Chapter Five: Equipment
This chapter describes the various weapons, armor, tools, and other equipment True20 heroes use in their adventures.
It also looks at handling wealth and spending for heroes, and at various sorts of supernatural equipment, which works in conjunction with the supernatural powers from Chapter 4 and deals with some creature abilities in Chapter 8.
Heroes have a Wealth score, a trait reflecting their buying power, a composite of available cash, credit, and income. The Wealth score serves as the basis for Wealth checks, used to purchase goods and services Assume a True20 hero owns at least one outfit of normal clothes, if not several. Other items and equipment are acquired using the character’s Wealth score.
A hero’s starting Wealth score is +5 plus the hero’s Charisma score. The Wealthy feat grants a +4 bonus to Wealth.

Wealth Score = 5 + Charisma (+4 per Wealthy feat)

Wealth Score
Over the course of play, the hero’s Wealth score may decrease as the hero purchases expensive items and increase as the hero gains levels. A hero’s Wealth score can never fall below +0, but there is no limit to how high the Wealth score can increase. Since Wealth is an abstract concept, it’s sometimes difficult to determine how financially well off a character is. To get a general sense of how wealthy a hero is, check the Wealth Score table.

Wealth Score				
  Wealth	Financial 
  Score  	Condition		
   +0 		Impoverished or in debt
   +1 to +4 	Struggling 
   +5 to +10 	Middle class
   +11 to +15 	Affluent
   +16 to +20 	Wealthy
   +21 to +30 	Rich
   +31 or higher	Very rich

Making Purchases
Wealth bonus reflects your buying power. Every item and service has a cost, which is the Wealth check Difficulty; the higher the cost, the more expensive the item. To purchase something, make a Wealth check against the purchase Difficulty. The Narrator sets the Wealth check Difficulty for any particular purchase.

Sample Wealth Difficulties
Item 			Cost	
Common household item 4-5
Casual clothing 		 8
Cell phone 		 9
Expensive clothing 	 12-15
Tool kit 			 13
Plane ticket 		 14
New computer 		 22
New car 		 28
House 			 30
Mansion 		 36

The Wealth Check
A Wealth check is a d20 roll plus your current Wealth bonus. Wealth bonus is fluid; it increases as you gain Wealth and decreases as you make purchases.
If you succeed on the Wealth check, you purchase the item. If you fail, you can’t afford the item at this time.
If your current Wealth bonus is equal to or greater than the Difficulty, you automatically succeed.
If you successfully purchase an item with a purchase Difficulty higher than your current Wealth bonus, your Wealth bonus decreases by 1 point for every 5 points the purchase Difficulty is higher than your current Wealth bonus (1 point for 1–5 points higher, 2 points for 6–10 points higher, etc.).

Try Again
You can try again if you fail a Wealth check, but not until the character has spent an additional number of hours shopping equal to the purchase Difficulty of the object or service.

Taking 10 and Taking 20
You can take 10 or take 20 when making a Wealth check. Taking 20 requires twenty times longer than normal. (You’re shopping around for the best price.)

Shopping and Time
Buying less common items generally takes a number of hours equal to the purchase Difficulty of the item, reflecting the time needed to locate the item and close the deal. Getting a license or buying a legally restricted item also increases the time needed to make purchases.

Financial Aid
You can make an aid attempt (Difficulty 10) to help someone else purchase an item. If the attempt is successful, you provide the purchaser with a +2 bonus on the Wealth check. If you aid a Wealth check for an item with a purchase Difficulty higher than your current Wealth bonus, it decreases as normal.

Losing Wealth
Any time you purchase something with a cost greater than your current Wealth score or something with a cost of 15 or higher, your Wealth score decreases. How much the Wealth score is reduced depends on how expensive the item is. Your Wealth score only goes down if you successfully buy something. If you attempt to buy something and fail, your Wealth score is unaffected.

Item Cost 				Wealth Score Decrease
15 or higher 					-1
1–10 points higher than current Wealth score 	-1
11–15 points higher than current Wealth score 	-2
16 or more points higher than 
current Wealth Score				-3

Your Wealth score is always reduced by 1 point when you purchase something with a cost of 15 or higher, regardless of your Wealth score. This decrease is cumulative with any decrease that comes from your Wealth score being lower than an item’s cost. For example, if your hero has a Wealth score of +10 and successfully purchases a noble’s outfit (cost 16), his Wealth score would be reduced by 1 point for the cost being 15 or higher and by an additional point for the cost being 1–10 points higher than his Wealth score.

Wealth

Gaining Wealth
A hero typically gains Wealth when advancing in level, using his professional skill to earn is, or as a reward for accomplishing some task or quest.

Professional Skills
Characters use their skills to earn a living. A skill used to earn Wealth is called a professional skill. The particular skill depends on the character’s trade or profession. For example, a diplomat or courtier uses Diplomacy as a professional skill, while a smith or carpenter uses Craft, a con artist uses Bluff, a minstrel uses Perform, and so forth. Discuss with the Narrator what skill would be appropriate for your hero’s profession, which can change, at the Narrator’s discretion, as your character moves
from one profession to another. Characters use professional skills to improve their Wealth. You make a professional skill check to improve your Wealth score every time you attain a new level. The Difficulty is your current Wealth score. If
you succeed, your Wealth score increases by +1. For every 5 points the check result exceeds the Difficulty, your Wealth score increases by an additional +1. You can’t take 10 or 20 when making a professional skill check to improve your Wealth score.
Your rank in your current professional skill also automatically adds to the Wealth score increase you receive upon gaining a new level. See the accompanying table for details. (This bonus is accounted for in a character’s starting Wealth score of +5.)

		Wealth 
Ranks		Score 
		Increase
1–5 		   +1
6–10 		   +2
11–15 		   +3
16–20 		   +4
21–23 		   +5

Example: Lady Aris is a negotiator (and 3rd-level expert) with Wealth +13 and Diplomacy +6 (her professional skill). When she reaches 4th level, her Diplomacy increases to +7, and she makes a Diplomacy check to see if her Wealth improves from all her careful negotiation. The Difficulty is 13, her current Wealth score. On a result of 13 or more, her Wealth increases to +16 (+1 for succeeding on the check, +2 for having 7 ranks in her professional skill). For every 5 points the check exceeds 13 (at 18, 23, and so forth), her Wealth increases an additional +1.

Higher Level Characters and Wealth
When creating characters above 1st-level, the Narrator may wish to simply assign the new character the base starting Wealth score with a +1 bonus per additional level to reflect overall skills, success, and accumulation of resources. So a higher-level character’s starting Wealth would be 5 + Charisma + level (+4 per Wealthy feat). Once the character enters play, this Wealth score increases or decreases normally.

Wealth Awards
Adventuring may result in characters finding valuable items or receiving financial rewards. In such cases, the benefit translates into a Wealth award determined by the Narrator. Generally, Wealth awards are limited to no more than a +4 increase to Wealth, and are usually less, around +1 or +2.

Equipping Your Hero
When buying your hero’s starting equipment, you may wish to follow these basic guidelines to simplify matters. List all the equipment you want your hero to have. Purchase all the items that won’t reduce your hero’s Wealth score. Then purchase the remaining items, starting with the most expensive (highest purchase Difficulty) to the least expensive. This ensures your hero’s Wealth will go as far as possible.

Selling Things
To sell something, determine its sale value. Assuming the item is undamaged and in working order, the sale value is equal to the item’s purchase cost (as if bought new) minus 3. Selling something can provide an increase to your Wealth score. The
increase is the same amount as the Wealth score loss you would experience if you purchased an object with a cost equal to the sale value. 
Regardless of your current Wealth score, your Wealth increases by 1 whenever you sell an object with a sale value of 15 or higher. If you sell something with a sale value less than or equal to your current Wealth score, and the sale value is 14 or lower, you gain nothing (the income from the sale is negligible).
Selling objects illegally usually requires contacts in the black market and reduces the sale value by an additional 3. This takes a number of hours equal to the normal cost of the item.

Restricted Items
The Narrator may rule some items are simply not available to characters or they must pay more (increasing the Wealth check Difficulty). This may include certain kinds of weapons, vehicles, and anything else the Narrator feels should be limited in the campaign.

Masterwork Items
Some items are especially well-made, custom-built, or otherwise superior to normal equipment. These masterwork items grant a bonus greater than a normal item, usually a +1 with an attack roll or +2 with a check made with the item. Masterwork quality adds +5 to the item’s cost. At the Narrator’s discretion, superior masterwork items may grant higher bonuses, with a correspondingly greater cost.

Concealed Items
Characters may attempt to conceal items on their person. It’s assumed the character is wearing clothing offering places to conceal things. To conceal a weapon or other object, make a Sleight of Hand check. If you conceal an object before heading out into public you can usually take 10 unless you are rushed, trying to conceal it when others might see, or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but you must take 10 to do so.

Size and Concealment
The object’s size affects the check result, as shown on the Concealing Weapons and Objects table. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.

Concealing Weapons and Objects
Condition 		Sleight of Hand Modifier
Size of Weapon or Object
	Fine 				+12
	Diminutive 			+8
	Tiny 				+4
	Small 				+0
	Medium-size 			–4
	Large 				–8
	Huge or larger 		can’t conceal
Clothing is tight or small 		–4
Clothing especially loose or bulky 	+2
Clothing specifically modified for
concealing object			+2
Weapon in a concealed holster 		+4
Weapon can be drawn normally 		–2
Weapon can be drawn as 
free action with Quick Draw feat 	–4

Noticing Concealed Items
Detecting a concealed weapon or other object requires a Notice check. The Difficulty varies: If the target made a roll when concealing an object, the Difficulty of the check is the target’s Sleight of Hand check total. If the target made no effort to conceal the object, then the base Difficulty is 10, modified normally. An observer attempting to Notice a concealed object receives a –1 penalty for every 10 feet distance to the target, and a –5 penalty if distracted.
Patting someone down for a concealed object requires a similar check. However, the skill employed is Search, and the searcher gets a +4 bonus for the hands-on act of frisking the target. Searchers typically take 10 or take 20 for pat-down searches. Some equipment may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for example).

Noticing Concealed Armor
Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t use the modifiers from the Concealing Weapons and Objects table when wearing concealable armor. Instead, anyone trying to notice the armor must make a Notice check (Difficulty 20).

General Equipment 
Apart from what an item is actually for, equipment in True20 is primarily defined by its size and cost, as shown on the General Equipment table.
• Size: The size of a piece of equipment helps to determine how easy it is to conceal, and also indicates whether using the object requires one hand or two. In general, a character needs only one hand to use any objects of his size category or smaller.
• Cost: This is the purchase Difficulty of the Wealth check to acquire the item. Masterwork equipment of the same type has an increased cost (see Masterwork Equipment in this chapter). Some of the equipment found on the General Equipment table is described in the following pages, along with any special benefits it confers on the user.

Adventuring Gear
These include items you would use while camping or exploring and are limited to equipment available in a fairly low-tech (i.e., medieval) setting. Modern adventuring gear is made from modern materials (e.g., backpacks and tents made of nylon rather than leather and canvas, lanterns burning kerosene rather than lamp oil, etc.).

ADVENTURING GEAR
Adventuring Gear 	Size 	Cost 		Adventuring Gear 	Size 	Cost
Backpack (empty) 	Med 	4 		Lantern, hooded 	Small 	8
Bedroll 			Med 	1 		Rations, trail (per day) 	Small 	1
Blanket, winter 		Small 	2 		Rope, hempen (50 ft.) 	Med 	2
Candles, dozen 		Dim. 	1 		Rope, silk (50 ft.) 	Small 	9
Canvas (sq. yd.) 	Small 	1 		Spyglass 		Dim. 	25
Crowbar 		Small 	3 		Tent 			Med 	9
Grappling hook 		Small 	2 		Toolkit, basic 		Small 	7
Hammer 		Small 	1 		Toolkit, masterwork 	Small 	14
Ladder, 10-foot 		Large 	1 		Torch 			Small 	0
Lantern, bullseye 	Small 	10 		Waterskin 		Small 	2

ELECTRONICS
Electronics 	Size 	Cost
Camera 	Tiny 	14
Cell Phone 	Dim. 	9
Commlink 	Fine 	7
Computer
Desktop 	Large 	22
Laptop 		Med 	23
PDA 		Tiny 	16
Digital Audio 
Recorder 	Tiny 	10
Video Camera 	Small 	16

SURVIVAL GEAR
Survival Gear 	Size 	Cost
Camo Clothing 	Medium 9
Flash Goggles 	Tiny 	15
Flashlight 	Tiny 	4
Gas Mask 	Small 	13
GPS Receiver 	Tiny 	15
Multi-tool 	Tiny 	9
Rebreather 	Tiny 	13
SCUBA Gear 	Large	17

CLOTHING
Clothing 	Size 	Cost
Casual clothing 	Medium 8
Fine clothing 	Medium 12
Formal clothing 	Medium 15

MEALS
Meals 		Size 	Cost
Simple 		— 	2
Restaurant 	— 	4
Upscale 	— 	7

CRIMINAL GEAR
Criminal Gear 		Size 	Cost
Caltrops 		Small 	5
Handcuffs 		Tiny 	7
Lock release gun 	Tiny 	12

SURVEILLANCE GEAR
Surveillance Gear 	Size 	Cost
Binoculars 		Small 	7
Concealable Microphone Fine 	13
Mini-Tracer 		Fine 	11
Night Vision Goggles 	Small 	17
Parabolic Microphone 	Small 	17

LODGING
Lodging 	Size Cost
Simple 		— 	7
Moderate 	— 	9
Upscale 	— 	11

TRANSPORTATION
Transportation 	Size Cost
Ship’s passage 		— 	3
Airfare 			— 	14
Car rental 		— 	6

MOUNTS AND RELATED GEAR
Mounts and Related Gear 	Size 	Cost
Barding
	Medium creature 	Med 	+2
	Large creature 		Large 	+4
Bit and bridle 			Small 	4
Dog, guard 			Small 	13
Donkey or mule 		Large 	9
Feed (per day) 			Small 	0
Horses
	Horse 			Large 	20
	Pony 			Med 	13
	Warhorse 		Large 	22
Saddle
	Military 			Med 	12
	Pack 			Med 	7
	Riding 			Med 	10
Saddlebags 			Med 	6
Stabling (per day) 		— 	1

Candle
A candle dimly illuminates a 5-foot radius and burns for 1 hour.
Crowbar
A crowbar grants a +2 bonus on Strength checks for tasks using it. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage like a club.
Grappling Hook
Throwing a grappling hook successfully requires a Climb check or ranged attack roll (Difficulty 10, +2 per 10 feet of distance thrown).
Hammer
If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to brass knuckles.
Lantern, Bullseye
A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. A cone emanates from a point to the listed distance, where it is as wide as the cone is long. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.
Lantern, Hooded
A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. A cone emanates from a point to the listed distance, where it is as wide as the cone is long. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.
Rope, Hempen
This rope has Toughness 3.
Rope, Silk
This rope has Toughness 4. It is so supple it provides a +2 bonus on checks to use it.
Spyglass
Objects viewed through a spyglass are magnified to twice their size.
Torch
A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals +0 bludgeoning damage, plus the possibility of setting the target on fire (see Chapter 6).

Electronics
Computers and electronics are common in the modern world. Narrators should note that most of these devices are fairly delicate (Toughness 5 or less) and vulnerable to electricity, radiation, and powerful magnetic fields, which can short them out entirely.
Camera
A digital or film camera is used for taking still images. Most cameras have a capacity of 24 or 36 images and you can use one in conjunction with the Craft (visual art) skill.
Cell Phone
A small handheld or headset unit used for communication. The battery lasts for approximately 24 hours before it needs to be recharged.
Commlink
A commlink is a tiny, button-sized device for radio communication with an effective range of about a mile (longer if patched into the cellular network or a similar network). Many hero (and villain) teams use commlinks.
Computer
A computer includes keyboard, mouse, monitor, CD drive, printer, modem, and other standard peripherals, and may include things like a scanner at the Narrator’s discretion. You need a computer to make Computers skill checks and do things like searching the Internet (to take 20 on a Knowledge skill check). Masterwork computers represent upgrade packages with faster processors, better software, and so forth.
Digital Audio Recorder
These tiny recorders, about the size of a deck of playing cards, can record up to eight hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders don’t have extremely sensitive microphones; they only pick up sounds within 10 feet.
PDA
Personal digital assistants or “palmtops” are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth.
Video Camera
This is a hand-held camera that records video and audio on tape or digitally, with a capacity of about 6 hours of footage.
Criminal Gear
This equipment is most often used by criminals or to catch criminals.
Caltrops
Caltrops are four-pronged metal spikes designed so one prong points up when the caltrop rests on a surface. You can scatter caltrops on the ground to injure opponents, or at least slow them down. One bag of twenty-five caltrops covers up to a 5-ft.-by-5 ft. area. Each time someone moves through an area containing caltrops at any rate greater than half speed, or each round someone spends fighting in such an area, the caltrops make an attack roll (attack bonus +0). If hit, the character must make a Toughness saving throw (Difficulty 15). Any injury forces the character to move at half speed on foot until the damage is eliminated.
Handcuffs
Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any medium or small humanoid. Handcuffs can only be placed on a pinned, helpless, or unresisting target. Steel cuffs have Toughness 10 and require a Disable Device check (Difficulty 25) or Escape Artist check (Difficulty 35) to remove without the key.
Lock release gun
This small, pistol-like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary). It does not affect other locks.
Surveillance Gear
Heroes often use surveillance gear to keep tabs on criminals and their activities.
Binoculars
Standard binoculars reduce the range penalty for visual Notice checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using binoculars for Notice checks takes five times as long as making the check unaided.
Concealable Microphone
This tiny receiver is usable as a listening device. It has a broadcast range of about a mile. It requires a Search check against the results of the Stealth or Sleight of Hand check used to conceal the microphone to find it. Assume character hiding it took 20 on the check under most circumstances.
Mini-Tracer
This tiny radio transmitter has an adhesive backing. It requires a successful attack roll to plant a tracer on a target (or a Sleight of Hand check to plant it without the target’s knowledge). Noticing the tracer is a Difficulty 20 Notice check (or the results of the character’s Sleight of Hand check, whichever is higher). The tracer has a transmission range of about 2 miles.
Night Vision Goggles
Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user darkvision—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Notice and Search checks made while wearing them.
Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a flashlight visible only to the wearer (or anyone else with IR vision).
Parabolic Microphone
This apparatus has a gun-like microphone with an attached set of headphones. A parabolic mike reduces the range penalty for Notice checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using a parabolic microphone for Notice checks takes five times as long as making the check unaided.

Survival Gear
Camo Clothing
Clothing in the right camouflage pattern for the environment grants a +5 bonus on Stealth checks in that environment. Patterns include foliage, desert, urban, and arctic.
Flash Goggles
These darkly-tinted eye-coverings provide optic protection against blinding light, granting a +5 save bonus against attacks involving bright light.
Flashlight
Flashlights negate penalties for darkness within their illuminated areas. The standard flashlight projects a beam 30 feet long and 15 feet across at its end.
Fire Extinguisher
This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-by-10-foot area as a move action. It contains enough material for two such uses.
Gas Mask
This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total immunity to eye and lung irritants. The filter canister lasts for 12 hours of use. Changing the filter is a move action.
GPS Receiver
Global positioning system (GPS) receivers use signals from GPS satellites to determine the receiver’s location to within a few dozen feet. A GPS receiver grants its user a +5 equipment bonus on Survival checks to navigate, but because the receiver must be able to pick up satellite signals, it only works outdoors.
Multi-tool
This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multi-tool can lessen the penalty for making Craft (mechanical), Craft (electronic), or Craft (structural) checks without appropriate tools to –2 instead of the normal –4. The tool is useful for certain tasks, as determined by the Narrator, but may not be useful in all situations.
Rebreather
This is a small cylinder that fits over the mouth and provides two minutes (20 rounds) of oxygen, during which the character does not need to make suffocation checks.
SCUBA Gear
This is a back-mounted oxygen cylinder and facemask, used for diving. SCUBA (Self-Contained Underwater Breathing Apparatus) gear provides two hours of oxygen, and characters using it do not need to make checks for suffocation unless the gear is damaged or disabled.
Toolkits
Various skills require tools. Disable Device requires lockpicking and electronics tools, for example, while Medicine requires a medical kit. Characters attempting a task without the proper tools have a –4 penalty on their skill check. Masterwork toolkits cost more but provide a +2 bonus on skill checks using them.
Clothing
Generally, you don’t have to worry about outfitting your hero with normal, everyday clothing. Fine attire consists of high-quality clothing suitable for business, the sort worn by a higher-class, such as designer attire, or court clothes for a medieval setting. Formal attire is that worn by the wealthy and well-to-do for formal occasions.

Mounts and Related Gear
Barding, Medium and Large Creature
Barding is a type of armor covering the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on the Armor and Shields table.
Armor for a horse has a cost equal to regular armor +10 and weighs twice as much. Medium or heavy barding slows a mount wearing it, as shown on the following table.
A barded animal cannot carry any load other than a rider and normal saddlebags.

Base Speed
Barding 	(40 ft.) 	(50 ft.) 	(60 ft.)
Medium 	30 ft. 		35 ft. 		40 ft.
Heavy* 	30 ft. 		35 ft. 		40 ft.
* A mount wearing heavy armor moves at triple its normal speed when
running, instead of quadruple.

Donkey or Mule
Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.
Feed
Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is much better.
Horse
A horse is suitable as a mount for a Medium rider. Warhorses can be ridden easily into combat. Other horses are hard to control in combat because they’re not trained for it. It requires a move action and a Difficulty 20 Ride check each round to control a horse that’s not trained for combat. If the check succeeds, you can take a standard action normally. If it fails, the move action becomes a full-round action and you cannot do anything except keep the horse under control until your next round.
Pony
A pony is suitable as a mount for a Small rider (generally only a child). They’re more commonly used as beasts of burden in mountainous regions.
Saddle, Military
A military saddle braces the rider, providing a +2 bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75 percent chance to stay in the saddle (compared to 50 percent for a riding saddle).
Saddle, Pack
A pack saddle holds gear and supplies, not a rider. It holds as much gear as the mount can carry.
Saddle, Riding
The standard riding saddle supports a rider.

Weapons
Heroes often need weapons to get the job done, and warriors, in particular, are masters of various forms of combat. The weapons in this section range from fairly primitive blades and bludgeons found in low-tech settings to firearms, tasers, and futuristic beam weapons. The Narrator should set availability of weapons according to the setting.

Masterwork Weapons
A masterwork weapon is a finely crafted version of a normal weapon.
Wielding it provides a +1 bonus on attack rolls.
You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon. The masterwork quality increases the cost of a normal weapon by +5. 
Masterwork ammunition is damaged (effectively destroyed) when used.
The masterwork bonus of masterwork ammunition does not stack with any bonus from the weapon firing it.
Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item conferring a bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

Melee Weapons
Melee weapons add the wielder’s Strength bonus to their damage. Melee weapons have the following traits:
• Category: Melee weapons are categorized as simple, martial, and exotic.
• Damage: This is the damage dealt by the weapon on a successful hit.
Melee and thrown weapons add the wielder’s Strength to this damage.
• Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, increase the damage as indicated.
+5: The weapon deals +5 damage on a critical hit.
+6: The weapon deals +6 damage on a critical hit.
+7: The weapon deals +7 damage on a critical hit.
19–20/+5: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals +5 damage on a critical hit.
18–20/+5: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals +5 damage on a critical hit.
• Damage Descriptor: Melee weapon damage is classified as bludgeoning (weapons with a blunt striking surface, like a club), piercing (weapons with a sharp point), and slashing (weapons with a sharp edge). Some foes may be resistant or immune to some types of damage.
• Range Increment: Melee weapons designed for throwing can also be used to make ranged attacks. Thrown weapons have a range increment just as other ranged weapons do—but the maximum range for a thrown weapon is five range increments. Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. 
• Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and its wielder’s size defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon. A Medium or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands.
• Cost: This is the weapon’s purchase Difficulty.

Melee Weapons
Weapon 	Dam.	Critical D. 	Descriptor 	Range 	Size 	Cost
Simple Weapons
Brass knuckles 	+1 	20/+5 		Bludgeoning 	— 	Tiny 	5
Club 		+2 	20/+5 		Bludgeoning 	10 ft. 	Med 	4
Knife 		+1 	19-20/+5 	Piercing 	10 ft. 	Tiny 	7
Pepper spray 	— 	— 		Chemical 	— 	Tiny 	5
Quarterstaff 	+2 	20/+5 		Bludgeoning 	10 ft. 	Large 	4
Sap 		+2 	20/+5 		Bludgeoning 	— 	Small 	2
Stun gun Stun 	— 			Electricity 	— 	Tiny 	5
Tonfa 		+1 	20/+5 		Bludgeoning 	— 	Med 	6
Martial Weapons
Battleaxe 	+3 	20/+6 		Slashing 	— 	Med 	9
Sword 		+3 	19-20/+5 	Slashing 	— 	Med 	11
Spear 		+3 	19-20/+6 	Piercing 	20 ft. 	Large 	6
Warhammer 	+3 	20/+6 		Bludgeoning 	10 ft. 	Med 	6
Exotic Weapons
Chain 		+2 	20/+5 		Bludgeoning 	10 ft. 	Large 	5
Chainsaw 	+6 	20/+6 		Slashing 	— 	Large 	9
Nunchaku 	+2 	20/+5 		Bludgeoning 	— 	Small 	3
Whip 		+0 	20/+5 		Bludgeoning 	15 ft. 	Small 	4

Simple Melee Weapons
Brass knuckles
Pieces of molded metal fitting over the fingers, brass knuckles allow you to do +1 damage with your unarmed strikes. They include similar items like armored gauntlets.
Club
A number of blunt weapons used to strike, including nightsticks, batons, light maces, and similar bludgeoning weapons are classified as clubs.
Knife
A knife is a bladed weapon with a length less than 18 inches or so. This includes daggers, stilettos, sais, switchblades, bowie knives, and hunting knives, among others.
Pepper spray
This is a liquid sprayed in a target’s face at close range to blind them. Pepper spray combines a visual Dazzle effect with a Stun effect. If the attack hits, the target makes a Reflex save (Difficulty 15). Failure means the target is blinded. A blinded target makes a Fortitude save (Difficulty 15) each round to recover, with a +1 bonus per save. A target blinded by pepper spray must also make a Fortitude save (Difficulty 15). On a failure, the target is stunned. Characters get a new Fortitude save each round to recover from both effects, with a +1 bonus per previous save.
Quarterstaff
This is any fighting staff between four and six feet long, including the bo staff used in martial arts.
Sap
A sap is a bludgeoning weapon intended to knock out targets without permanently injuring them. Saps inflict non-lethal damage.
Stun gun
A stun gun hits its target with a powerful charge of electricity, requiring a Fortitude save (Difficulty 17) to avoid being stunned. Stunned characters get a new Fortitude save each round to recover, with a +1 bonus per previous save.
Tonfa
Police officers often carry and use a tonfa to subdue criminals. It’s also a common martial arts weapon.

Martial Melee Weapons
Battleaxe
This is a heavy-bladed axe that can be wielded with one or two hands.
Sword
A sword is a blade between 18 and 30 or more inches in length, single or double-edged. It includes longswords, katanas, sabers, scimitars, and similar weapons.
Spear
A spear is a bladed pole-arm. Most spears can also be thrown.
Warhammer
A warhammer is a heavy hammer or mace that can be wielded with one or two hands. Warhammers can also be thrown.

Exotic Melee Weapons
Chain
You can wield a weighted chain to strike a target up to 10 ft. away. You can use it to make trip attacks and to disarm opponents with a +2 bonus, like the Improved Trip and Improved Disarm feats (and its benefits stack if you already have those feats).
Chainsaw
A chainsaw is a tool that sometimes sees use as a weapon, particularly against zombies and other slasher-flick monsters. Nunchaku
This is a popular martial arts weapon, made of two wooden shafts connected by a short length of rope or chain.
Whip
A whip can strike targets up to 15 ft. away. You can use it to make trip attacks and to disarm opponents with a +2 bonus, like the Improved Trip and Improved Disarm feats. Its benefits stack if you already have those feats.

Ranged Weapons
Ranged weapons include both thrown and projectile weapons. Thrown weapons add the wielder’s Strength bonus to their damage. A thrown weapon has a maximum range of five increments. Projectile weapons include bows, crossbows, and guns, as well as energy weapons.

Ranged Weapons
Weapon 		Dam. 	Critical D.	Descriptor		Range	Size 	Cost
Projectile Weapons (Firearms)
Hold-out pistol 		+4 	20/+5 		Ballistic 		20 ft. 	Tiny 	14
Light pistol 		+5 	20/+5 		Ballistic 		30 ft. 	Small 	16
Heavy pistol 		+6 	20/+5 		Ballistic 		40 ft. 	Medium 18
Machine pistol 		+5 	20/+5		Ballistic, Autofire 	30 ft. 	Medium 17
Submachine gun 	+6 	20/+5 		Ballistic, Autofire 	40 ft. 	Medium 19
Shotgun 		+7/+8* 20/+5 		Ballistic 		40 ft. 	Large 	15
Assault rifle 		+7 	20/+5 		Ballistic, Autofire 	50 ft. 	Large 	16
Sniper rifle 		+7 	19-20/+6 	Ballistic 		250 ft. 	Large 	22
Heavy Weapons (Exotic)
Flamethrower 		+8 	— 		Fire 			— 	Large 	17
Grenade launcher 	+7 	— 		Explosive 		70 ft. 	Large 	14
Rocket launcher* 	+12 	— 		Explosive 		150 ft. 	Large 	15
Other Ranged Weapons
Bolo (Exotic) 		— 	—		— 			40 ft. 	Small 	3
Boomerang (Exotic) 	+2 	20/+6 		Bludgeoning 		20 ft. 	Small 	2
Bow (Martial) 		+4* 	20/+6 		Piercing 		40 ft. 	Large 	10
Crossbow (Simple) 	+4 	19-20/+5 	Piercing 		40 ft. 	Medium 11
Javelin (Simple)* 	+3 	20/+5 		Piercing 		30 ft. 	Medium 4
Shuriken (Martial) 	+1* 	20/+5 		Piercing, Autofire 	10 ft. 	Tiny 	3
Taser (Simple) Stun 	—		 	Electricity 		5 ft. 	Small 	7
* = See individual descriptions for more information.

Projectile Weapons
Many projectile weapons (machine pistols, submachine guns, and assault rifles in particular) are capable of automatic fire. See Autofire in Chapter 6 for details on how this works in combat.
Holdout pistol
This is a low-caliber, easily concealed pistol, typically used as a back-up or secondary weapon.
Light pistol
A common handgun, light pistols are found in the hands of police officers and criminals alike.
Heavy pistol
A high-caliber handgun, heavy pistols are usually used by those who want a lot of stopping power.
Machine pistol
A small automatic weapon, machine pistols are usable in one hand. Machine pistols are autofire weapons.
Submachine gun
Compact automatic weapons that fire pistol ammunition, submachine guns are common military weapons, and are also used by criminals with access to more serious firepower. Submachine guns are Autofire weapons.
Shotgun
A shotgun can fire shot, which does +7 damage with a +2 bonus to hit due to the spread, but it does only +4 damage against targets with any increase in their natural Toughness save bonus (from worn or natural armor). A shotgun can also load solid slugs, which inflict +8 damage, with no attack bonus.
Assault rifle
These rifles are designed for military-use, with both single-fire and autofire options. It is a move action to switch between modes.
Sniper rifle
Sniper rifles are designed for long-range use, typically in conjunction with a powerful scope or targeting system.

Heavy Weapons
Flame-thrower
A flame-thrower shoots a stream of fire 5 feet wide and 25 feet long in front of the attacker as an area attack (see Area Attack in Chapter 6 for further information).
Grenade launcher
A grenade launcher fires various types of grenades, generally fragmentation grenades.
Rocket launcher
A rocket-launcher is generally an anti-tank weapon, although they make useful anti-personnel weapons as well. It is an area attack. Most rocket launchers can fire only one or two shots before they must be reloaded as a full-round action.

Other Ranged Weapons
Bolo
A bolo is a set of weighted cords intended to entangle an opponent. If the bolo hits, the target makes a Reflex save (Difficulty 14). A failed save means the target is entangled. See the Condition Summary in Chapter 6 for the effects of entanglement.
Boomerang
A thrown boomerang that misses returns to the thrower’s hand, ready to be thrown again on the next round. A boomerang that hits does not return. Boomerang wielders with the Exotic Weapon Training feat can throw the weapon so it hits the target on the return arc as a surprise attack (see Chapter 6).
Bow
Although archaic, some heroes favor the bow as a weapon even in modern settings, and it can be quite effective in the right hands. Bows add the wielder’s Strength bonus to their damage, although most bows are only designed to add up to a +5 Str bonus at best.
Crossbow
A crossbow is similar to a bow, and used for the same reasons. A crossbow does not add the user’s Strength bonus to its damage.
Javelin
This is a light, flexible spear intended to be thrown. Javelins can also be used in melee combat.
Shuriken
These are flat metal stars or spikes for throwing. Shuriken can be thrown in groups (making them autofire weapons). Although they are thrown weapons, shuriken do not add the thrower’s Strength bonus to damage due to their lightness.
Taser
This is a compressed-air weapon that fires a pair of darts. On impact, they release a powerful electrical charge, requiring a Fortitude save (Difficulty 15) to avoid being stunned. Stunned characters get a new Fortitude save each round to recover, with a +1 bonus per previous save.

Weapon Accessories
Item 			Cost
Laser Sight 		15
Ammo (clip) 		4
Stun ammo (clip) 	4
Suppressor 		12
Targeting scope 	11

Weapon Accessories
The following accessories can be added to the weapons in this section.
Laser Sight
A laser sight projects a non-damaging laser beam showing where the weapon is aimed. This grants a +1 bonus on attack rolls with that weapon.
Stun Ammo
Ballistic weapons can fire rubber bullets while bows can fire blunt-tipped arrows or quarrels. This ammunition is intended to inflict non-lethal rather than lethal damage. Switching between ammo types is a move action (or a free action for a character with the Quick Draw feat).
Suppressor
A suppressor muffles the noise of a ballistic weapon, making it Difficulty 10 for normal hearing to detect it. Normally, hearing a firearm is Difficulty 0, modified by distance.
Targeting Scope
When you take a full action to aim a ranged weapon with a targeting scope, double the normal benefits of aiming: a +4 attack bonus, or +8, if you’re aiming at a stationary object.

Grenades and Explosives
Item 			Effect 			Radius Reflex S.	Size 	Cost
Grenades
Fragmentation 		+5 damage explosion 	50 ft. 	15 		Tiny 	15
Smoke 			visual cover 		10 ft. 	— 		Small 	4
Flash-bang 		blinding/deafening 	20 ft. 	14 		Tiny 	16
Sleep gas 		fatigue 			40 ft. 	14 		Tiny 	12
Tear gas		 blinding/nauseating 	40 ft. 	14 		Small 	18
Explosives
Dynamite 		+5 damage explosion 	50 ft. 	15 		Tiny 	15
Plastic explosive 	+10 damage explosion 100 ft. 	20 		Small 	30
* = See individual descriptions for more information.

Grenades and Explosives
Most grenades and explosives are area attacks, affecting all targets in a given area. See Area Attacks in Chapter 6 for details.
Grenades are generally high-tech items, but some settings may have supernatural equivalents that work the same way: “thunderstones” in place of flash-bangs, “bags of noxious mist” in place of tear gas, and so forth.
Fragmentation grenade
This is a common military grenade that sprays shrapnel in all directions.
Smoke grenade
A smoke grenade fills an area with thick smoke (colored as desired) providing total concealment (see Concealment in Chapter 6).
Flash-bang grenade
A flash-bang grenade gives off a bright flash and a loud bang that can render targets temporarily blind and deaf (targets save separately against each effect, Reflex Difficulty 14). Affected targets receive a Fortitude save each round against the same Difficulty to recover, with a +1 bonus per previous save.
Sleep gas grenade
This grenade fills a 40-ft. area with a fatigue-inducing gas (Fortitude save, Difficulty 14). Targets save each round they are in the gas cloud (which lasts for 10 rounds) and recover normally from any fatigue suffered.
Tear gas grenade
This type of grenade releases a cloud of gas that irritates the eyes and lungs, causing temporarily blindness and nausea (targets save separately against each effect, Fortitude Difficulty 14). Affected targets get a Fortitude save each round against the same Difficulty to recover, with a +1 bonus per previous save.
Dynamite
This is a common explosive. The damage on the table is for a single stick of dynamite. Each doubling of the amount of explosive increases damage by +1.
Plastic explosive
Another common explosive, this type can be worked into different shapes. The damage listed is for a 1-lb. block. Each doubling of the amount of explosive increases damage by +1.

ARMOR
With so many weapons around, characters may need armor to protect them. Some heroes are innately tough enough to stand up to a lot of punishment, while others rely on their high Defense. Others choose to wear armor, ranging from ancient metal armors to modern composites. Armor provides a bonus on Toughness saving throws.
Armor Check Penalty
Heavy or bulky armor (which is also the most protective) can slow or hinder the wearer. This is reflected by an armor check penalty that applies to Acrobatics, Climb, Escape Artist, Jump, Stealth, and Sleight of Hand checks. Double the normal armor check penalty also applies to Swim checks.
The armor check penalty is equal to the armor’s Toughness bonus, unless its description specifies otherwise. Modern armor has an armor check penalty one lower than usual, as does masterwork armor. Supernatural armor has an armor check penalty two lower than usual (which includes the masterwork bonus). These modifiers all stack, so modern supernatural armor has an armor check penalty three lower than normal.
Wearers lacking the necessary Armor Training feat (see Chapter 3) suffer an additional penalty: they apply the armor check penalty to all Strength- and Dexterity-based checks as well as attack rolls.
Masterwork Armor
Just as with weapons, you can purchase or craft masterwork armor and shields. Such a well-made item functions like the normal version, except
that its armor check penalty is 1 less than normal.
A masterwork suit of armor or shield increases the item’s cost by +3.
The masterwork quality of a suit of armor or shield does not provide a bonus on attack or damage, even if the armor or shield is used as a weapon.
You can’t add the masterwork quality to armor or a shield after it is created; it must be made as a masterwork item.

Modern Armor
Armor			Toughness Bonus 	Other Traits Cost
Leather jacket (light) 		+1 		— 		10
Undercover shirt (light) 		+2 		Subtle 		13
Undercover vest (medium) 	+3 		Subtle 		14
Tactical vest (medium) 		+4 		— 		17
Tactical jumpsuit (heavy)	+5		—		20
Armored jumpsuit (medium) 	+3 		— 		15

Modern Armor
Modern body armor is generally only worn by people like police officers, soldiers, criminal agents, and so forth, except for the most concealable and subtle types of armor.
Leather jacket
A heavy leather jacket (like that worn by motorcyclists) provides a measure of protection.
Undercover shirt
A thin shirt of ballistic armor that can be worn under street clothes.
Undercover vest
This is a somewhat heavier vest worn by undercover police officers and others in need of discrete protection.
Tactical vest
This heavy bulletproof vest is worn by police officers and soldiers.
Tactical jumpsuit
This heavy bulletproof full-body suit is worn by police officers and soldiers in heavy encounters.
Armored jumpsuit
This is a full-body suit of ballistic cloth and padded armor.

Shields
Shield 			Def. 	Other 		Cost
Small 			+1 			5
Medium			+2 			8
Large 			+3 			12
Wooden or metal 	— 	slow proj. 	—
Composite 		— 	fast proj. 	+4
Improvised		Size-1	-1 to attack	—

Shields
Shields provide a dodge bonus to Defense, much like the bonus provided by cover, since shields are basically a form of mobile cover. 
The dodge bonus is based on the size of the shield, while the shield’s composition determines the types of attacks it can block. Wooden or metal shields can block melee weapons and slow projectiles like arrows and thrown weapons. Modern composite
shields can also block fast projectiles like bullets.

Vehicles
Sometimes heroes make use of various vehicles to get around. Vehicles
are used primarily for transportation, although they may come with
additional capabilities—including weapons—making them useful in
other situations as well.
• Strength: A vehicle’s Strength, much like a character’s, determines
its carrying capacity. Vehicles have a base Strength of 10. Each
increase in size category increases a vehicle’s base Strength by
+10. A vehicle can move at normal speed carrying up to its medium
load, 2/3 speed with a heavy load. It can also pull up to five times
its heavy load at 1/2 speed (up to ten times, if equipped with the
proper hauling equipment and given an unobstructed area in which
to move).
• Speed: This is the vehicle’s (approximate) top movement speed.
• Defense: A vehicle’s Defense is 10 + its size modifier.
• Toughness: This is the vehicle’s Toughness rating, which starts out at
5. Each increase in size category also increases a vehicle’s Toughness
by +2.
• Size: A vehicle’s size is measured like that of a character, as shown
on the Vehicle Size Categories Table.
• Cost: Each vehicle has a purchase Difficulty for Wealth checks to
acquire that vehicle. Large (and therefore expensive) vehicles more
often belong to governments, corporations, or similar organizations,
provided to people who work for them, from soldiers to ship captains.
Individual ownership is rare (and may be restricted). Such vehicles
have an asterisk (*) listed for their cost, which is left to the discretion
of the Narrator, since owning or using such a vehicle is more of a plot
device than a use of character Wealth.

Ground Vehicles
Most cars include such standard features as air conditioning, air bags,
antilock brakes, cruise control, keyless entry, and an AM/FM radio
with CD player. Luxury (masterwork) vehicles often also include extras
such as power seats, leather upholstery, and a sunroof. Such amenities
depend greatly on the setting and time period.
Wagon
This is a four-wheeled, open vehicle for transporting heavy loads. In
general, two horses (or other beasts of burden) draw it, and it moves at
their speed. A wagon comes with the harness needed to pull it.
Tank
This is a heavily armed and armored vehicle. The standard tank comes
equipped with a cannon (+10 explosion damage) and a heavy machine
gun (+6 autofire damage). It takes a full-round action to get into or out
of a tank, and another full-round action to start it up.
APCs
Armored Personnel Carriers (APCs), are designed for carrying troops.
They come with a smaller cannon (+6 explosion damage), and are set
up so soldiers on board can fire their personal weapons from behind
the cover of the APC’s armor.
Water Vehicles
Water vehicles range from small boats and outboards to massive seagoing
ships.
Rowboat
This 8- to 12-foot-long boat holds two or three Medium passengers. It
moves about 1-1/2 miles per hour.
Galleon
This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide, and has
a crew of 20. It can carry 150 tons of cargo. It has square sails on its two
masts and can make sea voyages. It moves about 2 miles per hour.
Galley
This three-masted ship has seventy oars on either side and requires a
total crew of 200. A galleon is 130 feet long and 20 feet wide, and it
can carry 150 tons of cargo or 250 soldiers. This ship cannot make sea
voyages and sticks to the coast. It moves about 4 miles per hour when
being rowed or under sail.

VEHICLE SIZE CATEGORIES
Vehicle Size Modifier Size Examples Str Toughness Defense
Awesome –12 128—250 ft. Space transport 60 15 –2
Colossal –8 64—128 ft. Passenger jet 50 13 2
Gargantuan –4 32—64 ft. Semi, yacht, fighter jet 40 11 6
Huge –2 16—32 ft. Stretch limo, SUV, tank 30 9 8
Large –1 8—16 ft. Car, truck 20 7 9
Medium +0 4—8 ft. Motorcycle 10 5 10

GROUND VEHICLES
Name Strength Speed Defense Toughness Size Cost
Wagon 20 — 9 8 Large 5
Motorcycle 15 150 MPH 10 8 Medium 23
Compact Car 30 150 MPH 9 8 Large 26
Midsize Car 30 150 MPH 8 9 Huge 32
Full-size Car 35 135 MPH 8 9 Huge 34
Sports Car 25 180 MPH 9 8 Large 34
Limousine 35 135 MPH 8 9 Huge 36
Pickup Truck 40 120 MPH 8 9 Huge 34
SUV 35 120 MPH 8 9 Huge 38
Van 35 120 MPH 8 9 Huge 34
Small Truck 40 100 MPH 8 9 Huge 34
Bus 45 100 MPH 6 11 Gargantuan 48
Semi 45 100 MPH 6 11 Gargantuan 34
Armored Car 35 120 MPH 8 12 Huge 34
Police Cruiser 30 180 MPH 8 9 Huge 32
Tank* 50 80 MPH 8 12 Huge *
APC* 45 100 MPH 8 12 Huge *
* = See individual descriptions for more information.

WATER VEHICLES
Name Strength Speed Defense Toughness Size Cost
Rowboat 20 1.5 MPH 9 7 Large 7
Jet-Ski 15 80 MPH 10 5 Medium 24
Speedboat 35 80 MPH 8 9 Huge 28
Yacht 50 25 MPH 6 11 Gargantuan 32
Galleon 75 2 MPH 2 13 Colossal 32
Galley 100 4 MPH –2 15 Awesome 35
Cutter* 60 50 MPH 6 12 Gargantuan *
Destroyer* 75 50 MPH 2 15 Colossal *
Battleship* 100 50 MPH –2 18 Awesome *
Submarine* 70 30 MPH 2 13 Colossal *
* = See individual descriptions for more information.

Cutters
These are used by the Coast Guard and the Navy. They’re often equipped
with light machine guns (+6 autofire damage).
Destroyers
These are main naval ships, carrying heavy guns (+10 explosion
damage).
Battleships
These ships have massive gun batteries (+13 explosion damage) and
heavy armor.
Submarines
These are equipped with torpedoes (+8 explosion damage) and often
ballistic missiles (+15 explosion damage, higher if the missile has a
nuclear warhead).
Air Vehicles
Air vehicles are all capable of flight, some of them at very high speeds.
Military helicopters
These are equipped with machine guns (+6 autofire damage) and rockets
(+9 explosion damage).
Fighter jets
These planes have machine guns (+6 autofire damage) and air-to-air
missiles (+11 explosion damage).
Bombers
These planes may have machine guns and missiles, but they also have
powerful bombs (+12 or higher explosion damage) that they can drop
on targets. Bombers are also capable of carrying nuclear weapons and
similar payloads.
Space Vehicles
Space vehicles are intended for use outside the atmosphere, some of
them for interplanetary or even interstellar travel, with some sort of
faster-than-light (FTL) drive. Generally space vehicles are found in
futuristic settings or in the possession of alien civilizations.
Space fighters
These are armed with blasters (+10 damage).
Space cruisers
These have larger beam weapons (+12 damage) and often energy
torpedoes (+12 explosion damage).
Space battleships
These have the most massive weapons: blaster cannons (+15 damage)
and high-powered energy torpedoes (+15 explosion damage).
AIR VEHICLES
Name Strength Speed Defense Toughness Size Cost
Helicopter 30 100 MPH 6 9 Huge 39
Military helicopter* 40 125 MPH 6 11 Gargantuan *
Private Jet 40 400 MPH 6 11 Gargantuan 40
Jumbo-jet 55 500 MPH 5 13 Colossal *
Fighter Jet* 50 1500 MPH+ 6 11 Gargantuan *
Bomber* 65 1000 MPH+ 5 13 Colossal *
* = See individual descriptions for more information.
SPACE VEHICLES
Name Strength Speed Defense Toughness Size Cost
Space Shuttle 70 10,000 MPH 5 13 Colossal *
Space Fighter* 50 50,000 MPH 6 11 Gargantuan *
Space Cruiser* 100 50,000 MPH 5 15 Colossal *
Space Battleship* 150 250,000 MPH 3 18 Awesome *
* = See individual descriptions for more information.