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Die folgende Ausrüstung hat jeder Charakter am Anfang der Kampagne. | Die folgende Ausrüstung hat jeder Charakter am Anfang der Kampagne. | ||
* | *Armbanduhr - Inexpensive; no features or brand name. $20, neg. | ||
*Advanced Body Armor ( | *Advanced Body Armor (Pinnacle SOV Dragonskin) - Location Torso, DR 35/5, concealable {HT66}. $4600, 17 lb | ||
*Goggles, Tactical. Give Nictitating Membrane 5. $100, neg. | |||
*Fireproof Suit - Full Suit, Concealabe under clothing. DR4/1 (burn). $1000, {HT75} | |||
*Ordinary Clothes - Status 0. 120$, 2 lb. | *Ordinary Clothes - Status 0. 120$, 2 lb. | ||
*Boots | *Boots - DR 2. 80$, 3 lb. | ||
*Small Backpack - Holds 50 lbs. of gear. Quick-release allows dropping it as a free action. $120, 1.5 lbs. | *Small Backpack - Holds 50 lbs. of gear. Quick-release allows dropping it as a free action. $120, 1.5 lbs. | ||
*Load-Bearing Vest - Cutting-Edge, | *Load-Bearing Vest - Cutting-Edge, Concealed. Carries 20 lbs. of small articles ergonomically, allowing everything to be retrieved with a Ready maneuver or Fast-Draw roll. $180, 1.5 lbs. | ||
**Smartphone - Does what your average iPhone does. $500, 0.25 lb. | **Smartphone - Does what your average iPhone does. $500, 0.25 lb. | ||
**Notebook, Pencil, and Chalk - For taking notes – or leaving them! Waterproof. $20, 0.1 lb. | **Notebook, Pencil, and Chalk - For taking notes – or leaving them! Waterproof. $20, 0.1 lb. | ||
**Radio, Headset, Secure/Encrypted - 1-mile range, 12 hrs, dient auch als Headset für das Smartphone. $5000, 0.5 lb. | **Radio, Headset, Secure/Encrypted - 1-mile range, 12 hrs, dient auch als Headset für das Smartphone. $5000, 0.5 lb. | ||
**First Aid Kit. Basic equipment for First Aid. Quality affects weight. $10, 1 lb. | **First Aid Kit. Basic equipment for First Aid. Quality affects weight. $10, 1 lb. | ||
**Feuerzeug - $10, | **Feuerzeug - $10, neg. | ||
**Duct Tape - 15 yards. Pocket sized flat roll. $1, 0.5 lb | **Duct Tape - 15 yards. Pocket sized flat roll. $1, 0.5 lb | ||
**Flaslight, Mini - 5-yard beam. Runs for 10 hours. $10, 0.2 lb | **Flaslight, Mini - 5-yard beam. Runs for 10 hours. $10, 0.2 lb | ||
**Mirror, Pocket - Shatter-resistant plastic. $5, neg. | **Mirror, Pocket - Shatter-resistant plastic. $5, neg. | ||
**Multi-Tool - A folding, “Leatherman”-style belt tool, that counts as improvised gear (-5) for most repairs and includes a small knife. $50, 0.5 lb. | **Multi-Tool - A folding, “Leatherman”-style belt tool, that counts as improvised gear (-5) for most repairs and includes a small knife. $50, 0.5 lb. | ||
**Wallet $10, | **Wallet $10, neg. | ||
***US Dollars $1000, neg. | ***US Dollars $1000, neg. | ||
**Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb. | **Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb. | ||
Danach darf man sich für $7'500 Waffen und weiter Ausrüstung einkaufen. | |||
==Waffen== | ==Waffen== | ||
Wenn man sich nicht durch High Tech wälzen will, kann man ruhig zu diesen vorgeschlagenen Waffen greifen. | |||
===Pistole=== | ===Pistole=== | ||
*H&K USP, .40 S&W | |||
* | |||
Dmg 2d+2 pi+ Acc 2 Weight 2.3/0.6 RoF 3 Shots 13+1(3) ST 9 Bulk -2 Rcl 2 Cost 770/32 | Dmg 2d+2 pi+ Acc 2 Weight 2.3/0.6 RoF 3 Shots 13+1(3) ST 9 Bulk -2 Rcl 2 Cost 770/32 | ||
Fine $1540 | Fine $1540 Reloads Price $160 Reloads Weight 3 lbs | ||
===Schrotflinte=== | ===Schrotflinte=== | ||
*M3T Super 90, 12-gauge 2.75” | |||
* | |||
Dmg 1d+1 pi Acc 3 Weight 8.3/0.8 RoF 3x9 Shots 6+1(2i) ST 10† Bulk -5* Rcl 1/4 Cost 1170 | Dmg 1d+1 pi Acc 3 Weight 8.3/0.8 RoF 3x9 Shots 6+1(2i) ST 10† Bulk -5* Rcl 1/4 Cost 1170 | ||
Fine $2340 | Fine $2340 Reloads Price $14 Reloads Weight 4 lbs | ||
===Maschinenpistole=== | ===Maschinenpistole=== | ||
*H&K MP7A1, 4.6x30mm | |||
Dmg 4d+1 pi- Acc 4 Weight 4.4/0.5 RoF 15 Shots 20+1(3) ST 7† Bulk -3* Rcl 2 Cost 1500 | |||
Fine $3000 Very Fine $7500 Reloads Price $130 Reloads Weight 2.5 lbs | |||
* | |||
Dmg 4d+1 pi- Acc 4 Weight 4.4/0.5 RoF 15 Shots 20+1(3) ST 7† Bulk -3* Rcl 2 Cost 1500 | |||
Fine $3000 Very Fine $7500 | |||
Reloads (40 Shot Mag.) Price $140 Reloads (40 Shot Mag.) Weight 4.5 lbs | Reloads (40 Shot Mag.) Price $140 Reloads (40 Shot Mag.) Weight 4.5 lbs | ||
===Gewehr=== | ===Gewehr=== | ||
*FN MK 16 MOD 0, 5.56x45mm | |||
Dmg 4d+2 pi Acc 4 Weight 8/1 RoF 9 Shots 30+1(3) ST 9† Bulk -4* Rcl 2 Cost 1500 | |||
Fine $3000 Very Fine $7500 Reloads Price $170 Reloads Weight 5 lbs | |||
* | |||
Dmg 4d+2 pi Acc 4 Weight 8/1 RoF 9 Shots 30+1(3) ST 9† Bulk -4* Rcl 2 Cost 1500 | |||
Fine $3000 Very Fine $7500 | |||
Reloads (50 Shot Drum-Mag.) Price $300 Reloads (50 Shot Drum-Mag.) Weight 14 lbs | Reloads (50 Shot Drum-Mag.) Price $300 Reloads (50 Shot Drum-Mag.) Weight 14 lbs | ||
==Cleaner== | |||
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb. | *Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb. | ||
**Suitcase Lab (Chemistry) {B289} Basic equipment. $3000, 10 lb. | **Suitcase Lab (Chemistry) {B289} Basic equipment. $3000, 10 lb. | ||
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**Goggles, Night Vision. Hands-free. Give Night Vision 9 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 20 hours. $3,500, 1.5 lbs. | **Goggles, Night Vision. Hands-free. Give Night Vision 9 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 20 hours. $3,500, 1.5 lbs. | ||
**10 x Industrial Cleanser. Roll vs. Housekeeping to clean up after 1 body, takes 30 Minutes. $50, 10 lb. | **10 x Industrial Cleanser. Roll vs. Housekeeping to clean up after 1 body, takes 30 Minutes. $50, 10 lb. | ||
**10 x Industrial Acid. Roll vs. Hazardous Materials(Chemical) to destroy one body in 1 hour | **10 x Industrial Acid. Roll vs. Hazardous Materials(Chemical) to destroy one body in 1 hour. $50, 10 lb. | ||
**10 x Body Bag. Sometimes necessary to keep a corpse secret! | **10 x Body Bag. Sometimes necessary to keep a corpse secret! $1000, 25 lb. | ||
**Bolt Cutters. For cutting padlocks and chains. | **Bolt Cutters. For cutting padlocks and chains. Light: 8d(2) cut. $30, 15 lbs. | ||
**Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs. | **Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs. | ||
==Investigator== | |||
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb. | *Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb. | ||
**Evidence Collection Kit. Basic equipment for collecting evidence (bullets, prints, etc.) at a crime scene. $150, 10 lbs. | **Evidence Collection Kit. Basic equipment for collecting evidence (bullets, prints, etc.) at a crime scene. $150, 10 lbs. | ||
** | **Suitcase Lab (Forensics) {B289} Basic equipment. $3000, 10 lb. | ||
**10 x Truth Serum. Make an Interrogation roll to administer. After 30 seconds, the subject must make a HT-1 roll or have -2 to Will and self-control rolls for (20 - HT)/2 minutes. Dose: $100, neg. | **10 x Truth Serum. Make an Interrogation roll to administer. After 30 seconds, the subject must make a HT-1 roll or have -2 to Will and self-control rolls for (20 - HT)/2 minutes. Dose: $100, neg. | ||
**Bug Detector. Detects the presence of transmitters and mikes, and can pinpoint them by winning a Quick Contest vs. the Electronics Operation (Surveillance) skill of the person who hid the bug. Quality affects weight. $500, 1 lb. | **Bug Detector. Detects the presence of transmitters and mikes, and can pinpoint them by winning a Quick Contest vs. the Electronics Operation (Surveillance) skill of the person who hid the bug. Quality affects weight. $500, 1 lb. | ||
**Metal Detector Wand. Gives +1 to find metal items with Explosives (EOD), Search, and Traps – cumulative with other bonuses – and negates bonus of undercover clothing. Runs for 10 hours. $250, 1 lb. | **Metal Detector Wand. Gives +1 to find metal items with Explosives (EOD), Search, and Traps – cumulative with other bonuses – and negates bonus of undercover clothing. Runs for 10 hours. $250, 1 lb. | ||
**Choose one: | **Choose one: | ||
***Mike, Laser. Eavesdrops through glass. 900-yard range. $5,000, 2 lbs. | ***Mike, Laser. Eavesdrops through glass. 900-yard range. $5,000, 2 lbs. | ||
***Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs. | ***Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs. | ||
***Binoculars, Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs. | ***Binoculars, Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs. | ||
== | =Modifikatoren= | ||
*Cutting Edge: Mit den neusten Materialien hergestellt. Gewicht mal 2/3, +100% Preis | *Cutting Edge: Mit den neusten Materialien hergestellt. Gewicht mal 2/3, +100% Preis | ||
*Disguised: Der Gegenstand sieht aus wie etwas anderes, gleicher Grösse. +400% Preis | *Disguised: Der Gegenstand sieht aus wie etwas anderes, gleicher Grösse. +400% Preis | ||
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*Fine Quality: +2 für den Skill oder +2 für bereit bestehenden Modifier. +1900% Preis | *Fine Quality: +2 für den Skill oder +2 für bereit bestehenden Modifier. +1900% Preis | ||
**Nicht mit Good Quality zusammen | **Nicht mit Good Quality zusammen | ||
*Rugged: Schockabsorbierend und wasserfest, gibt +2 auf rolls um schäden zu widerstehen. | *Rugged: Schockabsorbierend und wasserfest, gibt +2 auf rolls um schäden zu widerstehen. | ||
==Feuerwaffen== | ==Feuerwaffen== | ||
*Fine: +1 Acc für Feuerwaffen mit 2+ Acc. +100% Preis | *Fine: +1 Acc für Feuerwaffen mit 2+ Acc. +100% Preis | ||
*Very Fine: +2 Acc für Feuerwaffen mit 4+ Acc. +400% Preis | *Very Fine: +2 Acc für Feuerwaffen mit 4+ Acc. +400% Preis | ||
=Munition= | =Munition= | ||
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==Powder Options== | ==Powder Options== | ||
*Extra-Powerful: +1 Damage pro ''drei'' Dice damage. ST+1 oder mal 1.1. +100% Preis | *Extra-Powerful: +1 Damage pro ''drei'' Dice damage. ST+1 oder mal 1.1, was schlechter für den Schützen ist. +100% Preis | ||
*Hand-Matched: Für Acc2/3 Waffen gibts +1 Acc, Für Acc4+ Waffen gibts +2 Acc. +900% Preis | *Hand-Matched: Für Acc2/3 Waffen gibts +1 Acc, Für Acc4+ Waffen gibts +2 Acc. +900% Preis | ||
*Match-Grade: Für Acc4+ Waffen gibts +1 Acc. +100% Preis | *Match-Grade: Für Acc4+ Waffen gibts +1 Acc. +100% Preis | ||
*Cold-Loaded: Verringert die Chancen, dass der | *Cold-Loaded: Verringert die Chancen, dass der schuss gehört wird. +900% Preis | ||
==Payload Options== | ==Payload Options== | ||
Shotgun Only sind immer Slugs und nicht Buckshot. | |||
*Armor-Piercing: (2) Armor Divisor, dafür wird der damage Effekt um eine Stufe zurück geschraubt, Bsp: pi+ wird pi. +100% Preis | *Armor-Piercing: (2) Armor Divisor, dafür wird der damage Effekt um eine Stufe zurück geschraubt, Bsp: pi+ wird pi. +100% Preis | ||
*Hollow-Point: (0.5) Armor Divisor, dafür wird der damage Effekt um eine Stufe herauf geschraubt, Bsp: pi wird pi+. +0% Preis | *Hollow-Point: (0.5) Armor Divisor, dafür wird der damage Effekt um eine Stufe herauf geschraubt, Bsp: pi wird pi+. +0% Preis | ||
*Chemical: Shotgun Only. Damage 2d-1(0.5) cr - lässt Teargas oder Smoke frei in einem 4 yard Radius. Siehe Granaten für genaue Effekte | |||
*Chemical: Shotgun Only. Damage 2d-1(0.5) cr - lässt Teargas oder Smoke frei in einem 4 yard Radius. Siehe Granaten für genaue Effekte | |||
*Dragon's Breath: Shotgun Only. 75 yards lang und am Ende 10 yard breiter Flammenstoss für 1d-2 burn. RoF wird 1 und die Schrotflinte kann 3 Sekunden lang nicht gefeuert werden, während der Flammenstoss langsam abklingt. KANN NICHT MIT POWDER OPTIONS KOMBINIERT WERDEN. +200% Preis | *Dragon's Breath: Shotgun Only. 75 yards lang und am Ende 10 yard breiter Flammenstoss für 1d-2 burn. RoF wird 1 und die Schrotflinte kann 3 Sekunden lang nicht gefeuert werden, während der Flammenstoss langsam abklingt. KANN NICHT MIT POWDER OPTIONS KOMBINIERT WERDEN. +200% Preis | ||
*Explosive: Shotgun Only. Damage 4d(0.5) pi++ follow up 1d-1 cr ex. Follow Up damage wird verdreifacht und ignoriert DR! +1 Hearin. +1900% Preis | *Explosive: Shotgun Only. Damage 4d(0.5) pi++ follow up 1d-1 cr ex. Follow Up damage wird verdreifacht und ignoriert DR! +1 Hearin. +1900% Preis | ||
*Flare: Shotgun Only. Damage 2d-1(0.5) cr inc. Sollte in die Luft geschossen werden, erhellt 50 yard radius für 20 sekunden. Darkness penalties sind höchstens -3 im erhellten Gebiet. | *Flare: Shotgun Only. Damage 2d-1(0.5) cr inc. Sollte in die Luft geschossen werden, erhellt 50 yard radius für 20 sekunden. Darkness penalties sind höchstens -3 im erhellten Gebiet. | ||
=Granaten= | =Granaten= | ||
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*Preis: 50$ | *Preis: 50$ | ||
*Gewicht: 1 lb | *Gewicht: 1 lb | ||