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en2.4:equipment

Table of Contents

Equipment

In the Tables chapter, different kinds of weapons and armor are listed, together with a number of acronyms and terms describing each item. Those acronyms and terms are also used in the chapters on Combat and Injuries.

Please note that we do not in any way want to give the impression that weapons and armor are the only kinds of equipment that are important. They are simply the two kinds of equipment that need mechanics.

Weapons

Most weapons may, beside their primary function, also be used as brass knuckles; you use the handle, shaft, stock, grip or simply the barrel to inflict blunt force trauma.

If a weapon can be used in several ways, it might be a good idea to write them down as several “weapons” - one might, for instance, write Knife(Cut) and Knife(Thrust) as separate, even though the attacks are performed using the same physical weapon.

In the weapon tables, each weapon is listed with a number of values. Most values correspond to a method of attack, and consists the specific modifier received using each method.

On the character sheet, write down the sum of each method's modifier and the relevant Attribute score or scores. When adding a negative modifier, the result is a lower value than the original: 10 plus -3 is 7.

Since only close combat weapons have Defense, Grapple, Guard and Strike, and only ranged combat weapons have Snap shot, Directed, Aimed and Auto, those two sets (four values each) share columns on the character sheet.

The weapons record sheet

The small square to the left of the weapon's name is used to distinguish close combat weapons from ranged weapons. If the weapon is close combat, fill the square. This corresponds to the small squares above certain columns - if the close combat square is filled, look at the Defense/Grapple/Guard/Strike column headers. If it isn't, look at the Snap shot/Directed/Aimed/Auto column headers.

The specifics of each type of value, and what should be recorded, are described below.

Defense

  • Record: the character's (Close Combat + Strength)/2 + the Defense modifier of the weapon.

Close combat weapons only. Describes how useful the weapon is as a means to defend oneself when Grappling. See Distances. Note that bare hands are usually better for defending oneself in grappling than any weapon or implement.

Example: Evelyn has Strength 9 and Close Combat 7. When recording the values of a sledgehammer, her player (Robert) first takes the average of 9 and 7 (8), and then adds the sledgehammer's Defense modifier (-3) from the equipment tables. The resulting value, 5, is what he records in the “Defense” column of the weapon.

Sledgehammer, with Defense 5

Grapple

  • Record: the character's (Close Combat + Strength)/2 + the Grapple modifier of the weapon.

Close combat weapons only. Describes how useful the weapon is when it comes to attacking while grappling. Short, convenient, cutting weapons like knives work well here. Sharp weapons generally have a higher Grapple modifier than blunt ones. Some weapons are not usable at all at Grapple range. This is indicated by a - in the tables, which is also what is written on the character sheet.

Example: The sledgehammer has no Grappling modifier; its “-”. He records this by writing a minus in the “Grappling” column.

Sledgehammer, with Grappling -

Guard

  • Record: the character's Close Combat + the weapon's Guard modifier.

Close combat weapons only. How well one can defend oneself with the weapon at its full range.

Example: The sledgehammer has a Guard modifier of -1. Robert adds up Evelyn's Close Combat and the sledgehammer's Guard modifier, arriving at the number 6 (7-1). He records the number 6 in the Guard column.

Sledgehammer, with Guard 6

Strike

  • Record: the character's Close Combat + the Strike modifier of the weapon.

Close combat weapons only. How well the weapon works offensively at its full range. See Distances for more information about Range. Note that some attacks, such as Wrestling or biting, can not be used at Striking Distance. This is indicated by the symbol “-” under Striking in the weapons table.

Example: the sledgehammer has a Strike modifier of +2, which makes it a very clumsy weapon. Robert adds 2 to Evelyn's Close Combat, and applies the modifier, and arrives at the number 9 (7+2). He records this number in the Strike column.

Sledgehammer, with Strike 9

Snap shot

  • Record: the character's Ranged combat + the weapon's Snap shot modifier.

Ranged weapons only. Used when changing direction of fire, or when the weapon has just been drawn and no time has been spent on aiming it properly. Lighter weapons are generally better in this regard.

Example: Evelyn also gets a 12 gauge shotgun. While shotguns can be used wrestling and close combat, they are primarily meant for ranged combat - which means they use the Snap Shot, Directed, Aimed and Auto column headers. Robert adds Evelyn's Ranged combat, which is 5, to the shotgun's Snap Shot modifier, which is -2. The result is a lousy 3, which he records in the Snap shot column.

Shotgun, with Snap shot 1

Directed

  • Record: the character's Ranged Combat + the weapon's Directed modifier.

Ranged weapons only. This value is used when the weapon is already pointed in the direction of the target.

Example: Robert adds the shotgun's +2 Directed modifier to Evelyn's Ranged combat score of 5. He records the resulting value of 7 in the Directed column.

Shotgun, with Directed 7

Aimed

  • Record: the character's Ranged combat + the weapon's Aimed modifier

Ranged weapons only. This value is used when you've taken your time to aim properly at a target before pulling the trigger. Heavier weapons with good stability often have higher values here.

Example: A shotgun's Aimed modifier is +3, which added to Evelyn's Ranged Combat 5 is a respectable 8, which is recorded in the Aimed column.

Shotgun, with Aimed 8

Auto

  • Record: the character's Ranged combat + the weapon's Auto modifier.

Ranged weapons only. Weapons capable of launching multiple shots per second have an Auto modifier, which is applied to each successive shot after the first. See the rules for automatic fire in the combat chapter.

Example: Robert records a 2, which is the sum of Evelyn's Ranged combat (5) and the shotgun's Auto modifier (-3). If she fires both barrels in rapid succession, the second shot isn't very likely to hit anything.

Shotgun, with Auto 2

Attacks

  • Record: the weapon's maximum number of attacks per turn

Ranged weapons only. This value represents the maximum number of attacks that might be made with the weapon. This is not just weapons capable of full auto - the value covers all sorts of rapid firing, including just pulling the trigger several times.

Example: The shotgun is a sturdy old break-action side-by-side, granting it an Attacks value of 2, so that's what Robert puts down.

Shotgun, with Attacks 2

Range

  • Record: The weapon's Range

Exceptionally long close combat weapons have Range X, indicating that they can be used at Extended Distance. This is explained in more detail under Close Combat.

For ranged weapons, this indicates the longest distance at which the weapon can be fired with reasonable accuracy.

Example: The shotgun's range is 3, or about 50m. The weapon is not intended for use at a longer distance than this.

Shotgun, with Range 3

Penetration

  • Record for close combat weapons: the character's Strength/2 + the weapon's Penetration modifier
  • Record for ranged combat weapons: the weapon's Penetration value

This is a measurement of the weapon's ability to pierce through armor. For close combat values, this is a modifier, added to half the character's Strength. For ranged weapons, it's a separate value, not added to or modified in any way. Penetration is explained in more detail under Armor.

Example: Robert records the Penetration values of Evelyn's sledgehammer, which is half her Strength (9/2, rounded up) plus its Penetration modifier (8). The result, rounded up, is 13. He also records her shotgun's Penetration value straight from the weapons table (4). This means the sledgehammer is better than the shotgun for breaking through armor - on the other hand, the shotgun has the added advantage of being usable at a distance.

Penetration; Sledgehammer 13, Shotgun 4

Stun

  • Record for close combat weapons: the character's Strength/2 + the weapon's Stun modifier.
  • Record for ranged combat weapons: the weapon's Stun value.

The Stun value measures the ability to cause pain to and temporarily stun the target. Blunt weapons generally have more Stun than blades and firearms.

Example: the sledgehammer has a Stun modifier of +32, which is added to half of Evelyn's Strength (9/2=5) is 37, which Robert records in the Stun column of the Sledgehammer's row. The shotgun has a Stun value of 30, which is he records in the Stun column of the Shotgun's row.

Stun values; Sledgehammer 37, Shotgun 30

Injury

  • Record for close combat weapons: the character's Strength/2 + the weapon's Injury modifier.
  • Record for ranged combat weapons: the weapon's Injury value.

The Injury value represents the weapon's ability to cause life-threatening, lasting injuries. Blades and firearms generally have higher Injury values than blunt weapons.

Example: adding half of Evelyn's Strength (9/2=5) to the sledgehammer's Injury modifier of 27 gives Robert a nice 32 to write down in the Injury column of the weapon. The shotgun has an Injury value of 35, which he records in the same column, but on the shotgun's row. Now, Evelyn is armed and ready to be unleashed into the world…

Injury values; Sledgehammer 32, Shotgun 35

Armor

Armor is described by its Coverage and Protection. Coverage rates how likely the armor is to get in the way of incoming attacks, and Protection rates to what extend an attack that does strike the armor is prevented from causing damage.

Coverage

Coverage is rated 0-20, depending on how much of the body it covers. Attacks that hit the armor and are strong enough to pierce it will damage the armor, reducing the Coverage. 20 is completely sealed - the only way to bypass this armor is by Wrestling, or by wearing it down to Coverage 19.

In the Coverage column there are 20 boxes for each row of armor. Leave one box blank for every point of Coverage of the armor worn.

Example: A worn leather jacket has Coverage 9. The player fills the rightmost 11 boxes. The 9 boxes that are left blank indicate that the armor has Coverage 9.

Armor Coverage 9

Protection

  • Record: the armor's Deflect, Stop and Slow values.

Each armor has three degrees of protection: Deflect, Stop and Slow. When the armor is hit, the Penetration value of the attack is compared to each of these.

  • An attack with a Penetration lower than or equal to the armor's Deflect are completely deflected, and do no damage.
  • An attack with a Penetration lower than or equal to the armor's Stop-value are stopped by the armor. The impact might still hurt, but the attack does not draw blood or crush anything vital.
  • An attack with a Penetration lower than or equal to the armor's Slow-value gets through the armor at a cost of some of its kinetic energy. The damage is reduced.
  • An attack with a Penetration higher than the armor's Slow-value goes straight through the armor, dealing damage as if it wasn't there.

Armored combat is described in the Combat section. The exact mechanics of the armor's damage reduction is described in the Injuries section.

Example: The worn leather jacket from the previous example has a Deflect value of 2, a Stop value of 4 and a Slow value of 5.

Worn leather jacket - Deflect 2, Stop 4, Slow 5

Combining armor

If a character combines two types of armor that do not overlap, the Coverage of the stronger armor (highest Deflect protection) is added to the Coverage each weaker type, generating a Coverage Sum.

Example: Fritz wears a pair of leather pants with Coverage 4, and a bullet proof vest with Coverage 8. The vest has the best Protection, so Coverage 1-8 represent the vest. The pants do not overlap with the vest, so the Coverage is added together to form a Coverage Sum: 8+4=12.

Helmets

Coverage from helmets (and visors) are always placed at the top of the Coverage Sum, even if their Deflect protection is higher. Example: Fritz also dons a steel helmet, coverage 1. His Coverage Sum increases from 12 to 13. 1-8 are the vest, 9-12 are the leather pants, and 13 is the steel helmet.

Fritz's armor

Layers of armor

If two types of armor overlap, for instance when a breast plate (Coverage 8) is worn over a chain mail hauberk (Coverage 11), the Coverage is not added together. As far as the rule system is concerned, the character wears two kinds of armor: (Breastplate + Chain mail), and just Chain mail.

On the armor list, the chain mail has three additional (and much lower) Protection numbers within brackets, indicating that it can be worn on the same location as another type of armor. When this is the case, the armor that is the combination of the two adds these numbers to the other armor's Protection: Deflect, Stop and Slow.

The Breast plate + Chain mail combination, having the highest Deflect value, occupies the lowest 8 points of the Coverage. The Hauberk still has its usual Coverage of 11.

en2.4/equipment.txt · Last modified: 2010/08/30 16:17 (external edit)