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***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==
Anschliessend sucht man sich eine Longarm (SMG, Shotgun, Rifle) aus und nimmt die Pistole dazu. Wem diese Waffen nicht passen, der darf sich mit den Punkten aus den Quirks Signature Gear kaufen.
Wenn man sich nicht durch High Tech wälzen will, kann man ruhig zu diesen vorgeschlagenen Waffen greifen.
 
*Die Schrotflinte, die Maschinenpistole und das Gewehr haben bei Bulk ein * können ihren Schaft einklappen oder einfahren (Ready Maneuver). Wenn eingeklappt hat die Waffe einmal -1 Bulk weniger, aber auch -1 auf Acc und +1 auf Rcl (Es sei denn, Rcl ist 1). Ausserdem muss in diesem Falle der ST Wert mit 1.2 (aufrunden) multipliziert werden.


* Alle Waffen die bei Bulk ein * haben, können ihren Schaft einklappen oder einfahren (Ready Maneuver). Wenn eingeklappt hat die Waffe einmal -1 Bulk weniger, aber auch -1 auf Acc und +1 auf Rcl (Es sei denn, Rcl ist 1). Ausserdem muss in diesem Falle der ST Wert mit 1.2 (aufrunden) multipliziert werden.
**Gilt für die Schrotflinte, Maschinenpistole und das Gewehr.


===Pistole===
===Pistole===
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  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


==Standart Ausrüstung==
=Empfohlene Ausrüstung=
Jede Klasse nimmt dann noch diese Klassenausrüstungen
Nach Klassen sortiert
 
==Assassin==


===Assassin===
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
**Disguise Kit, $200, 100 lbs.
**Clothing, one of each Status -2 to Status +2 Clothing, $1040, 10 lb.
**Assorted Poisons (20 different Poisons, ranging from Arsenic to Polonium-210) and gear to handle them, $3000, 10 lb.
**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.
**Disguised Item (eg. Jewelery, Pen, Lighter...) to deliver Poison, $1000


===Cleaner===
==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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**Bolt Cutters. For cutting padlocks and chains. 8d(2) cut. $30, 15 lbs.
**Bolt Cutters. For cutting padlocks and chains. 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.
**Disguise Kit, $200, 10 lbs.


===Infiltrator===
==Infiltrator==
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
**Climbing Kit. Harness, ascender, descender, fasteners, and 100 yards of 3/8” rope. Quality bonuses affect climbing. $400, 26 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.
**Bolt Cutters. For cutting padlocks and chains. 8d(2) cut. $30, 15 lbs.
**Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs.
**Parachute, Mini: Opens after 40 yards; supports 150 lbs. $1,000, 8 lbs.
**Scuba Gear. Basic equipment for Scuba: wetsuit (DR 1), mask, fins, belt, 90-minute tank, regulator, etc. $1,500, 45 lbs. (add $1,000, 1 lb. for ultrasonic communicator with 3,000-yard underwater range that runs for 4 hours).
**Suction Cups. Let a climber who weighs up to 200 lbs. with gear use Climbing on a smooth, vertical surface (like a skyscraper) with no -3 to skill. Set: $240, 9 lbs.
**Winch. Portable, one-man hoist reels rope in or out at 3 yards/second. Fuel cartridge ($100, 2 lbs.) powers an ascent of 200 yards. Capacity is 300 lbs. $8,000, 7 lbs.


===Investigator===
==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.
**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.
**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:
***Suitcase Lab (Forensics) {B289} Basic equipment. $3000, 10 lb.
***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.


===Shooter===
==Shooter==
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
*Augenschutz - Goggles, Tactical. Give Nictitating Membrane 5. $100, 0.5 lb
**Climbing Kit. Harness, ascender, descender, fasteners, and 100 yards of 3/8” rope. Quality bonuses affect climbing. $400, 26 lbs.
*Assault Vest
**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.
**Assault Vest Inserts
**Assault Vest, $900, 8 lbs.
***Assault Vest Inserts, $600, 8 lbs.
**Ballistic Helmet, $250, 3
***Visor, $200, +1.4
**Armoury Tool Kit, Basic Equipment for Armoury Skills, $600, 20 lbs.
**Spotting Scope. Glint-free coating. With small tripod. Gives Telescopic Vision 5. $300, 10 lbs.


=Ausrüstung=
=Ausrüstung=
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Heroes use this gear for stealthy break-ins, although much of it also has legitimate applications. Less-stealthy operators should also see Tools (p. 30).
Heroes use this gear for stealthy break-ins, although much of it also has legitimate applications. Less-stealthy operators should also see Tools (p. 30).


* Circle Cutter. The user attaches its suction cup to a window or a glass case, pivots the blade 360° to score a circle in the glass, and then uses the suction cup to lift out a perfect glass disk – allowing him to reach through and open locks, steal secret plans, etc. This procedure requires Forced Entry-6 roll. Failure means a noisy break; critical failure also means 1d-2 cutting damage to the hand. $140, 1 lb. LC4
* Circle Cutter. Suction cup-mounted blade removes a perfect circle of glass (window, display case, etc.) on a Forced Entry-6 roll. Failure breaks glass noisily. $140, 1 lb.
* Doorbuster. The so-called “knock-knock gun” resembles a pistol with chisel replacing the barrel. The user holds the head against a lock, hinge, bolt, etc., and pulls the trigger, which causes the chisel to slam forward with great force: 4d(2) pi++. It uses 10-shot strips, as described for the nail gun (p. 28). $1,500, 6 lbs. LC3.
* Drill, Cordless. For drilling holes for endoscopes and pinhead mikes. Does 1d+2(2) pi++ per second (per 5 seconds if being stealthy). Runs for 30 minutes. $50, 2 lbs.
* Drill, Cordless. For drilling holes for endoscopes and pinhead mikes. Does 1d+2(2) pi++ per second (per 5 seconds if being stealthy). Runs for 30 minutes. $50, 2 lbs.
* Files, Diamond. Carbide teeth can quietly cut a hasp, padlock, etc., in (DR + HP)/2 minutes. Set: $35, 1 lb.
* Files, Diamond. Carbide teeth can quietly cut a hasp, padlock, etc., in (DR + HP)/2 minutes. Set: $35, 1 lb.
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== COMMUNICATORS ==
== COMMUNICATORS ==


Make an Electronics Operation (Communications) roll if there’s reason to doubt that the signal will get through.  
Make an Electronics Operation (Communications) roll if there’s reason to doubt that the signal will get through. Laser Comm. Tight-beam infrared communicator can’t be intercepted by radio! 1-mile range. Runs for 4 hours. $1,000, 0.75 lb.


* Laser Comm. Tight-beam infrared communicator can’t be intercepted by radio! 1-mile range. Runs for 4 hours. $1,000, 0.75 lb.
* Phone, Cell. Higher-quality versions don’t improve skill but can have one built-in gadget (camera, GPS, PDA, etc.) per full $100 added value. Runs for 6 hours. $100, 0.5 lb.
* Phone, Cell. Higher-quality versions don’t improve skill but can have one built-in gadget (camera, GPS, PDA, etc.) per full $100 added value. Runs for 6 hours. $100, 0.5 lb.
* Phone, Satellite. Global range. Runs for 4 hours. $1,000, 1 lb.
* Phone, Satellite. Global range. Runs for 4 hours. $1,000, 1 lb.
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As well, any communicator can have a hands-free headset:
As well, any communicator can have a hands-free headset:
* Wireless Earphone. A tiny earpiece picks up audio signals from a short-range transmitter box connected to the radio. The voice-activated microphone is worn like a necklace, and is concealable under normal clothing. $300, 0.5 lb., T/72 hrs. LC3.
* Headset, Concealable. Wireless! $300, 0.5 lb.  
* Headset, Tactical. Voice-activated and gives Protected Hearing, but obvious. $200, 1 lb.
* Headset, Tactical. Voice-activated and gives Protected Hearing, but obvious. $200, 1 lb.


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* Grapnel. Non-sparking and padded for stealth! Throw to STx2 yards using Throwing. Supports 600 lbs. $40, 3 lbs.  
* Grapnel. Non-sparking and padded for stealth! Throw to STx2 yards using Throwing. Supports 600 lbs. $40, 3 lbs.  
* Ladder, Portable. A 30’ ladder with hooks. No Climbing roll required, once attached. Fits in a pack. $100, 5 lbs.
* Ladder, Portable. A 30’ ladder with hooks. No Climbing roll required, once attached. Fits in a pack. $100, 5 lbs.
* Mini Parachute: Opens after 40 yards; Wearer descends at 5 yards/second, supports 150 lbs. $1,000, 8 lbs.  
 
* Ram-Air Parachute: State-of-the-art military chute, capable of maneuvering. Opens after 80 yards; Wearer descends at 5 yards/second, supports 400 lbs. $3,500, 25 lbs.
=== Parachutes ===
Use Parachuting skill. Wearer descends at 5 yards/second.
 
* Mini: Opens after 40 yards; supports 150 lbs. $1,000, 8 lbs.  
* Ram-Air: State-of-the-art military chute, capable of maneuvering. Opens after 80 yards; supports 400 lbs. $3,500, 25 lbs.
 
* Rappelling Kit. For descents only! Harness, carabiner, descender, and 33 yards of 1/4” rope in a belt pouch. Quality bonuses affect Climbing. $150, 3 lbs.
* Rappelling Kit. For descents only! Harness, carabiner, descender, and 33 yards of 1/4” rope in a belt pouch. Quality bonuses affect Climbing. $150, 3 lbs.
* Rope, 1/4”. Supports 500 lbs. Per 10 yards: $30, 0.6 lb.
* Rope, 1/4”. Supports 500 lbs. Per 10 yards: $30, 0.6 lb.

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