do not protrude, and cars can pass safely over it. You can activate it as a reaction via a control device attached to the end of the strip by a 10-foot-long cord, causing the spikes to extend.

Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw.

Wheeled vehicles passing over the strip are automatically hit—although vehicles equipped with puncture-resistant tires are not affected.

Survival 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.
Luna
GM, 19 posts
Sat 30 May 2020
at 17:34
  • msg #3

Notes

Tools
A tool helps you do something you couldn’t otherwise do, such as craft or repair an item, analyze chemicals, or access digital files. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use.

Chemistry Kit. A portable laboratory, a chemical kit includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds.

Computer. A computer is a powerful tool for information gathering and research. While anyone can use a computer to make Intelligence (Investigation) checks to discover information, those who are proficient with these tools can create programs, navigate complex network structures, and issue administrative commands while hiding their presence and covering their tracks.

Smartphone: An extremely versatile device, a smartphone offers impressive computing power, GPS functionality, and internet access, all in a handheld device. In addition, a smartphone has all the functionality of a standard cell phone. A smartphone battery can last for 24 hours before needing to be recharged.

Laptop: This device offers most of the functionality of a desktop computer with the advantage of portability. Laptops are a convenient compromise between the compact smartphone and the bulkier desktop computer. A laptop battery can last for 8 hours before needing to be recharged.

Desktop: This classic configuration offers maximum computing power with the added advantage of plug-and-play components. It includes a computer tower, monitor, keyboard, mouse, and external speakers.

Demolitions Kit. This kit contains everything needed to set detonators, wire explosive devices, and disarm explosive devices.

Electrical Tools. This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires. You can use these tools to create and repair electronic devices.

Mechanical Tools. This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools. You can use these tools to create and repair mechanical structures and devices.

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency.

Pharmacist’s Tools. These tools includes everything needed to prepare, preserve, compound, analyze, and dispense medicinal drugs.

Surgical Tools. These tools are all you require to make incisions, clamp off arteries, and create sutures. You can perform surgery to treat injuries.

Lifestyle
Lifestyle items include travel expenses, entertainment and meals beyond the ordinary, and housing, for those characters interested in buying a home rather than renting. Lifestyle items are shown on the table below.



Housing. A number of types of homes are mentioned on Table:Lifestyle. The value covers the down payment, not the total cost of the home. (A character buying a home does not have to worry about mortgage payments; they simply replace the hero’s rent, which is already accounted for in the Wealth system)

The small house and condo are one- or two-bedroom homes, probably with curbside parking. The large condo and medium house are three-bedroom homes with garage or carport parking for one or two cars. The large house is a four-bedroom home with a two-car garage, while the mansion is a five- or six-bedroom home with an extra den, spacious rooms throughout, and a three-car garage. All of these homes are of typical construction; luxury appointments or avant garde design is available with a +2 increase to the value.

Location dramatically affects a home’s value. The given value assumes a typical suburban location. An undesirable location, such as a bad neighborhood or a remote rural site, reduces the value by 2. A particularly good location in an upscale neighborhood or city center increases the value by 2.

Entertainment. Values are given for several entertainment options. They represent the purchase of a single ticket. A pair of tickets can be purchased together; doing so increases the value by 2.

Meals. Several typical meal costs are provided. The cost of picking up the tab for additional diners adds +2 per person to the value.

Transportation. Airfare tickets are for a single passenger round trip. One-way tickets are available, but only reduce the value by 2. Car rentals and lodging rates are per day.
Luna
GM, 20 posts
Sat 30 May 2020
at 17:44
  • msg #4

Notes

EQUIPMENT (VEHICLES)

Vehicles
Vehicles are described by a number of statistics, as shown on Table: Vehicles.
Value: This is the value to acquire the vehicle.
Armor Class: The vehicle’s Armor Class.
Damage Threshold: A vehicle has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle’s damage threshold is considered superficial and doesn’t reduce the vehicle’s hit points.
Hit Points: The vehicle’s full normal hit points.
Handling DC: This is the base DC for ability checks made to perform maneuvers and stunts.
Maximum Speed Factor: The highest speed factor the vehicle can attain.
Crew: The standard number of crew. In most cases, only one person is needed to drive the vehicle; other crew members serve as gunners or copilots.
Passengers: 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 Capacity: 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.




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 value.

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 cover). Like cars, trucks generally provide three-quarters cover to their occupants. The rear bed of a pickup truck, however, provides only half cover. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants.

Dirt Bike. Similar to the motorcycle used by United States Army cavalry scouts, this classic off-road motorcycle comes equipped with off-road tires.

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 provides nine-tenths cover for its occupants. It is equipped with puncture-resistant tires.

Four-wheeler ATV. This all-terrain vehicle is something like a four-wheeled motorcycle and comes equipped with off-road tires. It provides no cover for its riders.

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 provides three-quarters cover for occupants in the cab and total cover for any in the back.

Civilian Air Vehicles
A few examples are provided here from the variety of airgoing vehicles that might be available to characters.

Helicopter. A common civilian helicopter, also adopted by many military forces as a light utility helicopter. It provides three-quarters cover for crew and passengers.

Passenger helicopter. This is a twin-engine, sturdy, reliable helicopter used for passenger and cargo work all over the world. Military versions are still in use in many countries. It provides three-quarters cover for crew and passengers (half cover for passengers if the cargo doors are open).

Prop plane. This common single-engine propeller plane is relatively inexpensive. It provides three-quarters cover for crew and passengers.

Private jet. This is a sleek business jet introduced in the late 90s. Two turbofans, set on the fuselage above and behind the wings, provide the power. The interior includes luxury accommodations and a lavatory. It provides three-quarters cover for crew and total cover for passengers.

Civilian Water Vehicles
A few examples are provided here from the variety of water vehicles that might be available to characters.

Runabout. This is 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. It provides half cover to occupants in the cockpit or stern, total cover to occupants in the cabin, and no cover to those forward of the cockpit.

Cabin cruiser. This is a motor yacht with two internal diesel engines. It comes equipped with four berths and a fully equipped galley. It provides half cover to occupants in the cockpit or stern, total cover to occupants below deck, and no cover to those forward of the cockpit.

Jet ski. This is a two-seat jet ski that propels itself with a powerful jet of water. It provides no cover for its riders.

Military Vehicles
Several military vehicles are covered here. In addition, a number of the civilian vehicles covered above, such as the passenger helicopter, are commonly seen in military service.

Battle tank. This tank 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 an action to enter a tank and another action to start it moving. it provides total cover to its occupants.
This vehicle comes equipped with a tank cannon (see Table: Vehicle Weapons) and an mounted heavy machine gun (see Table: Ranged Weapons), both mounted in full turrets.

Personnel carrier. This armored vehicle 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 an action to enter the vehicle through a top hatch, and another action to start it moving. In addition to its own armament, the carrier’s passenger compartment has ports that allow passengers to fire their personal weapons from within the vehicle. It provides total cover to its occupants.
This vehicle comes equipped with a mounted heavy machine gun (see Table: Vehicle Weapons) mounted in a full turret.

Heavy utility helicopter. This vehicle provides three-quarters cover to crew and passengers (half cover to passengers if the cargo doors are open).


Luna
GM, 21 posts
Sat 30 May 2020
at 18:28
  • msg #5

Notes

Equipment (Weapons and Armor)

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

Ranged Weapons
Ranged weapons fall into three general groups: personal firearms, heavy firearms, and simple ranged weapons.

Handguns and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person. If you have proficiency in advanced firearms, you can use special techniques when firing automatic or semiautomatic weapons (see the corresponding properties below).

Ranged weapons that launch explosive rounds or meant to be mounted on a vehicle are considered heavy firearms.

Weapon Properties
Ammunition. The ammunition of a firearm is destroyed upon use.
Automatic. Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. When you take the Attack action with this weapon, you can choose to take a -4 penalty on the attack roll. If the attack is successful, you may roll the weapon’s damage dice a second time and add it to the final damage. These additional dice are not rolled twice if you score a critical hit. This attack uses five pieces of ammunition. Automatic weapons can also be fired in semiautomatic mode. This feature cannot be used with any ability that grants you multiple attacks.

Bipod. To use this weapon properly, you must spend an action deploying a bipod in order to steady the weapon. Attempts to use the weapon without the bipod deployed impose disadvantage.

Burst. A weapon with the burst property targets a point of origin rather than a specific creature, and then all creatures within the listed radius must make a Dexterity saving throw. On a successful save, the creature takes half damage, or full damage if it fails.

Reload. You can fire a limited number of shots with this weapon before you need to reload. How the weapon is reloaded depends on the type of magazine it uses to store ammunition. Magazines come in four basic types: box, cylinder, internal, and linked.

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.

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.

Semiautomatic. Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. When you take the Attack action with this weapon, you can choose to take a -2 penalty on the attack roll. If the attack is successful, you may roll half of the weapon’s damage dice and add it to the final damage. These additional dice are not rolled twice if you score a critical hit. This attack uses two pieces of ammunition. This feature cannot be used with any ability that grants you multiple attacks.

Spread. When fired at normal range, roll an additional damage die and add it to the weapon’s damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.

Stationary. A stationary weapon has to be set up before it can be fired. Setting up a stationary weapon requires an action.

Special. Some weapons have effects that are specific to them. These will be noted in the descriptions below the table.

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

Quantity
Certain items, such as grenades or explosives, are sold in quantities. These quantities are listed in parentheses after the purchase value.




Special Ranged Weapon Descriptions
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. Any creature caught in the line of flame can make a Dexterity saving throw (DC 13) to take 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 an action.

Discharging a fire extinguisher instantly smothers flames in a 10-foot-by-10-foot area.
A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack requires 1 minute and has a purchase value of 13.

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 Constitution saving throw (DC 13) or be blinded.  The target can repeat the saving throw at the end of each of its turns until successful.

Taser. 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 target must make a Constitution saving throw (DC 13) or be incapacitated. The target can repeat the saving throw at the end of each of its turns until successful. Reloading a taser is an action.

Ammunition
To determine how much a loaded magazine weighs, look it up on the table, rounding the number of rounds in the magazine up.

Shotgun shells are a little heavier; use the weight value for one damage step higher. Purchase values are for 50 rounds.





Special Grenades and Explosives Descriptions
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 Dexterity check (DC 15) with a demolitions kit to link them. C4/Semtex requires a detonator to set off.

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.

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 Dexterity check (DC 10 + 1 per stick) with a demolitions kit. If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice).

To set off dynamite using a fuse, the fuse must first be lit, requiring an action or a bonus 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 an action or a bonus action.

Molotov Cocktail. A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand. The value given is for the components. To use it, the rag must first be lit, requiring a bonus action (and a lighter or other source of flame). The cocktail detonates on impact with a solid object. A target that takes a direct hit is dealt an additional 1d6 points of bludgeoning damage and catches on fire, taking 1d6 points of fire damage at the beginning of each of its turn until the flames are extinguished. The burst area of the Molotov cocktail continues to burn for 1d4 rounds, and any creature entering the area or ending its turn there catches on fire.

Smoke Grenade. Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills all squares within its burst radius with smoke. The area covered by the smoke is heavily obscured. It disperses after 1 minute, 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 Grenade. 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 its burst radius with a cloud of irritant that causes eyes to fill with tears. It disperses after 1 minute, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

A creature that starts its turn in a cloud of tear gas must make a Constitution saving throw (DC 13) or spend their action that turn coughing and retching. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides advantage on the saving throw.

White Phosphorus Grenade. 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 a 5-foot radius.
Luna
GM, 22 posts
Sat 30 May 2020
at 18:36
  • msg #6

Notes

Special Melee Weapon Descriptions
Chainsaw. 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. If you roll a natural 1 on an attack roll with a chainsaw, it stalls. Restarting the chainsaw is an action.

Stun Gun. 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 creature must succeed at a Constitution saving throw (DC 13) or be incapacitated. The creature can repeat this save at the end of each of its turns.

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 Wisdom (Perception) or Intelligence (Investigate) check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)

Tonfa. This is the melee weapon carried by most police forces, used to subdue and restrain criminals. When you hit a creature with this weapon, you can attempt to start a grapple as a bonus action.




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 character 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 Dexterity check (DC 13) with a demolitions kit. 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: 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 Dexterity check (DC 10) using a demolitions kit or electrical tools. When the electrical device is activated, the detonator goes off.

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 pack of gum, 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: 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: 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 Dexterity check (DC 10).

Holster. Holsters are generally available for all pistol-size firearms.

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

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

Illuminator. 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. This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 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: A standard scope increases a ranged weapon’s normal and maximum range by one-half (multiply by 1.5). However, to use a scope you must spend an action acquiring your target. If you change targets or otherwise lose sight of the target, you must reacquire the target to gain the benefit of the scope.

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.

Rangefinding Laser: A rangefinding laser scope functions the same as a standard scope, except that it incorporates an invisible laser that can determine the exact range of a target, then relay that information via computer link. If that information is relayed to another weaon with a rangefinding laser scope targeting the same creature or object, the second attacker gains advantage on his first attack against the target.

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 character can insert all the bullets at once, allowing you to reload a revolver as a bonus action.

Suppressor. 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 (Wisdom (Perception) 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 Wisdom (Perception) check (DC 15) to locate the source of the gunfire.

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

Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that has the same damage value.

Weapon Modifications
Weapons can be modified in various ways. To add a modification, choose a base weapon, modify the purchase value of the base item according to the modification’s instructions, and then purchase the modified item as normal. Some modifications have additional restrictions placed on them that must be considered before making the modification.

Alternate Weapon. Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass everything from having a bayonet installed on a rifle to adding an underslung grenade launcher. Choose a second weapon. That weapon is integrated into the base weapon and can be used at any time.
Value Modifier: +4 (if the secondary weapon has a lower purchase value) or +6 (if the secondary weapon has a higher purchase value)

Autofire Module. This modification allows a previously semiautomatic to be able to fire in full automatic mode. The weapon modified loses the semiautomatic weapon property and gains the automatic weapon property.
Restrictions: Personal firearm with the semiautomatic weapon property.
Value Modifier: +2

Collapsible. A weapon that makes use of the collapsible modification is easily disassembled and reassembled at a moment's notice. Breaking down a weapon into its individual parts requires an action. while reassembling them in the correct order requires another action. The weapon must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; an Intelligence (Investigation) check (DC 17) is required to identify a collapsed weapon for what it really is.
Value Modifier: +2

Compact. By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of this modification is smaller than normal.
Restrictions: Personal firearms only.
Value Modifier: +2

Concealable. Some weapons can be installed (and operated from) inside other items; for example, guns that fit into briefcases, grenades disguised as cosmetic products, and so forth. The concealed item cannot be identified as a weapon except through close examination, or when it is in use. The concealed weapon cannot be larger than the item in which it is concealed.
Value Modifier: +2

Electrified. The weapon is attached to a power source. On a successful hit, the target takes 1d8 points of lightning damage as well as the damage dealt by the weapon.
Restrictions. Melee weapons only.
Value Modifier: +2

Grappling Sheath. Grenades and mines can be fitted with custom grappling sheaths designed to adhere to any surface against which they are thrown or placed. Once placed, a mine or other explosive equipped with a grappling sheath cannot be moved, short of tearing it loose. Doing so requires a DC 20 Strength check, and, depending on the mine's trigger, might cause it to detonate.
Restrictions: Grenades and mines only.
Value Modifier: +2

Expanded Magazine. Any weapon with the expanded magazine gadget doubles its normal magazine capacity.
Restrictions: Personal firearms with internal or box magazines only.
Value Modifier: +2

Improved Accuracy. This modification improves the accuracy of a ranged firearm, granting a +1 to +3 bonus on attack rolls.
Restrictions: Personal firearms only.
Value Modifier: +2 (for +1), +4 (for +2), or +6 (for +3)

Improved Damage. This modification increases the bore of a projectile weapon's barrels, adding +1 to +3 to the weapon's damage.
Restrictions: Personal firearms only.
Value Modifier: +2 (for +1), +4 (for +2), or +6 (for +3)

Integrated Equipment. Choose a piece of equipment. ThaI equipment is integrated into the base weapon and can be used at any time.
Value Modifier: +2 (if the equipment has a lower purchase value than the base weapon) or +4 (if the equipment has a higher purchase value than the base weapon)

Spring Loaded. Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment’s notice. A weapon with the spring loaded modification can be drawn without counting against the number of weapons you can draw on your turn, regardless of whether the weapon is concealed.
Restrictions: One handed or light weapons only.
Value Modifier: +2
Luna
GM, 23 posts
Sat 30 May 2020
at 18:39
  • msg #7

Notes

Armor
Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials.




Armor Modifications
Armor can be modified in various ways. To add a modification, choose a base armor, modify the purchase value of the base item according to the modification’s instructions, and then purchase the modified item as normal. Some modifications have additional restrictions placed on them that must be considered before making the modification.

Integrated Equipment. Choose a piece of equipment. ThaI equipment is integrated into the base armor and can be used at any time.
Value Modifier: +2 (if the equipment has a lower purchase value than the base armor) or +4 (if the equipment has a higher purchase value than the base armor)

Integrated Weapon. This modification integrates a built-in weapon into the base armor. Choose a weapon. That weapon is integrated into the base armor and can be used at any time.
Value Modifier: +4 (if the weapon has a lower purchase value than the base armor) or +6 (if the weapon has a higher purchase value than the base armor)
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