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4. EL Arsenal

Cargando editor
28/08/2016, 18:09
Director
Modern
Type  Damage  Weight  Cost  Notes
Bangstick  3d6 2 5  Basically a shotgun shell on a stick used in melee; must be reloaded with a fresh shell (1 action)
Bayonet  Str+d4 1 25  A bayonet affixed to a rifle increases the damage to Str+d6, Parry +1, Reach 1, 2
hands
Billy Club/Baton  Str+d4 1 10  Carried by most law-enforcement officials
Brass Knuckles  Str+d4 1 20  A hero wearing brass knuckles is considered to be an Unarmed Attacker
Chainsaw  2d6+4 20 200  A natural 1 on the Fighting die (regardless of the Wild Die) hits the user instead
Switchblade  Str+d4 1 10  –2 to be Noticed if hidden
Survival knife  Str+d4 3 50  Contains supplies that add +1 to Survival rolls
Futuristic
Type  Damage  Weight  Cost  Notes
Molecular Knife  Str+d4+2 1 250  AP 2, Cannot be thrown
Molecular Sword  Str+d8+2 8 500  AP 4
Laser Sword  Str+d6+8 5 1000  AP 12, Laser swords aren’t terribly realistic, but
 
Modern
Type  Range  Damage  RoF  Cost  Weight municion  Min Str  Notes  
Pistols                  
Derringer (44)  5/10/20  2d6+1 1 150 2 2  —  AP 1  
Colt Dragoon (44)  12/24/48  2d6+1 1 200 4 6  —  Revolver  
Colt 1911 (45)  12/24/48  2d6+1 1 200 4 6  —  AP 1, Semi-Auto  
S&W (44)  12/24/48  2d6+1 1 250 5 6  —  AP 1, Revolver  
Desert Eagle (50)  15/30/60  2d8 1 300 8 9  —  AP 2, Semi-Auto  
Glock (9mm)  12/24/48  2d6 1 200 3 15  —  AP 1, Semi-Auto  
Peacemaker (45)  12/24/48  2d6+1 1 200 3 6  —  AP 1, Revolver  
Ruger (22)  10/20/40  2d6-1 1 100 2 12  —  Semi-Auto  
S&W (357)  12/24/48  2d6+1 1 250 4 6  —  AP 1, Revolver  
Submachine Guns                  
H&K MP5 (9mm)  12/24/48  2d6 3 300 10 30  —  AP 1, Auto  
MP40 (9mm)  12/24/48  2d6 3 300 11 32  —  AP 1, Auto  
Tommy Gun (45)  12/24/48  2d6+1 3 350 13 50  —  AP 1, Auto  
Uzi (9mm)  12/24/48  2d6 3 300 9 32  —  AP 1, Auto  
Shotguns                  
Double-Barrel (12g)  12/24/48  1-3d6  1-2 150 11 2  —  See notes  
Pump Action (12g)  12/24/48  1-3d6 1 150 8 6  —  See notes  
Sawed-Off DB (12g)  5/10/20  1-3d6  1-2 150 6 2  —  See notes  
Streetsweeper (12g)  12/24/48  1-3d6 1 450 10 12  —  See notes  
Rifles                  
Type  Range  Damage  RoF  Cost  Weight municion  Min Str  Notes  
Barrett (50)  50/100/200  2d10 1 750 35 10  d8  AP 4, Snapfire, HW  
M1 (30)  24/48/96  2d8 1 300 10 6  d6  AP 2, Semi-Auto  
Kar98 (7,92)  24/48/96  2d8 1 300 9 4  d6  AP 2  
Sharps Big 50 (50)  30/60/120  2d10 1 400 11 1  d8  AP 2, Snapfire Penalty  
Spencer Carbine (52)  20/40/80  2d8 1 250 8 5  —  AP 2  
Winchester ‘76 (45-47)  24/48/96  2d8 1 300 10 6  d6  AP 2  
Assault Rifles                  
Type  Range  Damage  RoF  Cost  Weight municion  Min Str  Notes  
AK47 (7,62)  24/48/96  2d8+1 3 450 10 30  d6  AP 2, Auto  
H&K G3 (308)  24/48/96  2d8 3 400 10 30  d6  AP 2, Auto  
M-16 (5,56)  24/48/96  2d8 3 400 8 30  —  AP 2, Auto, 3RB  
Steyr AUG (5,56)  24/48/96  2d8 3 400 8 30  —  AP 2, Auto, 3RB  
Machine Guns                  
Gatling (45)  24/48/96  2d8 3 500 40 200  —  AP 2, May not move  
M2 Browning (50 Cal)  50/100/200  2d10 3 1000 84 200  — AP 4, May not move, HW  
M1919 (30)  24/48/96  2d8 3 750 32 200  —  AP 2, May not move  
M60 (7,62)  30/60/120  2d8+1 3 1000 33 100  d8  AP 2, Snapfire  
77 MG (Japanese)  30/60/120  2d8 3 1000 30 100  —  AP 2, Auto, Snapfire  
MG34 (7,92)  30/60/120  2d8+1 3 500 26 80  d8  AP 2, Snapfire  
MG42 (7,92)  30/60/120  2d8+1 4 500 26 160  d8  AP 2, Snapfire  
SAW (5,56)  30/60/120  2d8 4 750 20 100  d8  AP 2, Snapfire  
Besa MG (7,92)  40/80/160  2d8 3 1000 54 50  —  AP 2, Auto, May not move  
DTMG (7,62)  30/60/120  2d8+1 3 1000 26 50  —  AP 2, Auto, May not move  
14,5mm MG  50/100/200  3d6 3 5000 30 100  —  AP 2, Auto, May not move  

 

Item  Cost*  Weight notas            
Adventuring Gear                  
Backpack 50 5              
Bedroll (sleeping bag; winterized) 25 4              
Blanket 10 4              
Camera (disposable) 10 1              
Camera (regular) 75 2              
Camera (digital) 300 1              
Candle (provides light in 2” radius) 1 1              
Canteen (waterskin) 5 1              
Cellular Phone 100  –              
Crowbar 10 2              
Flashlight (10” beam) 20 3              
Flask (ceramic) 5 1              
Flint and Steel 3 1              
Grappling Hook 100 2              
Hammer 10 1              
Lantern (provides light in 4” radius) 25 3              
Lighter 2  –              
Lockpicks 200 1              
Handcuffs (manacles) 15 2              
Oil (for lantern; 1 pint) 2 1              
Rope (10”) 10 15              
Tool Kit 200 5              
medic kit 200 5 10 usos            
repuestos kit 10 ,5 1 uso            
Umbrella 5 2              
Whistle 2  –              
Whetstone  5 1              
Clothing                  
Camouflage Fatigues 20  –              
Hiking Boots 100  –              
Normal Clothing 20  –              
Formal Clothing 200  –              
Winter Gear (cloak/parka) 200 3              
Winter Boots 100 1              
Food                  
Fast Food Meal (cheap meal) 5 1              
Good Meal (restaurant)  15+  –              
MRE (Meal Ready to Eat) 10 1              
Trail Rations (5 meals; keeps 1 week) 10 5              
Computers                  
Desktop 800 20              
Laptop 1200 5              
Handheld 250 1              
GPS 250 1              
Surveillance                  
Cellular Interceptor 650 5              
Night Vision Goggles Passive 1000 3              
(no penalties for Dim or Dark) Active 2500 4              
Parabolic Microphone 750 4 (good to 200 yards)            
Telephone Tap (Bug) 250  –              
Transmitter Detector 525 1              
                   
*Costs for mundane items depend entirely on the setting and            
the tech level available, A horse in most fantasy campaigns, for            
instance, is fairly common and costs about $300, In the modern            
world, horses cost thousands of dollars            
                   
Ammunition                  
Ammo  Weight  Cost  Notes            
Bullets, Small  3/50  10/50  Includes ,22 to ,32 caliber weapons            
Bullets, Medium  5/50  25/50  Includes 9mm to ,45            
Bullets, Large  8/50  50/50  Includes ,50 and most rifle rounds            
Modern Armor                  
tipo bono armadura peso  Cost0  Notas          
chaqueta de cuero  +2/+4 12 80 cubre solo torso        
chaleco de kevlar  +2/+4 8 250  solo tornso, niega 4 AP        
chaleco de kevlar con ceramica  +4/+8 12 2500 es kevlar pero la ceramica da +8 contra balas        
casco moto 3 5 75 50% salvacion contra disparos a la cabeza        
casco de acero 4 5 80 50% salvacion contra disparos a la cabeza        
armadura futurista                  
Type  Armor  Weight*  Cost  Notes          
traje de batalla 6 20  Mil cubre todo el cuerpo         
Hard Armor 8 30  Mil cubre todo el cuerpo         
Powered Armor (scout suit) 10 0  Mil cubre todo el cuerpo         
Powered Armor (battle suit) 12 0  Mil cubre todo el cuerpo         
Powered Armor (heavy suit) 14 0  Mil cubre todo el cuerpo         
Reflective Vest 10 5 200 cubre el torso, solo funciona con armas laser        
                   
Gear              
Equipment  Cost              
Suppressor 50              
Scope 50              
Nightvision Goggles 100              
Infrared Nightvision Goggles 50              
Gas Mask 50              
Cold Weather Gear 50              
Radio 100              
Mine Plow/Dozer Blade(ground Vehicles with Heavy Armor only) 200              
Cargando editor
29/08/2016, 01:52
Director

aquí les dejo armas futuristas.

Ranged Weapons
Type  Range  Damage  RoF  Cost  Weight  Shots  Min Str  Notes
Laser Pistol  12/48/48  1-3d6 1 300 5 25  -  Semi-Auto
Laser Rifle  24/48/96  1-3d6 3 450 10 30  -  Auto, 3RB
Laser Cannon  30/60/120  1-3d6 5 650 15 50  d6  Auto, Bipod, Snapfire
 Laser damage can be increased by using more shots, 1 shot=1d6, 2 shots=2d6, max 3 shots=3d6
Blaster Pistol  12/24/48  2d6 1 250 4 15  -  Semi-Auto Heavy
Blaster Pistol  12/24/48  2d8 1 350 8 10  d6  Semi-Auto
Blaster Carbine  12/24/48  2d6+1 3 400 9 25  -  Auto, 3RB
Blaster Repeater Rifle  24/48/96  2d8+1 1 450 10 20  d6  AP2 Semi-Auto, Snapfire
Blaster Hunting Rilfe  40/80/120  2d10 1 500 11 10  - AP4, Scope, Snapfire
Blaster Autorifle  30/60/90  2d8+1 3 600 12 50  d8  AP1, Auto, 3RB, Bipod, Snapfire
Blaster weapons can be set to stun, causing only nonlethal damage
Pellet Pistol  10/20/30  1-3d6 1 200 10 10  -  Semi-Auto
Pellet Rifle  10/20/30  1-3d6+2 1 400 15 15  d6  
Pellet Autorifle  10/20/30  1-3d6 3 800 20 20  d8  Auto, 3RB, Snapfire
Pellet guns cause damage dependent on distance, 3d at close, 2d at medium, 1d at long range
Disintegrator Pistol  5/10/20  3d10+1 1  Mil 8 6  -  AP10, HW, 1 round recharge
Disintegrator Rifle  12/24/48  3d10+2 1  Mil 16 12  d8  AP10, HW, 1 round recharge, Snapfire,
Disintegrators breach ship hulls, They can only be fired every other turn, Illegal and not available for purchase!
Special weapon
Type  Range  Damage  RoF  Cost  Weight  Shots  Min Str  Notes
EMP Cannon Cone Template 2d8 1 1000 12 10  d6  EMP, Snapfire
EMP weapons cause damage to electrical circuits, Androids and implant wearers take normal damage, no armor, Anyone else suffers half, non-lethal damage,
Wristthrower Cone Template  Special 1  Mil 8 2  - Ignores Armor and Shields, See desc,
Wrist throwers are attached to the lower arm of the wearer, You can not reload them in the field as special tools are required,
Grenades                
Type  Range  Damage  RoF  Cost  Weight  Burst  Min Str  Notes
Grenade  05/10/20  3d6  - 125 1  MBT  -  Grenade
Detonator Grenade  05/10/20  3d10  -  Mil 2  LBT  -  AP10, HW, Grenade
Stun Grenade  05/10/20  special  – 100 1  SBT  - - Stun, Grenade
                 
Ammunition                
Ammo  Weight  Cost  Notes          
Laser Battery 2 50 Recharges all Laser weapons back to full
Blaster Pack 2 25 Reloads 25 shots in all blaster types
Pellet Drum 02/04/2006  15 (10) / 25 (15) / 40 (20)  Number in ( ) amount of shots in the drum
Disintegrator Mag 1  Mil  
EMP Powercell 5 50  
Wristthrower Tanks 4  Mil  
       
Melee Weapons
 Type  Damage  Weight  Cost  Notes
   Str + d6 2 200  AP2, Vibro
Vibro Sword  Str + d8 8 300  AP2, Vibro
Vibro Axe  Str + d6 +1 5 250  AP2, Vibro
Vibro Spear  Str + d6 8 300  AP2, Parry +1, Reach 1, 2 hands, Vibro
 On a natural one on the fighting die the battery diez, Weapon looses AP and damage is reduced one die type
Energy Knife  Str + d6 +2 1 500  AP5,
Energy Energy Sword  Str + d10+2 5  Mil  AP5,
Energy Energy Bayonet  Str + d6 +2 1 250  AP5, changes ranged weapons melee stats: Str+d6, Parry +1, Reach 1, 2 hands, Energy
Energy Blades cannot be parried except by other energy weapons
 Shockstick special 2 200  Stun
Victim must make a Vigor roll or be shaken and take a level of fatigue On a success only shaken, On a raise unscathed