By Jamie Seidel
Appendix 1: Issue Weapons
Nervous systems are bright sources of energy, while decomposition of blood within vampires gives a dull defining glow to their shape -- especially if they have fed recently. Range 300m.
As many such swords are old, Kindred seizing the blade would take damage from it as normal, but would shatter the blade with three successes on a difficulty of 7, if they used Potence, difficulty of 8 if not. Any major blows to the sword itself (strikes against it versus difficulty of 7) will shatter the sword (treated as if it had three health levels). Such swords are large and ungainly, and is impossible to completely conceal unless one wears a large trench coat. Many of these swords seem to have a mind or their own, wanting to bite Kindred flesh as they did in the middle and dark ages.
For the Church Knights, these swords are often weapons handed down within their families. Swords that have outlived their families are maintained by the Orders, and awarded to others of notable abilities. Few of these swords need Holy relics attached to them -- their extended service in the hands of the Faithful against vampires and evil being enough to make them Holy items within themselves.
The knights carry the Oil in small pressure canisters that can fire spurts of the Oil up to 5m. An igniter can either fire the oil as it exits the jetgun, or afterwards. It is about 15cm long and can be inconspicuously attached to a utility belt.
Key:
Dif | Cal | Dam | Rn | Rt | Cp | Con | 3/F | Cs | |
PISTOLS | |||||||||
(Autoloaders) | |||||||||
Automag | 7 | .30 | 6 | 40 | 2 | 8 | J | 600 | |
Beretta M92 | 7 | 9mm | 4 | 25 | 4 | 15 | J | 625 | |
Browning HP-35 | 7 | 9mm | 4 | 25 | 4 | 13 | J | 520 | |
Calico 950 | 7 | 9mm | 4 | 25 | 20 | 100 | T | 650 | |
Ceska CZ-52 | 7 | 7.62 T | 3 | 30 | 4 | 8 | J | 450 | |
Colt 2000 | 7 | 9mm | 4 | 20 | 3 | 15 | J | 580 | |
Colt 1911 | 8 | .45 | 5 | 25 | 3 | 8 | J | 500 | |
Colt Delta Elite | 7 | 10mm | 5 | 25 | 3 | 7 | J | 700 | |
Colt Commander | 7 | .45 | 5 | 30 | 3 | 7 | J | 700 | |
Desert Eagle | 8 | .50 | 7 | 30 | 1 | 7 | J | 1000 | |
Desert Eagle | 8 | .44 | 6 | 35 | 1 | 8 | J | 1000 | |
Desert Eagle | 8 | .357 | 5 | 30 | 1 | 8 | J | 1000 | |
Glock 17 | 7 | 9mm | 4 | 20 | 4 | 17 | J | 580 | |
Glock 19 | 7 | 9mm | 4 | 20 | 3 | 15 | J | 580 | |
Glock 20 | 8 | 10mm | 5 | 25 | 4 | 15 | J | 640 | |
Glock 21 | 8 | .45 | 5 | 30 | 3 | 13 | J | 640 | |
Glock 22 | 7 | .40 | 5 | 25 | 3 | 15 | J | 580 | |
Glock 23 | 7 | .40 | 5 | 20 | 3 | 13 | J | 580 | |
H&K P7M10 | 7 | .40 | 5 | 20 | 3 | 10 | P | 1160 | |
H&K P7M13 | 7 | 9mm | 4 | 20 | 4 | 13 | P | 1220 | |
H&K USP | 7 | 9mm | 4 | 25 | 4 | 15 | J | 950 | |
Llama M87 | 6 | 9mm | 4 | 25 | 4 | 15 | J | 1450 | |
Nova | 6 | 9mm | 4 | 15 | 4 | 6 | P | 440 | |
PM Makarov | 7 | 9mm | 4 | 20 | 5 | 8 | P | 390 | |
Sig P220 | 8 | .45 | 5 | 30 | 3 | 7 | J | 780 | |
Sig P226 | 7 | 9mm | 4 | 20 | 4 | 15 | J | 830 | |
S&W ASP | 7 | 9mm | 4 | 20 | 4 | 7 | J | 650 | |
S&W 1006 | 6 | 10mm | 5 | 25 | 4 | 9 | J | 650 | |
S&W 4006 | 6 | .40 | 5 | 20 | 4 | 11 | J | 650 | |
S&W 4506 | 6 | 45 | 5 | 25 | 3 | 8 | J | 650 | |
S&W 5906 | 6 | 9mm | 4 | 25 | 4 | 14 | J | 650 | |
Uzi Pistol | 7 | 9mm | 4 | 20 | 5 | 32 | J | 600 | |
Walther PPK | 7 | .380 | 4 | 15 | 3 | 7 | P | 600 | |
(Revolvers) | |||||||||
Colt Anaconda | 7 | .44 | 6 | 35 | 2 | 6 | J | 600 | |
Colt King Cobra | 7 | .357 | 5 | 30 | 2 | 6 | J | 650 | |
Colt Python | 6 | .357 | 5 | 30 | 2 | 6 | J | 780 | |
Ruger Redhawk | 7 | .44 | 6 | 50 | 2 | 6 | T | 950 | |
S&W M29 | 7 | .44 | 6 | 40 | 2 | 6 | T | 500 | |
S&W M640 | 6 | .38 spl | 4 | 12 | 3 | 5 | P | 250 | |
S&W M686 | 6 | .357 | 5 | 30 | 2 | 6 | J | 400 | |
Voss BC | 6 | .22 M | 4 | 20 | 3 | 8 | J | 900 | |
SMG's | |||||||||
AKMS | 7 | 7.62 S | 8 | 50 | 17 | 30 | N | F | 700 |
AKR | 7 | 5.45 | 7 | 65 | 20 | 30 | N | F | 750 |
AMD 65 | 7 | 7.62 S | 8 | 75 | 17 | 30 | T | F | 800 |
Beretta M12 | 7 | 9mm | 4 | 30 | 13 | 20 | T | F | 800 |
Beretta M93 | 7/8 | 9mm | 4 | 20 | 15 | 21 | J | 3 | 1360 |
Calico 960 | 7 | 9mm | 4 | 35 | 20 | 100 | N | F | 900 |
Colt 9mm | 7 | 9mm | 4 | 35 | 18 | 32 | N | F | 800 |
Colt M177 | 7 | 5.56 | 7 | 65 | 20 | 30 | N | F | 800 |
Colt Scamp | 6/7 | .22 | 3 | 20 | 4 | 27 | J | 3 | 1300 |
Glock 18 | 7/8 | 9mm | 4 | 20 | 19 | 19 | J | F | 1900 |
H&K MP-5 | 7 | 9mm | 4 | 40 | 21 | 30 | T | 3/F | 750 |
H&K MP-5 K | 6 | 9mm | 4 | 25 | 23 | 30 | T | 3/F | 2500 |
H&K MP-5 SD | 7 | 9mm | 4 | 30 | 20 | 30 | N | 3/F | 3800 |
H&K MP-5 / 40 | 7 | .40 | 5 | 40 | 19 | 30 | T | 3/F | 1200 |
H&K MP-5 / 10 | 7 | 10mm | 5 | 40 | 18 | 30 | T | 3/F | 1200 |
H&K MP53 | 7 | 5.56 | 7 | 60 | 17 | 25 | T | 3/F | 2900 |
Ingram MAC 10 | 7 | .45 | 5 | 25 | 18 | 32 | J | F | 500 |
Ingram MAC 10 | 7 | 9mm | 4 | 25 | 19 | 32 | J | F | 500 |
Ingram MAC 11 | 7 | .380 | 4 | 20 | 22 | 32 | J | F | 550 |
Ingram MAC 11 | 7 | 9mm | 4 | 20 | 20 | 32 | J | F | 550 |
L2A3 Stirling | 6 | 9mm | 4 | 40 | 15 | 34 | T | F | 1260 |
Micro Uzi | 7 | 9mm | 4 | 20 | 21 | 32 | J | F | 800 |
Mini Uzi | 7 | 9mm | 4 | 25 | 21 | 30 | T | F | 1160 |
Skorpion | 7 | .32 | 3 | 20 | 15 | 20 | J | F | 1200 |
Spectre | 8 | 9mm | 4 | 35 | 18 | 50 | T | F | 1780 |
Sten Mk 2 | 6 | 9mm | 4 | 30 | 15 | 32 | T | F | 200 |
Steyr AUG 9mm | 7 | 9mm | 4 | 40 | 18 | 32 | T | 3)F | 1550 |
TEC 9 | 8 | 9mm | 4 | 20 | 15 | 30 | J | F | 500 |
TEC 22 | 6 | .22 | 3 | 20 | 15 | 30 | T | F | 700 |
Thompson M1928 | 6 | .45 | 5 | 50 | 15 | 100 | T | F | 650 |
Uzi | 6 | 9mm | 4 | 50 | 21 | 32 | T | F | 1280 |
RIFLES | |||||||||
AI PM | 7 | 7.62 | 8 | 300 | 1 | 10 | N | 3000 | |
Druganov SVD | 6 | 7.62 | 8 | 300 | 3 | 10 | N | 800 | |
H&H .600 Nitro | 8 | .600 | 9 | 275 | 1 | 2 | N | 800 | |
H&K G3 SG/1 | 7 | 7.62 | 8 | 300 | 10 | 20 | N | F | 3000 |
L1A1 (FN-LAR) | 7 | 7.62 | 8 | 275 | 3 | 20 | N | 1250 | |
M1 Carbine | 7 | .30 | 6 | 100 | 4 | 15 | N | 600 | |
M2 Carbine | 7 | .30 | 6 | 100 | 14 | 30 | N | F | 1200 |
M82A1 | 8 | .50 | 10 | 500 | 2 | 11 | N | 2800 | |
Remington M700 | 8 | .30-06 | 8 | 300 | 1 | 5 | N | 1500 | |
Steyr AMR | 8 | 15mm | 10 | 550 | 1 | 8 | N | 5000 | |
Walther WA2000* | 7 | .300 | 8 | 300 | 1 | 6 | N | 3200 | |
Weatherby Mk V | 8 | .460 | 10 | 300 | 1 | 3 | N | 2600 | |
ASSAULT RIFLES | |||||||||
AIWS | 6 | 5mm | 7 | 200 | 18 | 60 | T | 3/F | 2700 |
AKM | 7 | 7.62 | 8 | 200 | 13 | 30 | N | F | 500 |
AK-74 | 7 | 5.45 | 7 | 200 | 18 | 30 | N | F | 750 |
AK-47 | 7 | 7.62 | 8 | 200 | 14 | 30 | N | F | 500 |
AUG Carbine | 7 | 5.56 | 7 | 150 | 21 | 30 | T | 3)F | 1450 |
AUG LMG | 7 | 5.56 | 7 | 220 | 28 | 42 | N | 3)F | 1450 |
FAMAS | 7 | 5.56 | 7 | 200 | 25 | 30 | T | F | 1400 |
H&K G3 | 8 | 7.62 | 8 | 300 | 10 | 20 | N | F | 1120 |
H&K G11* | 6 | 4.7mm | 6 | 300 | 20 | 50 | T | 3/F | 4400 |
H&K G41 | 7 | 5.56 | 7 | 200 | 20 | 30 | N | 3/F | 2100 |
L-85 (SA-80) | 7 | 5.56 | 7 | 200 | 20 | 30 | T | F | 1650 |
L-86 (SA-80) | 7 | 5.56 | 7 | 250 | 25 | 30 | N | F | 2400 |
M-16 A1 | 7 | 5.56 | 7 | 200 | 20 | 30 | N | F | 700 |
M-16 A2 | 7 | 5.56 | 7 | 200 | 20 | 30 | N | 3/F | 940 |
Minimi (SAW) | 7 | 5.56 | 7 | 225 | 25 | 100 | N | F | 3100 |
Minimi Para | 7 | 5.56 | 7 | 175 | 25 | 100 | N | F | 3100 |
Sig 540 | 7 | 5.56 | 7 | 200 | 20 | 30 | N | 3/F | 1200 |
Sig 550 | 7 | 5.56 | 7 | 200 | 20 | 30 | N | 3/F | 1350 |
Steyr AUG | 7 | 5.56 | 7 | 200 | 21 | 30 | T | 3)F | 1450 |
SHOTGUNS | |||||||||
AAI CAWS | 7 | 12ga | 8 | 25 | 6 | 12 | N | F | 1900 |
Binelli M-3 s90 | 7 | 12ga | 8 | 20 | 3 | 7 | T | 750 | |
Fianchi Law 12 | 7 | 12ga | 8 | 20 | 3 | 8 | T | 600 | |
H&K CAWS | 7 | 12ga | 8 | 25 | 7 | 10 | T | F | 820 |
Ithaca MAG 10 | 7 | 10ga | 10 | 20 | 2 | 2 | N | 740 | |
Ithaca M37 | 6 | 12ga | 8 | 15 | 1 | 5 | T | 350 | |
Jackhammer | 7 | 12ga | 8 | 20 | 2 | 10 | T | F | 1200 |
Mossberg M500 | 6 | 12ga | 8 | 20 | 1 | 5 | N | 500 | |
Remington 870 | 6 | 12ga | 8 | 20 | 1 | 8 | N | 360 | |
Remington 1100 | 6 | 12ga | 8 | 20 | 3 | 8 | N | 320 | |
SPAS 12 | 6 | 12ga | 8 | 20 | 3 | 8 | N | 650 | |
SPAS 15 | 6 | 12ga | 8 | 20 | 3 | 6 | N | 800 | |
USAS 12 | 7 | 12ga | 8 | 20 | 6 | 20 | N | F | 800 |
HEAVY WEAPONS | |||||||||
Armbrust* | 7 | - | 18 | 500 | 1 | 1 | N | 5000 | |
Barrett Lt Fifty* | 8 | .50in | 9 | 1800 | 1 | 6 | N | 3500 | |
Bren (L2A4) | 6 | 7.62 | 8 | 350 | 17 | 30 | N | F | 1200 |
H&K 21 | 6 | 7.62 | 8 | 350 | 23 | 50 | N | F | 3500 |
H&K 23 | 6 | 5.56 | 7 | 300 | 25 | 50 | N | F | 3500 |
LAW | 7 | LAW | 12 | 200 | 1 | 1 | T | 250 | |
L7A2 (FN-MAG) | 6 | 7.62 | 8 | 325 | 30 | 100 | N | F | 2500 |
M2HB | 7 | .50 | 10 | 600 | 15 | 200 | N | F | 5500 |
M214 | 6 | 5.56 | 7 | 250 | 100 | 1000 | N | F | 6200 |
M-60 | 6 | 7.62 | 8 | 300 | 21 | 100 | N | F | 2950 |
PK | 6 | 7.62 | 8 | 350 | 20 | 50 | N | F | 2000 |
RPG-16 | 6 | 58.3 | 13 | 300 | 1 | 1 | N | 600 | |
RPK | 6 | 7.62 | 8 | 200 | 15 | 40 | N | F | 900 |
RPK 74 | 6 | 5.45 | 7 | 225 | 20 | 40 | N | F | 1500 |
Stinger* | 7 | missile | 16 | 2m | 1 | 1 | N | 6500 | |
SPECIALIST | |||||||||
Slinger Dart Gun | 7 | - | 4 | 15 | 4 | 6 | J | 1000 | |
Dart Knife | 7 | .22 | 4 | 5 | 4 | 4 | P | 500 | |
St George Oil | 6 | - | napalm | 5 | 2 | 3 | P | 500 | |
Graal Water | 6/9 | Heals levels of damage equivalent to successes on a Faith roll |
Sys | Damage | |
Fragmentation | Throw | 12 dice, -1 for every yard radius. 0.6lb, 6in x 4in |
Concussion | Throw | 8 dice, -1 for every yard radius. 0.5lb, 6in x 4in |
Smoke | Throw | 2 dice, smoke will fill a 10ft x 10ft room in 1 minute, lasts 10 min. 0.6lb, 7in x 5in |
Phosphorus | Throw | 12, -1 for every two yards. 0.6lb, 7in x 3in |
Soak | Penalty | Description | |
BODY ARMOR | |||
Armoured T-Shirt | 2 | 1 | |
Bodymould Armour | 3 | 1 | This is very expensive and specialised for individuals. Others wearing it have Penalties of 3. Can be worn under business suits. |
Bullet-proof Vest | 3 | 2 | |
Flack Jacket | 4 | 3 | |
Battle Armor | 5 | 3 | Also individualised, this full body armour cannot be concealed. |
Armored Body Suit | 6 | 4 | |
SPECIALIST CLOTHING | |||
Reinforced Clothing | 1 | 0 | |
Fire Suit | +3 | 1 | Soak only applies to flame. If injured, roll D10 with a difficulty of 10 minus damage level to determine if suit is seriously breached. |
NBC Suit | * | 2 | This renders the wearer impervious to all chemical weapons. Breach as Fire Suit. |
Taking this Firearms Skill costs normal experience to advance, but now you can specialise in particular weapons. For the cost of raising an ability you can become more proficient in the weapon of your choice. When you specialise in a particular weapon, the lack of familiarity with an unspecialised weapon will be reflected by having one less dice pool in the Firearms Skill. You must purchase the Firearms Skill as per normal as a pre requisite.
* | Choose a particular type of weapon to specialise on: handguns, shotguns, rifles, SMGs, assault rifles, heavy weapons etc. This will give you one extra pip to hit with. |
** | Choose the action of the weapon: semi automatic, revolver, pump-action, breech load, bolt action, automatic etc. This will give you a minus one to hit. |
*** | Choose the type of firearm that you wish to specialise in: Glock, Colt, Luger, Winchester, Remington, Uzi, Heckler & Koch etc. |
**** | Choose the particular model you wish to specialise in: Glock 18, Colt 45, M16 etc. This level of specialty will give the user minus one to difficulty plus an extra 10m of extended range. |
***** | You can specialise in your own particular gun (for example, James Bond always preferred his own Walther PPK - not any other copy). This level of specialty will give the user plus one to hit, and an extra dice for the damage roll. |
WEAPON | DIFF | DAM | DESCRIPTION |
Two-handed | 7 | St+6 | Heavy sword of about 6ft long, difficult to use even with two hands |
Cavalry sabre | 6 | St+4 | One-handed slightly curved blade |
Katana | 6 | St+5 | Slightly curved one-edge blade using one or two hands |
Short sword | 5 | St+3 | 2ft long blade designed for quick thrusts |
Rapier | 6 | St+4 | Narrow blade of 3-4ft length for piercing only |
Wakizashi | 5 | St+4 | 2ft long, slightly curved blade used in conjunction with a Katana |
Long sword | 5 | St+4 | Double edged blade of about 4ft in length, uses one or two hands. |
Daggers | 4 | St+1 | Between 1 and 2ft in length, used in melee |
Throw daggers | 5 | St | Can be thrown up to 20ft, double edged |
Shuriken | 6 | St | Can be thrown up to 20ft |
Machete | 5 | St+3 | 2-3ft long flat bladed knife |
Claymore | 6 | St+5 | Large sword with a long, straight blade, that usually needs two hands |
Butterfly sword | 5 | St+2 | Thick short blades of 1-2ft in length |
Kurkri | 7 | St+4 | Angled blade, very difficult to use |
Nodachi | 7 | St+7 | 8ft long , curved single edge blade with a 3ft long handle |
Kris knife | 5 | St+2 | Wavy blade about 1-2 ft long |
Tanto | 5 | St+3 | 1-2ft long Katana style blade, with a very strong and sharp blade |
Scimitar | 7 | St+5 | Large extremely curved blade of 3-4ft long. |
Chainsaw | 8 | St+7 | Unwieldy weapon needing two hands. If botches made, damage to self. |
Straight razor | 5 | St+1 | Generally can only draw blood. |
Sap | 4 | St | 3 damage or more will knock out a mortal for 5 turns minus soak |
Club | 4 | St+1 | Piece of wood or metal, also known as a tonfa |
Foil | 5 | St+3 | Narrow blade of 3-4 ft, used for piercing only |
Axe | 7 | St+5 | Woodsman axe used for chopping can be devastating if used well |
Stake | 6 | St+2 | Must do 3 successes after dodge then 3 successes after soak |
Staff | 4 | St+1-3 | 6-8ft long piece of wood |
Baseball bat | 4 | St+1-2 | Made of wood or aluminium |
Nunchaku | 7 | St+1 | Can be used to parry swords or other weapons |
Manriki gusari | 8 | St+1 | 8ft long piece of chain swung over the head to entangle an enemy |
Sai | 7 | St | 1-2ft long spike with two smaller spikes on either side |
Spears | 7 | St+3 | 30-40ft range 8ft long shaft |
Small bow | 8 | 2+Succ | 60 yards, strength 2 to pull it |
Large bow | 8 | 3+Succ | 90 yards range, strength 3 to pull it |
Compound bow | 8 | 3+Succ | 180 yards range, strength 3 to pull it |
Crossbow | 8 | 3+Succ | 100 yards range, 15 second reload time |
Halberd | 8 | St+5 | Axe-head and spike on the end of an 4m long pole |
Towa | 6 | St+6 | Mouri spear about 2m long, butt one end and a double edge on the other |
Flamethrower | 7 | 1/Hit | Holds 20 turns of fuel. If fuel-tank hit, it has a 20pc chance of exploding |
NAME | TYPE | SYST | DIFF | DAM | DESCRIPTION | SPLIT POOL |
Normal | Attack | D+me | weapon | normal | straightforward swing | Y |
Feint | Attack | M+me | +3 | normal | Cannot be parried, only dodged | Y |
Disarm | Attack | D+me | 6 | normal | Opponent rolls D+me. If initiator rolls 3 successes over opponent this is a success. Botch results in weapon dropped. | N |
Great Blow | Attack | D+me | +2 | Double | Initiative next round increased to 5, +2 to defence difficulties | N |
Target Blow | Attack | P+me | opp D+do | + success | Can aim to do damage at specific spots | Y |
Aimed | Attack | D+me | hand+3 | - | Wounded = broken, crippled = cut off | N |
Attack | D+me | arms+2 | - | " " | N | |
Attack | D+me | legs+1 | - | " " | N | |
Attack | D+me | chest+1 | - | " " | N | |
Behead | Attack | P+me | D+me(o) | D+do(o) | death | N |
Riposte | Defense | St+me | weapon | weapon | Hit with no power, no dodge, only parried. | N |
Catch | Defense | St+me(o) | D+me | - | Success if more than 3 successes over opponent, Init 5 next | N |
Parry | Defense | D+me | -1/succ | - | Deflects weapon with own, less damage | Y |
Dodge | Defense | D+do | 6 | - | Successes subract from successed to hit. | Y |
D = Dexterity, P= Perception, St= Strength, M=Manipulation, me=melee, opp=opponent, do=dodge. If you do not Specialised in the manoeuvre, difficulty for attempting it is +2.
Small Bow: 30lb. Minimum Strength 2, Range 60 yards, Damage 2 (-1 die per five yards), Weight 10lb
Large Bow: 60lb, Minimum Strength 3, Range 90 yards, Damage 3 (-1 per five yards), Weight 15lb
Compound Bow: Minimum Strength 3, Range 180 yards, Damage 3 (-1 per five yards), Weight 15lbs
Extras: Bow sights decrease difficulty by one for aimed shots. Silencers eliminate the twang, difficulty 10. Releases, lets arrow fly cleaner, increase skill by one and increase difficulty of hearing the twang by one.
Concussion: Has a dice pool of 8 if in direct contact. Reduced by one die per yard distance. Has a debilitating effect on Vampires with heightened hearing. Weight 0.5lb, size 6in x 4in cylinder.
Smoke: Emit a dense cloud of white or colored smoke. There is no blast. The cloud will fill a 10 by 10 yard room in one minute and will last 10 minutes in still air. Weight 0.6lb, size 7in x 5in cylinder.
White Phosphorus: Generate a temperature of 2700F when they explode. Has a 12 dice pool for direct contact, reduced one every two yards. This is aggravated damage because of the flame. Sets most flammable material alight. Weight 0.6lb, size 7in x 3in cylinder.
Dynamite: Also called TNT, it is nitroglycerine stabilised in charcoal. Dynamite deteriorates over time. Blast Power 3, Detonate by fulminating primer, Can burn as an emergency flare.
Plastique: Plastic explosive is manufactured in various strengths. It is similar to modelling clay in consistency and is extremely stable. Most military explosives are plastique. Blast power 1-20, Detonate by primer only. Safe enough to cook on.
Primacord: Also called instant fuse. Primacord is an explosive manufactured in string form. It is used to detonate widely separated explosives at the same time. It can also be wrapped around an item as a main charge. Blast power 5, Detonate primer only, Will not burn.
Napalm: When it burns, it clings to whatever it is burning. The only way to remove it is to scrape it off. Roll one die to determine how much of the body is covered by napalm. Roll that many dice in the damage pool every turn for 10turns. Contained in canisters with a small charge to spread it out (6-10 blast power). Blast none, Burns like crazy.
LAW: Light Anti-tank Weapon, a disposable, one-shot rocket and launcher. The launcher is a tube of about 2.5ft and about 4in in diameter. The rocket is about 14in long. Difficulty 7, Damage 12, Range 200 yards, Weight 5lbs.
Stinger: A shoulder fired anti-aircraft missile with a heat-seeking guidance system. This is a fire and forget weapon. This weapon (and the LAW) produce back blast, with a 2 yard danger zone directly behind the user. Damage of the back blast is four dice of aggravated damage. Difficulty 7, Damage 14, Range 2miles, Weight 25lb
Grenade Launchers: The M79 grenade launcher looks and operates like a stubby shotgun with a 2in diameter barrel. The grenade explodes on impact. There is no magazine and this weapon fires one shot, then must be reloaded. Difficulty 6, Damage grenade, Range 400 yards, Weight 6lb
Flame Thrower: A backpack carries tanks of napalm and a hose connects to a rifle-like launcher. The old version weighs 50lbs with three tanks. Each tank allows five minutes of constant spraying. More modern versions of the weapon used by the Church Knights have a canister directly under the barrel, removing the need for hoses. The Church Knight's weapon only has the equivalent of half a tank. Difficulty 6, Damage as napalm, Range 60 yards.
". . . such are they whom God chooses for himself and gathers from the furthest ends of the earth, servants from among the bravest in Israel to guard watchfully and faithfully his Sepulchre and the Temple of Solomon, sword in hand, ready for battle."
Swordplay Special Skill: With Melee, you automatically receive the following manoeuvres: Normal and Catch. Once you have reached Melee 3, others can be purchased at a cost of 1 freebie point each.
Until relatively recently, the sword was the main personal weapon. It's only within the last few hundred years that we have begun using guns, and you can't chop a vampire's head off with a gun. In fact, not counting the battle axe, there still is no practical weapon which can decapitate someone in a duel. To a Knight, a sword is more than just a piece of steel. It becomes an extension of his body -- he keeps it with him most of the time, and it becomes an old friend. There are no hard and fast rules for weapons as regards weapons difficulties and damage, etc. A rough guide is that the bigger and heavier sword is, the harder it is to use, but the more damage is inflicts. The Katanas are all Difficulty 6, Damage: Strength + 5. But the two-handed sword is Difficulty 7, Damage: Strength + 6, being, as it is, both heavier and more difficult to use. A Sabre is Difficulty 6 and Damage: Strength + 4, reflecting that it is normally used with only one hand.
Knights may choose between the type of blade, but the weapon itself must by standard Order issue. No elaborate or "fashionable" weapon would be allowed under The Rule. The weapons are obviously finest quality steel or alloy, perfectly balanced and crafted -- without decoration or identification.
With sword-duels, the round takes on a new meaning -- basically, a sword combat round is the length of time it takes for one person to attack the other. This system splits sword combat up into a series of bouts. A bout is a series of rounds, during which there is no pause in combat. At the start of a round, both players roll for Initiative. Then they announce what their actions are going to be. Because sword combat is reactive -- ie. you don't know what you're going to do until your opponent has done something -- the player with the higher Initiative must announce what they intend to do first.
Normally, the player with the higher Initiative will decide to attack, and, if so, his opponent must either defend or dodge. Alternatively, the character with the higher Initiative may decide to either do some other kind of action, such as leaping onto a table, or he may decide to wait and see what his opponent is going to do. If he does either of these things, combat has basically stopped, and he must begin another bout.
A bout begins with both combatants facing each other, weapons at the ready. It is up to the players themselves who actually moves first and initiates combat. Once one of the combatants announces that he are attacking, both players make a standard Initiative roll -- Wits + Alertness, against a target number of four. However, instead of deciding who acts first (as this has already been decided), the difference between the two combatant's number of successes achieved is added to the dice pool of the player with the higher Initiative.
Example: Connor and the Kurgan are facing off. They circle each other for a few minutes, before Connor makes an attack. He rolls Wits (3) + Alertness (4), and gets 6 successes. The Kurgan rolls Wits (4) + Alertness (3), getting four successes. Thus, Connor gets an extra two dice to add to his Attack roll.
After this initial round, Initiative is rolled as normal, but, its role during the bout is slightly different than the one it has in normal combat. The character with the higher Initiative gets to act first, presumably attacking, and the other person must defend. Both players make their respective attack and defense rolls and that combat round ends, and the combatants roll their Initiative for the next round. The following modifiers apply:
These rules may seem very complicated right now, but will become clearer later on.
Normally, the attacker will choose an Attacking manoeuvre, and his opponent will choose a Defense manoeuvre, in an attempt to counter it, but in some cases, the nature of the Attack manoeuvre will only allow the defender one option. For example, if an attacker decides to try and disarm his opponent, his opponent must decide to try to hang on to his weapon. He has no other choice. One dot in the Swordsmanship Skill represents one attack and one defensive skill learned. They must be specified.
Type: Attack
Difficulty: Weapon Difficulty
Image: The warrior simply tries to wound his opponent by dint of speed and skill.
Type: Attack
Difficulty: Weapon Difficulty + 3
Image: With a lightning-quick motion, the swordsman attacks first high, then low, slipping around his opponent's guard, and moving to hit a vulnerable spot.
Type: Attack
Difficulty: 6
Image: With a quick movement, you catch your opponent's sword and it drops out of his nerveless hand, onto the ground.
Type: Attack
Difficulty: Weapon Difficulty +2
Image: You bring your sword back and fall forward, lunging at your opponent. Heedless of the danger, you throw your body forward, your sword serving as the tip of a monstrous battering ram -- you.
Type: Attack
Difficulty: Opp. Dex + Dodge
Image: You try to hit a specific part of your opponent's body. You hold your blade up, and strike, attempting to bypass your opponent's defense to strike your target.
Type: Defense
Difficulty: Weapon Difficulty
Image: The swordsman brings his weapon to bear, holding it steady and catches the force of his opponent's sword with his own.
Type: Attack
Difficulty: Weapon Difficulty
Image: You parry your opponent's strike. Klang! With catlike speed and grace, you bring your sword around his arm, hoping to catch him off guard.
Type: Defense
Difficulty: Opp. Dex + Melee
Image: You lock steel with your opponent. "So, Highlander, we meet again!" You struggle for a moment, then the fight sparks again.
Type: Attack
Difficulty: Opp. Dex + Dodge
Image: With fluid-like agility, you swing your sword around, and, before your opponent can block you, your blade slices through his neck, and his head falls to the ground.
By Nat Penhall
When learning a martial art one must choose and focus on a particular skill. These skills can be defined as: Throws and Locks, Punches, Kicks and finally Integrated Skills. The following is presented as an alternative or supplement to the Martial Arts skills found in the Anarch Cookbook.
* You can twist your way out of a grab.
** You have spent some time in a dojo (Aikido or Judo, perhaps).
*** You feel you can beat the average street thug. -- speciality = Footsweep.
**** You were Wally Jay's protegee -- gain 1 die to grapple.
***** You can beat anyone with both hands tied behind your back. -- gain 2 dice to grapple.
Footsweep: This can only be used in a grappling situation, or if the attacker is within 1 foot of the player. When the player calls out this manoeuvre, he gains one die to the roll. If successful, it causes the victim to fall on his back and lose his action on the next turn. On the following turn the attacker is lying on his back, on the ground, in front of the character. If the player fails the roll, nothing happens during that action phase. If the player botches the roll, then his character ends up on the ground in his opponent's place -- but he does not lose his action during the next turn.
* You can shadow box, just like Rocky.
**You could hold your own in a boxing match.
*** You could beat-up a good street fighter.
**** You are a great fighter, a professional. -- gain one extra die to melee.
***** You could beat Mike Tyson and Rocky at the same time -- gain two dice to Melee.
* You could kick someone in the chest.
** You've taken a few lessons at a Martial Arts school.
*** You are a local club champion.
**** You compete in world-championship traditional kick-boxing. -- speciality = Jump/Spin head kick.
***** You are the greatest kick-boxer ever, you can kick anything thrown at you out of the air. -- gain one dice to Melee
Jump/Spin Head Kick: This has a plus 1 modifier and can only be used when the opponent is Mauled or worse in the Health scale. If the roll is successful, then treat the victim as having suffered a broken neck --- instantly incapacitated. If failed, nothing is achieved for that turn. If botched, the player ends up flat on his back.
* You have watched too many Martial Arts movies and can mimic the moves.
** You took a few lessons at a dojo (Goshin, Jutsu or Jujutsu maybe)
*** You regularly won at local Karate tournaments. -- speciality = pressure point attacks.
**** You could do acts of skill (breaking three concrete blocks) -- gain one die to grapple
***** You could have taught Bruce Lee everything he knew -- gain one dice to Melee.
Pressure Point Attack: These can be used in any combat situation except ranged combat. The player has a plus 1 modifier to the attack. If the attack is successful, then the defender has to roll a Stamina + Dodge with a target number of the player's (Dexterity 2) + skill + number of successes. If the defender succeeds in the roll but does not have as many successes as the attacker, then the defender loses the next initiative. If the defender does not succeed in the defense roll, then he loses all actions for the next number of turns equal to the player's number of successes.