Difference between revisions of "Weapons and Equipment"

From From The Ashes Wiki
Jump to: navigation, search
(Vehicle Table)
(Ranged Weapons Chart)
 
(20 intermediate revisions by 2 users not shown)
Line 1: Line 1:
== Close Combat Maneuvers Table==
 
 
 
{| align="center" border="2" cellpadding="2" cellspacing="2" style="width: 800px"
 
! scope="col"|Maneuver
 
! scope="col"|Trait
 
! scope="col"|Accuracy
 
! scope="col"|Difficulty
 
! scope="col"|Damage
 
 
|-
 
| Bite
 
| Dex + Brawl
 
| +1
 
| Normal
 
| Str +1 (A)
 
|-
 
| Block
 
| Dex + Brawl
 
| Special
 
| Normal
 
| None (R)
 
|-
 
| Claw
 
| Dex + Brawl
 
| Normal
 
| Normal
 
| Str +1 (A)
 
|-
 
| Clinch
 
| Str + Brawl
 
| Normal
 
| Normal
 
| Str (C)
 
|-
 
| Disarm
 
| Dex + Melee
 
| Normal
 
| +1
 
| Special
 
|-
 
| Dodge
 
| Dex + Athletics
 
| Special
 
| Normal
 
| None (R)
 
|-
 
| Hold
 
| Str + Brawl
 
| Normal
 
| Normal
 
| None (C)
 
|-
 
| Kick
 
| Dex + Brawl
 
| Normal
 
| +1
 
| Str +1
 
|-
 
| Parry
 
| Dex + Melee
 
| Special
 
| Normal
 
| None (R)
 
|-
 
| Strike
 
| Dex + Brawl
 
| Normal
 
| Normal
 
| Str
 
|-
 
| Sweep
 
| Dex + Brawl/Melee
 
| Normal
 
| +1
 
| Str (K)
 
|-
 
| Tackle
 
| Str + Brawl
 
| Normal
 
| +1
 
| Str +1 (K)
 
|-
 
| Weapon Strike
 
| Dex + Melee
 
| Normal
 
| Normal
 
| Weapon
 
|}
 
 
 
* (A): The maneuver inflicts aggravated damage.
 
* (C): The maneuver carries over on successive turns.
 
* (K): The maneuver causes knockdown.
 
* (R): The maneuver reduces an opponent’s attack successes.
 
 
 
== Ranged Combat Maneuvers Table ==
 
 
 
{| align="center" border="2" cellpadding="2" cellspacing="2" style="width: 800px"
 
! scope="col"|Maneuver
 
! scope="col"|Trait
 
! scope="col"|Accuracy
 
! scope="col"|Difficulty
 
! scope="col"|Damage
 
 
|-
 
| Automatic Fire
 
| Dex + Firearms
 
| +10
 
| +2
 
| Special
 
|-
 
| Multiple Shots
 
| Dex + Firearms
 
| Special
 
| Normal
 
| Weapon
 
|-
 
| Strafing
 
| Dex + Firearms
 
| +10
 
| +2
 
| Special
 
|-
 
| 3-Round Burst
 
| Dex + Firearms
 
| +2
 
| +1
 
| Weapon
 
|-
 
| Two Weapons
 
| Dex + Firearms
 
| Normal
 
| +1/off-hand
 
| Weapon
 
|}
 
 
 
 
== Melee Weapons Chart==
 
== Melee Weapons Chart==
  
Line 148: Line 8:
 
|-
 
|-
 
| Sap+  
 
| Sap+  
| Strength  
+
| Strength +1
| +1  
 
 
| P
 
| P
 
|-
 
|-
| Club+
+
| Club  
| Strength  
+
| Strength +2  
| +2  
 
 
| T
 
| T
 
|-
 
|-
 
| Knife  
 
| Knife  
| Strength  
+
| Strength +1  
| +1  
 
 
| J
 
| J
 
|-
 
|-
 
| Sword  
 
| Sword  
| Strength  
+
| Strength +2  
| +2  
 
 
| T
 
| T
 
|-
 
|-
 
| Axe  
 
| Axe  
| Strength  
+
| Strength +3  
| +3  
 
 
| N
 
| N
|-
 
| Stake*
 
| Strength
 
| +1
 
| T
 
 
|}
 
|}
  
  
* + Denotes a blunt object. Blunt objects inflict bashing damage unless targeted at the head (see “Targeting,” p. 274). Head shots inflict lethal damage.<br><br>
+
* + Denotes a weapon that inflicts bashing damage.
* * Stake Through Heart: A vampire can indeed be incapacitated by the classic wooden stake of legend. However, the legends err on one point: A Kindred impaled through the heart with a wooden stake is not destroyed, but merely paralyzed until the stake is removed.<br><br>To stake a vampire, an attacker must target the heart (difficulty 9). If the attack succeeds and inflicts at least three health levels of damage, the target is immobilized. An immobilized victim is conscious (and may use perception powers, such as those in the Auspex Discipline), but may not move or spend blood points.
+
* <b><i>These are rough values, individual weapons may deviate from the norm, but this chart should serve as a suitable guide for most quick-and-dirty melee weapon needs. </i>
 
 
  
 
== Armor Chart==
 
== Armor Chart==
  
 
+
</b>
 
{| align="center" border="2" cellpadding="2" cellspacing="2" style="width: 800px"
 
{| align="center" border="2" cellpadding="2" cellspacing="2" style="width: 800px"
 
! scope="col"|Class
 
! scope="col"|Class
 
! scope="col"|Armor Rating
 
! scope="col"|Armor Rating
 
! scope="col"|Penalty
 
! scope="col"|Penalty
 
+
! scope="col"|Notes
 
|-
 
|-
 
| Class One (reinforced clothing)  
 
| Class One (reinforced clothing)  
 
| 1  
 
| 1  
 
| 0
 
| 0
 +
| B/L Protects against physical attacks.
 
|-
 
|-
 
| Class Two (armor T-shirt)  
 
| Class Two (armor T-shirt)  
 
| 2  
 
| 2  
 
| 1
 
| 1
 +
| B/L Protects against physical attacks.
 
|-
 
|-
 
| Class Three (Kevlar vest)  
 
| Class Three (Kevlar vest)  
 
| 3  
 
| 3  
 
| 1
 
| 1
 +
| B/L/A Protects against physical attacks.
 
|-
 
|-
 
| Class Four (flak jacket)  
 
| Class Four (flak jacket)  
 
| 4  
 
| 4  
 
| 2
 
| 2
 +
| B/L/A Protects against physicals and directed energy attacks.
 
|-
 
|-
 
| Class Five (full riot gear)  
 
| Class Five (full riot gear)  
 
| 5  
 
| 5  
 
| 3
 
| 3
 +
| B/L/A Protects against physicals, energy, and fire.
 
|}
 
|}
  
  
* Armor adds its rating to the character’s soak dice pool against bashing damage, lethal damage, and aggravated damage from fangs and claws. It does not protect against fire or sunlight. However, armor also subtracts a number of dice from dice pools related to bodily coordination and agility (most Dexterity- based dice pools). This is reflected in the penalty listing. Attackers may make targeting rolls to hit unprotected portions of a defender and thus ignore the armor (Storyteller assigns difficulty penalty — typically +1 or +2).
+
* <b><i>All armor on From The Ashes: Detroit By Night will be given an armor value, an action penalty, and in many cases a list of damage types the armor will protect. Many armors will have different values against different damage types. The table provided here is intended as a guideline.  Armor dice are rolled in addition to stamina dice if the damage being taken is of a type that the character wearing it may normally soak. Armor dice are rolled alone, even against damage types that the armor stops but that the wearer may not soak.</i></b>
 
 
 
 
  
 
== Ranged Weapons Chart==
 
== Ranged Weapons Chart==
Line 229: Line 81:
 
! scope="col"|Conceal
 
! scope="col"|Conceal
 
|-
 
|-
|Place Holder ''Something witty''
+
|Light Revolver (.22, .25, .32 S&W)
|#
+
|4
|#
+
|20
|#
+
|2
|#
+
|6 or 8
|Letter
+
|P
 +
|-
 +
|Service Revolver (.32 S&W Long, .38, .38sp)
 +
|6
 +
|20
 +
|2
 +
|6
 +
|P
 +
|-
 +
|Heavy Revolver (.38sp +P, .357 Magnum, .44 Magnum)
 +
|7
 +
|30
 +
|1
 +
|5 or 6
 +
|J
 
|-
 
|-
|Place Holder ''Something witty''
+
|Light Automatic (.22, .22LR, 5.7x28mm)
|#
+
|4
|#
+
|10
|#
+
|4
|#
+
|10, 12, 15, 20
|Letter
+
|P for most, J for rest.
 
|-
 
|-
|Place Holder ''Something witty''
+
|Medium Automatic (9mm, .32ACP, .35 S&W Auto)
|#
+
|6
|#
+
|15
|#
+
|4
|#
+
|8, 10, 12, 14, 16, or 18
|Letter
+
|P for compact, low-capacity. J otherwise.
 
|-
 
|-
|Place Holder ''Something witty''
+
|Hi-Caliber Automatic (10mm, .45ACP, .357 & .44 Mag, .50AE)
|#
+
|8
|#
+
|15
|#
+
|3
|#
+
|8, 10, or 12
|Letter
+
|J
 
|-
 
|-
|Place Holder ''Something witty''
+
|Light Rifle (.17HMR, .22LR, .22 Hornet)
|#
+
|6
|#
+
|100
|#
+
|1 (Bolt/Lever), 4 (Semi)
|#
+
|1, 6, 10, or 15
|Letter
+
|T
 
|-
 
|-
|Place Holder ''Something witty''
+
|Heavy Rifle (.30-06, .338 Lapua, .45-70 Gov't)
|#
+
|9
|#
+
|200+
|#
+
|1
|#
+
|1, 6, or 8
|Letter
+
|N
 
|-
 
|-
|Place Holder ''Something witty''
+
|Assault Rifle (5.56x45mm NATO, 7.62x39mm Soviet)
|#
+
|8
|#
+
|50
|#
+
|6, Burst, Spray, & Full
|#
+
|20 or 30
|Letter
+
|N
 
|-
 
|-
|Place Holder ''Something witty''
+
|Anti-materiel Rifle (.50 BMG)
|#
+
|10
|#
+
|1000
|#
+
|1
|#
+
|1, 4, or 5
|Letter
+
|N
 +
|-
 +
|Submachine Gun (.38, 9mm, 10mm, .40S&W, .45ACP)
 +
|8
 +
|10
 +
|2, Burst, Spray, & Full
 +
|30
 +
|J or T
 +
|-
 +
|Light Shotgun (.410 bore)
 +
|6
 +
|50
 +
|1
 +
|6 or 8
 +
|T
 +
|-
 +
|Shotgun (20ga or 12ga)
 +
|8
 +
|30
 +
|1 (Spray at long range, uses 1 shot)
 +
|6 or 8
 +
|T
 +
|-
 +
|Shortbow (Archaic)+
 +
|5
 +
|10 x Archery
 +
|1
 +
|N/A
 +
|N
 +
|-
 +
|Shortbow (Modern Composite)+
 +
|6
 +
|15 x Archery
 +
|1
 +
|N/A
 +
|N
 +
|-
 +
|Shortbow (Reflex)+
 +
|7
 +
|10 x Archery
 +
|1
 +
|N/A
 +
|N
 +
|-
 +
|Longbow (Archaic)++
 +
|8
 +
|20 x Archery
 +
|1
 +
|N/A
 +
|N
 +
|-
 +
|Crossbow (Archaic)
 +
|6
 +
|20 + 5 x Archery
 +
|1/5
 +
|N/A
 +
|N
 +
|-
 +
|Crossbow (Modern, Hunting)
 +
|7
 +
|30 + 5 x Archery
 +
|1/3
 +
|N/A
 +
|N
 
|}
 
|}
  
  
* '''Damage:''' Indicates the damage dice pool. Against mortals, firearms are considered lethal damage. Versus vampires, firearms are considered bashing damage unless the head is targeted (see “Targeting,” p. 274), in which case the damage is considered lethal.
+
* '''Damage:''' Indicates the damage dice pool. All firearms do lethal damage unless using special ammunition.
  
* '''Range:''' This is the practical shot range in yards or meters. Weapons may be fired at twice this distance, but the attacks are considered long range (difficulty 8).
+
* '''Range:''' This is the practical shot range in yards. Weapons may be fired at twice this distance, but the attacks are considered long range (difficulty 8).  Other situational modifiers may increase or decrease the effective range of the weapon.
  
* '''Rate:''' The maximum number of bullets or three-round bursts the gun can fire in a single turn. This rate does not apply to full-auto or spray attacks.
+
* '''Rate:''' The maximum number of shots the weapon may discharge in a single round (including rage actions) without magical acceleration. Trying to fire a weapon faster than it can perform is a great way to jam it.
  
* '''Capacity:''' The number of shells a gun can hold. The +1 indicates a bullet can be held in the chamber, ready to fire.
+
* '''Capacity:''' The number of rounds a weapon is designed to hold, by default. Some weapons (Automatic pistols in particular) are known for their ability to carry 'one in the pipe.'  This is never a great idea, but is decidedly less of a good idea on certain models. Mind your condition of carry.
  
 
* '''Concealment:''' P = Can be carried in the pocket; J = Can be hidden in a jacket; T = Can be hidden in a trenchcoat; N = Cannot be concealed on the person at all.
 
* '''Concealment:''' P = Can be carried in the pocket; J = Can be hidden in a jacket; T = Can be hidden in a trenchcoat; N = Cannot be concealed on the person at all.
  
* *Indicates the weapon is capable of three-round bursts, full auto, and sprays.
+
* + Means the weapon requires the Archery skill to be taken as an 'Expert Skill.'  The Archery skill is very rare, and no other training really suffices for the use of bows.  Crossbows may use the Firearms skill, but to really get the most out of the weapon, Archery is still preferred.
  
* **The crossbow is included for characters who wish to try staking an opponent. Crossbows require five turns to reload. Unless the crossbow is aimed at the head or heart, it inflicts bashing damage on Kindred. It inflicts lethal damage versus mortals.
+
* ++ Longbows require a strength of 3 to be used, in addition to the rules for bows, above.
  
 +
* <b><i>These are rough values, individual weapons may deviate from the norm, but this chart should serve as a suitable guide for most quick-and-dirty melee weapon needs.  </i>
  
 
== Vehicle Table==
 
== Vehicle Table==
 
+
</b>
  
 
{| align="center" border="2" cellpadding="2" cellspacing="2" style="width: 800px"
 
{| align="center" border="2" cellpadding="2" cellspacing="2" style="width: 800px"
 
! scope="col"|Vehicle
 
! scope="col"|Vehicle
! scope="col"|Safe Speed (mph/kph)
+
! scope="col"|Safe Speed (mph)
! scope="col"|Max Speed (mph/kph)
+
! scope="col"|Max Speed (mph)
 
! scope="col"|Maneuver  
 
! scope="col"|Maneuver  
  
 
|-
 
|-
| 6-Wheel Truck  
+
| 6-Wheel Bobtail Truck  
| 60/95
+
| 25
| 90/145
+
| 75
| 3
+
| 2
 
|-
 
|-
| Tank (modern)
+
| Detroit Municipal Passenger Bus
| 60/95
+
| 25
| 100/160
+
| 75
| 4
+
| 2
 
|-
 
|-
| Tank (WWII)
+
| 18-Wheel Tractor-Trailer Rig
| 30/50
+
| 35
| 40/65
+
| 75
 
| 3
 
| 3
 
|-
 
|-
| Bus
+
| 4-Door Mid-Size Sedan
| 60/95
+
| 50
| 100/160
+
| 125
| 3
+
| 5
 
|-
 
|-
| 18-Wheeler
+
| Minivan
| 70/110
+
| 40
| 110/175
+
| 120
 
| 4
 
| 4
 
|-
 
|-
| Sedan
+
| Economy Compact
| 70/110
+
| 50
| 120/195
+
| 100
 
| 5
 
| 5
|-
 
| Minivan
 
| 70/110
 
| 120/195
 
| 6
 
|-
 
| Compact
 
| 70/110
 
| 130/210
 
| 6
 
 
|-
 
|-
 
| Sporty Compact  
 
| Sporty Compact  
| 100/160
+
| 65
| 140/225
+
| 140  
 
| 7
 
| 7
 
|-
 
|-
 
| Sport Coupe  
 
| Sport Coupe  
| 110/175
+
| 75
| 150/240
+
| 150  
| 8
+
| 7
 
|-
 
|-
 
| Sports Car  
 
| Sports Car  
| 110/175
+
| 75
| 160/255
+
| 150
 
| 8
 
| 8
|-
 
| Exotic Car
 
| 130/210
 
| 190+/305+
 
| 9
 
 
|-
 
|-
 
| Luxury Sedan  
 
| Luxury Sedan  
| 85/135
+
| 60
| 155/250
+
| 150
| 7
 
|-
 
| Sport Sedan
 
| 85/135
 
| 165/265
 
| 8
 
|-
 
| Midsize
 
| 75/120
 
| 125/200
 
 
| 6
 
| 6
 
|-
 
|-
| SUV/ Crossover
+
| SUV/Light Truck
| 70/110
+
| 35
| 115/185
+
| 120
| 6
+
| 4
 
|-
 
|-
 
| Formula One Racer  
 
| Formula One Racer  
| 140/225
+
| 140  
| 240/385
+
| 240
 
| 10
 
| 10
 
|}
 
|}
  
  
* V20: p. 258 - 259
+
* <b><i>This table is provided for general reference as a guideline ONLY.  The statistics contained in this table are overruled by any +jnotes approved by staff. Sometimes you need quick-and-dirty stats for a car, however, and this table is offered in that spirit.</i></b>
 +
 
 +
[[Category:House Rules]]

Latest revision as of 10:34, 3 September 2017

Melee Weapons Chart

Weapon Damage Conceal
Sap+ Strength +1 P
Club Strength +2 T
Knife Strength +1 J
Sword Strength +2 T
Axe Strength +3 N


  • + Denotes a weapon that inflicts bashing damage.
  • These are rough values, individual weapons may deviate from the norm, but this chart should serve as a suitable guide for most quick-and-dirty melee weapon needs.

Armor Chart

Class Armor Rating Penalty Notes
Class One (reinforced clothing) 1 0 B/L Protects against physical attacks.
Class Two (armor T-shirt) 2 1 B/L Protects against physical attacks.
Class Three (Kevlar vest) 3 1 B/L/A Protects against physical attacks.
Class Four (flak jacket) 4 2 B/L/A Protects against physicals and directed energy attacks.
Class Five (full riot gear) 5 3 B/L/A Protects against physicals, energy, and fire.


  • All armor on From The Ashes: Detroit By Night will be given an armor value, an action penalty, and in many cases a list of damage types the armor will protect. Many armors will have different values against different damage types. The table provided here is intended as a guideline. Armor dice are rolled in addition to stamina dice if the damage being taken is of a type that the character wearing it may normally soak. Armor dice are rolled alone, even against damage types that the armor stops but that the wearer may not soak.

Ranged Weapons Chart

Type Damage Range Rate Capacity Conceal
Light Revolver (.22, .25, .32 S&W) 4 20 2 6 or 8 P
Service Revolver (.32 S&W Long, .38, .38sp) 6 20 2 6 P
Heavy Revolver (.38sp +P, .357 Magnum, .44 Magnum) 7 30 1 5 or 6 J
Light Automatic (.22, .22LR, 5.7x28mm) 4 10 4 10, 12, 15, 20 P for most, J for rest.
Medium Automatic (9mm, .32ACP, .35 S&W Auto) 6 15 4 8, 10, 12, 14, 16, or 18 P for compact, low-capacity. J otherwise.
Hi-Caliber Automatic (10mm, .45ACP, .357 & .44 Mag, .50AE) 8 15 3 8, 10, or 12 J
Light Rifle (.17HMR, .22LR, .22 Hornet) 6 100 1 (Bolt/Lever), 4 (Semi) 1, 6, 10, or 15 T
Heavy Rifle (.30-06, .338 Lapua, .45-70 Gov't) 9 200+ 1 1, 6, or 8 N
Assault Rifle (5.56x45mm NATO, 7.62x39mm Soviet) 8 50 6, Burst, Spray, & Full 20 or 30 N
Anti-materiel Rifle (.50 BMG) 10 1000 1 1, 4, or 5 N
Submachine Gun (.38, 9mm, 10mm, .40S&W, .45ACP) 8 10 2, Burst, Spray, & Full 30 J or T
Light Shotgun (.410 bore) 6 50 1 6 or 8 T
Shotgun (20ga or 12ga) 8 30 1 (Spray at long range, uses 1 shot) 6 or 8 T
Shortbow (Archaic)+ 5 10 x Archery 1 N/A N
Shortbow (Modern Composite)+ 6 15 x Archery 1 N/A N
Shortbow (Reflex)+ 7 10 x Archery 1 N/A N
Longbow (Archaic)++ 8 20 x Archery 1 N/A N
Crossbow (Archaic) 6 20 + 5 x Archery 1/5 N/A N
Crossbow (Modern, Hunting) 7 30 + 5 x Archery 1/3 N/A N


  • Damage: Indicates the damage dice pool. All firearms do lethal damage unless using special ammunition.
  • Range: This is the practical shot range in yards. Weapons may be fired at twice this distance, but the attacks are considered long range (difficulty 8). Other situational modifiers may increase or decrease the effective range of the weapon.
  • Rate: The maximum number of shots the weapon may discharge in a single round (including rage actions) without magical acceleration. Trying to fire a weapon faster than it can perform is a great way to jam it.
  • Capacity: The number of rounds a weapon is designed to hold, by default. Some weapons (Automatic pistols in particular) are known for their ability to carry 'one in the pipe.' This is never a great idea, but is decidedly less of a good idea on certain models. Mind your condition of carry.
  • Concealment: P = Can be carried in the pocket; J = Can be hidden in a jacket; T = Can be hidden in a trenchcoat; N = Cannot be concealed on the person at all.
  • + Means the weapon requires the Archery skill to be taken as an 'Expert Skill.' The Archery skill is very rare, and no other training really suffices for the use of bows. Crossbows may use the Firearms skill, but to really get the most out of the weapon, Archery is still preferred.
  • ++ Longbows require a strength of 3 to be used, in addition to the rules for bows, above.
  • These are rough values, individual weapons may deviate from the norm, but this chart should serve as a suitable guide for most quick-and-dirty melee weapon needs.

Vehicle Table

Vehicle Safe Speed (mph) Max Speed (mph) Maneuver
6-Wheel Bobtail Truck 25 75 2
Detroit Municipal Passenger Bus 25 75 2
18-Wheel Tractor-Trailer Rig 35 75 3
4-Door Mid-Size Sedan 50 125 5
Minivan 40 120 4
Economy Compact 50 100 5
Sporty Compact 65 140 7
Sport Coupe 75 150 7
Sports Car 75 150 8
Luxury Sedan 60 150 6
SUV/Light Truck 35 120 4
Formula One Racer 140 240 10


  • This table is provided for general reference as a guideline ONLY. The statistics contained in this table are overruled by any +jnotes approved by staff. Sometimes you need quick-and-dirty stats for a car, however, and this table is offered in that spirit.