| 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 | ||||||||
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 | ||||||||