Items

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The Armoury

This is what the Templar Armoury has available for their operatives. It's run as a subsidiary of the Swiss guard. Some items can be rare or out of stock, and some aren't in the list. You can even design your own with the right tools.

Item Lists

Weapons

Range: Apart from Melee weapons, most weapons can go beyond their standard range. Each additional zone of range beyond the standard increases the TN by 1 (by 2 for melee weapons).

Ammo: Ammo of the same type is interchangeable. Large Calibre or other Properties that change the ammunition type, take away this compatibility. Some weapons have "special" meaning their ammunition is unique.

Damage: Basic damage for standard ammunition, any inherent Armour penetration or other damage types will be mentioned here too.

Firing mode: Revolver/ Bolt-Action / Pump action = Single-Shot, Semi-Automatic, Burst-fire, Automatic

Reload TN: Reload target number simulates the magazine size, general ammo usage and so on, in a given "attack" it's not always the exact same amount of bullets used and so on. The higher the TN the quicker you will run out of ammo (and generally the harder it is to reload quickly if it is not clip/magazine-based).

Requisition TN: The higher the number, the harder it is to requisition.

Melee Weapons

All small or tiny weapons can be thrown with a range of 0 zones (except fists... obviously).

* Versatile: Can choose to do +1 AP or +1 to Speed, Reach and defence. ** Very sharp: If you hit an opponent whom has two or more points of armour, roll Fight vs TN: 3, on a failure the blade is damaged (-2 damage, -2 AP) *** Unbalanced: You cannot have the same stance twice in a row while wielding this weapon.
Melee Weapons Style bonus
Name Reach Speed Defence Damage Req.TN Properties
Fists 0 4 0 I: -1, Ap: -1 / Tiny, Not a weapon, Blunt
Knife 0 4 2 0 -3 Not a weapon, Tiny
Combat Knife 1 3 1 +1 1 Small
Long Sword 2 2 2 +2 4 Sharp
Bastard Sword 3 1 3 +2 5 Sharp, Large
Short sword 1 3 1 +1 AP: 1 2 Stabbing weapon, Small
Two-handed Sword 3 0 2 +3 I: 1 6 Sharp, Heavy, Large
Fighting stick (Nightstick) 1 3 1 I: +1, AP: -1 2 Blunt, Small
Improvised Club 2 1 1 I: +1, AP: -1 / Blunt, Not a weapon, Heavy
Short Spear 3 2 1 +1, AP: 1 3 Stabbing weapon, Long
Polearm 3 2 1 +2 5 Sharp, Long, Versatile*
Stiletto 0 4 0 +1, AP: 1 3 Stabbing weapon, Tiny
Katana 2 2 2 +3 5 Sharp, Very Sharp**
Pole 3 2 1 I: +1, AP: -1 3 Blunt, Long
Hand-axe 1 2 0 +1, I: 1 3 Small, Heavy
Battleaxe 3 0 0 +3, I: 1 4 Sharp, Heavy, Long, Unbalanced***
Fists, always available. Usually your last resort.
Fists
Reach: 0
Speed: 4
Defence: 0
Damage: Impact: -1, Ap: -1
Requisition TN: Always available
Properties: Tiny, Not a weapon, Blunt
A basic (kitchen) knife can be found almost anywhere, on the other hand it is not a very good weapon.
Knife
Reach: 0
Speed: 4
Defence: 2
Damage: 0
Requisition TN: -3
Properties: Not a weapon, Tiny
Combat knife : Very handy to have, reliable, fast, reach is a bit of an issue.
Combat Knife
Reach: 1
Speed: 3
Defence: 1
Damage: 1
Requisition TN: 1
Properties: Small
A basic long sword. A balanced weapon.
Long Sword
Reach: 2
Speed: 2
Defence: 2
Damage: 2
Requisition TN: 4
Properties: Sharp
A Bastard sword, also known as a Hand-and-a-halfer.
Bastard Sword
Reach: 3
Speed: 1
Defence: 3
Damage: 2
Requisition TN: 5
Properties: Sharp, Large
A short sword, weighty, great for stabbing.
Short Sword
Reach: 1
Speed: 3
Defence: 1
Damage: 1 AP: +1
Requisition TN: 2
Properties: Stabbing weapon, Small
A Two-handed sowrd. A long heavy blade, perfect for cleaving peasants!
Two-handed Sword
Reach: 3
Speed: 0
Defence: 2
Damage: 3, Impact: +1
Requisition TN: 6
Properties: Sharp, Heavy, Large
A fighting stick, this heavy sturdy stick, sometimes with a metal core, is great weapon and quite concealable.
Fighting stick (Nightstick)
Reach: 1
Speed: 3
Defence: 1
Damage: Impact: 1, AP: -1
Requisition TN: 2
Properties: Blunt, Small
A Club. Usually an improvised weapon, a table leg, a pipe, a tree-limb,...
Improvised Club
Reach: 2
Speed: 1
Defence: 1
Damage: Impact: 1, AP: -1
Requisition TN: Free
Properties: Blunt, Not a weapon, Heavy
A spear, great reach, good for stabbing people from a distance.
Short Spear
Reach: 3
Speed: 2
Defence: 1
Damage: +1 AP: 1
Requisition TN: 3
Properties: Stabbing weapon, Long
There are as many variations of the pole-arm as there are regions in Europe. The basics remain the same, a stabbing, slashing or heavy blade at the end of a long pole.
Polearm
Reach: 3
Speed: 2
Defence: 1
Damage: 2
Requisition TN: 5
Properties: Sharp, Long, Versatile
The original Stiletto. The perfect weapon for stabbing through armour. And easy to conceal.
Stiletto
Reach: 0
Speed: 4
Defence: 0
Damage: 1, AP: +1
Requisition TN: 3
Properties: Stabbing weapon, Tiny
The Katana. Another weapon that was brilliant for killing un-armoured peasants. And in the iron-poor Japan it was perfect for that, but against armour? Not so much.
Katana
Reach: 2
Speed: 2
Defence: 2
Damage: +3
Requisition TN: 5
Properties: Sharp, Very Sharp
The Pole, basically a long club. The reach advantage is not to be underestimated.
Pole
Reach: 3
Speed: 2
Defence: 1
Damage: Blunt: 1, AP: -1
Requisition TN: 3
Properties: Blunt, Long
A basic handaxe. Normally used for chopping firewood, an imbalanced but dangerous weapon.
Handaxe
Reach: 1
Speed: 2
Defence: 0
Damage: 1, Impact: +1
Requisition TN: 3
Properties: Small, Heavy
A battleaxe. A long heavy axe, for cleaving logs as well as heads.
Battleaxe
Reach: 3
Speed: 0
Defence: 0
Damage: 3, Impact: +1
Requisition TN: 4
Properties: Sharp, Heavy, Long, Unbalanced

Handguns

The Glock 17 is the basic Templar firearm. Cheap, reliable, decent magazine size, it does exactly what it says on the tin; makes holes in things!
Glock 17
Range: 1 zone
Ammo: Pistol
Damage: 0
Firing Mode: Semi-Automatic
Reload TN: 3
Requisition TN: 3
Properties:
The Taurus .45, or "Raging Judge" is a terrifying revolver. It's signature look and bark show you mean business, and business is good!
Taurus Mod. 513 Raging Judge .45 Revolver
Range: 1 zone
Ammo: Pistol Large Calibre
Damage: 1
Firing Mode: Single-shot (Revolver)
Reload TN: 5
Requisition TN: 4
Properties: Large calibre / Revolver / Terrifying
The Colt 1911 has a long history with the US military and, in some ways, became the archetype for pistols today because of its simple design that has remained relatively unchanged since its introduction in 1911.
M1911A1
Range: 1 zones
Ammo: Pistol Large Calibre
Damage: 1
Firing Mode: Semi-Automatic
Reload TN: 4
Requisition TN: 3
Properties: Large Calibre / Wrist-breaker
The FN Five-seven was developed as a companion pistol to the P90, the Five-seven shares many of its design features: it is a lightweight polymer-based weapon with a large magazine capacity, ambidextrous controls, low recoil, and the ability to penetrate body armour.
FN Five-Seven
Range: 1 zone
Ammo: Pistol
Damage: -1 AP: +2
Firing Mode: Semi-Automatic
Reload TN: 2
Requisition TN: 4
Properties: Light-Weight projectile

Accessories

  • Extended magazine: Lowers your reload target-number by one. Requisition: 1
  • Red dot sight: Gives +1 to shoot. Needs to be aligned. Requisition: 3
  • Silencer: Does not work on large caliber handguns. Give the weapon the Suppressed Aspect. Stacks with Silent.

Pistol Ammunition

  • Blessed: +0 Holy damage - Requisition: 1
  • Holy water: +2 Holy damage, -1 damage, -2 AP - Requisition: 2
  • Hollow-point: +1 damage, -2 AP - Requisition: 1
  • APDS: -1 damage, AP: +2 - Requisition: 2
  • Subsonic -1 range, -1 AP, Silent - Requisition: 1

Submachine gun

The Heckler&Koch MP5A4 is a classic and a favourite of the Templars and Swiss Guard.
MP5A4
Range: 1 zones
Ammo: Pistol
Damage: 0
Firing Mode: Semi-Automatic, Burst-Fire, Fully Automatic fire
Reload TN: 4
Requisition TN: 5
Properties: Fully automatic
The MAC-10 is an excellent weapon for silent operations.
MAC-10
Range: 1 zones
Ammo: Pistol
Damage: 0
Firing Mode: Semi-Automatic, Burst-Fire, Fully Automatic fire
Reload TN: 4
Requisition TN: 5
Properties: Fully automatic / Silencer adaption
The UZI. A famous weapon and much requested so the Armoury has been stocking them. Can be fired one-handed due to its innovative telescoping-bolt design.
UZI
Range: 2 zones
Ammo: Pistol
Damage: 0
Firing Mode: Semi-Automatic, Burst-Fire
Reload TN: 3
Requisition TN: 3
Properties: Simplified Design / Telescoping bolt
The P90 was designed as a compact but powerful firearm for vehicle crews, operators of crew-served weapons, support personnel, special forces and counter-terrorist groups. Featuring a compact bullpup design with an integrated reflex sight and fully ambidextrous controls. If you requisition the P90 you can get the Five-Seven Pistol for free.
FN P90
Range: 2 zones
Ammo: Pistol
Damage: -1, AP: +2
Firing Mode: Semi-Automatic, Fully Automatic
Reload TN: 3
Requisition TN: 6
Properties: Light-weight projectile, Bullpup design, Full-auto capability, Cheap

Accessories

  • Extended magazine: Lowers your reload target-number by one. - Requisition: 1
  • Red dot sight: Gives +1 to shoot. Needs to be aligned. - Requisition: 3
  • Suppressor: Does not work on large caliber SMGs. Give the weapon the "Supressed" Aspect, generally only fits the type its bought for. Stacks with Silent. - Requisition: 2

Pistol Ammunition

  • Blessed: +0 Holy damage - Requisition: 1
  • Holy water: +2 Holy damage, -1 damage, -2 AP - Requisition: 2
  • Hollow-point: +1 damage, -2 AP - Requisition: 1
  • APDS: -1 damage, AP: +2 - Requisition: 2
  • Subsonic -1 range, -1 AP, "Silent" - Requisition: 1


Rifle

The rifle is your bog-standard single-action rifled firearm. Long barrelled and reliable. Generally ammo can be shared between Rifles and Assault rifles. Using an assault rifle magazine counts as an "Extended magazine" (-1TN to reload).

The M1 Garand, reliable and famous. And very, very ubiquitous.
M1 Garand
Range: 4 zones
Ammo: Rifle
Damage: 0 / AP: 2
Firing Mode: Semi-Automatic
Reload TN: 3
Requisition TN: 4
Properties: Long Barrel / Bulky / Semi-automatic / Reliable / Clip
The SKS is a very popular carbine, cheap, reliable, what more could you want?
SKS
Range: 3 zones
Ammo: Rifle
Damage: 0 / AP: 2
Firing Mode: Semi-Automatic
Reload TN: 2
Requisition TN: 3
Properties: Carbine / Semi-automatic / Cheap and Reliable
Up until quite recent, the M14 was still in active duty use. Now there's an overstock on the market.
M14
Range: 4 zones
Ammo: Rifle
Damage: 0 / AP: 2
Firing Mode: Bolt-action
Reload TN: 2
Requisition TN: 4
Properties: Long Barrel / Bulky / Semi-Automatic
The German WW2 rifle. Still in use all over the world, massively exported by the USSR for partizans and revolutionaries and a favourite for hunters.
Kar'98
Range: 4 zones
Ammo: Rifle
Damage: 0 / AP: 2
Firing Mode: Bolt-action
Reload TN: 2
Requisition TN: 4
Properties: Long Barrel / Bulky / Clip

Accessories

  • Extended magazine: Lowers your reload target-number by one. Doesn't work with stripper clips. - Requisition: 1
  • Red dot sight: Gives +1 to shoot. Needs to be aligned. - Requisition: 3
  • Laser Pointer: Gives +1 to shoot to targets up to 2 zones of you. Gives you the Noticeable aspect. Needs to be aligned. - Requisition: 3
  • 2X Scope: Instead of getting a +1TN per additional zone beyond your weapon's range, you get a +1 for every TWO zones. You get a +2TN for firing at targets within your own zone and 1 zone away. Needs to be aligned. - Requisition: 2
  • 3X Scope: Instead of getting a +1TN per additional zone beyond your weapon's range, you get a +1 for every THREE zones. You get a +3TN for firing at targets within your own zone and 1 zone away. Needs to be aligned. - Requisition: 2

Rifle Ammunition

  • Blessed: +0 Holy damage - Requisition: 1
  • Holy water: +2 Holy damage, -1 damage, -2 AP - Requisition: 2
  • Ball: +1 damage, -2 AP - Requisition: 1
  • APDS: -1 damage, +1 AP - Requisition: 2
  • Incendiary: -1 AP, +1 Fire, Ignites - Requisition: 2
  • Armour Piercing - Incendiary: +1 AP, +1 Fire, Ignites - Requisition: 3

Shotgun

The shotgun is a smooth-bore fire-arm, that uses a fixed shell to fire a small spherical pellets or a solid slug. It's heavy damage but low accuracy.

The Remington Model 870 is widely used for sport shooting, hunting and self-defense. It is also commonly used by law enforcement and military organisations worldwide. The Mossberg 500 series are functionally almost identical in quality and build, so the models are delivered interchangeably for the Templars.
Remington 870 / Mossberg 500
Range: 1 zones
Ammo: Shotgun (buckshot)
Damage: Buckshot: +0 Damage / +2 Impact , Slug: +1 Damage +1 AP +1 Impact
Firing Mode: Single-shot(Pump action)
Reload TN: 3
Requisition TN: 3
Properties: Bulky
The Winchester Model 21 is a deluxe side by side, breech-loading shotgun. Still very popular with hunters and in rural areas.
Winchester Model 21
Range: 1 zones
Ammo: Shotgun (buckshot)
Damage: Buckshot: +0 Damage / +2 Impact , Slug: +1 Damage +1 AP +1 Impact
Firing Mode: Double-barrel breach action (special)
Reload TN: 5
Requisition TN: 3
Properties: Double barrel, Bulky
The Benelli M4 Super 90 is an Italian semi-automatic shotgun adopted by the USMC as the (X)M1014.
Benelli M4
Range: 1 zones
Ammo: Shotgun (buckshot)
Damage: Buckshot: +0 Damage / +2 Impact , Slug: +1 Damage +1 AP +1 Impact
Firing Mode: Semi-Automatic
Reload TN: 4
Requisition TN: 4
Properties: Bulky, Semi-Automatic
The Auto Assault-12 (AA-12), originally designed and known as the Atchisson Assault Shotgun, is a shotgun developed in 1972 by Maxwell Atchisson. The most prominent feature is reduced recoil.
AA-12
Range: 1 zones
Ammo: Shotgun (buckshot)
Damage: Buckshot: +0 Damage / +2 Impact , Slug: +1 Damage +1 AP +1 Impact
Firing Mode: Fully Automatic
Reload TN: 5
Requisition TN: 5
Properties: Bulky, Fully Automatic, Reduced Recoil

Accessories

  • Cylindrical magazine: Lowers your reload target-number by one. Doesn't work with pump- or breach-action shotguns. - Requisition: 3
  • Red dot sight: Gives +1 to shoot when not using buckshot. Needs to be aligned. - Requisition: 3
  • Laser Pointer: Gives +1 to shoot to targets up to 2 zones of you, when not using buckshot. Gives you the Noticeable aspect. Needs to be aligned. - Requisition: 3
  • Masterkey choke: If you fire at a door with visible hinges or mechanical lock you get a +3 to force the door.
  • Sawed-off: +1TN (in addition to the normal TN) / zone beyond your reach. +1 Damage and +1 Impact to a target in your own zone. Removes the Bulky aspect. Permanent. Requisition: 1
  • Flashlight: Flashlight attached to the barrel. Removes the "Darkness" aspect from your target (up to two zones away).

Shotgun Ammunition

Buckshot has the side-effect of not being very damaging at distances. +2TN per zone beyond the normal range. You get a +1 to hit if your target is at the exact optimal range for your gun. Slugs are hardly more accurate and tend to run out of steam quick, but the raw damage potential is stunning.

  • Blessed buckshot: -1 damage, +0 Holy damage, +2 Impact - Requisition: 1
  • Holy water glaser slug: +4 Holy damage, -2 damage - Requisition: 2
  • Flechette (buckshot): +1 damage, -2 AP - Requisition: 1
  • Less than lethal (buckshot): -3 damage, -2 AP, +1 Bl - Requisition: 1
  • APDS slug: -1 damage, 3 AP - Requisition: 2
  • Incendiary (Dragon's breath): Acts as a flamethrower for one target (instead of zone). Gives the Warped barrel aspect to the shotgun. Requisition: 4
  • Hellfire slug: +0 Damage, +2 Unholy, +2 Fire Extremely rare, said to contain embers from hell itself. Special access only. Requisition: 6

Assault Rifle

Assault rifles tend to have shorter barrels and larger magazines than regular rifles. Generally ammo can be shared between Rifles and Assault rifles. Using a rifle magazine counts as an "Small magazine" (+1TN to reload).

Even after six decades the AK-47 and its variants remain the most popular and widely used assault rifles in the world because of their substantial reliability under harsh conditions, low production costs compared to contemporary Western weapons, availability in virtually every geographic region and ease of use.
AK-47
Range: 3 zones
Ammo: Rifle
Damage: 1 / AP: 1
Firing Mode: Semi-automatic, Fully-automatic
Reload TN: 3
Requisition TN: 4
Properties: Reliable, Inaccurate, Fire selector, Heavy Calibre, Cheap
The M4 carbine is a shorter and lighter variant of the M16A2 assault rifle. The M4 carbine is heavily used by the United States Armed Forces and is replacing the M16 rifle in most United States Army combat units.
M4A1
Range: 2 zones
Ammo: Rifle
Damage: 0 / AP: 1
Firing Mode: Semi-automatic, Fully-Automatic
Reload TN: 3
Requisition TN: 4
Properties: Fire Selector, Compact
The FAL was predominantly chambered for the 7.62×51mm NATO round, and because of its prevalence and widespread use among the armed forces of many NATO countries during the Cold War it was nicknamed "The right arm of the Free World".
FN FAL
Range: 3 zones
Ammo: Rifle
Damage: 1 / AP: 1
Firing Mode: Semi-automatic, Fully-Automatic
Reload TN: 3
Requisition TN: 5
Properties: Gas regulator, Fire selector, Heavy Calibre, Cheap
The Steyr AUG is an Austrian bullpup 5.56×45mm NATO assault rifle. In production since 1978, it is the standard small arm of the Austrian Bundesheer and various national police units.
Steyr AUG
Range: 3 zones
Ammo: Rifle
Damage: 0 / AP: 1
Firing Mode: Semi-Automatic, Fully-Automatic
Reload TN: 3
Requisition TN: 6
Properties: Bullpup design, Fire selector, Proprietary design
The Heckler & Koch HK416 is an assault rifle/carbine designed and manufactured by Heckler & Koch, and was originally conceived as an improvement based on the Colt M4 carbine family. The HK416 was made famous as the rifle that United States Navy SEALs used to kill Osama Bin Laden.
HK416
Range: 2 zones
Ammo: Rifle
Damage: 0 / AP: 1
Firing Mode: Semi-automatic, Fully-Automatic
Reload TN: 3
Requisition TN: 5
Properties: Fire Selector, Compact, Reliable
The M16 has been widely adopted by militaries around the world. While stories of its unreliability continue to plague it, most issues had been resolved with the issuance of the M16A1 variant.
M16A4
Range: 3 zones
Ammo: Rifle
Damage: 0 / AP: 1
Firing Mode: Semi-automatic, Burst-fire
Reload TN: 2
Requisition TN: 4
Properties: Accurate, Burst-Fire

Accessories

  • Extended magazine: Lowers your reload target-number by one. - Requisition: 1
  • Small Magazine: +1TN to reload. You can carry two more magazines. +1 to shoot at targets in the same zone.
  • Red dot sight: Gives +1 to shoot. Needs to be aligned. - Requisition: 3
  • Suppressor: Does not work on large caliber SMGs. Give the weapon the "Supressed" Aspect, generally only fits the type its bought for. Stacks with Silent. - Requisition: 2
  • Laser Pointer: Gives +1 to shoot to targets up to 2 zones of you. Gives you the Noticeable aspect. Needs to be aligned. - Requisition: 3
  • ACOG sight: +1 zone to range. - Requisition: 2
  • 2X Scope: +2 zones to range. You get a +2TN for firing at targets within your own zone. Needs to be aligned. - Requisition: 2
  • 3X Scope: +3 zones to range. You get a +2TN for firing at targets within your own zone and 1 zone away. Needs to be aligned. - Requisition: 2
  • Bipod: +1TN instead of +2TN when firing suppressing fire or focus fire. Works only if you're stationary that round. - Requisition: 1
  • Bayonet: Weapon counts as a spear. -1 to range. - Requisition: 1


Rifle Ammunition

  • Blessed: +0 Holy damage - Requisition: 1
  • Holy water: +2 Holy damage, -1 damage, -2 AP - Requisition: 2
  • Ball: +1 damage, -2 AP - Requisition: 1
  • APDS: -1 damage, +1 AP - Requisition: 2
  • Incendiary: -1 AP, +1 Fire, Ignites - Requisition: 2
  • Armour Piercing - Incendiary: +1 AP, +1 Fire, Ignites - Requisition: 3

Sniper Rifles

At first sight Sniper rifles seem like rifles with scopes and free floating barrel. The fact is that they're extremely high-quality versions of existing rifles or specifically built and produced for long range accurate fire. Using a sniper-rifle without bipod or without bracing the gun will give you a +1TN to shoot. Bracing requires something to brace your gun on and takes a round to do. A bipod will take a round too, but can be deployed quickly by rolling a Shoot TN: 3 roll, if you succeed you can fire that same round, if you fail you can fire at +1TN until you properly brace or deploy it.

The M24 Sniper Weapon System (SWS) is the military and police version of the Remington 700 rifle. The M24 is referred to as a "weapons system" because it consists of not only a rifle, but also a detachable telescopic sight and other accessories.
M24 SWS
Range: 5 zones
Ammo: Sniper Rifle
Damage: 0 / AP: 2
Firing Mode: Semi-Automatic
Reload TN: 3
Requisition TN: 5
Properties: Long Barrel, Bulky, Accessories, Semi-Automatic
The L42A1 was a British Army sniper rifle chambered for the 7.62mm NATO cartridge which entered service in 1970. It was the last model in a long and famous line of Lee bolt-action rifles.
L42A1 Enfield
Range: 5 zones
Ammo: Sniper Rifle
Damage: 0 / AP: 2
Firing Mode: Bolt-action
Reload TN: 2
Requisition TN: 5
Properties: Long Barrel, Bulky, Accessories
The PSG1 (Präzisionsschützengewehr, German for "precision shooter rifle") is a semi-automatic sniper rifle designed by the German company Heckler & Koch. It's level of accuracy is only average compared to most modern sniper rifles, but is still exceptional for a semi-automatic rifle.
HK PSG1A1
Range: 4 zones
Ammo: Sniper Rifle
Damage: 0 / AP: 2
Firing Mode: Semi-Automatic
Reload TN: 3
Requisition TN: 4
Properties: Long Barrel, Bulky, Average, Police scope
The Dragunov sniper rifle (SVD-63) is a semi-automatic sniper/designated marksman rifle chambered in 7.62×54mmR and developed in the Soviet Union. The rifle is relatively light for a sniper rifle, but well balanced, making it easier to use in a dynamic battle. It is also a semi-automatic rifle, a rare feature for accuracy-oriented rifles in the 1960s.
Dragunov SVD
Range: 4 zones
Ammo: Sniper Rifle
Damage: 0 / AP: 2
Firing Mode: Semi-Automatic
Reload TN: 3
Requisition TN: 5
Properties: Long Barrel, Accessories, Semi-Automatic, Average, Well-balanced
The Accuracy International Arctic Warfare Super Magnum is a bolt-action sniper rifle manufactured by Accuracy International designed to chamber the .338 Lapua Magnum rifle cartridge.
Accuracy International AWSM
Range: 7 zones
Ammo: Sniper Rifle
Damage: 0 / AP: 2
Firing Mode: Bolt-action
Reload TN: 2
Requisition TN: 6
Properties: Long Barrel, Bulky, Telescopic sight, High-Powered Round, Heavy
The M82, is a recoil-operated, semi-automatic anti-materiel rifle developed by the American Barrett Firearms Manufacturing company. It is used by many units and armies around the world. Despite its designation as an anti-materiel rifle, it is used by some armed forces as an anti-personnel sniper rifle.
Barrett M82
Range: 6 zones
Ammo: Sniper Rifle
Damage: 1 / AP: 3
Firing Mode: Bolt-action
Reload TN: 3
Requisition TN: 8
Properties: Long Barrel, Bulky, Telescopic sight, High-Powered Round, Very Heavy, Heavy Caliber, Semi-Automatic


Accessories

  • Red dot sight: Gives +1 to shoot. Needs to be aligned. - Requisition: 3
  • Suppressor: Does not work on large caliber SMGs. Give the weapon the "Supressed" Aspect, generally only fits the type its bought for. Stacks with Silent. - Requisition: 2
  • Laser Pointer: Gives +1 to shoot to targets up to 2 zones of you. Gives you the Noticeable aspect. Needs to be aligned. - Requisition: 3
  • ACOG sight: +1 zone to range. - Requisition: 2
  • 2X Scope: +2 zones to range. You get a +2TN for firing at targets within your own zone. Needs to be aligned. - Requisition: 2
  • 3X Scope: +3 zones to range. You get a +2TN for firing at targets within your own zone and 1 zone away. Needs to be aligned. - Requisition: 2
  • Telescopic sight: +3 zones to range. Instead of getting a +1TN per additional zone beyond your weapon's range, you get a +1 for every two zones. You get a +2TN for firing at targets within your own zone and 1 zone away. Needs to be aligned. - Included in accessories.
  • Bipod: +1TN if you're not using a bipod or brace your gun otherwise. - Included in accessories.

Sniper Rifle Ammunition

  • Blessed: +0 Holy damage - Requisition: 1
  • Holy water: +2 Holy damage, -1 damage, -2 AP - Requisition: 2
  • Ball: +1 damage, -2 AP - Requisition: 1
  • APDS: -1 damage, +1 AP - Requisition: 2
  • Incendiary: -1 AP, +1 Fire, Ignites - Requisition: 2
  • Armour Piercing - Incendiary: +1 AP, +1 Fire, Ignites - Requisition: 3
  • Armour Piercing - Explosive: +1 AP, +2 Impact, Ignites - Requisition: 5
  • Long Range: +1 zones to range. - Requisition: 2

Light Machine gun

Explosives

Explosives work by "Charge". Certain types of ammunition (like grenades) have a certain amount of charges. To get the damage and range simply add up the properties of the charges. AP does not get added up. Radius: Round down any fractions, the minimum radius is 1 zone. Substract 1 points from the damage, if any is left this is applied to the neighbouring zones. Keep going until all damage is used up.

Anti-Personnel explosive charge
Radius: 1/2 zone
Damage: 1, Impact: 1, AP: -1 Opposed roll, evade for half, evade with style for no damage.
Requisition TN: 2
Properties:
Anti-Personnel explosive charge - Offensive
Radius: 1/2 zone
Damage: 1 damage, 1 Impact, Opposed roll, evade for half, evade with style for no damage.
Requisition TN: 2
Properties: Substract 2 points from the damages (instead of 2) per zone beyond the radius.
High-Explosive charge
Radius: 1 zone
Damage: 1 Impact, Opposed roll, evade for half, evade with style for no damage.
Requisition TN: 2
Properties:
Incendiary charge
Radius: 1/4 zone
Damage: 1 Fire, Ignites, Opposed roll, evade for half, evade with style for no damage.
Requisition TN: 2
Properties: Anything that ignites will continue burning for 1 damage per cover to anyone in the zone. The amount of cover that ignites per turn depends on the charge, until all cover is on fire. After that cover is lowered by 1 each round. Once cover reaches 0 the fire ends.
Holy water
Radius: 1/4 zone
Damage: 1 Holy, Opposed roll, evade for half, evade with style for no damage.
Requisition TN: 0
Properties:

Projectiles & Pojectile Weapons

If you run out of projectile weapons (fail the reload roll), you've run out. No reloads until the conflict ends.

Bottle
Range: 1 zone
Ammo: 1 bottle
Damage: -1, -1AP
Firing Mode: Single shot
Reload TN: 4
Requisition TN: As per charge -2.
Properties: Can be filled with 2 charges of Incendiary (needs to be lit before throwing - 1 round) or 2 charges of Holy water, Unwieldy
Dynamite (stick)
Range: 0 zones
Ammo: 1 stick
Damage: 1 high-explosive charge.
Firing Mode: Single throw.
Reload TN: 2 Needs to be lit (1 round)
Requisition TN: 1
Properties: Uses Athletics to throw.
Recurve Bow
Range: 1 zone
Ammo: Arrow
Damage: 0
Firing Mode: Semi-Automatic
Reload TN: 2
Requisition TN: 3
Properties: Recurve Bow
Compound Bow
Range: 3 zone
Ammo: Arrow
Damage: 0 AP: +1
Firing Mode: Single-shot
Reload TN: 5
Requisition TN:
Properties: Compound Bow
Crossbow
Range: 2 zones
Ammo: Crossbow bolt
Damage: 0, AP:+2
Firing Mode: Single-shot
Reload TN: 1, Takes a round
Requisition TN: 4
Properties: Crossbow
Throwing Knife
Range: 1 zone
Ammo: Throwing Knife
Damage: -1
Firing Mode:
Reload TN: 2
Requisition TN:
Properties: Lightweight

Military Weaponry

Military weapons have a limited amount of charges. You get one reload.

M79 Grenade Launcher
Range: 3 zones
Ammo: 40mm grenades.
Damage: As per charge. 40mm grenades carry 1 charge.
Firing Mode: Single-shot, breach-action.
Reload TN: 3
Requisition TN: 3
Properties: Spin-activated, breach action
M203 Grenade Launcher
Range: 2 zones
Ammo: 40mm grenades.
Damage: As per charge X2 40mm grenades carry 1 charge.
Firing Mode: Semi-automatic
Reload TN: 6, Reload takes 2 rounds.
Requisition TN: 7
Properties: Spin-activated, Semi-Automatic Grenade launcher
M67 Grenade
Range: 1 zone
Ammo: 1 grenade
Damage: 2 explosive charges.
Firing Mode: Single throw.
Reload TN: 4
Requisition TN: 3
Properties: Uses Athletics.
RPG-7
Range: 2 zones
Ammo: Warhead
Damage: As per charge. Warheads carry 4 charges.
Firing Mode: Single-shot
Reload TN: 6, Reload takes 1 round.
Requisition TN: 4
Properties: Spin-activated, Rocket-propelled grenade


Flamethrower : when the creatures you want to set on fire are on the other side of the room.
Flamethrower
Range: 1 zone (fully targets everyone in that zone) Zone gains "On fire!" aspect.
Ammo: The fuel cannister contains enough for 4 zones.
Damage: 4 Fire, Ignites, Opposed roll, evade for half, evade with style for no damage.
Firing Mode: Single-shot
Reload TN: It takes 3 rounds to switch cannisters and reattach all. 1 person can only carry one cannister.
Requisition TN: 6
Properties: Bulky, Heavy

Armour

  • Ballistic vest: Armour: 1, Easy to hide - Requisition: 3 (free normally)
  • Modular Tactical vest: Armour: 1, can have inserts. (Requisition: 4 + 1 free insert)
  • Ballistic shield: Armour: +1, Impact: -1, Speed: -1 Defense: +2, Obvious - Requisition: 4
  • Heavy Breaching suit: Armour: 3, Impact: -2 Fire: -1, free light consequence, Obvious, Heavy and Bulky - Requisition: 7
  • Ballistic Helm: Head Trauma protection: Gain a free light consequence. Requisition: 3

Accessories

  • Ceramic Inserts: +1 armour, Impact: -1, Heavy - Requisition: 4 (on a hit roll that does at least 2 shifts of damage, substract 2 shifts. The inserts are now shattered and useless).
  • Fireproofing: Fire: -1 - Requisition: 2


Tools

Vehicles

Cars

Military Vehicles

Airplanes

Boats