Book Five Appendices Appendice 1 Issue Weapons "How does one kill fear, I wonder? How do you shoot a spectre through the heart, slash off its spectral head, take it by its spectral throat? It is an enterprise you rush into while you dream, and are glad to make your escape with wet hair and every limb shaking. The bullet is not run, the blade not forged, the man not born; even the winged words of truth drop at your feet like lumps of lead. You require for such a desperate encounter an enchanted and poised shaft dipped in a lie too subtle to be found on earth. An enterprise for a dream, my masters!" - the Marsden Archive. FIREARMS AND WEAPONS: A selection of weapons has been made for Militant Order armouries based on the effectiveness, reliability and availability of the item. Quality is a major consideration - so is the ready availability of ammunition through the general populous. Listed below are the standard issue items. Individual choices of weapons other than those listed here are permitted only if they can be clearly justified to the local Preceptor. The game-play statistics for the following items are included on a table at the end of this chapter. Thermal Detector: A small cylindrical unit that instantly measures skin temperature and silently reports the data to the user. It can be installed in the tip of a cane so as to call little attention to itself as it is quietly pressed against a suspected Kindred. This is one of the most effective ways of telling who is, and isn't, a vampire. Kindred with the virtue "baby-face" and those who have just fed are not detectable by this method. Telemetry Relay: knights have built into their black stalker uniforms an data collection and relay unit, offering 180 degree coverage from their left shoulder epaulets. Along with miniature video-camera's and microphones, all movements are recorded via satellite navigation and monitored by a microwave receiver unit up to 4km if in a normal building. Personal body signs are also transmitted in tandem with sound and temperature data. Personal Sensors: Helmets and monocles can be obtained (mainly by Teutones) providing heads-up displays of information (such as superimposed Infra Red, Ultra Violet and Low- light imaging, as well as audio amplification). When combined with a telemetary unit, video data can be relayed. This device aids the hunters by letting them make Alertness rolls as if they had one dot of Auspex, as well as Heightened Senses. Thermal Imager This scope is an extraordinary device, derived from modern infra-red science. It is now possible to "see" slightly heated objects through obstructions such as brick veneer, timber, plaster or curtain glass walls. Solid stone and double brick are too thick for current versions of this technology. The way the sensor works is to focus upon heat emanating from a particular distance. For example, the range can be set at 50m. If there is a wall 30m away, it will be as though the wall was not there. Nervous systems are bright sources of energy, while decomposition of blood within vampires gives a dull defining glow to their shape - especially if they have fed recently. Range 300m. Heckler & Koch MP2000 Designed to US Navy SEALS and British SAS anti- terrorist team specifications, the MP2000 is an attempt to integrate the best features of all the different variants of the MP5 in one handy package. The retractable stock lies flush with the stock when folded to eliminate any projections. When broken down, the MP2000 is as small as the MP5K, and can be concealed in the same suitcase manner. The new vertical forward grip makes for easier point-and-shoot ability with the stock collapsed - as well as a stable fully- automatic firing platform. The suppressor is removable, unlike the SD variants of the MP5. Sights can be switched from standard to silenced modes to allow for the differing ballistic properties. These guns can be fitted with LS45 laser aiming devices, which have a range of 450m at night and 50m in broad daylight. An high-intensity spotlight can also be attached to the side of the barrel. Cartridge 9x19mm, 40rpm/120/875, 30/60 round removable box magazines, Weight 3.9kg as 60round mag, Length 55/65cm, 14.9 barrel length. WA-2000 This is one of the few guns built from the start as a sniper rifle - not as a modified service weapon. The compact bullpup layout rifle is extremely accurate. The barrel is buried in the heart of the gun, everything around it acting as a support. The barrel is fluted, to cut down vibration and add strength. The calibre of the weapon is easily changed by removing the barrel. A thumbhole grip allows it to be used by either left or right handed operators. A muzzle brake cuts down recoil without affecting accuracy. A folding bipod is unusual in that it can travel along the rail above the barrel to adjust a given situation. The gun can accommodate a wide variety of sights. Even the magazine is specially designed with two sets of formed guide rails to align the round with the chamber, protecting the projectile from damage. Rate of fire 18rpm, cartridge 7.62x66mm, velocity 980ms, 6rnd magazine, weight 8.3kg, length 90.5cm. Glock 18a A new lightweight plastic pistol with a very high rate of fire. The plastics are not impervious to X-Ray detection, but are not magnetic. What makes this handgun so special is its ability to fire at a fully automatic rate. The 18a variant provides a selector switch, allowing single, three round and fully automatic modes. The standard magazine contains 17 rounds, and a slightly large magazine holds 19. Notably, there is a large 33 round magazine also available - making the pistol something of a support weapon. This extended magazine is specially designed to act as a second handgrip - giving the gun an outstanding reputation for ease of control when firing fully automatic. When firing the gun in full automatic with both hands bracing the weapon, reduce the full-auto penalty from +3 to +2. This modern weapon is becoming a favourite among the worlds special forces, replacing such guns as the High Power in the SAS. Calibre 9mm, Magazine 17/19/33. Heckler & Koch G11 Caseless ammunition, where the propellant acts as the binder for the bullet and primer, is the main innovation in this remarkable weapon. Eliminating the casing saves the weight of the extraction and ejection system, as well as the reduced weight of ammunition. The development of a solid heat resistant propellant made this weapon possible. The firing mechanism is centred around a cylindrical breech block that rotates to align the round with the barrel. The cross-section allows the rounds to be closely packed with no wasted space into the 50 round in-line magazine, set along the barrel in line with the barrel making a streamlined weapon. The new design allows a firing rate of 2000rpm, with a three round controlled burst fired with the last round leaving the barrel before the firer can react to the recoil. This allows a high accuracy rate. When full-automatic mode is selected, this represents a firing rate of 600rpm. Its bullpup layout allows greater accuracy under full automatic firing. Magazine 50round, weight 4.2kg, length 75cm, 40rpm/200rpm/600rpm. Fletchette 30/0.41. M3-A2 Jackhammer This is an automatic-fire shotgun, allowing bursts of 20rpm, 40rpm or 240rpm. A 10 round removable drum magazine cassette is available, but a 20 round custom modification is becoming available to the knights. The gun weighs 4.7kg fully loaded, with a length of 78.7cm. The round is a 42g shell containing 12x3.6 shot. Designed to take standard or modified shotgun shells, the jackhammer has a bullpup design for ease of use. A gas-firing and dispersal system prevents the gun from overheating as in other automatic shotguns. The inline design and bullpup operating system for the jackhammer give it good control on full automatic fire. Slinger AC2M Dart Air Gun The Militant Order's own technicians developed this weapon, filling a need for a timber-dart projectile weapon that is handy, easy to use and accurate. The dart pistol fills the gap between a manual crossbow and a pistol. This weapon has a canister behind the pistol grip that contains high-pressure air, used to sling small wooden darts up to 50m range. The air canister contains enough charge for 4 full-strength shots, with 2 half-range shots after that. It can be recharged by detaching the hand-grip on the barrel, and using it as a pump. Pumping for 2 minutes replenishes the full charge (30sec pumping for 1 full-charge shot). Dart Knife T186 This is a wooden-spike throwing knife based on the unconventional Chinese T86 pistol-knife, developed by the Church Knights own armourers. the single-edged blade has four deep grooves, two on either side, tho allow passage of the wooden spikes fired from a mechanism in the weapons grip. to fire the weapon the knurled hinge at the front of the grip is rotated to the left, which can be done with the thumb in firming hand, uncovering a red dot and unlocking the trigger. The trigger extends below the weapon and is pulled by the normal finger with the thumb of the firing hand braced against the upper pivot of the trigger. With the arm extended and rotated with the wrist up, the sights on the grip can be used but the weapon is intended for very close range. The end cap of the grip contains the firing mechanism and is unscrewed for reloading. The blade is itself coated in hardened silver, giving it the dual-purpose of aggravated injury against werewolves. This dart-knife is a standard piece of equipment, to be worn at all times - even in civilian clothing - in case of an emergency. Cartridge-dart. 6.7mmx 17mmR, 4rnds in 3 seconds, weight loaded 0.46kg, length 26.2 overall, blade 14cm. Faith points can be assigned as in an inverted form it appears as a Christian cross. Armbrust Anti-Armour Weapon This 67mm calibre HEAT weapon has reflex optical sights with a range of up to 500m. Shoulder fired, the 6.3kg recoilless rifle can penetrate 30cm steel, with a 5m blast radius. Each shell weights 1kg, and can be fired at ranges up to 1500m. Penetrative range is 300m. Overall, the weapon is about 85cm long. The Armbrust is the only anti- armour weapon which can be fired in a confined space. Its sound signature is that of a pistol, and its flash is negligible. Most other weapons sound like a cannon and produce a flash like a small sun! Crusader Sword Cutting off a vampire's head is one of the few sure ways of killing such a creature. A sharp blade, such as a sword, is standard equipment on all knights. The most desirable blade is a Crusader sword. This ancient weapon generally has a true saint's relic (often a bone of some kind) embedded in the hilt. Others are weapons borne by saints themselves, or other holy warriors of significance. Its reversed hilt and crosspiece counts as a consecrated holy symbol serving as a channel for the Faith miracle which ignites the holy blade when used against vampires and other unholy creatures. Wounds caused by the blade, when held by one of the Faith Numina, will be aggravated. While wearing the blade, the knight receives the Virtue Iron Will. When the Faithful prays for a miracle, add one extra Faith die to the roll if the sword is held, cross up, during the prayer. It is a Medieval Broadsword as per the Players Guide rule: three foot long with a nine-inch hilt, requiring a strength of 2 to carry, 3 or better to wield. Difficulty for this particular weapon is 7, though it does Strength + 5 damage (aggravated). The weapon radiates an aura of Faith that is quite discernible to all Kindred through Auspex (it appears as golden fire) and at close range (5 feet) it causes Kindred to sweat blood. As many such swords are old, Kindred seizing the blade would take damage from it as normal, but would shatter the blade with three successes on a difficulty of 7, if they used Potence, difficulty of 8 if not. Any major blows to the sword itself (strikes against it versus difficulty of 7) will shatter the sword (treated as if it had three health levels). Such swords are large and ungainly, and is impossible to completely conceal unless one wears a large trench coat. Many of these swords seem to have a mind or their own, wanting to bite Kindred flesh as they did in the middle and dark ages. * For the Church Knights, these swords are often weapons handed down within their families. Swords which have outlived their family are maintained by the Orders, and awarded to others of notable abilities. Few of these swords need Holy relics attached to them - their extended service in the hands of the Faithful against vampires and evil being enough to make them Holy items within themselves. Oil of St George This oil causes fire which will not burn the Faithful. Fires spread by the oil will burn structures, as will mortals without Faith. Vampires subtract 2 dice from their resistance roll against this flame. The oil is especially blessed, and is costly for mercenary vampire hunters. * The knights carry the Oil in small pressure canisters that can fire spurts of the Oil up to 5m. An igniter can either fire the oil as it exits the jetgun, or afterwards. It is about 15cm long and can be inconspicuously attached to a utility belt. Fire Suit Closely weaved composite materials form the basis for these coveralls that provide a good measure of protection against fire, but also other chemical agents. A hood, when combined with a gas mask, allows the suit to act as an NBC suit in a chemical warfare environment. The dark grey material and gas mask are a virtual "calling card" of the Knights, being standard equipment in most raids. A variety of webbing can be attached to the suits, and it also contains several pockets and clasps. Most webbing is worn around the waist to reduce the chance of an enemy bullet striking something volatile. Bodymould armour is usually worn under the suit, while more traditional flack jackets are draped over it. Weapons Table JackaL 100555,3700 Key: Dif = Difficulty Cal = Calibre Dam = Damage Rn = Range Rt = Rate Cp = Clip size Con = Concealability 3/F = 3 round burst / Full auto selectable 3)F = 3 round burst or Full auto configurations Cs = Cost (an educated guess, in US dollars) * = built-in or standard supply of scope @ = will harm only those without True Faith. PISTOLS (Autoloaders) Dif Cal Dam Rn Rt Cp Con 3/F Cs Automag 7 .30 6 40 2 8 J 600 Beretta M92 7 9mm 4 25 4 15 J 625 Browning HP-35 7 9mm 4 25 4 13 J 520 Calico 950 7 9mm 4 25 20 100 T 650 Ceska CZ-52 7 7.62 T 3 30 4 8 J 450 Colt 2000 7 9mm 4 20 3 15 J 580 Colt 1911 8 .45 5 25 3 8 J 500 Colt Delta Elite 7 10mm 5 25 3 7 J 700 Colt Commander 7 .45 5 30 3 7 J 700 Desert Eagle 8 .50 7 30 1 7 J 1000 Desert Eagle 8 .44 6 35 1 8 J 1000 Desert Eagle 8 .357 5 30 1 8 J 1000 Glock 17 7 9mm 4 20 4 17 J 580 Glock 19 7 9mm 4 20 3 15 J 580 Glock 20 8 10mm 5 25 4 15 J 640 Glock 21 8 .45 5 30 3 13 J 640 Glock 22 7 .40 5 25 3 15 J 580 Glock 23 7 .40 5 20 3 13 J 580 H&K P7M10 7 .40 5 20 3 10 P 1160 H&K P7M13 7 9mm 4 20 4 13 P 1220 H&K USP 7 9mm 4 25 4 15 J 950 Llama M87 6 9mm 4 25 4 15 J 1450 Nova 6 9mm 4 15 4 6 P 440 PM Makarov 7 9mm 4 20 5 8 P 390 Sig P220 8 .45 5 30 3 7 J 780 Sig P226 7 9mm 4 20 4 15 J 830 S&W ASP 7 9mm 4 20 4 7 J 650 S&W 1006 6 10mm 5 25 4 9 J 650 S&W 4006 6 .40 5 20 4 11 J 650 S&W 4506 6 45 5 25 3 8 J 650 S&W 5906 6 9mm 4 25 4 14 J 650 Uzi Pistol 7 9mm 4 20 5 32 J 600 Walther PPK 7 .380 4 15 3 7 P 600 (Revolvers) Dif Cal Dam Rn Rt Cp Con 3/F Cs Colt Anaconda 7 .44 6 35 2 6 J 600 Colt King Cobra 7 .357 5 30 2 6 J 650 Colt Python 6 .357 5 30 2 6 J 780 Ruger Redhawk 7 .44 6 50 2 6 T 950 S&W M29 7 .44 6 40 2 6 T 500 S&W M640 6 .38 spl 4 12 3 5 P 250 S&W M686 6 .357 5 30 2 6 J 400 Voss BC 6 .22 M 4 20 3 8 J 900 SMG's Dif Cal Dam Rn Rt Cp Con 3/F Cs AKMS 7 7.62 S 8 50 17 30 N F 700 AKR 7 5.45 7 65 20 30 N F 750 AMD 65 7 7.62 S 8 75 17 30 T F 800 Beretta M12 7 9mm 4 30 13 20 T F 800 Beretta M93 7/8 9mm 4 20 15 21 J 3 1360 Calico 960 7 9mm 4 35 20 100 N F 900 Colt 9mm 7 9mm 4 35 18 32 N F 800 Colt M177 7 5.56 7 65 20 30 N F 800 Colt Scamp 6/7 .22 3 20 4 27 J 3 1300 Glock 18 7/8 9mm 4 20 19 19 J F 1900 H&K MP-5 7 9mm 4 40 21 30 T 3/F 750 H&K MP-5 K 6 9mm 4 25 23 30 T 3/F 2500 H&K MP-5 SD 7 9mm 4 30 20 30 N 3/F 3800 H&K MP-5 / 40 7 .40 5 40 19 30 T 3/F 1200 H&K MP-5 / 10 7 10mm 5 40 18 30 T 3/F 1200 H&K MP53 7 5.56 7 60 17 25 T 3/F 2900 Ingram MAC 10 7 .45 5 25 18 32 J F 500 Ingram MAC 10 7 9mm 4 25 19 32 J F 500 Ingram MAC 11 7 .380 4 20 22 32 J F 550 Ingram MAC 11 7 9mm 4 20 20 32 J F 550 L2A3 Stirling 6 9mm 4 40 15 34 T F 1260 Micro Uzi 7 9mm 4 20 21 32 J F 800 Mini Uzi 7 9mm 4 25 21 30 T F 1160 Skorpion 7 .32 3 20 15 20 J F 1200 Spectre 8 9mm 4 35 18 50 T F 1780 Sten Mk 2 6 9mm 4 30 15 32 T F 200 Steyr AUG 9mm 7 9mm 4 40 18 32 T 3)F 1550 TEC 9 8 9mm 4 20 15 30 J F 500 TEC 22 6 .22 3 20 15 30 T F 700 Thompson M1928 6 .45 5 50 15 100 T F 650 Uzi 6 9mm 4 50 21 32 T F 1280 RIFLES Dif Cal Dam Rn Rt Cp Con 3/F Cs AI PM 7 7.62 8 300 1 10 N 3000 Druganov SVD 6 7.62 8 300 3 10 N 800 H&H .600 Nitro 8 .600 9 275 1 2 N 800 H&K G3 SG/1 7 7.62 8 300 10 20 N F 3000 L1A1 (FN-LAR) 7 7.62 8 275 3 20 N 1250 M1 Carbine 7 .30 6 100 4 15 N 600 M2 Carbine 7 .30 6 100 14 30 N F 1200 M82A1 8 .50 10 500 2 11 N 2800 Remington M700 8 .30-06 8 300 1 5 N 1500 Steyr AMR 8 15mm 10 550 1 8 N 5000 Walther WA2000* 7 .300 8 300 1 6 N 3200 Weatherby Mk V 8 .460 10 300 1 3 N 2600 ASSAULT RIFLES Dif Cal Dam Rn Rt Cp Con 3/F Cs AIWS 6 5mm 7 200 18 60 T 3/F 2700 AKM 7 7.62 8 200 13 30 N F 500 AK-74 7 5.45 7 200 18 30 N F 750 AK-47 7 7.62 8 200 14 30 N F 500 AUG Carbine 7 5.56 7 150 21 30 T 3)F 1450 AUG LMG 7 5.56 7 220 28 42 N 3)F 1450 FAMAS 7 5.56 7 200 25 30 T F 1400 H&K G3 8 7.62 8 300 10 20 N F 1120 H&K G11* 6 4.7mm 6 300 20 50 T 3/F 4400 H&K G41 7 5.56 7 200 20 30 N 3/F 2100 L-85 (SA-80) 7 5.56 7 200 20 30 T F 1650 L-86 (SA-80) 7 5.56 7 250 25 30 N F 2400 M-16 A1 7 5.56 7 200 20 30 N F 700 M-16 A2 7 5.56 7 200 20 30 N 3/F 940 Minimi (SAW) 7 5.56 7 225 25 100 N F 3100 Minimi Para 7 5.56 7 175 25 100 N F 3100 Sig 540 7 5.56 7 200 20 30 N 3/F 1200 Sig 550 7 5.56 7 200 20 30 N 3/F 1350 Steyr AUG 7 5.56 7 200 21 30 T 3)F 1450 SHOTGUNS Dif Cal Dam Rn Rt Cp Con 3/F Cs AAI CAWS 7 12ga 8 25 6 12 N F 1900 Binelli M-3 s90 7 12ga 8 20 3 7 T 750 Fianchi Law 12 7 12ga 8 20 3 8 T 600 H&K CAWS 7 12ga 8 25 7 10 T F 820 Ithaca MAG 10 7 10ga 10 20 2 2 N 740 Ithaca M37 6 12ga 8 15 1 5 T 350 Jackhammer 7 12ga 8 20 2 10 T F 1200 Mossberg M500 6 12ga 8 20 1 5 N 500 Remington 870 6 12ga 8 20 1 8 N 360 Remington 1100 6 12ga 8 20 3 8 N 320 SPAS 12 6 12ga 8 20 3 8 N 650 SPAS 15 6 12ga 8 20 3 6 N 800 USAS 12 7 12ga 8 20 6 20 N F 800 HEAVY WEAPONS Dif Cal Dam Rn Rt Cp Con 3/F Cs Armbrust* 7 - 18 500 1 1 N 5000 Barrett Lt Fifty* 8 .50in 9 1800 1 6 N 3500 Bren (L2A4) 6 7.62 8 350 17 30 N F 1200 H&K 21 6 7.62 8 350 23 50 N F 3500 H&K 23 6 5.56 7 300 25 50 N F 3500 LAW 7 LAW 12 200 1 1 T 250 L7A2 (FN-MAG) 6 7.62 8 325 30 100 N F 2500 M2HB 7 .50 10 600 15 200 N F 5500 M214 6 5.56 7 250 100 1000 N F 6200 M-60 6 7.62 8 300 21 100 N F 2950 PK 6 7.62 8 350 20 50 N F 2000 RPG-16 6 58.3 13 300 1 1 N 600 RPK 6 7.62 8 200 15 40 N F 900 RPK 74 6 5.45 7 225 20 40 N F 1500 Stinger* 7 missile 16 2m 1 1 N 6500 SPECIALIST Dif Cal Dam Rn Rt Cp Con 3/F Cs Slinger Dart Gun 7 - 4 15 4 6 J 1000 Dart Knife 7 .22 4 5 4 4 P 500 St George Oil@ 6 - napalm 5 2 3 P 500 Graal Water 6/9 Heals levels of damage equivalent to successes on a Faith roll GRENADES Sys Damage Fragmentation Throw 12 dice, -1 for every yard radius. 0.6lb, 6in x 4in Concussion Throw 8 dice, -1 for every yard radius. 0.5lb, 6in x 4in Smoke Throw 2 dice, smoke will fill a 10ft x 10ft room in 1 minute, lasts 10 min. 0.6lb, 7in x 5in Phosphorus Throw 12, -1 for every two yards. 0.6lb, 7in x 3in Protection Table BODY ARMOUR Soak Penalty Description Armoured T-Shirt 2 1 Bodymould Armour 3 1 This is very expensive and specialised for individuals. Others wearing it have Penalties of 3. Can be worn under buisiness suits. Bullet-proof Vest 3 2 Flack Jacket 4 3 Battle Armor 5 3 Also individualised, this full body armour cannot be concealed. Armored Body Suit 6 4 SPECIALIST CLOTHING Soak Penalty Description Reinforced Clothing 1 0 Fire Suit +3 1 Soak only applies to flame. If injured, roll D10 with a difficulty of 10 minus damage level to determine if suit is seriously breached. NBC Suit * 2 This renders the wearer impervious to all chemical weapons. Breach as Fire Suit. Firearms Specialisation By Nat Penhall Taking this Firearms Skill costs normal experience to advance, but now you can specialise in particular weapons. For the cost of raising an ability you can become more proficient in the weapon of your choice. When you specialise in a particular weapon, the lack of familiarity with an unspecialised weapon will be reflected by having one less dice pool in the Firearms Skill. You must purchase the Firearms Skill as per normal as a pre requisite. * Choose a particular type of weapon to specialise on: handguns, shotguns, rifles, SMGs, assault rifles, heavy weapons etc. This will give you one extra pip to hit with. ** Choose the action of the weapon: semi automatic, revolver, pump-action, breech load, bolt action, automatic etc. This will give you a minus one to hit. *** Choose the type of firearm that you wish to specialise in: Glock, Colt, Luger, Winchester, Remington, Uzi, Heckler & Koch etc. **** Choose the particular model you wish to specialise in: Glock 18, Colt 45, M16 etc. This level of specialty will give the user minus one to difficulty plus an extra 10m of extended range. ***** You can specialise in your own particular gun (for example, James Bond always preferred his own Walther PPK - not any other copy). This level of specialty will give the user plus one to hit, and an extra dice for the damage roll. Melee Weapons WEAPON DIFF DAM DESCRIPTION Two-handed 7 St+6 Heavy sword of about 6ft long, difficult to use even with two hands Cavalry sabre 6 St+4 One-handed slightly curved blade Katana 6 St+5 Slightly curved one-edge blade using one or two hands Short sword 5 St+3 2ft long blade designed for quick thrusts Rapier 6 St+4 Narrow blade of 3-4ft length for piercing only Wakizashi 5 St+4 2ft long, slightly curved blade used in conjunction with a Katana Long sword 5 St+4 Double edged blade of about 4ft in length, uses one or two hands. Daggers 4 St+1 Between 1 and 2ft in length, used in melee Throw daggers 5 St Can be thrown up to 20ft, double edged Shuriken 6 St Can be thrown up to 20ft Machete 5 St+3 2-3ft long flat bladed knife Claymore 6 St+5 Large sword with a long, straight blade, that usually needs two hands Butterfly sword 5 St+2 Thick short blades of 1-2ft in length Kurkri 7 St+4 Angled blade, very difficult to use Nodachi 7 St+7 8ft long , curved single edge blade with a 3ft long handle Kris knife 5 St+2 Wavy blade about 1-2 ft long Tanto 5 St+3 1-2ft long Katana style blade, with a very strong and sharp blade Scimitar 7 St+5 Large extremely curved blade of 3-4ft long. Chainsaw 8 St+7 Unwieldy weapon needing two hands. If botches made, damage to self. Straight razor 5 St+1 Generally can only draw blood. Sap 4 St 3 damage or more will knock out a mortal for 5 turns minus soak Club 4 St+1 Piece of wood or metal, also known as a tonfa Foil 5 St+3 Narrow blade of 3-4 ft, used for piercing only Axe 7 St+5 Woodsman axe used for chopping can be devastating if used well Stake 6 St+2 Must do 3 successes after dodge then 3 successes after soak Staff 4 St+1-3 6-8ft long piece of wood Baseball bat 4 St+1-2 Made of wood or aluminium Nunchaku 7 St+1 Can be used to parry swords or other weapons Manriki gusari 8 St+1 8ft long piece of chain swung over the head to entangle an enemy Sai 7 St 1-2ft long spike with two smaller spikes on either side Spears 7 St+3 30-40ft range 8ft long shaft Small bow 8 2+Succ 60 yards, strength 2 to pull it Large bow 8 3+Succ 90 yards range, strength 3 to pull it Compound bow 8 3+Succ 180 yards range, strength 3 to pull it Crossbow 8 3+Succ 100 yards range, 15 second reload time Halberd 8 St+5 Axe-head and spike on the end of an 4m long pole Towa 6 St+6 Mouri spear about 2m long, butt one end and a double edge on the other Flamethrower 7 1/Hit Holds 20 turns of fuel. If fuel-tank hit, it has a 20pc chance of exploding Melee Special Manoeuvres Swordplay Special Skill: With Melee, you automatically receive the following manoeuvres: Normal & Catch. Once you have reached Melee 3, others can be purchased at a cost of 1 freebie point each. The following is a summary of the manoeuvres found in the Appencide: Sword Combat. NAME TYPE SYST DIFF DAM SPLIT POOL DESCRIPTION Normal Attack D+me weapon normal Y straightforward swing Feint Attack M+me +3 normal Y cannot be parried, only dodged Disarm Attack D+me 6 normal N opponent rolls D+me. If initiator rolls 3 successes over opponent this is a success. A botch results in weapon dropped. Great Blow Attack D+me +2 double N Initiative next round increased to 5, +2 to defence difficulties Target Blow Attack P+me opp D+do + success Y can aim to do damage at specific spots Aimed Attack D+me hand+3 - N Wounded = broken, crippled = cut off Attack D+me arms+2 - N see above Attack D+me legs+1 - N see above Attack D+me chest+1 - N see above Behead Attack P+me D+me(o) D+do(o) N death Riposte Defence St+me weapon weapon N Hit with no power, no dodge, only parried. Catch Defence St+me (o)D+me - N Success if more than 3 successes over opponent, Init 5 next Parry Defence D+me -1/succ - Y Deflects weapon with own, less damage Dodge Defence D+do 6 - Y Successes subract from successed to hit. D = Dexterity, P= Perception, St= Strength, M=Manipulation, me=melee, opp=opponent, do=dodge. If you do not Specialised in the manoeuvre, difficulty for attempting it is +2. Appendice 2 Killing A Vampire "A vampire who has only been half-killed because the killer has run away in panic is a thousand-fold more dangerous than an ordinary vampire." - Vampire, a Guide to the Undead, Manuela Mascetti, 1991. FINAL DEATH: Though vampires are no longer mortal, they still face the possibility of final death and damnation. Inflicting aggravated wounds on a severely injured vampire is the most common way in which he can be extinguished. If a vampire has no Blood Pool or Health Levels left, and sustains an aggravated wound, he is utterly destroyed. Sometimes Final Death results in the complete and rapid disintegration of the body, and within minutes all that is left is a pile of ashes. Weapons that cause aggravated damage, explosions, fire, certain vampiric diseases and decapitations are other ways vampires can be extinguished. WOODEN STAKES: A stake is a broad definition, encompassing crude pieces of wood with sharpened points, timber-tipped spears, crossbow bolts, arrows and bokens (Japanese practice swords) with sharpened tips. Anything made of wood that can penetrate a vampire's heart with enough force (5 successes) can immobilise one of the undead. Crossbow bolts, carefully aimed, can be most effective, as the hunter doesn't have to get close to the prey. FLAME: Fire can come from many sources, such as spray cans, matches, cigarette lighters and flamethrowers. Fire does aggravated damage to vampires. Dragonbreath shotgun shells and tracer rounds have been developed for firearms to produce aggravated damage. ARCHERY: Roll Dexterity + Archery with a difficulty of 8. The maximum range of a bow is the minimum Strength for the bow multiplied by 30. Arrows can cut many styles of bullet-proof armour - like kevlar. Small Bow: 30lb. Minimum Strength 2, Range 60 yards, Damage 2 (-1 die per five yards), Weight 10lb, Large Bow: 60lb, Minimum Strength 3, Range 90 yards, Damage 3 (-1 per five yards), Weight 15lb Compound Bow: Minimum Strength 3, Range 180 yards, Damage 3 (-1 per five yards), Weight 15lbs Extras: Bow sights decrease difficulty by one for aimed shots. Silencers eliminate the twang, difficulty 10. Releases, lets arrow fly cleaner, increase skill by one and increase difficulty of hearing the twang by one. GRENADES: Fragmentation: A fragmentation grenade has a damage pool of 12 dice if it goes off in your hand. For every yard between the grenade explosion and the character, reduce the damage pool by one die. Weight 0.6lb, size 6in x 4in cylinder Concussion: Has a dice pool of 8 if in direct contact. Reduced by one die per yard distance. Has a debilitating effect on Vampires with heightened hearing. Weight 0.5lb, size 6in x 4in cylinder. Smoke: Emit a dense cloud of white or colored smoke. There is no blast. The cloud will fill a 10 by 10 yard room in one minute and will last 10 minutes in still air. Weight 0.6lb, size 7in x 5in cylinder. White Phosphorus: Generate a temperature of 2700F when they explode. Has a 12 dice pool for direct contact, reduced one every two yards. This is aggravated damage because of the flame. Sets most flammable material alight. Weight 0.6lb, size 7in x 3in cylinder. EXPLOSIVES: High explosives are regulated by state and federal permits and licenses, although anyone can buy the basic ingredients. Every point of an explosive's blast power is worth 1 die per lb of explosive. Each explosive also has a specific type of detonator. Dynamite: Also called TNT, it is nitroglycerine stabilised in charcoal. Dynamite deteriorates over time. Blast Power 3, Detonate by fulminating primer, Can burn as an emergency flare. Plastique: Plastic explosive is manufactured in various strengths. It is similar to modelling clay in consistency and is extremely stable. Most military explosives are plastique. Blast power 1-20, Detonate by primer only. Safe enough to cook on. Primacord: Also called instant fuse. Primacord is an explosive manufactured in string form. It is used to detonate widely separated explosives at the same time. It can also be wrapped around an item as a main charge. Blast power 5, Detonate primer only, Will not burn. Napalm: When it burns, it clings to whatever it is burning. The only way to remove it is to scrape it off. Roll one die to determine how much of the body is covered by napalm. Roll that many dice in the damage pool every turn for 10turns. Contained in canisters with a small charge to spread it out (6-10 blast power). Blast none, Burns like crazy. SUPPORT WEAPONS: Provide heavy or sustained firepower and require a separate skill of either Heavy Weapons or Artillery to use. Machine guns are the only exception, requiring the Firearms skill. Holding and firing any weapon listed as normally requiring a tripod requires a minimum Strength + Potence of 6. LAW: Light Anti-tank Weapon, a disposable, one-shot rocket and launcher. The launcher is a tube of about 2.5ft and about 4in in diameter. The rocket is about 14in long. Difficulty 7, Damage 12, Range 200 yards, Weight 5lbs. Stinger: A shoulder fired anti-aircraft missile with a heat- seeking guidance system. This is a fire and forget weapon. This weapon (and the LAW) produce back blast, with a 2yard danger zone directly behind the user. Damage of the back blast is four dice of aggravated damage. Difficulty 7, Damage 14, Range 2miles, Weight 25lb Grenade Launchers: The M79 grenade launcher looks and operates like a stubby shotgun with a 2in diameter barrel. The grenade explodes on impact. There is no magazine and this weapon fires one shot, then must be reloaded. Difficulty 6, Damage grenade, Range 400 yards, Weight 6lb Flame Thrower: A backpack carries tanks of napalm and a hose connects to a rifle-like launcher. The old version weighs 50lbs with three tanks. Each tank allows five minutes of constant spraying. More modern versions of the weapon used by the Church Knights have a canister directly under the barrel, removing the need for hoses. The Church Knight's weapon only has the equivalent of half a tank. Difficulty 6, Damage as napalm, Range 60yards. Appendice 3 Sword Combat - Reproduced with permission from Highlander: The Gathering by Hank Driskill and John Gavigan. "...such are they whom God chooses for himself and gathers from the furthest ends of the earth, servants from among the bravest in Israel to guard watchfully and faithfully his Sepulchre and the Temple of Solomon, sword in hand, ready for battle." - St Bernard of Clairvaux Swordplay Special Skill: With Melee, you automatically receive the following manoeuvres: Normal & Catch. Once you have reached Melee 3, others can be purchased at a cost of 1 freebie point each. Until relatively recently, the sword was the main personal weapon. It's only within the last few hundred years that we have begun using guns, and you can't chop a vampire's head off with a gun. In fact, not counting the battle axe, there still is no practical weapon which can decapitate someone in a duel. To a Knight, a sword is more than just a piece of steel. It becomes an extension of their body - they keep it with them most of the time, and it becomes an old friend. There are no hard and fast rules for weapons as regards weapons difficulties and damage, etc. A rough guide is that the bigger and heavier sword is, the harder it is to use, but the more damage is inflicts. The Katanas are all Difficulty 6, Damage: Strength + 5. But the two-handed sword is Difficulty 7, Damage: Strength + 6, being, as it is, both heavier and more difficult to use. A Sabre is Difficulty 6 and Damage: Strength + 4, reflecting that it is normally used with only one hand. Knights may choose between the type of blade, but the weapon itself must by standard Order issue. No elaborate or "fashionable" weapon would be allowed under The Rule. The weapons are obviously finest quality steel or alloy, perfectly balanced and crafted - without decoration or identification. Stage One: Initiative In normal combat, the combatants will try to be the first to attack, in the hope of inflicting damage first. However, in sword combat, things work a little differently. Sometimes, one combatant may elect to try and surprise the other, by ambushing them and attacking them before they have a chance to draw their weapon. In such cases, use the normal rules for Initiative and Surprise. With sword-duels, the round takes on a new meaning - Basically, a sword combat round is the length of time it takes for one person to attack the other. This system splits sword combat up into a series of bouts. A bout is a series of rounds, during which there is no pause in combat. At the start of a round, both players roll for Initiative. Then they announce what their actions are going to be. Because sword combat is reactive - ie. you don't know what you're going to do until your opponent has done something - the player with the higher Initiative must announce what they intend to do first. Normally, the player with the higher Initiative will decide to attack, and, if so, his opponent must either defend or dodge. Alternatively, the character with the higher Initiative may decide to either do some other kind of action, such as leaping onto a table, or they may decide to wait and see what their opponent is going to do. If they do either of these things, combat has basically stopped, and they must begin another bout. A bout begins with both combatants facing each other, weapons at the ready. It is up to the players themselves who actually moves first and initiates combat. Once one of the combatants announces that they are attacking, both players make a standard Initiative roll - Wits + Alertness, against a target number of four. However, instead of deciding who acts first (as this has already been decided), the difference between the two combatants number of successes achieved is added to the dice pool of the player with the higher Initiative. Example: Connor and the Kurgan are facing off. They circle each other for a few minutes, before Connor makes an attack. He rolls Wits (3) + Alertness (4), and gets 6 successes. The Kurgan rolls Wits (4) + Alertness (3), getting four successes. Thus, Connor gets an extra two dice to add to his Attack roll. After this initial round, Initiative is rolled as normal, but, its role during the bout is slightly different than the one it has in normal combat. The character with the higher Initiative gets to act first, presumably attacking, and the other person must defend. Both players make their respective attack and defence rolls and that combat round ends, and the combatants roll their Initiative for the next round. The following modifiers apply: * The use of God's Speed confers an extra Initiative dice upon the Knight using it. * The person who Attacked during the last combat round gains an extra die to add to their Initiative roll for this round. * If a combatant successfully repelled an attack by his opponent in the last round (ie. by getting an equal or greater amount of successes on his defence roll than his opponent got on his attack roll), then he also gets an extra Initiative die. * For every three successes by which a combatant's attack/defence roll exceeds his opponents roll, they gain an extra Initiative die. These rules may seem very complicated right now, but will become clearer later on. Stage Two: Attack To reflect the complexity of sword combat, and the fact that it's not just a case of hacking at the other person until one of you dies, I have adopted the following list of standard sword-fighting manoeuvres from the rules for Klaive-duelling in the Werewolf Players Guide. They are split up into two types - Attack manoeuvres and Defence manoeuvres. Normally, the attacker will choose an Attacking manoeuvre, and his opponent will choose a Defence manoeuvre, in an attempt to counter it, but in some cases, the nature of the Attack manoeuvre will only allow the defender one option. For example, if an attacker decides to try and disarm his opponent, his opponent must decide to try to hang on to his weapon. He has no other choice. One dot in the Swordsmanship Skill represents one attack and one defensive skill learned. They must be specified. - Normal Attack The attacker attempts to wound his/her opponent, rolling Dexterity + Melee, with the Difficulty specified by the weapon used. Type: Attack Difficulty: Weapon Difficulty Image: The warrior simply tries to wound his opponent by dint of speed and skill. - Feint The attacker rolls Manipulation + Melee for his attack roll, with a difficulty modifier of +3. This attack may not be parried - it may only be dodged. Type: Attack Difficulty: Weapon Difficulty + 3 Image: With a lightning-quick motion, the swordsman attacks first high, then low, slipping around his opponent's guard, and moving to hit a vulnerable spot. - Disarm The attacker rolls Dexterity + Melee, resisted by Dexterity + Melee from their opponent, both rolls difficulty six. If either combatant rolls three successes or more above their opponents successes, they disarm their opponent, and their weapon falls to the ground. If you botch this roll, you automatically drop your own weapon! Type: Attack Difficulty: 6 Image: With a quick movement, you catch your opponents sword and it drops out of his nerveless hand, onto the ground. - Great Blow The attacker commits themselves completely to a devastating blow (but not a blow to decapitate their opponent). They roll a normal attack roll, with a +2 to difficulty. Although a Great Blow cannot be parried, it can be dodged. If the attack succeeds, the attack dice are doubled. However, the attacker's difficulty for their Initiative the next round is 5, not 4, and they have a +2 to all Defence difficulties during the next round also. Type: Attack Difficulty: Weapon Difficulty +2 Image: You bring your sword back and fall forward, lunging at your opponent. Heedless of the danger, you throw your body forward, your sword serving as the tip of a monstrous battering ram - you. - Target Blow Roll Perception + Melee, the difficulty number is your opponents Dex + Dodge. If successful, the number of successes add to the number of damage dice done by your weapon. Optionally, you may elect to target a specific area - See the table below for details of Difficulties and effects. This blow can be parried or dodged as normal. Type: Attack Difficulty: Opp. Dex + Dodge Image: You try to hit a specific part of your opponent's body. You hold your blade up, and strike, attempting to bypass you opponent's defence to strike your target. - Parry The combatant must roll Dexterity + Melee against their weapon's normal difficulty. Each success on this roll subtracts from one attack success made against the parrying warrior. Type: Defence Difficulty : Weapon Difficulty Image: The swordsman brings his weapon to bear, holding it steady and catches the force of his opponent's sword with his own. - Riposte This manoeuvre may only be used after the one who wishes to use it has successfully parried a blow. This manoeuvre is a Strength + Melee roll, the weapon's difficulty serves as an attack roll. This sort of attack may not be dodged, though it may be parried, and if successfully parried, this attack may also be riposted. Type: Attack Difficulty: Weapon Difficulty Image: You parry your opponent's strike. Klang! With catlike speed and grace, you bring your sword around his arm, hoping to catch him off guard. - Caught Steel Roll Strength + Melee versus a difficulty of your opponent's Dexterity + Melee. If successful, you lock swords with him for a short interval, during which you struggle with him before your blade and his can be freed (he can do no damage this attack). If you receive more than three successes on your roll, you manage to put him off- balance for the following round, adding one to the difficulty of his Initiative roll. Type: Defence Difficulty: Opp. Dex + Melee Image: You lock steel with your opponent. "So, Highlander, we meet again!" You struggle for a moment, then the fight sparks again. - Decapitation This is an Aimed Attack at the neck, utilising all your skill to hit a small moving target. It requires a Perception + Melee versus a difficulty of your opponent's Dex + Dodge (+2 if mobile, no extra difficulty if the opponent is immobilised). Type: Attack Difficulty: Opp. Dex + Dodge Image: With fluid-like agility, you swing your sword around, and, before your opponent can block you, your blade slices through his neck, and his head falls to the ground. Aimed Attack * Hands/Arms - Difficulty +3/+2, Damage: A Wounded result means the hand/arm is broken and any weapons in that hand cannot be used; if the hand is holding a sword, it is dropped. A Crippled result means that the limb is sheared off. * Legs - Difficulty +1, Damage: A Wounded result means that the limb is broken; the penalties to the Dice Pool apply to any activities requiring running. An Incapacitated result with a sharp weapon means the limb is cut off. * Chest/Torso - Difficulty +1, Damage: The character will have the air knocked out of his lungs on a Wounded result (stunned for the turn), and his ribs broken on a Mauled result (must make a Willpower roll, difficulty 8, each turn to keep acting). If the Knight is attacked from behind, and the result is one more than needed to Incapacitate, then the spine is broken, and his lower body is paralysed. - Dodging On some occasions, it may be necessary to dodge a blow rather than parry it. On these occasions, the target rolls his Dexterity +Dodge against a target number of six. The successes on this roll are subtracted from the successes of the Attacker. If the attacker's successes are eliminated, the target manages to dodge the blow. Stage Three: Resolution Damage is resolved as normal - The attacker rolls the Damage dice pool for that weapon, against a target number of six, each success causing the target to lose a health level. The target makes a Soak roll, rolling his Stamina (difficulty 6) and subtracting his successes from his opponent's. Appendice 4 Martial Arts & Physical Combat "If you leave them alone much longer, they will further grind under their heels the faithful of God." - Pope Urban II, Council of Clermont, 1095. By Nat Penhall When learning a martial art one must choose and focus on a particular skill. These skills can be defined as: Throws & Locks, Punches, Kicks and finally Integrated Skills. The following is presented as an alternative or supplement to the Martial Arts skills found in the Anarch Cookbook. Throws & Locks. Damage is equal to Dexterity plus Skill rating. * You can twist your way out of a grab. ** You have spent some time in a dojo (Aikido or Judo, perhaps). *** You feel you can beat the average street thug. - speciality = Footsweep. **** You were Wally Jay's protegee - gain 1 die to grapple. ***** You can beat anyone with both hands tied behind your back. - gain 2 dice to grapple. Footsweep: This can only be used in a grappling situation, or if the attacker is within 1 foot of the player. When the player calls out this manoeuvre, he/she gains one die to the roll. If successful, it causes the victim to fall on their back and lose their action on the next turn. On the following turn the attacker is lying on their back, on the ground - in front of the player. If the player fails the roll, nothing happens during that action phase. If the player botches the roll, then they end up on the ground in their opponents place - but they do not lose their action during the next turn. Punching. Damage equal to Strength plus Skill. Experience costs are two times current rating. (All advancements need to be justified by finding a teacher. It's not a skill that can be learned by simple experience, it has to be taught). * You can shadow box, just like Rocky. ** You could hold your own in a boxing match. *** You could beat-up a good street fighter. **** You are a great fighter, a professional. - gain one extra die to melee. ***** You could beat Mike Tyson and Rocky at the same time - gain two dice to Melee. Kicking. Damage is equal to Dexterity plus Skill. Experience costs two-times the current rating. All advancements must be taught by a mentor or contact. * You could kick someone in the chest. ** You've taken a few lessons at a Martial Arts school. *** You are a local club champion. **** You compete in world-championship traditional kick-boxing. - speciality = Jump/Spin head kick. ***** You are the greatest kick-boxer ever, you can kick anything thrown at you out of the air. - gain one dice to Melee Jump/Spin Head Kick: This has a plus 1 modifier and can only be used when the opponent is Mauled or worse in the Health scale. If the roll is successful, then treat the victim has having suffered a broken neck - instantly incapacitated. If failed, nothing is achieved for that turn. If botched, the player ends up flat on their back. Integrated. Damage is equal to Strength plus Skill. Experience cost is equal to current rating multiplied by three. All advancements need a teacher. * You have watched too many Martial Arts movies and can mimic the moves. ** You took a few lessons at a dojo (Goshin, Jutsu or Jujutsu maybe) *** You regularly won at local Karate tournaments. - speciality = pressure point attacks. **** You could do acts of skill (breaking three concrete blocks) - gain one die to grapple ***** You could have taught Bruce Lee everything he knew - gain one dice to Melee. Pressure Point Attack: These can be used in any combat situation except ranged combat. The player has a plus 1 modifier to the attack. If the attack is successful, then the defender has to roll a Stamina + Dodge with a target number of the players (Dexterity 2) + skill + number of successes. If the defender succeeds in the roll but does not have as many successes as the attacker, then the defender loses the next initiative. If the defender does not succeed in the defence roll, then they loose all actions for the next number of turns equal to the player's number of successes. If the player botches the roll, then the player loses all actions for the next number of turns equal to the player's number of successes.