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

-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

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 

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

 


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