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Equipo (armas y armadura)

Armas
Las armas cubiertas aquí se agrupan en tres categorías basadas en su utilidad general: armas a distancia, explosivos y
armas improvisadas.
Armas a distancia
Las armas de distancia caen en tres grupos generales: personales de armas de fuego, armas pesadas y armas a distancia
simple. Armas de fuego y longarms son armas de fuego personales. Un arma de fuego personal es cualquier arma de fuego
diseñada para ser llevado y utilizado por una sola persona. Si tienes habilidad en las armas de fuego avanzadas, puede
utilizar técnicas especiales cuando disparando armas automáticas o semiautomáticas (ver las propiedades correspondientes
más abajo). Armas a distancia que lanzan rondas explosivas o destinado a ser montado en un vehículo se consideran armas
de fuego pesadas.

Propiedades de las Armas


Municion. La munición de un arma de fuego se destruye al uso.
Automatico. Armas automáticas de fuego una ráfaga o secuencia de fotos con un solo apretón del disparador. Cuando usted
toma la acción de ataque con esta arma, puede optar por tomar una penalización de-4 en el rodillo de ataque. Si el ataque
tiene éxito, puede tirar dados de daño del arma una segunda vez y añadir el daño final. Estos dados adicionales no se ruedan
dos veces si anotar un golpe crítico. Este ataque utiliza cinco piezas de munición. Armas automáticas también pueden ser
disparadas en modo semiautomático. Esta característica no puede utilizarse con cualquier habilidad que le otorga múltiples
ataques.
Bipode. Para utilizar esta arma correctamente, debe gastar una acción implementar un bípode para estabilizar el arma. El
utilizar el arma sin el bípode desplegado imponen desventaja.
Rafaga. Un arma con la propiedad de rafagala apunta a una zona en lugar de una criatura específica, y luego todas las
criaturas dentro del radio indicado deben realizar unatirada de salvación por destreza. En una tirada éxito, la criatura toma
mitad daño o daño total si falla.
Recarga. Puedes disparar un número limitado de disparos con esta arma antes de que necesites recargarla. La forma en que
se recarga el arma depende del tipo de cargador que utilice para almacenar municiones. Las revistas vienen en cuatro tipos
básicos: caja, cilindro, interno y vinculado.
Caja: Un cargador de caja es cualquier cargador que se pueda remover y cargar separadamente del arma.
Cilindro: Un revólver mantiene su munición en un cilindro, que es parte del arma y sirve como cámara de disparo
para cada ronda también. A diferencia de los cargadores de cajas, los cilindros no se pueden quitar, y deben recargarse a
mano.
Interno: algunas armas mantienen sus municiones en un espacio interno, que debe cargarse a mano. Este es el
caso con la mayoría de las escopetas, así como algunos rifles.
Cinturon: algunas ametralladoras usan munición vinculada. Las balas se encadenan junto con pequeños clips de
metal, formando un cinturón. Típicamente, un cinturón contiene 50 balas; cualquier cantidad de cinturones se puede unir. En
las unidades militares, cuando el artillero dispara, un asistente sujeta nuevos cinturones de municiones, manteniendo el arma
alimentada.
Semiautomatico. La mayoría de las armas de fuego tienen la velocidad de fuego semiautomática. Estas armas de fuego se
alimentan y martillean con cada disparo. Cuando llevas a cabo la acción de Ataque con esta arma, puedes optar por recibir
una penalización de -2 en la tirada de ataque. Si el ataque es exitoso, puedes tirar la mitad del dado de daño del arma y
agregarlo al daño final. Estos dados adicionales no se lanzan dos veces si marcas un golpe crítico. Este ataque usa dos
municiones. Esta función no se puede usar con ninguna habilidad que te otorgue múltiples ataques.
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.

Table: Ranged Weapons


Name Value Damage Weight Properties
Personal Firearms
Pistols
Autoloader 17 2d6 piercing 3 lb. Ammunition (range 80/400), reload (15 box), semiautomatic, light
Holdout pistol 15 2d6 piercing 1 lb. Ammunition (range 20/100), reload (2 internal), light
Large caliber autoloader 19 2d8 piercing 4 lb. Ammunition (range 80/400), reload (8 box), semiautomatic
Machine pistol 20 2d6 piercing 3 lb. Ammunition (range 60/300), reload (20 box), automatic, light
Revolver 6 2d6 piercing 3 lb. Ammunition (range 80/400), reload (6 cylinder), semiautomatic
Longarms
Anti-material sniper rifle 23 2d12 piercing 35 lb. Ammunition (range 240/1200), reload (22 box), semiautomatic, bipod
Assault rifle 17 2d8 piercing 10 lb. Ammunition (range 140/700), reload (30 box), automatic, two-handed
Hunting rifle 18 2d10 piercing 8 lb. Ammunition (range 160/800), reload (5 internal), two-handed
Medium machine gun 24 2d10 piercing 22 lb. Ammunition (range 200/1000), reload (linked), automatic, bipod, two-
Pump action shotgun 16 2d6 piercing 7 lb. Ammunition (range 60/300), reload (6 internal), spread, two-handed
Sawed-off shotgun 19 2d8 piercing 4 lb. Ammunition (range 20/100), reload (2 internal), semiautomatic, sprea
Semiautomatic shotgun 18 2d6 piercing 8 lb. Ammunition (range 80/400), reload (7 internal), semiautomatic, sprea
Anti-personnel sniper rifle 23 2d10 piercing 16 lb. Ammunition (range 180/900), reload (5 box), semiautomatic, two-han
Submachine gun 22 2d6 piercing 7 lb. Ammunition (range 100/500), reload (30 box), automatic, two-handed

Heavy Firearms
Heavy machine gun 25 2d12 piercing 75 lb. Ammunition (range 220/1100), reload (linked), automatic, stationary,
Rocket launcher 18 10d6 force 5 lb. Ammunition (range 300/1500), burst 10 (DC 18), two-handed
Grenade launcher 17 3d6 slashing 7 lb. Ammunition (range 140/700), burst 10 (DC 13), loading, two-handed

Simple Ranged Weapons


Flamethrower 20 3d6 fire 50 lb. Ammunition (30 foot line), reload (10 internal), two-handed, special
Pepper spray 5 -- 0.5 lb. Ammunition (range 10/25), special
Taser 7 1d4 lightning 2 lb. Ammunition (range 10/50), loading, special

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.

Table: Ammunition
Damage Value Weight per Number of Rounds
10 20 30 40 50 100
2d4 4 0.5lb 0.5lb 0.5lb 0.5lb 1.0lb 1.5lb
2d6 5 0.5lb 0.5lb 0.5lb 1.0lb 1.0lb 2.0lb
2d8 6 0.5lb 0.5lb 0.5lb 1.0lb 1.0lb 2.0lb
2d10 7 0.5lb 1.0lb 1.0lb 1.5lb 1.5lb 3.0lb
2d12 8 1.0lb 2.0lb 3.0lb 4.0lb 5.0lb 10.0lb

Table: Grenades and Explosives


Name Value Damage Weight Properties
Acid, mild 6 1d6 acid 1 lb. Thrown (range 20/50), burst 5 (DC 11)
C4/Semtex 15 (4) 4d6 force 1 lb. Burst 10 (DC 16), special
Det cord 10 (10) 2d6 fire 2 lb. Burst 0 (DC 10), special
Dynamite 13 (12) 2d6 force 1 lb. Thrown (range 20/50), burst 5 (DC 13), special
Fragmentation grenade 18 (6) 4d6 slashing 1 lb. Thrown (range 20/50), burst 20 (DC 13)
Molotov cocktail 3 2d6 fire 1 lb. Thrown (range 20/50), burst 5 (DC 13)
Smoke grenade 10 (6) — 2 lb. Thrown (range 20/50), burst 15, special
Tear gas grenade 14 (6) — 2 lb. Thrown (range 20/50), burst 15 (DC 13), special
Thermite grenade 20 (6) 6d6 fire 2 lb. Thrown (range 20/50), burst 5 (DC 10)
White phosphorus grenade 18 (6) 2d6 fire 2 lb. Thrown (range 20/50), burst 20 (DC 10), special

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.
Table: Melee Weapons
Name Value Damage Weight Properties
Simple Melee Weapons
Brass knuckles 5 1d4 bludgeoning 1 lb.
Cleaver 5 1d4 slashing 2 lb. Light
Metal baton 8 1d6 bludgeoning 2 lb.
Pistol whip — 1d4 bludgeoning —
Rifle butt — 1d6 bludgeoning —
Sap 2 1d6 bludgeoning 3 lb.
Stun gun 5 1d4 lightning 1 lb. Finesse, light, special
Tonfa 6 1d4 bludgeoning 2 lb. Light, special

Martial Melee Weapons


Chainsaw 9 3d6 slashing 10 lb. Two-handed, heavy, special
Hatchet 4 1d6 slashing 2 lb. Light, thrown (range 20/60)
Machete 5 1d6 slashing 3 lb. Finesse, light
Straight razor 4 1d4 slashing 1 lb. Finesse, light
Sword cane 9 1d8 slashing 2 lb. Finesse, special

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.

Table: Weapon Accessories


Object Weight Value
Box magazine 0.5 lb. 4
Detonator
Blasting cap 0.5 lb. 5
Radio controlled 0.5 lb. 11
Timed 0.5 lb. 8
Wired 1 lb. 7
Holster
Hip 1 lb. 5
Concealed carry 0.5 lb. 5
Illuminator 0.5 lb. 7
Laser sight 0.5 lb. 15
Scope
Standard 0.5 lb. 11
Electro-optical 3 lb. 18
Rangefinding laser 4 lb. 19
Speed loader 0.5 lb. 3
Suppressor
Pistol 1 lb. 15
Rifle 4 lb. 17
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

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

Table: Armor
Armor Value Armor Class Strength Stealth
Light Armor
Leather jacket 10 11 + Dex modifier — —
Light undercover shirt 14 12 + Dex modifier — —
Pull-up pouch vest 14 12 + Dex modifier — —
Undercover vest 15 13 + Dex modifier — —

Medium Armor
Concealable vest 16 14 + Dex modifier (max 2) — —
Light-duty vest 17 15 + Dex modifier (max 2) — —
Tactical vest 18 16 + Dex modifier (max 2) Str 13 Disadvantage

Heavy Armor
Special response vest 19 17 Str 13 Disadvantage
Forced entry unit 20 19 Str 15 Disadvantage

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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