Wasteland HERO
The Post-Apocalyptic Role Playing Sourcebook for the HERO System
Copyright 1998 by Ronald A. Miller
VI. The Arsenal
In this section weapons, defenses and equipment are given designs and statistics based on the HERO System. The following lists are not exhaustive, and in many cases, Active and Real Points are not assigned to any particular item. For cases where the GM wishes to have such information, the items are generally given the following limitations: Independent (-2), Focus (-1/4 to -1), and requires batteries or ammunition (-1/4 to -2 depending on the availability and safety of the components)- THIS LIMITATION TAKES THE PLACE OF "CHARGES". Additional limitations should be assigned in accordance with the definition of item.
WEAPON DESCRIPTIONS
KEY:
AP = Armor Piercing; E = Apply vs. Energy Defenses; K = Killing Damage; N = Normal Damage; SMG = Semi-automatic Machine Gun; RP = Reduced Penetration; RbR = Damage is Reduced by Range
RANGED WEAPONS
These weapons are rare and borderline unreliable. In addition to the limitation, each may have an Activation roll of 15 or less.
|
Ultra Tech Ranged |
OCV |
Rmod |
Damage |
StunX |
STR Min |
Ammo |
Notes |
|
Blaster Pistol |
+1 |
0 |
7D6N E |
-- |
12 |
16 |
Requires batteries (3 Solar Cells), Act. 15-, (180,000 TVU) |
|
Blaster Rifle |
+1 |
+2 |
9D6N E |
-- |
9/14 |
16 |
Requires battery (3 Solar Cells), Act. 15- |
|
Electrobolt Rifle, Voltage |
0 |
-1 |
4D6K E NND |
0 |
12 |
8 |
Requires battery, works only against electronic components, AE - Cone, power unit is contained in a back-harnessed pod, Act. 15- |
|
Electrobolt Rifle, Wattage |
+3 |
+1 |
8D6E N/ 10D6E N |
-- |
12 |
16 |
Requires battery, +2D6 works only against metallic targets and electronic components, AE - Cone, power unit contained in a back-harnessed pod, Act. 15- |
|
Gauss Pistol |
+1 |
+3 |
2D6+1K |
+1 |
10 |
16 |
Requires battery and ammo cartridge containing metal shavings, Act. 15- |
|
Gyrojet Pistol |
+2 |
-1 |
2D6K |
+1 |
7 |
16 |
Autofire x5, requires battery, Act. 15- |
|
Gyrojet Rifle |
+2 |
+1 |
2D6K |
+1 |
9/14 |
32 |
Autofire x5, requires battery, Act. 15- |
|
Laser Pistol |
+1 |
0 |
2D6K E |
0 |
12 |
32 |
AP, requires battery, reduced to no effect through vapors, reflected by sheet metal and other highly reflective materials, Act. 15- |
|
Laser Rifle |
+1 |
+2 |
2D6K E |
0 |
9/14 |
64 |
AP, requires battery, reduced to no effect through vapors, reflected by sheet metal and other highly reflective materials, Act. 15- |
|
Microrocket |
+3/-1 |
+5/0 |
3D6+1K |
+2 |
12 |
6 |
Explosion, OCV bonus is from functional homing program, -1 without it. Requires launcher, Act. 15-, Burnout 11- per rocket |
|
Neutron Pistol |
+1 |
0 |
4D6NND |
-- |
5 |
32 |
Requires battery, NND vs. CON roll, Act. 15- |
|
Neutron Rifle |
+1 |
+2 |
41/2D6 NND |
-- |
6/11 |
64 |
Requires battery, NND vs. CON roll or Density Increase, Act. 15- |
|
Placater Pistol |
|
|
4D6 EGO Attack |
|
|
|
Requires battery, takes on extra phase to find target's alpha wave signature and adjustment, Act. 15- |
|
Plasma Rifle |
+2 |
+2 |
4D6K E |
+1 |
18 |
16 |
Requires battery, bulky harness and energy pack, user takes radiation damage if energy pack is breached, Act. 15- |
|
Sonic Disrupter Rifle |
0 |
0 |
1 1/2D6 K E |
+2 |
12 |
32 |
Attack is penetrating, requires battery, also Drains 2D6 DEF (nonrecoverable) from any materials and subjects targets with organic hearing to 2D6 Flash vs. hearing - AE - Line, Act. 15- |
|
Stun Pistol |
0 |
0 |
4D6N E NND |
-- |
8 |
32 |
Requires battery, NND is vs force fields, Act. 15- |
|
Stun Rifle |
+1 |
+1 |
4D6N E NND |
-- |
12 |
64 |
Requires battery, NND is vs force fields, Act. 15- |
|
Advanced Tech Ranged |
OCV |
RMod |
Damage |
StunX |
STR Min |
Ammo |
Notes |
|
Assault Rifle* |
+2 |
+1 |
2D6K |
0 |
8/13 |
30 |
Autofire x5 |
|
Automatic Pistol* |
+1 |
0 |
1 1/2D6K |
0 |
8 |
10 |
Autofire x5 |
|
Chemical Pistol** |
+1 |
0 |
2 1/2D6K |
0 |
5 |
16 |
Autofire x5 |
|
Chemical Rifle** |
+1 |
+2 |
3D6K |
0 |
16 |
60 |
Autofire x5 or x10 |
|
Chemical SMG** |
+1 |
+1 |
2 1/2D6K |
+1 |
9 |
32 |
Autofire x5 or x10 |
|
Dart Autopistol** |
+3 |
0 |
1D6 Drain, +1 Phase |
0 |
-7 |
32 |
Autofire x5, Silent, Jam, No effect verses rPD, Drain Returns 1 Character Point per hour |
|
Dart Pistol** |
+3 |
0 |
1D6 Drain, +1 Phase |
0 |
-5 |
8 |
Silent, Jam, No effect verses rPD, Drain Returns 1 Character Point per hour |
|
Dart Autorifle** |
+3 |
+2 |
2D6 Drain, +1 Phase |
0 |
14 |
32 |
Autofire x5, Silent, Jam, No effect verses rPD, Drain Returns 1 Character Point per hour |
|
Dart Rifle** |
+3 |
+2 |
2D6 Drain, +1 Phase |
0 |
9 |
16 |
Silent, Jam, No effect verses rPD, Drain Returns 1 Character Point per hour |
|
Flame-thrower |
+1 |
-1 |
3D6K E |
+2 |
17 |
8 |
AE - Cone, Unconscious, Uncontrolled, Reduced Penetration vs. flame retarded materials |
|
Flare Gun |
-1 |
+2 |
6D6 N E |
-- |
8 |
1 |
2D6 Flash in addition to damage taken, AE-Radius to Flash only -or- Change Environment to light (64 hex radius), charge lasts 1 minute |
|
Flechette Pistol** |
+3 |
0 |
2D6-1K |
0 |
-6 |
32 |
Silent, Jam, RP |
|
Flechette Rifle** |
+3 |
+2 |
2D6K |
0 |
17 |
240 |
Auto x20, Silent, Jam, RP |
|
Flechette SMG** |
+3 |
+1 |
2D6-1D6K |
0 |
-6 |
32 |
Silent, Jam, RP |
|
Grenade Launcher |
-2 |
-2 |
Per type of grenade |
-- |
5 |
1 |
Provides "Ranged" advantage to grenades, not all grenade types fit the same launcher type |
|
Needler Autopistol** |
+3 |
0 |
1D6+1 K |
0 |
-9 |
60 |
AP, Auto x10 |
|
Needler Rifle** |
+3 |
+2 |
1D6+1 K |
0 |
17 |
240 |
AP, Auto x10 |
|
Needler SMG** |
+3 |
+1 |
2D6-1 K |
0 |
8 |
120 |
AP, Auto x10 |
|
Revolver* |
0 |
0 |
1 1/2D6K |
0 |
7 |
8 |
|
|
Rifle* |
0 |
+2 |
2 1/2D6K |
+1 |
10 |
8 |
|
|
Rocket Launcher |
0 |
+1 |
6D6K |
+1 |
18 |
1 |
AP, Explosion |
|
Shotgun Pistol* |
+3 |
-2 |
3D6K |
+1 |
5 |
8 |
RP, RbR |
|
Shotgun Rifle** |
+1 |
+2 |
3 1/2D6K |
+1 |
12 |
32 |
RP, RbR, May have Auto x5 |
|
Shotgun SMG** |
+2 |
-1 |
3D6-1 K |
+1 |
11 |
16 |
RP, RbR, Auto x5 |
|
Submachine Gun* |
+1 |
0 |
1D6+1 K |
0 |
10 |
30 |
Auto x5 |
|
Taser - needler |
0 |
-2 |
5D6 NND |
-- |
5 |
2 |
Damage is electrical, NND vs. non-conductive material, needle is limited in range by maximum length of conducing wire, takes 1 phase to extract needle and 1 phase to reload wire, two shots from two different barrels |
For specific makes and models refer to either the (*) HERO Systems Rules Book (pg. 199) or the (**) Cyber HERO Rules Supplement (pg. 150).
|
High Tech Ranged |
OCV |
RMod |
Damage |
StunX |
STR Min |
Ammo |
Notes |
|
Bow, Compound |
+1 |
+1 |
2D6-1K |
0 |
17 |
1 |
Two handed, specialized arrow tips can give a variety of offensive attacks, 1 phs reload |
|
Crossbow, Hand |
0 |
+1 |
1D6-1K |
0 |
5 |
1 |
One handed, 1 phase to reload |
|
Crossbow, Light |
0 |
+1 |
1D6 |
0 |
8 |
1 |
AP, Two handed, 1 phase to reload |
|
Crossbow, Heavy |
0 |
+1 |
1 1/2D6K |
0 |
15 |
1 |
AP, Two handed, 1 phase to reload |
|
Pipegun, Repeating |
-- |
-- |
-- |
-- |
+2 |
10 |
All stats as per barrel length (below) |
|
Pipegun, Short Barrel |
+1 |
0 |
2D6 |
+1 |
11 |
1 |
Two handed, 1/2 phase to reload with capload, 1 phs to reload otherwise, damage reduced by range |
|
Pipegun, Mid Barrel |
0 |
+1 |
1 1/2D6K |
+1 |
13 |
1 |
Two handed, 1/2 phase to reload with capload, 1 phs to reload otherwise |
|
Pipegun, Long Barrel |
-1 |
+2 |
1D6K |
0 |
15 |
1 |
Two handed, 1/2 phase to reload with capload, 1 phs to reload otherwise, needs stability pole to rest barrel on |
|
Speargun |
-1 |
-1 |
2D6+1K |
+1 |
15 |
1 |
AP, two handed, 2 phases to reload (1 for the spear and 1 for the capload) |
|
Middle Tech Ranged |
OCV |
RMod |
Damage |
StunX |
STR Min |
Ammo |
Notes |
|
Bow, Long |
-1 |
+1 |
1 1/2D6K |
0 |
14 |
1 |
Two handed, specialized arrow tips can give a variety of offensive attacks, 1 phase reload |
|
Bow, Short |
0 |
+0 |
1D6-1K |
0 |
10 |
1 |
Two handed, specialized arrow tips can give a variety of offensive attacks, 1 phase reload |
|
Wrist Rocket |
0 |
-1 |
1D6 |
+1 |
8 |
1 |
Two handed, 1/2 phase to reload |
|
Low Tech Ranged |
OCV |
RMod |
Damage |
StunX |
STR Min |
Ammo |
Notes |
|
Blowgun |
-1 |
see notes |
1 BOD K, various toxic fx |
per toxin |
5 |
1 |
The distance obtainable is the character's CON in meters, with a range modifier of +/- CON/10. For example, a character with a CON of 0-10 would have a +0, 10-20 would give a +1 and a 20+ would give a +2; darts are often poison-tipped |
|
Sling |
0 |
-1 |
1D6 |
0 |
8 |
1 |
1 1/2 handed, 1/2 phase to reload |
|
Organo Tech Ranged |
OCV |
RMod |
Damage |
StunX |
STR Min |
Ammo |
Notes |
|
Acid Jetpouch |
+1 |
-1 |
1D6+1K |
+1 |
8 |
8 |
Attack is Sticky, Penetrating and Continuous until washed off with water or strong base |
|
Gas Bladder |
+2 |
+1 |
3D6NND/ var. fx |
-- |
5 |
4 |
Nullified by strongly circulating air, Damage is Reduced by Range, NND vs. Life Support (no need to breathe), AE - Cone. |
|
Seed Launcher |
0 |
0 |
1/2D6K |
+1 |
12 |
16-32 |
Autofire x5, Invisible to Hearing Group, some seeds may cling, special seeds will have special effects |
THROWN WEAPONS
|
Advanced Tech Thrown |
OCV |
Damage |
StunX |
STR Min |
Length |
Notes |
|||||||||||||||
|
Drone Dart |
+3 |
2D6K |
+1 |
8 |
S |
a.k.a. SmartDart, Continuous (once implanted into a target it keeps drilling), No Range Penalty, Increased Range x4 |
|||||||||||||||
|
Grenade, Blaster Pulse |
+1 |
12D6 N |
-- |
10 |
S |
AE - 7" Radius, Penetrating, Trigger (activating and detonating on programmed time interval), Continuing charge of 1 minute |
|||||||||||||||
|
Grenade, Disintegration |
+1 |
Transform matter into dust 8D6 |
-- |
10 |
S |
Major Cumulative Transformation, AE - Radius, Trigger (activating and detonating on programmed time interval) |
|||||||||||||||
|
Grenade, Energy |
+1 |
10D6N E |
-- |
8 |
S |
AP, AE - Radius, Trigger (activating and detonating on programmed time interval) |
|||||||||||||||
|
Grenade, Mindscreamer |
+1 |
5D6 EGO Attack |
-- |
8 |
S |
AE - Radius, Trigger (activating and detonating on programmed time interval) |
|||||||||||||||
|
Grenade, Sonic |
+1 |
6D6 NND vs hearing |
-- |
8 |
S |
AE - 7" Radius, Trigger (activating and detonating on programmed time interval), Only vs. organic targets, Continuing charge of 1 minute |
|||||||||||||||
|
Grenade, Laser Pulse |
+1 |
3D6+1K E |
+1 |
10 |
S |
AP, AE - Radius 8", Trigger (activating and detonating on programmed time interval), Not in fog or smoke |
|||||||||||||||
|
Grenade, Web |
+1 |
8D6 Sticky Entangle |
-- |
8 |
S |
AE - Radius, Trigger (activating and detonating on programmed time interval) |
|||||||||||||||
|
High Tech Thrown |
OCV |
Damage |
StunX |
STR Min |
Length |
Notes |
|
Dynamite (stick) |
0 |
6D6-1K |
+1 |
8 |
S |
Explosion, Trigger (activating and detonating on fixed time interval), requires ignition source, No Range, Reduced Penetration, Time Delay |
|
Grenade, Chemical |
0 |
3D6+1K |
+1 |
8 |
S |
(Acid), Sticky, Explosion, Trigger (activating and detonating on fixed time interval), No Range, Reduced Penetration, Time Delay |
|
Grenade, Concussion |
0 |
15D6 N |
+1 |
8 |
S |
Explosion, Trigger (activating and detonating on fixed time interval), No Range, Reduced Penetration, Time Delay, -1 DC/5" |
|
Grenade, Flash |
0 |
5D6 Flash v var. senses |
-- |
8 |
S |
Explosion, Trigger (activating and detonating on fixed time interval), No Range, Reduced Penetration, Time Delay |
|
Grenade, Firebomb |
+1 |
3D6K E |
+1 |
8 |
S |
Explosion, Continuous, Uncontrolled, Trigger (activating and detonating on fixed time interval), No Range, Reduced Penetration, Time Delay |
|
Grenade, Fragmentation |
0 |
5D6K |
+2 |
8 |
S |
Explosion, Trigger (activating and detonating on fixed time interval), No Range, Reduced Penetration, Time Delay |
|
Grenade, Sleep Gas |
+1 |
6D6 END Suppress |
-- |
8 |
S |
NND, AE - 7" Radius, Trigger (activating and detonating on fixed time interval), Duration reduced by swift air circulation, NND vs. LS vs. gasses, Continuing charge of 1 minute |
|
Grenade, Tear Gas |
+1 |
5D6 DEX Drain NND, 2D6 Flash |
-- |
8 |
S |
Explosion, Trigger (activating and detonating on fixed time interval), Duration reduced by swift air circulation, Flash vs. sight, NND vs. LS vs. gasses, 7" Radius Darkness to sight, linked |
|
Grenade, White Phosphorous |
0 |
7D6N |
+2 |
8 |
S |
AP (x2), Sticky, Explosion, Trigger (activating and detonating on fixed time interval), No Range, Reduced Penetration, Time Delay |
|
Throwing Axe |
+0 |
1D6+1K |
0 |
10 |
1 |
STR can add to DC |
|
Throwing Knife |
+1 |
1D6-1K |
0 |
8 |
S |
STR can add to DC |
|
Middle Tech Thrown |
OCV |
Damage |
StunX |
STR Min |
Length |
Notes |
|
Bola |
|
|
|
|
|
|
|
Boomerang, Blunt |
0 |
5D6N |
-- |
12 |
M |
User makes DEX roll to see if boomerang returns after missing a target, DEX roll is separate to catch |
|
Boomerang, Razor-edged |
0 |
2D6K |
+1 |
12 |
M |
User makes DEX roll to see if boomerang returns after missing a target, DEX roll is separate to catch, catching hand must be adequately protected or catcher takes 2D6K |
|
Cinder Bomb |
-1 |
1D6E K |
+1 |
8 |
S |
Explosion |
|
Harpoon |
+0 |
2D6 |
0 |
18 |
M |
|
|
Hatchet |
+0 |
1D6+1K |
0 |
10 |
M |
|
|
Javelin |
+0 |
1D6+1K |
0 |
10 |
M |
|
|
Molotov Cocktail |
-1 |
1 1/2D6 E K |
+1 |
10 |
M |
Explosion, Continuous, Uncontrolled needs source of ignition, fuel is easily evaporated in open air |
|
Net, barbed |
-1 |
1/2D6K |
0 |
13 |
L |
2D6 Entangle both net and target take damage, damage is Continuous |
|
Net, weighted |
-1 |
2D6N |
-- |
15 |
L |
3D6 Entangle both net and target take damage |
|
Shurikin |
+1 |
1D6K |
0 |
8 |
S |
|
|
Throwing Spike |
-1 |
1/2D6 |
+1 |
8 |
S |
|
|
Low Tech Thrown |
OCV |
Damage |
StunX |
STR Min |
Length |
Notes |
|
Dart |
0 |
1/2D6K |
0 |
4 |
S |
|
|
Net, standard |
-1 |
3D6 Entangle |
-- |
12 |
L |
Entangle and victim take damage |
|
Spear, Flint-head |
-1 |
1 1/2D6 |
0 |
8 |
L |
|
|
Spear, Metal-head |
-1 |
2D6 |
0 |
12 |
L |
|
|
Organo Tech Thrown |
OCV |
Damage |
StunX |
STR Min |
Length |
Notes |
|
Berry |
Var. |
Var. |
Var. |
1 |
S |
Various special effects (not all offensive) |
|
Blinding Dust |
+2 |
2D6 Flash |
-- |
5 |
S |
Flash vs. Sight group |
|
Sap Cone |
+1 |
3D6 Flash / Supress |
-- |
5 |
S |
Sticky, Flash if aimed at face (sight, hearing, taste, smell) if aimed at body then 1D6 Flash vs. touch and 4D6 Suppression vs. DEX, If aimed at legs 2D6 Suppression vs. DEX and 2D6 Suppression vs. Running |
|
Spore Bag |
+2 |
4D6 DEX Drain |
-- |
6 |
S |
Explosion |
|
Throwing Needle |
-1 |
1/2D6K |
-1 |
3 |
S |
AP, May be poisoned |
|
Wrapweed |
0 |
2D6 Entangle |
-- |
5 |
M |
6D6 EB (squeeze) Continuous, Uncontrolled |
MELEE WEAPONS
|
Ultra Tech Melee |
OCV |
Damage |
StunX |
STR Min |
Size |
Notes |
|
Energy Saber |
+1 |
1 1/2D6K E |
+0 |
11/9 |
S/M |
AP (x2), Requires batteries (1 Lithium, gives 50 END at 4 END/strike, also costs 1 END/Turn left on), Cannot add STR to damage, (160,000 TVU) |
|
Energy Whip |
+2 |
6D6N |
-- |
5 |
L |
Penetrating, Requires batteries |
|
Electromace |
+1 |
6D6N |
-- |
10 |
M |
AP, Requires batteries |
|
Shock Rod |
+1 |
3D6NND |
-- |
3 |
M |
Requires batteries; NND Vs. Con Roll |
|
Sonic Blade |
+2 |
2D6+1K E |
+1 |
1 |
M |
AP, Requires batteries |
|
Advanced Tech Melee |
OCV |
Damage |
StunX |
STR Min |
Size |
Notes |
|
Buzzsaw |
-1 |
1 1/2D6K |
+1 |
10 |
M |
AP, Continuous, requires battery |
|
Chainsaw |
0 |
2D6K |
+2 |
13 |
L |
AP, Continuous, requires fuel |
|
Gauntlet** |
0 |
+3D6 HA |
-- |
5 |
S |
Reduced END for STR (1/2) |
|
Gauntlet X-1** |
0 |
+3D6 HA |
-- |
5 |
S |
Reduced END for STR (1/2), Invisible effect (sight) |
|
Karatand** |
0 |
+1D6 HA |
-- |
3 |
S |
|
|
Monofiliment Blade** |
Var. |
+4 DC |
-- |
Var |
S/M |
AP (x2) |
|
Monofiliment Coil** |
0 |
4D6 Entangle |
-- |
5 |
S |
Reduced END for STR (1/2), No Damage, Backlash, No DEF, 2 Charges |
|
Monofiliment Garrote** |
0 |
2D6 RKA/ 1D6 Entangle |
+1 |
5 |
S |
Reduced END for STR (1/2), No Range on Entangle, Linked, No Damage, Backlash |
|
Monofiliment Whip** |
-1 |
2D6K |
0 |
13 |
S/L |
Reduced END for STR (1/2), AP, Stretching 1" |
|
Orchid** |
0 |
2D6K |
+1 |
6 |
|
|
|
Ripper Knife |
0 |
2D6K |
+1 |
10 |
S |
Requires batteries |
|
Taser - Palm |
0 |
|
|
|
|
|
|
Vibro Blade* |
+1 |
1 1/2D6K E |
+1 |
10 |
M |
AP, Requires batteries |
|
Vibro Knife* |
+1 |
1D6+1K E |
+1 |
10 |
M |
AP, Requires batteries |
For specific makes and models refer to either the (*) HERO Systems Rules Book (pg. 199) or the (**) Cyber HERO Rules Supplement (pg. 150).
|
High Tech Melee |
OCV |
Damage |
StunX |
STR Min |
Length |
Notes |
|
Baton |
0 |
3D6N |
-- |
6 |
M |
Block maneuver up to 1 hex (+1DCV), balanced, may be thrown at -2 OCV, may have small compartment in handle |
|
Brass Knuckles |
0 |
+1D6 HA |
-- |
10 |
S |
|
|
Glove, Reinforced |
0 |
+2D6 HA |
-- |
10 |
S |
User can wield any weapon in same hand, Concealment +1 |
|
Glove, Spiked |
0 |
1D6K |
+1 |
10 |
S |
AP, Red. Pen., User can wield any weapon in same hand |
|
Hatchet |
-1 |
1D6 +1K |
+1 |
8 |
M |
|
|
Hunting Knife |
+1 |
1D6K |
0 |
6 |
S |
Can be thrown, may have small compartment in handle |
|
Restraining Shackles |
0 |
3D6 Entangle |
-- |
8 |
M |
Entangle and victim take damage, may be used as 6D6 Suppress Running, no range, no "wall" effect |
|
Screw Blade, Spring-activated |
-1 |
2D6K |
+1 |
10 |
M |
1/2 phase to activate |
|
Shock Gloves |
0 |
1D6K E |
+1 |
6 |
S |
Requires batteries |
|
Shock Prod |
0 |
3D6 NND |
-- |
12 |
M to L |
Requires battery pack, NND vs CON roll at -3 |
|
Wristslasher |
-1 |
1D6K |
+1 |
5 |
S |
Concealment +2 |
|
Middle Tech Melee |
OCV |
Damage |
StunX |
STR Min |
Size |
Notes |
|
Awl |
0 |
1D6+1K |
0 |
8 |
S |
AP |
|
Axe, Great |
0 |
2D6K |
0 |
18 |
M |
Two handed |
|
Axe, Hand |
0 |
1 1/2D6K |
0 |
15 |
M |
1 1/2 handed |
|
Blade, Long (>1m) |
+1 |
1D6+1K |
0 |
12 |
L |
|
|
Blade, Short (<1m) |
+1 |
1D6-1K |
0 |
10 |
S |
|
|
Chain |
-2 |
6D6N |
-- |
13 |
L |
Stretching up to 3" |
|
Fire Brand |
0 |
1D6+1K E |
+2 |
12 |
M |
Damage is Continuous for one extra phase if victim is wearing combustible apparel |
|
Fist Dagger |
+1 |
1D6K |
+1 |
8 |
S |
|
|
Hammer |
0 |
5D6N |
-- |
13 |
M |
May be thrown at -3 OCV |
|
Hammer, War |
0 |
1 1/2D6K |
-- |
17 |
L |
|
|
Nunchakas |
+1 |
+3D6 HA |
-- |
13 |
L |
Must have WF: Nunchakas otherwise damage is x1/2 |
|
Pick |
0 |
1D6K |
0 |
11 |
M |
AP |
|
Poleblade |
-1 |
2D6K |
0 |
13 |
L |
Two handed |
|
Rope (Noose) |
-1 |
2D6 N |
-- |
12 |
L |
NND, Must hit Locations 3-5 to do damage, otherwise 1D6 Entangle for location grabbed only, Stretching for as many inches as length. |
|
Screw Blade, fixed |
0 |
1D6+1K |
0 |
10 |
M |
|
|
Scythe |
0 |
1 1/2D6K |
0 |
13 |
L |
Two handed |
|
Trident |
+0 |
1 1/2D6K |
0 |
13 |
M |
Can be thrown |
|
Whip |
0 |
1D6 |
0 |
8 |
L |
Opponent may be grabbed, Reduced Penetration |
|
Low Tech Melee |
OCV |
Damage |
StunX |
STR Min |
Size |
Notes |
|
Club, Spiked |
0 |
1D6K |
+1 |
10 |
M |
AP |
|
Club, Studded |
0 |
1D6K |
+1 |
10 |
M |
|
|
Shank |
+1 |
1D6-1K |
0 |
8 |
S |
|
|
Spear, Flint-head |
+0 |
1D6 |
0 |
12 |
M |
Can be thrown |
|
Spear, Metal-head |
+0 |
1 1/2D6K |
0 |
12 |
M |
Can be thrown |
|
Staff |
+1 |
4D6N |
0 |
8 |
M |
Two handed |
|
Rope, Vine |
-1 |
2D6 N |
-- |
10 |
L |
NND, Must hit Locations 3-5 to do damage, otherwise 1D6 Entangle for location grabbed only, Stretching for as many inches as length. |
|
Torch |
+1 |
1D6 K E |
+1 |
8 |
M |
Fire damage is Continuous (1D6K E / phase) if it strikes a flammable material |
|
Organo Tech Melee |
OCV |
Damage |
StunX |
STR Min |
Size |
Notes |
|||
|
Claw Glove |
0 |
1D6+1 K |
-1 |
6 |
S |
Reduced Penetration, Concealment at +1, claws may be poisoned, glove can be used to dig (Tunneling) through up to DEF 3 at 3"/hour which requires x2 STR END. |
|||
|
Root Mace |
-1 |
4D6N |
-- |
10 |
M |
1D6 Flash vs. sight on impact, AE - 1 hex (cloud of fine dirt) |
|||
|
Strangle Vine |
+2 |
15 STR TK |
-- |
5 |
M |
STR is for Grab and Squeeze only (-1), 5 BOD "Automaton" DEF 2, Continuous, Uncontrolled, NND vs rPD over 3 or Density Increase |
|||
|
Thorn Rod |
+1 |
1D6+1K |
+1 |
10 |
M |
AP |
|||
|
Wood Hook |
+1 |
1 1/2D6K |
+1 |
8 |
L |
Can act as a club as well, KA attacks target's back |
|||
AMMUNITION - FIREARMS
|
Type |
Damage |
OCV |
StunX |
Notes |
|
Armor Piercing |
+AP |
0 |
x1.5 |
|
|
Black Rhino |
+2DC/2xAP |
* |
x3 |
*Reduced range -2DC/hex |
|
Explosive |
+Expl. |
-2 |
x2 |
|
|
Heat Seeking |
No bonus |
+3 |
x1 |
OCV bonus vs. warm targets only |
|
Hollow Tip |
+1DC |
-1 |
x1.5 |
|
|
Rubber |
-2DC |
0 |
x2 |
|
|
Standard Issue |
No bonus |
0 |
X1 |
|
CHEMICAL WEAPONS
|
Type |
OCV |
Damage |
StunX |
STR Min |
Ammo |
Notes |
|
Acid - Strong |
0 |
2D6K |
+1 |
3 |
Var. |
Continuous until washed off |
|
Acid - Weak |
0 |
1/2D6K |
+1 |
3 |
Var. |
Continuous until washed off |
|
Base - Strong |
0 |
1 1/2D6K |
0 |
3 |
Var. |
Continuous until washed off |
|
Base - Weak |
0 |
1/2D6K |
0 |
3 |
Var. |
Continuous until washed off |
|
Cyanide |
0 |
4D6 BOD Drain |
-- |
0 |
Var. |
Continuous |
|
Mace |
+1 |
1D6 Flash |
-- |
3 |
24 |
AE-Cone, Continuous until washed off, some types also do up to 2D6 NND vs LS: gas |
|
Mustard Gas |
+1 |
4D6K, 4D6 Flash to all senses |
+1 |
12 |
Var. |
Continuous until washed off |
|
Nerve Toxin |
0 |
Entangle 8D6 |
-- |
3 |
Var. |
Entangle takes no damage |
DEFENSE DESCRIPTIONS
PROTECTION
Protection in the post-apocalyptic world is a very high priority. Unlike classic armor usage, however, armor is rarely constructed from scratch. Practice in the use of armory skills is on the rise as supply and demands are dictating the need for skilled artisans in this arena. Naturally, a worker skilled in leather making can construct a crude set of leather armor, but enough leather material will have to be available to do so (and this could get expensive!) Typically, however, protection for a given character will be sectional as full sets of armor is a rarity. The lower the rDEF, the more likely of finding or buying a full set of "armor".
Characters will more likely have sectional defenses (see the HERO System Rulebook) that comprise a unique blend of found or purchased materials in strategic places around one's person. For example, a given wanderer may have a chain vest, padded leather shoulder pads, laminated plastic kneepads, a plastic helmet, leather pants and boots, and steel bracers. The advanced bookkeeping towards this end is minimal and it lends itself nicely to the genre.
|
Material |
rDEF (PD) |
Weight (full set) |
TVU |
Notes |
|
Cloth, Heavy* |
1 |
3.5 kg |
250 |
Vulnerable to fire - will make attack Continuous unless retardant applied |
|
Paddex 1** |
1 |
5 kg |
500 |
+5PD, vulnerable to fire - will make attack Continuous unless retardant applied |
|
Paddex 2** |
1 |
7 kg |
750 |
+8PD, vulnerable to fire - will make attack Continuous unless retardant applied |
|
Paddex 3** |
1 |
10 kg |
1000 |
+10PD, vulnerable to fire - will make attack Continuous unless retardant applied |
|
Bark |
2 |
8 kg |
300 |
Ablative, may vary among sources, may have added benefits from certain sources |
|
Furs/Hides* |
2 |
15 kg |
600 |
May vary among sources, may have added benefits from certain sources |
|
Leather* |
2 |
5 kg |
1250 |
|
|
Synthi-Leather** |
2 |
3.5 kg |
700 |
|
|
Wood |
3 |
9 kg |
500 |
Armor covers sections, cannot be used to protect joints, vulnerable to fire - will make attack Continuous |
|
Leather, Padded* |
3 |
7.5 kg |
1500 |
|
|
Boiled Leather* |
4 |
5 kg |
1450 |
|
|
Boiled Leather, Padded* |
4 |
8 kg |
1600 |
+5PD |
|
Wood, waxed |
4 |
10 kg |
1000 |
Armor covers sections, cannot be used to protect joints |
|
Cloth, Anti-Ballistic |
5 |
4 kg |
3200 |
Fire retardant |
|
Kevlar** |
5 |
6 kg |
4500 |
Fire retardant |
|
Chain* |
6 |
28 kg |
3000 |
|
|
Flex Mesh** |
6 |
7.5 kg |
* |
|
|
Plastic, Light |
6 |
10 kg |
7000 |
|
|
Kevlar Plus** |
7 |
25 kg |
6500 |
|
|
Plyarmor** |
7 |
28 kg |
* |
Bodysuit only, LS: Intense Heat/Cold, High Pressure, High Radiation, Vacuum |
|
Steel |
7 |
30 kg |
8000 |
|
|
Ablative |
8 |
18 kg |
* |
|
|
Plastic, Reinforced |
8 |
15 kg |
* |
|
|
Polycore** |
9 |
15 kg |
* |
|
|
Polyweave** |
9 |
16 kg |
* |
|
|
Ceramic* |
10 |
22 kg |
* |
|
|
Transplate |
10 |
28 kg |
* |
Invisibility with fringe |
|
Titer-X |
12 |
32 kg |
* |
|
|
Umbersteel |
15 |
40 kg |
* |
|
For specific makes and models refer to either the (*) HERO Systems Rules Book (pg. 199) or the (**) Cyber HERO Rules Supplement (pg. 150).
EQUIPMENT DESCRIPTIONS