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HERO SYSTEMEQUIPMENT GUIDE
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HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rightsreserved.Champions, Dark Champions, and all associated characters © 1981-2008 Cryptic Studios, Inc.All rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc.“Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc.Fantasy Hero Copyright © 2003, 2010 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Star Hero, Justice Inc., Danger International, and Western Hero Copyright © 2002 by DOJ, Inc.d/b/a Hero Games. All rights reserved.
No part of this book may be reproduced or transmitted in any formor by any means, electronic or mechanical, including photocopying,recording, or computerization, or by any information storage andretrieval system, without permission in writing from the Publisher:DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541.Printed in Canada. First printing December 2010.Produced and distributed by DOJ, Inc. d/b/a Hero Games.Stock Number: DOJHERO1007ISBN Number: 1-978-58366-133-8http://www.herogames.com
AUTHOR:
Steven S. Long
ADDITIONAL CONTRIBUTIONS:
Aaron Allston, James Cambias
EDITING AND DEVELOPMENT:
Darren Watts
LAYOUT AND GRAPHIC DESIGN:
Bill “Well-Equipped Bunny” Keyes
COVER ART:
Bill Keyes, Scott Ruggels, Keith Curtis
INTERIOR ART:
Nate Barnes, Dan Christensen, Storn
Cook, Bob Cram Jr., Andrew Cremeans,
Keith Curtis, Jonathan Davenport, Nick
Ingeneri, Daniel Kiessler, Eric Lofgren,
Eric Rademaker, Scott Ruggels, James
Ryman, Klaus Scherwinski, Christian N.
St. Pierre, Jason Williford, Dean Yuen
HERO SYSTEMEQUIPMENT GUIDE An Equipment Book for the HERO System
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TABLE OF CONTENTS
INTRODUCTION .................................................4
CHAPTER ONEWEAPONS
FANTASY WEAPONS .........................................8
HAND-TO-HAND WEAPONS ...................................8
Axes .................................................................8
Chain And Rope Weapons ..................................8
Fantasy Hand-To-Hand Weapons Table .....10
Clubs ..............................................................16
Fist-Loads .......................................................17Hammers And Maces .......................................17
Picks ...............................................................17
Spears And Polearms .......................................18
Staffs ..............................................................19
Swords And Knives ..........................................19
Miscellaneous And Unusual Weapons ...............22
RANGED WEAPONS ............................................26
General Information .........................................26
Blown Weapons ...............................................26
Bows ..............................................................27
Fantasy Ranged Weapons Table ................28
Crossbows ......................................................31
Slings .............................................................33
Thrown Weapons .............................................33
MAKING WEAPONS .............................................36
Advanced Weapon Creation Rules & Guidelines .41USING WEAPONS ................................................45
Choosing The Right Weapon .............................45
Special Maneuvers For Weapons ......................47
Weapon And Shield Breakage ...........................47
HISTORICAL FIREARMS ...................................48Early Gunpowder Weapons ...............................48
Historical Firearms — Early Firearms ........50
Nineteenth Century Firearms ............................51
Nineteenth-Century Single-ActionRevolvers ...............................................52
Nineteenth-Century Double-ActionRevolvers ...............................................54
Nineteenth-Century Derringers ..................54
Nineteenth-Century Rifles ..........................55
Nineteenth-Century Heavy Weapons ..........56
Pulp-Era Firearms ............................................61Pulp Era Revolvers .....................................62
Pulp Era Semi-Automatic Pistols ................62
Pulp Era Submachine Guns ........................64
Pulp Era Rifles ............................................65
Pulp Era Machine Guns ..............................66
Pulp Era Grenades ......................................66
MODERN WEAPONS ........................................68
MODERN FIREARMS ...........................................68
Firearms Basics ...............................................68
The Modern Ranged Weapons Tables ...............70
Modern Revolvers ......................................71
Modern Semi-Automatic Pistols .................72
Modern Submachine Guns .........................74
Modern Rifles .............................................76
Modern Machine Guns ...............................77
Modern Assault Rifles ................................78
Modern Grenades .......................................79
Modern Shotguns .......................................80
Modern Heavy Weapons .............................82
AMMUNITION ............................. ................. .......87
Standard Firearms Ammunition ........................87
Standard Ammunition Damage Table ........88
Ammunition Summary Table ......................96
Shotgun Ammunition .......................................97
Shotgun Ammunition Summary Chart ......101
FIREARMS ACCESSORIES ..................................102
Standard Firearm Accessories ........................102
Shotgun Accessories ......................................106
Standard Firearm Accessories .................107
Shotgun Accessories ................................108
FIREARMS MODIFICATIONS & CUSTOMIZATION ..109
DISGUISED/CONCEALED WEAPONS & GADGETS 112
MODERN HAND-TO-HAND WEAPONS ............... .114
HAND-TO-HAND COMBAT WEAPONS.................114
Modern Day Hand-To-Hand WeaponsTable ...................................................115
SUPERHEROIC WEAPONS ..............................116
WEIRD SCIENCE WEAPONS ...............................116
Types Of Weird Technology ............................116
Principles Of Weird Tech ................................116
Using Weird Science In The Game ..................117Ray Weapons ................................................118
Other Weapons ..............................................121
SUPERHERO WEAPONS ................ ................. ....124
Blasters ........................................................124
Gas Weapons ................................................136
Melee Weapons .............................................139
Mind-Affecting Weapons ................................146
Muscle-Powered Ranged Weapons ................ .150
Restraining Weapons .....................................160
Theme Weaponry ..........................................166
Miscellaneous Weapons .................................169
SCIENCE FICTION WEAPONS .........................189
MELEE WEAPONS .............................................189
Science Fiction Hand-To-Hand WeaponsTable ...................................................190
RANGED WEAPONS ..........................................191
Science Fiction Pistols And Rifles ....................192
Science Fiction Pistols .............................193
Science Fiction Rifles ...............................194
Science Fiction Heavy & MiscellaneousWeapons ..............................................194
Other Science Fiction Weapons ......................196
MISCELLANEOUS WEAPONS .........................199
EXPLOSIVES .....................................................199
Incendiaries ...................................................201
Explosives And Incendiaries ................. ....203
POISONS ..........................................................204
Using Poison .................................................204
Example Fictional Poisons ..............................206
Example Real-World Poisons ..........................207
Tailoring Poisons ...........................................210RESTRAINING AND NON-LETHAL WEAPONS .......211
WEAPONS OF MASS DESTRUCTION ..............214
CHEMICAL AND BIOLOGICAL WEAPONS.............214
Biological Weapons ........................................214
Chemical Weapons ........................................216
NUCLEAR WEAPONS .........................................219
How Nuclear Bombs Work ..............................219
The Effects Of A Nuclear Explosion .................219
CHAPTER TWODEFENSIVE TECHNOLOGY
FANTASY ARMOR ..........................................226 Armor Table ..............................................227
TYPES OF ARMOR.............................................228
Explanation Of Armor Table ............................228
Sectional Armor .............................................229
USING ARMOR ..................................................234
Balancing Armor Use .....................................234
Wearing Multiple Armors ................................236
Armor Breakage ............................................236
Shield Table ..............................................236
SHIELDS ...........................................................237
MARTIAL ARTS ARMOR .....................................238
Martial Arts Armor Table ..........................239
MODERN DEFENSIVE EQUIPMENT .................240
BODY ARMOR ...................................................240
Modern Body Armor .................................242
COMBAT WEAR ................................................243
Headgear ......................................................243
Holsters ........................................................2
Tactical Vests And Clothing ............................24
SUPERHERO DEFENSIVE EQUIPMENT ...........246
WEIRD SCIENCE DEFENSIVE GADGETS ..............24
SUPERHERO DEFENSIVE GADGETS ................. ...24
POWERED ARMOR ............................................2
Powered Armor Basics ...................................24
Helmet Systems .............................................25
Chestplate Systems .......................................25
Gauntlet Systems ...........................................26
Boot Systems ................................................2External Modules ...........................................2
OTHER DEFENSIVE GADGETS ............................26
Concealment And Stealth Devices ................ ...26
Force-Field Gadgets .......................................26
Helmets ........................................................2
Miscellaneous Defensive Gadgets ...................27
SCIENCE FICTION DEFENSIVE EQUIPMENT....278Defensive Drugs ............................................2
CHAPTER THREEMOVEMENT EQUIPMENT
SUPERHEROIC MOVEMENT EQUIPMENT .......284
WEIRD SCIENCE MOVEMENT GADGETS ............. 28
SUPERHERO MOVEMENT GADGETS ................ ...28
CHAPTER FOURSENSORY & COMMUNICATIONS
EQUIPMENTMODERN SENSORS & COMMUNICATIONS ....300
COMMUNICATIONS GEAR ................. ................ .30
SENSORY DEVICES ...........................................3
Sight Enhancement Gear ...............................30
Bugs And Bug Detectors ...............................30
Miscellaneous Sensory Devices .....................30
SUPERHERO SENSORS & COMMUNICATIONS 308
WEIRD SCIENCE SENSORY AND
COMMUNICATIONS GADGETS ......................30
Communications Gadgets ..............................30
Sensory Gadgets ..........................................3
SUPERHERO SENSORY & COMMUNICATIONS
EQUIPMENT .................................................3 Communications Gadgets ..............................31
Sensory Gadgets ..........................................3
SCIENCE FICTION COMMUNICATIONS AND
SENSORS .................................................319
COMMUNICATIONS EQUIPMENT ............... ......... 31
SENSORY EQUIPMENT ......................................32
Personal Sensor Unit .....................................32
CHAPTER FIVEMISCELLANEOUS EQUIPMENT
MEDICAL EQUIPMENT ...................................326
MODERN MEDICAL EQUIPMENT ........................32
Drugs ...........................................................3
Other Medical Equipment ..............................32
SCIENCE FICTION MEDICAL EQUIPMENT ............ 32PSIONIC EQUIPMENT .....................................329
SURVIVAL & ENVIRONMENTAL EQUIPMENT ..331
MODERN SURVIVAL AND ENVIRONMENTAL
EQUIPMENT ................................................3
SCIENCE FICTION SURVIVAL & ENVIRONMENTAL
EQUIPMENT .................................................3
TOOLS ...........................................................336
SKILL KITS .......................................................3
SCIENCE FICTION TOOLS ..................................34
Power Devices ..............................................3
APPENDIX BIBLIOGRAPHY ..............................................346
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4 n Introduction Hero System 6th Edition
INTRODUCTION
Regardless o their powers, spells, or Skills,characters ofen have to have just theright tool to get a job done... and this isthe book where you’ll find just what they
need!Te HERO System Equipment Guide contains
hundreds o pre-generated weapons, deensivedevices, sensors, communication devices, move-
ment devices, and other gadgets or use in yourHERO System games. It includes only personalequipment — the sorts o weapons and devicescharacters might carry themselves on their adven-tures. It doesn’t have any vehicles, siege engines,robots, or similar devices; other HERO System books cover those.
Each chapter o Te HERO System EquipmentGuide eatures a specific category o equipment:
n weapons
n deensive equipment
n movement devices
n sensory and communications equipment
n miscellaneous equipment
Within each chapter, the equipment is orga-nized by genre/time period:
n Fantasy, covering the sort o equipment typi-cally ound in Fantasy-era games (i.e., thatound in the ancient through medieval/Renais-sance periods o human history, or approxi-mating such technology).
n Modern, covering the sort o equipment oundin games set during the late twentieth and early
twenty-first centuries. (Chapter One has arelated section on Historical Firearms.)
n Superheroic, covering the super-technologyound in Comic Book Superhero stories andthe like. Tis section also covers the “WeirdScience” technology ound in Pulp-eracampaigns (which can easily be converted into“Steampunk” gadgets suitable or Victorian-era games with a antastic twist). Additionally,many o the Superheroic devices are appro-priate or high-technology Science Fictioncampaigns (such as most Space Opera games).
ABBREVIATIONS
This book uses the
following abbreviations
to refer to other HERO
System books:
6E1: The HERO System
6 th
Edition, Volume I:Character Creation
6E2: The HERO System
6 th Edition, Volume II:
Combat And Adventuring
APG: The HERO System
Advanced Player’s Guide
HSB: The HERO System
Bestiary
HSG: The HERO System
Grimoire
HSMA: HERO SystemMartial Arts
HSS: HERO System
Skills
n Science Fiction, covering the sort o equipmentound in games set in the ar or near uture.In many cases this section o each chapter is alittle shorter than the others, since the Super-heroic equipment can also be used in ScienceFiction games (perhaps with a ew changes toappearance or special effect).
O course, not every chapter covers each genre/
time period equally. Every genre has plenty oweapons, but movement and sensory devicesare nonexistent or rare in Fantasy settings, orexample.
USING THIS BOOK
Te “HSEG” has two primary purposes. First,it’s a time-saver. I you have to generate a characterquickly, or you don’t want to take the time andeffort needed to create all o a character’s gadgetsrom scratch, Te HERO System Equipment Guide provides you with the shortcut you need. Just opento the appropriate section, select the sort o gadgetyou want, tweak it to taste, and in seconds you’ve
got a new device or your character.Second, it’s an idea generator. I you’re at a loss
or what type o character to play, you can flip thebook open at random and see i anything on thatpage catches your attention. I you already have ageneral idea o the type o gadget-based characteryou want to create, some o the more unusualgizmos may inspire you to take the character innew and intriguing directions.
Although many o the gadgets come with a listo options, don’t eel constrained by what the booksays. You can easily alter a gadget to suit the char-acter you have in mind, and in most cases substi-
tute one special effect or another with only slightalterations. And or many gadgets, increasing ordecreasing the number o Active Points alwaysremains an option.
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POWER FRAMEWORKS
Te HERO System Equipment Guide is particu-larly helpul or characters trying to constructPower Frameworks involving gadgetry (or whoare using the Resource Points rules rom the APGto define how much gear they have). Between the various gadgets and their options, a character canchoose a suite o, say, weapons or utility gadgetswith just a ew minutes’ work. Where possible
and advisable, gadgets are built in the 40-75 pointrange, to make it easy to create Multipowerswithout having to alter point totals too much.
Players with characters who have Gadget Pool VPPs may find this book particularly helpul.Rather than having to build a new gadget usingthe HERO System rules every time, they cansimply choose the device they want out o TeHERO System Equipment Guide and proceedwithout interrupting the game.
WHAT THIS BOOK IS NOT
Having noted what this book is, it’s also impor-tant to note what it is not, and what it doesn’t
contain.First, it’s not a book o rules about gadgets,or or building gadgets. Occasionally new rulesare necessary to explain how a particular deviceworks, but that’s all. Te HERO System EquipmentGuide is a collection o pre-built gadgets — aresource book rather than a rules supplement.
Second, it doesn’t include any mystic artiactsor enchanted items. Tat’s a subject worthy o abook in itsel. However, you can easily changethe special effect o a gadget to make it mysticalinstead o technological; or example, the PowerStaff (page 180) could be a mystic talisman.
Tird, it doesn’t have any vehicles. See HERO
System Vehicles or all the vehicles and vehicle-related rules you need.
Fourth, it doesn’t have any bases or devicesor bases. See Te Ultimate Base or all the Base-related rules and equipment you need.
Fifh, it doesn’t include any “doomsdaydevices” or like items. Many other Hero prod-ucts, including Champions and VIPER, cover thatsubject adequately.
Sixth, it doesn’t eature any robots, computers,or like devices (though a ew o the gadgets arebuilt as Automatons or Computers because that’sthe best way to simulate a particular specialeffect).
Seventh, it’s not a blank permission slip to useany o these gadgets in your game. Some o thedevices listed in the book are powerul, with highActive Point costs, and may not be appropriate orevery campaign. Te GM should approve the useo any gadgets rom this book.
Eighth, and most importantly, Te HEROSystem Equipment Guide is not a straitjacket. Youcan ofen build a particular gadget two or moreways using the HERO System rules, so don’t let theact that this book chooses a particular methoddeter you rom doing something else i you preer.Rarely, i ever, is there an “official” way to build
any given device using the HERO System. Te
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options provided or each gadget ofen describealternate ways o creating it to help spur yourimagination.
THE GADGET TEMPLATE
For ease o use this book describes manySuperheroic weapons and gadgets with a standardtemplate. (Fantasy and Modern weapons andgadgets, being historical and/or not requiringlots o options, are more ofen summarized intables, with additional explanatory text as needed;Science Fiction weapons and gadgets may bedescribed either way, depending on what’s mostlogical.) Te inormation provided applies onlyto the standard gadget; the options may havedifferent areas o effect, ranges, END costs, and soorth.
Name indicates the name o the gadget. Youcan, o course, rename it to suit your own char-acter i you preer.
Effect lists the basic game effect o the gadgetin simple terms: Blast 8d6, Double Knockback;Desolidification; elekinesis (30 SR). Tis tells
you quickly what a gadget can do so you don’thave to delve into the ull game write-up.arget describes who or what the gadget affects.
A weapon usually indicates “One character” or thearea covered due to the Area O Effect Advantage.(O course, sometimes even a “one character”attack can be Spread, or used with a MultipleAttack to affect more than one target; a gadget’sshorthand description doesn’t override the rules.)“Sel” indicates the gadget only works on thecharacter using it (though it may still “affect”other characters; or example, other characters canperceive the effects o Shape Shif, even though it’sa “Sel” gadget.)
Duration lists the duration o the gadget’seffect, typically Instant, Constant, or Persistent(see 6E1 127). “Uncontrolled” indicates the gadgethas that Advantage.
Range lists the range or the gadget. Rangedgadgets usually have a range in meters (BasePoints x 10m in most cases), but may have “LOS”(Line O Sight) or RBS (Range Based On SR)range. “No Range” indicates the gadget has NoRange; “Sel” that the gadget only affects thecharacter using it; “ouch” that the gadget involveshaving to touch another character (which usuallyrequires an Attack Roll).
Charges or END Cost lists the gadget’s Charges,or its Endurance cost i it uses END.
Breakability lists the object’s PD and ED.Tey’re usually equal, but the GM can vary thetwo deenses i that seems appropriate. I thedevice is unbreakable, that’s stated here.
Description provides a (usually brie) textualdescription o the gadget. Tis section notes anyspecial rules or rules applications relevant to thegadget.
Game Inormation is a ull write-up o thegadget in game terms, including Active Point andReal Point costs. (I only one point total is listed,that means the Active and Real Point costs are the
same.)Lastly, many gadgets have Options listed below
the game inormation. Tese describe variousstandard ways to alter the gadget to create aslightly different ability. Optional gadgets ofenhave their own names related to the standardgadget’s name. ypical options include “Strong”and “Weak” versions (built on more or ewerActive Points, or otherwise better or worse thannormal); “Realistic” versions (designed to mimic“reality” more closely); “Experimental” versions(which have an Activation Roll or other Limita-tions reflecting the act that they’re prototypes,don’t always work properly, or the like); and
versions with more or ewer Charges.
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CHAPTER ONE
WEAPONS
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8 n Weapons Hero System 6th Edition
FANTASY
WEAPONS
This section o Chapter One covers thesort o weapons most commonly ound inFantasy campaigns, historical campaignsset in ancient and medieval times, and by
extension most Martial Arts campaigns. (And ocourse, such weapons may appear in campaignsset in just about any time, place, or genre; CyberHero “street samurai” may wield katanas, and
Science Fiction adventurers like John Carter areofen quite skilled with melee weapons.) It coverseverything rom the classics — swords, axes,spears — to some o the much odder weaponsdeveloped in the Orient and elsewhere.
Te accompanying weapons tables — oneor HH Combat weapons and one or RangedCombat weapons — provide HERO System statis-tics, write-ups, and notes or these weapons. Tetext below provides additional inormation aboutspecific weapons or types o weapons.
o see which weapons require which WeaponFamiliarities, reer to the Weapon Familiarityable on 6E1 94 or APG 43.
HAND-TO-HAND WEAPONSMost melee weapons are well-known to the
average gamer and require no explanation. Tetext below provides inormation on some othe more obscure or unusual ones, as well asother useul data. Readers interested in learningmore should consult some o the books in theBibliography.
AxesAxes consist o a wooden handle with a heavy
chopping blade at one end. Compared to a swordan axe has more ability to cut through armor, butit’s less controllable, precise, and versatile. Someare single-bit (they just have one cutting edge);others are double-bit (with a blade on both sideso the haf, giving the weapon a little more tacticalflexibility but making it heavier [add +1 to SRMinimum]); some are single-bit but have a spikeopposite the blade (same rules as or double-bitaxes, or a character could buy the axe as a Multi-power and consider the spike a lower-poweredHKA with Armor Piercing). Characters can wield
most o them effectively in one hand, though the
battle axe works better in two hands, and the greataxe requires two. Te rancisca and hand axe areboth weighted or throwing.
Some specific types o axes include:
Axe, Chinese: Tis weapon has a medium-lengthhandle and a single broad blade; it’s chiefly used bysouthern Chinese Kung Fu fighters.
Francisca: Te rancisca was developed in theearly Middle Ages by the Franks (hence the
name). It has a long, thick, narrow head thatwidens slightly at the blade, making it balanced orthrowing as well as suitable or HH Combat. Inbattle the Franks were known or throwing theirranciscas as they charged to break enemy shieldsand disrupt the enemy lines, then fighting in HHCombat with their swords.
Chain And Rope WeaponsChain and rope weapons are most common in
Asia, but some types (e.g., the flail in its various
orms) are ound in many cultures. Tey consisto a length o chain or rope to which are attached various weights, blades, and handles.
Chain Sword: Tis weapon, called lien tzu jen inChinese, consisted o two sword-like blades aboutas long as a human orearm connected by 1-2’o chain. Sometimes the blades can be detachedor throwing (this would be bought by turningthe weapon into a Multipower: one slot or theconnected blades, one with two RecoverableCharges o RKA that Lockout the HKA).
Flail: A flail has three parts: a metal or wooden
haf, two or more chains attached to one end othe haf; and metal balls or weights attached to theend o the chains. Te differences between varioustypes o flails depend mainly on the number andlength o the chains and what’s attached to them.One well-known type, the morningstar, has asingle chain with a large, spiked metal ball on theend.
Te benefit to flails is not only that the chain-and-weight arrangement allows the wielder toobtain extra momentum and power or strikes,but that the chain can arc around a shield to hitthe target behind it. o use this Flail Maneuver, the wielder takes a -1 penalty to his OCV, but may
then ignore the target’s DCV bonus rom a shield
1
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Hero System Equipment Guide n Chapter One
(the target still gets the benefits o any CombatSkill Levels he has assigned to DCV). Te OCVpenalty effectively makes the Flail Maneuverpointless against a small shield (which onlyprovides +1 DCV), but the maneuver becomesquite effective against larger shields.
Te ability to perorm the Flail maneuver isbought as a naked Advantage: Indirect (+¼) orthe Active Points in the flail, with the LimitationsOAF (-1), Required Hands (varies), Real Weapon(-¼), and Side Effects (-1 OCV, always occurs;-½).
Flying Claw: Similar to the Rope Dart (seebelow), this weapon is a large, clawed metal handon the end o an up to 25’ long rope. Te userwhirls the hand around and slashes people withit; sometimes the claws are poisoned. Te Chinesecall it a ei chua. You can also use this weapon’sstatistics or: the Dragon’s Beard Hook (don shu gao), which resembles a U with a serrated, barbedouter edge; the Iron Lotus (tai lien ar ), whichresembles a bladed lotus flower; and the RopeHook ( gin tao sou), a large, barbed hook.
Flying Guillotine: Tis peculiar ibetan weaponconsists o a metal hoop (or sometimes a hat-like object) with a very sharp inner edge, or aninner edge lined with razor-sharp blades; thehoop attaches to a rope. It’s an effective ambushweapon; i the attacker can get above an unsus-pecting target, he can drop the Guillotine overthe target’s head and yank. (Alternately, whenthe guillotine’s thrown over an opponent’s head,the blades snap shut, neatly severing the neck.)Some orms o the weapon have a sort o meshbasket attached so the severed head may be easily
gathered. It’s somewhat less effective in activecombat; the weapon only does damage i it hits anextremity (head, hand, arm, leg, or oot; this is a-½ Limitation). Te attacker can roll Hit Locationsnormally (with attacks to Locations 9-14 simplyailing to do damage); or he can choose to aim orspecific locations, taking the OCV penalties oraiming. In campaigns that don’t use Hit Locations,a character using a flying guillotine must alwaystake a -6 OCV penalty when using the weapon.
In game terms, a flying guillotine attack seversthe neck i it does BODY damage greater thantwice the character’s total BODY in a single strike.For an Average Person (6E1 438), this requires atotal o 17 BODY, or the average Player Char-acter this requires 21 or more BODY. Since thecharacter suffers the standard -8 OCV penaltyor targeting the Head, he gets the usual damagebonus i he hits. Te GM may wish to simplydeclare that aceless minions all victim to thisweapon instantly, with no die rolling needed.
HKA 2d6, Reduced Endurance (0 END; +½)(45 Active Points); OAF (-1), Must Be Aimed AtExtremities (see text; -½), No SR Bonus (-½),Side Effect (always -1 OCV to use weapon; -½),SR Minimum (10; -½), Real Weapon (-¼) (totalcost: 10 points) plus Reach +6m (6 Active Points;total cost 6 points). otal cost: 16 points.
Kusari: A flexible weapon consisting o a chainabout 12’ long with a weight on one end and ametal ring on the other. It can be thrown at atarget to do him harm or to grab him (e.g., grabhis legs to trip him, or wrap around his arms tobind him).
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10 n Weapons Hero System 6th Edition
FANTASY HAND-TO-HAND WEAPONS TABLE
Weapon OCV Damage STUNxSTRMin BODY Def Mass
A/RCost Length Origin Notes
Axes
Axe, Battle +0 2d6 +0 13 6 4 1.6 46/16 M Various 1½H
Axe, Chinese +0 1d6 +0 11 5 4 1.2 27/10 M China RBS
Axe, Francisca +0 1½d6 +0 12 5 4 1.2 45/17 M Europe RBS Axe, Great +0 2d6+1 +0 16 8 4 2.1 53/16 M Various 2H
Axe, Hand
(Hatchet)
+0 1d6 +0 6 3 4 0.6 26/10 S Various RBS
Axe, Small +0 1d6+1 +0 8 4 4 0.9 31/13 M Various
Chain And Rope Weapons
Chain Sword +0 1d6 +0 10 4 5 1.6 23/9 M-L China
Flail +0 1d6 +0 9 4 4 2.0 28/11 M Various Flail
Flail, Battle +0 2d6 +0 18 5 4 2.2 57/17 M Various 2H, Flail
Flail, Bladed +0 1d6+1 +0 13 4 4 2.0 38/14 M Various Flail
Flail, Large +0 1½d6 +0 16 5 4 2.3 47/16 M Various Flail
Flail, Military -1 1½d6 +0 15 4 4 2.0 47/14 M Various 1½H, Flail
Flail, War# +0 1d6 +1 13 4 4 2.6 33/12 M Various Flail
Flail, War, Large# +0 1d6+1 +1 18 4 4 3.0 45/16 M Various Flail
Flying Claw +0 1d6 +0 10 4 2 1.8 29/15 Text China +7m Reach
Flying Guillotine -1 2d6 +0 10 4 2 1.9 51/16 Text China 2H, +6m Reach,
Must be Aimed at
Extremity
Kusari +0 3d6 N — 9 4 4 1.4 25/9 EL Japan 2H
Kusarigama or
Kyogetsu Shoge
4 5 2.0 Text EL Japan 2H, Ninja
Weapon; see
Kusari, Kama
Manriki-Gusari orKusari-fundo
+0 3d6 N — 8 4 5 1.6 27/8 M Japan RBS, NinjaWeapon
Morningstar +0 1½d6 +0 15 4 4 1.8 47/16 M Various Flail
Rante 4 5 1.5 Text L Indonesia
Using Chain +0 3d6 N — 5
Using Blade +0 ½d6 +0 5
Rope Dart +0 ½d6 +0 8 3 2 1.6 22/13 Text China +7m Reach
Soft Hammer +0 1½d6 +0 12 4 4 1.8 47/16 M China Flail
Clubs
Baton/Shillelagh +0 3d6 N — 8 4 3 1.2 23/9 M Europe
Chakar +0 6d6 N — 20 7 3 5.0 46/12 M India 2H
Club +0 4d6 N — 10 5 3 1.5 31/11 M Various
Club, Great +0 6d6 N — 15 7 3 2.0 46/13 M Various 2H
Club, War +0 5d6 N — 12 6 3 1.8 38/12 M Various 1½H
Gada +0 5d6 N — 13 6 3 4.0 38/12 M India 2H
Hanbo +0 3d6 N — 6 4 3 1.2 23/9 M Japan
Jo +0 3d6 N — 7 4 3 1.6 23/9 M Japan
Lathi +0 3d6 N — 8 4 3 1.5 24/10 L India
Makila +0 1d6 +0 8 4 3 1.5 23/9 M Europe Use Club Weapon
for stick blows
Stick +0 2d6 N — 5 3 3 0.9 15/5 S Various
1
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Hero System Equipment Guide n Chapter One 1
Weapon OCV Damage STUNxSTRMin BODY Def Mass
A/RCost Length Origin Notes
Fist-Loads (Do Not Require Weapon Familiarity)
Ashiko +0 ½d6 +0 5 3 4 0.5 17/7 S Japan +1 to Climbing
Roll, Ninja
Weapon
Brass Knuckles +0 2d6 N — 3 3 4 0.5 33/10 S Various HP
Cestus +0 +1 point +0 — 2 2 0.3 19/5 S Greece See text
Fist-Load +0 2d6 N — 3 2 2 0.2 15/6 S Various
Nekote +0 1 point +0 3 1 2 0.2 7/3 S Japan Ninja Weapon
Ring Needle +0 ½d6 +0 4 2 2 0.2 17/7 S China RBS
Shuko +0 1d6-1 +0 5 3 4 0.5 20/8 S Japan +1 to Climbing
Roll, Ninja
Weapon
Hammers And Maces
Hammer, Copper +0 4d6 N — 10 5 5 1.5 30/10 S China
Hammer, Small# +0 1d6-1 +1 8 4 4 1.0 22/9 M Various
Hammer, War# -1 1d6+1 +1 13 5 4 2.0 36/11 M Various 1½H
Hammer# +0 1d6 +1 10 5 4 1.3 27/10 M Various
Mace +0 1d6+1 +0 10 5 5 1.5 31/12 M Various
Mace, Great +0 2d6 +0 15 6 5 2.0 46/14 M Various 2H
Mace, Hand Mace +0 1d6 +0 11 4 5 1.3 23/9 M China
Mace, Small +0 1d6 +0 8 4 5 1.3 23/10 M Various
Maul# +0 1½d6 +1 18 5 5 2.5 45/13 M Various 2H
Picks
Kama +0 1d6 +0 11 4 4 1.3 27/10 M Japan RBS, Karate
Weapon
Pick# +0 1d6 AP +0 11 4 5 1.3 27/10 M Various
Pick, Great# +0 1½d6 AP +0 14 6 5 1.5 45/13 M Various 2H
Pick, Military# +0 1d6+1 AP +0 13 5 5 1.4 36/13 M Various 1½HPick, Small# +0 1d6-1 AP +0 8 4 5 1.0 22/9 M Various
Spears And Polearms
Arbir +0 1d6 +0 10 4 3 1.0 24/9 L Indonesia 2H
Awl Pike# -1 1d6+1 AP +0 14 5 3 2.0 39/12 EL Europe 2H, Set
Chai-Dao +0 1d6+1 +0 12 6 3 2.1 32/11 L China 2H
Chiang +0 1d6+1 +0 12 5 3 2.0 32/11 L China 2H
Ghi +0 1d6+1 +0 13 6 3 2.1 38/14 L China 2H, +2 OCV w
Bind, Block,
Disarm
Glaive +0 2d6+1 +0 16 6 3 2.1 55/17 L Europe 2H, Set
Guisarme -1 2d6 +0 16 6 3 2.1 48/13 L Europe 2H, Set, UnhorHalberd +0 2d6+1 +0 17 6 4 2.3 55/17 L Europe 2H, Set, Unhor
Javelin +0 1d6+1 +0 10 4 3 0.8 38/15 L Various RBS
Military Fork +0 1½d6 RP +0 13 5 3 1.8 40/12 L Europe 2H, Set
Naginata +0 1½d6 +0 13 6 3 2.1 39/13 L Japan 2H
Nine-Dragon
Trident
+0 1d6+1 +0 13 6 4 2.3 38/14 L China 2H, +2 OCV w
Bind, Block,
Disarm
Partisan +0 1d6+1 +0 9 5 3 2.0 33/11 L Europe 2H, Set
Pike -1 2d6+1 +0 15 6 3 2.2 56/16 EL Europe 2H, Set
Pole Axe -1 2d6 +0 13 5 4 2.2 48/14 L Europe 2H
Ranseur -1 2d6 +0 13 5 3 2.0 48/14 L Europe 2H, Set
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12 n Weapons Hero System 6th Edition
Weapon OCV Damage STUNxSTRMin BODY Def Mass
A/RCost Length Origin Notes
Spear, Long -1 2d6 +0 14 6 3 2.2 49/14 EL Various 2H, Set
Spear, Medium +0 1½d6 +0 12 5 3 2.0 47/18 L Various Set, RBS
Spear, Short +0 1d6+1 +0 10 4 3 1.7 38/15 L Various Set, RBS
Sword-Spear +0 1d6 +0 12 3 3 1.6 27/10 M China RBS
Tai-Dao/Kwan Dao +0 1½d6 +0 18 6 3 2.1 39/12 L China 2H
Tiger Fork +0 1½d6 +0 13 6 3 2.1 39/13 L China 2HTrident -1 2d6 RP +0 13 5 4 1.5 55/17 L Various RBS
Voulge -1 2d6+1 +0 15 4 3 1.0 55/15 L Europe 2H, Set, Unhorse
Yari +0 1½d6 +0 13 5 3 2.0 46/15 L Japan 2H, RBS
Yari (Kamayari) +0 1½d6 +0 14 5 3 2.1 52/18 L Japan 2H, RBS, +2 OCV
w/Bind, Block,
Disarm
Staffs
Bo (Staff) +1 4d6 N — 10 4 3 1.0 33/10 L Japan 2H, Karate
Weapon
Tetsubo +1 6d6 N — 14 7 4 5.0 47/13 L Japan 2H
Wolf’s Teeth Staff +0 1½d6 +0 13 4 4 1.6 39/13 L China 2H
Quarterstaff +1 4d6 N — 10 4 3 1.0 33/10 L Europe 2H
Swords And Knives
Bokken +0 5d6 N — 10 4 3 1.3 38/14 M Japan 1½H
Bundi +0 1d6 +0 10 5 5 1.0 24/9 M India +1 OCV w/ Block
Butterfly Sword +0 1d6+1 +0 9 5 5 1.1 31/12 M China
Cinquedea, Long +0 1d6+1 +0 13 5 5 1.3 31/12 M Europe
Cinquedea, Short +0 1d6 +0 11 5 5 1.2 23/9 M Europe
Cutlass +0 1d6 +0 10 5 5 1.2 41/13 M Europe
Cymbal +0 1d6 +0 10 3 5 0.8 26/10 S China RBS
Dagger/Dirk +0 1d6-1 +0 6 3 5 0.8 21/8 S Various RBS
Darn Do +0 1d6+1 +0 12 5 5 1.2 31/12 M China
Epee +0 2d6 N — 7 3 5 0.9 16/6 M Europe
Falchion +1 1d6+1 +0 14 4 5 1.5 33/12 M Europe
Foil +0 1d6 N — 5 3 5 0.8 8/3 M Europe
Hook Sword +0 1d6+1 +0 13 5 5 1.3 55/19 M China +2 OCV w/Bind,
Block, Disarm,
Takeaway; HP
Jien +0 1d6 +0 10 5 5 1.1 23/9 M China
Katana +1 1½d6 +0 12 5 5 1.4 40/14 M Japan 1½H
Knife +0 ½d6 +0 4 2 5 0.4 17/7 M Various RBS
Knuck-Knife +0 ½d6 +0 7 4 5 0.9 33/10 S USA HP
Ko-Gatana +0 ½d6 +0 5 2 5 0.2 15/6 S Japan
Kris (knife) +0 ½d6 +0 7 3 5 0.8 15/6 S Indonesia
Kris (normal) +0 1d6 +0 10 5 5 1.0 23/9 M Indonesia
Kris (sword) +0 1d6+1 +0 12 5 5 1.2 31/12 M Indonesia
Kukri +0 1d6-1 +0 6 3 5 0.8 21/8 S India RBS
Main-Gauche +0 1d6-1 +0 7 3 5 0.8 22/9 S Europe +2 OCV with
Block/Bind/
Disarm
Navaja +0 ½d6 +0 5 2 3 0.4 15/6 S Europe
Nine-Ring Sword +0 1d6+1 +0 12 5 5 1.2 37/15 M China +1 OCV
with Disarm,
Takeaway
1
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Hero System Equipment Guide n Chapter One 1
Weapon OCV Damage STUNxSTRMin BODY Def Mass
A/RCost Length Origin Notes
Ninja-To +0 1½d6 +0 12 5 5 1.3 Text M Japan RBS, 1½H; Nin
Weapon, see t
No-Daichi +0 2d6 +0 17 7 5 3.5 47/14 L Japan 2H
Parang +0 1d6+1 +0 10 5 5 1.2 31/12 M Indonesia
Pedang +0 1d6 +0 10 5 5 1.1 23/9 M Indonesia
Puñal +0 1 point +0 5 2 3 0.1 7/3 S Europe
Rapier +1 1d6 +0 10 5 5 1.0 23/9 M Europe
Razor, Straight
Large +0 1d6 -1 7 2 3 0.1 22/7 S Various Reduced
Penetration
Small +0 ½d6 -1 5 2 3 0.05 15/5 S Various Reduced
Penetration
Sabre +0 1d6 +0 10 5 5 1.2 23/9 M Europe
Schlaeger +0 1d6 +0 10 5 5 1.2 23/9 M Europe
Scimitar/Tulwar +0 1d6+1 +0 11 5 5 1.1 31/12 M Arabia/
India
Shinai +0 2d6 N — 5 3 3 1.0 16/6 M Japan 1½H
Spread-The-Water
Knife
+0 1d6 +0 10 4 5 1.4 23/9 M China
Stiletto# +0 ½d6 AP +0 5 3 5 0.7 20/8 S Europe RBS
Sword, Bastard +0 1½d6 +0 13 6 5 1.7 38/13 M Various 1½H
Sword, Broad/
Long
+0 1d6+1 +0 12 5 5 1.2 31/12 M Var
Sword, Great +1 2d6 +0 17 7 5 3.5 48/15 M Various 2H
Sword, Short +0 1d6 +0 10 5 5 1.1 23/9 M Var
Sword, Small +0 1d6-1 +0 8 3 5 0.9 19/8 M Europe
Tanto +0 ½d6 +0 5 3 5 0.8 21/12 S Japan RBS
Tetsu-To +0 2½d6 +0 20 7 5 6.0 61/17 M Japan 1½H
Tjaluk +0 ½d6 +0 8 3 5 0.9 15/6 S Indonesia
Urumi +0 1d6 +0 12 5 5 1.3 31/12 M India May be up to A
(4 shots), see t
Wakizashi +0 1d6 +0 8 5 5 1.1 23/9 M Japan RBS
Yoroi-Toshi# +0 1d6-1 AP +0 10 3 5 0.7 21/8 S Japan
Miscellaneous And Unusual Melee Weapons
Arit +0 1d6 +0 8 3 4 1.0 23/10 M Indonesia
Bunot-Page +0 1 pip — 8 2 2 0.5 52/11 S Philippines Poisoned (see
text)
Chain Whip +0 1d6 +0 7 4 5 1.6 24/11 L China
Dropped Marbles — — — — 2 5 0.6 18/5 — Japan NWF, RBS, 2RC, see text
Fang +0 ½d6 +0 8 4 5 1.9 15/6 S China
Fo +0 2d6 N +0 5 1 5 0.3 16/6 M Europe
Garrotte
Strangling +0 3d6 N — 5 1 1 0.01 37/8 S Various 2H, Must
Follow Grab,
see text
Wire +0 ½d6 +0 5 1 2 0.02 22/5 S Various 2H, Must
Follow Grab,
see text
Kanzashi +0 ½d6 -1 5 1 2 0.04 15/5 S Japan Ninja Weapon
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14 n Weapons Hero System 6th Edition
Weapon OCV Damage STUNxSTRMin BODY Def Mass A/R Cost Length Origin Notes
Kiseru +0 2d6 N — 5 3 5 0.8 15/5 S China
Lajatang +0 1d6+1 +0 12 3 3 1.0 31/12 M Indonesia
Lance, Light +0 1d6+1 +0 10 † 6 3 4.0 34/11 EL Europe Only On
Horseback
Lance, Medium +0 1½d6 +0 13 † 7 3 6.0 41/13 EL Europe Only On
Horseback
Lance, Heavy +0 2d6 +0 15 † 9 3 8.0 49/14 EL Europe Only On
Horseback
Mourn Staff +0 1½d6 +0 14 4 4 1.2 31/11 M China
Nunchaku +0 3d6 N — 7 3 3 0.8 23/9 M Japan Karate Weapon
Pendjepit +0 ½d6 +0 10 2 5 0.5 18/6 S Indonesia +1 with Grab,
Grab Weapon,
Takeaway
Petjat +0 ½d6 +0 10 2 2 0.3 23/9 L Indonesia
Rings +0 2d6 N — 7 3 5 1.0 18/6 S China RBS
Sai
Cinematic +0 ½d6 +0 8 3 5 1.1 23/10 S Japan RBS, +2 OCV
w/Bind, Block,Disarm
Normal +0 3d6 N — 8 3 5 1.1 32/12 S Japan RBS, +2 OCV
w/Bind, Block,
Disarm
Shinobi-Zue +0 4d6 N — 6 4 3 1.3 32/12 L Japan 2H, Ninja
Weapon
Tetsubishi +0 1d6 +0 — 2 5 0.8 34/10 — Japan NWF, RBS, 1
RC, see text
Three-Section Staff +0 4d6 N — 9 4 3 1.1 38/14 Text China 2H, +2 OCV
w/Bind, Block,
Disarm; see
text
Timbe +0 ½d6 +0 10 2 3 0.6 17/6 S Japan RBS
Tonfa +1 3d6 N — 7 3 3 1.2 24/9 S Japan Karate Weapon
Umebi +0 1½d6 +0 — 3 3 0.7 44/12 S Japan 1m Radius,
Triggered when
stepped on
War Fan, Basic +0 3d6 N — 6 2 4 0.7 24/9 S Japan +2 OCV w/
Block
War Fan, Edged 2 4 0.7 Text S Japan +2 OCV w/
Block
Blunt Attack +0 3d6 N — 6
Razor Attack +0 ½d6 +0 6
Whip +0 ½d6 RP +0 5 † 2 2 0.3 15/9 Text Various +6m Range,can Grab
Wind/Fire Wheels
Saw-Blade +0 ½d6 +0 8 2 5 1.0 23/10 S China RBS, +2 OCV
w/Bind, Block,
Disarm
Traditional +0 3d6 N — 8 2 5 1.0 29/12 S China RBS, +2 OCV
w/Bind, Block,
Disarm
1
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Hero System Equipment Guide n Chapter One 1
FANTASY HAND TO HAND WEAPONS KEY #: Weapon has a +¼ Advantage that affects how damage is
added with STR, velocity, and the like (see 6E2 99-102)
†: STR Minimum Doesn’t Add To Damage
1½H: One-And-A-Half-Handed Weapon
2H: Two-Handed Weapon
AP: Armor Piercing
E: Energy damage
Flail: Can perform the Flail Combat Maneuver (page 8) (i.e., it
has Indirect (+¼))
HP: These weapons are built so that they protect the hand, or
have a special type of hilt that does so. This is bought as: Resis-
tant Protection (6 PD/6 ED) (18 Active Points); OAF (-1), Activation
Roll 11- (-½), Only Protects The Hands (Hit Location 6; -2) (total
cost: 4 points).
Karate Weapon: A weapon used by practitioners of Karate (a
category sometimes established as a separate WF).
N: Normal Damage (all other weapons do Killing Damage),
bought as a Hand-To-Hand Attack (but to which characters add
damage only by exceeding the STR Minimum)Ninja Weapon: A weapon primarily used by and associated with
ninja (a category sometimes established as a separate WF).
No horse: Characters cannot wield this weapon while mounted
(a -¼ Limitation)
Only On Horseback: Characters can only wield this weapon
while mounted (a -½ Limitation)
RBS: The weapon can be thrown; it has the Range Based On
STR (+¼) Advantage.
RC: Recoverable Charges
RP: Reduced Penetration (-¼)
Set: Characters can use this weapon to perform the Set Versus
Charge Combat Maneuver (see Fantasy Hero, page 185) Text: Refer to the text for information.
Unhorse: Characters can use this weapon to perform the
Unhorse Combat Maneuver (see Fantasy Hero, page 186)
All HTH Combat weapons are built as HKAs (or HAs) with the
Advantage Reduced Endurance (0 END; +½) and the Limitations
OAF (-1), Real Weapon (-¼), and Strength Minimum (varies).
Many also have the Required Hands Limitation.
OCV: This is applied as a bonus or penalty against all attacks
made with the weapon. OCV bonuses are bought as a 2-point
Combat Skill Level with the Limitations OAF, Required Hands, and
Real Weapon. OCV penalties are a minor Side Effect (automati-
cally occurs; -½) for the weapon. Until the penalties on a weapon
reach the 30 Active Point level (which is highly unlikely to ever
occur), the Side Effect remains at this value. Even if a weapon
has both OCV and RMod penalties, it takes only one Side Effectuntil the penalties exceed 30 points.
Damage: The amount of damage the weapon does. An “N”
indicates Normal Damage; otherwise the listed damage is Killing.
For further information and discussion, see the text boxes on
6E2 200 and 201, and the Realistic Damage, Equal Damage, and
Bashing, Slashing, And Piercing Damage options on page 39 of
this book.
STUNx: This is the STUN Multiplier for Killing Damage weapons
(a +0 means “no modification”; use the standard ½d6 STUN
Multiplier). Apply the STUNx modifier to the STUN Multiplier roll
(or to the STUNx for the Hit Location struck, if the campaign uses
Hit Location rules). For example, if a character with a War Flail
(STUNx +1) hits an opponent in the Head, the total STUNx wouldbe 6.
STR Min: The STR Min necessary to use the weapon effectively;
see 6E2 199 for rules. Remember to apply the Adding Damage
rules on 6E2 99-102 when using STR to increase the damage of
a weapon bought with Advantages.
BODY: The weapon’s BODY.
Def: The weapon’s PD and ED.
Mass: The weight of the weapon in kilograms.
A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the
expanded Killing Attack costs on APG 56 (thus, an RKA 1d6-1
costs 12 Character Points).
Length: The weapon’s length — Short, Medium, Long, or Extra
Long. See 6E2 201 for more information.
Culture: The culture or civilization the weapon comes from.
“Var” means “Various,” indicating that the same or similar
weapons were developed in many times and places throughout
the world.
Notes: This catch-all category includes any information not listed
elsewhere.
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16 n Weapons Hero System 6th Edition
Kusarigama: Tis is a kusari with a kama (sickle)on one end. Te wielder o the kusarigama holdsthe kama by the hilt and swings the chain tostrike or grab a oe; once he snares the target, heollows up with the sickle end. You can buy it as aMultipower combining the Kusari and the Kama(but give the Kama a Limited Range o 3m, repre-senting the length o the chain).
Several variants o the kusarigama deservemention. Te first is the bakuhatsugama, akusarigama with a nagedeppo (explosive grenade,see below) or metsubishi (flash grenade, see below)attached to the weighted end o the chain. Tesecond is the mamukigama, a kusarigama witha live poisonous serpent loosely attached to thechain! In theory, the snake will bite an enemywrapped in the chain. Last is the oh-gama, anextremely large (4’+) battlefield version o thekusarigama; it does double the damage o thekusarigama but has a correspondingly larger SRMinimum in Heroic campaigns.
Kyogetsu Shoge: Tis weapon is much like thekusarigama, but has a bladed grappling hook onthe end instead o a kama. It’s also carried as agrappling hook, its chain acting as its climb-line.
Manriki-gusari: Also called a manriki or akusariundo, this is a 3’ chain with weights at bothends. It can be swung to strike a oe or thrown toensnare him, just like the kusari. You can also usethis weapon’s statistics or the ollowing weapons:the suruchin, a weighted rope used by someKobujutsu practitioners; the kabit, a chain weaponused in Arnis; the panu, a scar or handkerchieweighted with coins used by some Arnis expo-nents; and the sarong, a type o waistcloth worn inthe Philippines and Indonesia which is used like
the panu, but is much heavier — there are reportso skilled practitioners “flicking” the sarong atthick boards and snapping them in two!
Rante: A chain weapon rom Indonesia. Techain can be used in typical ashion, to whip andsnare, but many rante also have some sort o bladeor barb attached to one end, making the weaponmore lethal than it otherwise would be.
Rope Dart: A small blade on the end o an up to25’ long rope. Te weapon was used by whirlingthe dart around and slashing people with it. TeIndonesian equivalent or this weapon is the suk piao, used in Kuntao.
Soft Hammer: Tis Chinese weapon (nuan chuai)is the same as the European morningstar: a metalball (spiked or not) connected to a wooden shafby a short length o chain.
ClubsClubs are heavy wooden weapons, the rela-
tively primitive precursors to hammers and maces.
Tey range rom batons and shillelaghs easilywielded in one hand, to the two-handed greatclubs avored by ogres and their ilk.
I necessary, the GM can use the statistics orclubs or various “impromptu” weapons charactersacquire. For example, i a character in a barfightuses a stool to smash someone, the GM couldconsider that the equivalent o a Club (perhapswith -1 OCV because it’s an awkward object notdesigned as a weapon).
Some specific types o clubs include:
Chakar: Tis unusual weapon, used by Gatkapractitioners, resembles a wagon wheel with a
heavy weight at the end o each spoke. o use it,the wielder spins it, building up momentum andpower, and then strikes with it to cause seriouscrushing injuries.
Gada: Te gada is a heavy wooden club used byKalaripayit exponents. It has a relatively thin shafand a large, bulbous head, making it look some-thing like a large wooden mace. It requires greatstrength to wield effectively.
Hanbo: Tis is a fighting-stick weapon, rom 2’to 3’ in length. Use these statistics also or thescabbard o a short sword (any blade with a basedamage o 1d6) when used as a weapon, or the
pentjong (a knobbed club used in Bhakti NegaraPentjak-Silat), and or the ollowing weapons romIndia: kettukari (cane), muchan (a tapered 2’ longstaff), and the otta (curved heavy sticks).
Jo: Tis is a single stick around 4’ in length. Usethese statistics also or these weapons: the scab-bard o a long sword (any sword with a damageo 1d6+1 or better) when used as a weapon; thesticks used in the escrima martial art; the tieh tzu (“iron ruler,” a flat iron bar used as a weapon);the chuu, a weapon derived rom the Chinesegrain pestle; or the Indonesian sticks, tongkat andtekken (the latter resembles a small walking cane);
the Korean sticks, dan bong and joong bong; andthe Vietnamese stick, tien bong.
Lathi: Tis is the six to eight eet-long stick usedin the Indian stickfighting art o the same name.
Makila: Used by Zipota practitioners, this is a 1.5meter-long stick traditionally used as a shepherd’stool. One end has an iron cap, and the handleunscrews to reveal a long, sharp needle-likethrusting weapon. Te sharp part is an HKA 1d6;using the stick as a blunt weapon is a Club Weapon Maneuver doing 3d6 Normal Damage.
SALVAGED
WEAPONSIn Post-Apocalyptic Hero
campaigns, one of the
most picturesque ways to
emphasize the reali-
ties of the setting
to the players
is to give them
weapons (or
other gear)
made from bits and
pieces of pre-apocalypse
technology that their
characters don’t neces-sarily recognize, but
which the players them-
selves will. Examples
include:
Anchoring Post Maul:
A length of metal pole
with a cylindrical mass
of concrete on one end;
it once held a swingset,
sign, mailbox, or other
object firmly in the
ground. Only large, strong
characters can wieldthis unbalanced weapon.
(This weapon is the
equivalent of a maul, but
with a -1 OCV.)
(Continued Next Page)
Cost Power
10 Rante: Multipower, 24-point reserve, all OAF (-1),
Real Weapon (-¼), STR Minimum (5; -¼)
1f 1) Chain: HA +3d6, Reduced Endurance (0 END;
+½); OAF (-1), Hand-To-Hand Attack (-¼),STR Minimum (5; -¼), Real Weapon (-¼) plus Reach +2m
1f 2) Blade: HKA ½d6 (plus STR), Reduced Endur-ance (0 END; +½); OAF (-1), STR Minimum (5;
-¼), Real Weapon (-¼) plus Reach +2m
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Hero System Equipment Guide n Chapter One 1
Fist-LoadsGenerically speaking, fist-loads are small
weapons held in or wrapped around the user’sfist (or sometimes eet). Te “Fist-Load” listedspecifically in the Hand-o-Hand Weapons ableis a small, heavy rod held in in the character’s fist.A thong or ring protruding rom the center o therod goes around one or two o the wearer’s fingersto hold it in place. It’s also known as a yawara.
Other types o fist-loads include:
Ashiko: Tese are climbing claws strapped onto aninja’s eet; they’re the companions to the shuko.Tey can become weapons when the wearer usesa kick attack. Tey provide a +1 to the wearer’sClimbing roll i he has the Climbing skill. Techaracter must wear both ashiko to get the +1 tohis Climbing roll.
Cestus: Tis weapon is a glove with spikes or jagged protrusions along its knuckles and back.Te character using it does his normal Punchdamage, and also does 1 point o Killing damage
(he cannot add to this with his SR; it alwaysdoes only 1 point o Killing damage). Te Cestusprovides 4 PD/4 ED Resistant Protection to thehand wearing it.
Nekote: Nekote, or “cat’s claws,” are a set o fivemetal claws fitting on the fingertips. By themselvesthey do relatively little damage, but they’re ofenpoisoned. Use this weapon’s statistics or Chinesefingernail razors (small blades that fit underneaththe fingernails) and the Japanese kakute, or “hornfinger” ring. Tis ring has a small spike on oneside that is normally poisoned, making even thelightest punch atal.
Ring Needle: Also known as an er mei tzu, or“sting,” this weapon consists o a ring attachedto a thin, sharpened metal rod. It was originallydesigned or underwater fighting. Pakua practitio-ners use it to stab or thrust, and can throw it.
Shuko: Tese are the ninja climbing claws wornon the hands, usable in hand-to-hand combatto slash a target. Tey provide a +1 bonus toClimbing rolls (when wearing both the shukoand the ashiko, or oot-claws, the ninja gets a totalbonus o +2 to Climbing rolls). A character cannotcarry a weapon in a hand which has a shuko init. And the characer must wear both shuko, one
on each hand, to get the +1 to his Climbing rolls.Shuko are also known as tekkokagi.
Hammers And MacesHammers and mauls are simple weapons — a
metal or wooden haf with a blunt mass o metalon the end. Sometimes the “hitting end” is spher-ical, at other times it’s shaped more like a hammerused to drive nails. Te war hammer, which is othe latter type, also has a short blade projectingrom the back o the hammer, with which thewielder can more easily pierce armor i necessary.Tanks to their heavy impact, hammers have a +1Increased SUN Multiplier.
Maces are similar to hammers, but morepowerul. In place o a single mass o metal theyusually have our to six metal flanges, or some-times a spiked ball. Tis gives it greater hitting andarmor-penetrating power than a hammer.
Some specific types o hammers and macesinclude:
Copper Hammer: A short-hafed hammer with alarge ball o copper on the striking end. You canalso use this weapon’s statistics or other types oChinese hammers (chuai), and or the ton zen (atype o mace in the shape o a 2-3’ tall solid brassstatue o a man, somewhat similar in appearanceto the “Oscar” statuette given to Academy Awardwinners).
Hand Mace: Tis term reers to a number omace-like Chinese weapons in the shape o hands,fists, or claws. Some o the hands hold objects,such as pens or brushes, or have one or two fingersupraised, which helps the mace pierce armor.Examples o this sort o weapon include the ch’uanbi (“fist pen”), chua (long-handled claw), and usou (“Buddha hand”).
PicksSimilar to axes, picks are metal- or wooden-
hafed weapons with a single blade that lookssomething like a dagger or sword-point projectingrom one end. Some versions are picturesquelyknown as “crow’s bills” because o this. Te heavy,sharp head and orce o the swing provide excel-lent armor-penetrating power (i.e., the ArmorPiercing Advantage).
Some specific types o picks or pick-likeweapons include:
Kama: Tis is the Okinawan sickle, whichconsists o a short wooden handle topped by ashort curved sickle blade. It’s one o the prin-cipal weapons o Karate (the others are bo, eiku,nunchaku, sai, tekko, timbe and rochin, andtona), and is ofen used in pairs. You can also usethe statistics or the kama or the Chinese sickle(lian).
(Continued from Previous Pa
Parking Meter Mace
The pole and coinreceptacle of a standa
parking meter make a
excellent mace. (This
weapon does the sam
damage as a standard
mace.)
Sharpened
Hubcap: This
disk of thin metal
has carefully-sharp-
ened edges so that it
be used as a throwing
weapon. (The hubcap
does damage equivale
to a dagger, but can o
be thrown — if wielde
hand-to-hand it becom
bent and useless afte
one good hit.)
Signpole Sword: A th
foot-long length of the
standard metal “pole”
used to hold stop sign
and other street signs
many places could ha
its edges sharpened
to make a crude buteffective slashing swo
(Treat this weapon as
longsword with -1 OCV
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18 n Weapons Hero System 6th Edition
Spears And PolearmsPolearms are various weapons with long (up
to 2-3 meters) wooden shafs tipped by variousblades and points. Te differences between themare ofen minor, based on the shape, nature, andnumber o blades, axe-heads, spikes, barbs, andspear-points attached to the “business end” othe weapon. Te most popular polearm, and inact one o the most popular weapons o all, is thespear, which unlike most polearms can usually bethrown.
For most polearms, including all the Chineseand Japanese polearms, the ones that do HKA1d6+1 damage do 3d6 Normal Damage witha Club Weapon attack; the ones that do HKA1½d6 damage do 4d6 Normal Damage with ClubWeapon.
Some specific types o spears and polearmsinclude:
Arbir: A polearm used in some styles o Pentjak-Silat. It’s a 5’-long weapon consisting o a shaf, aconvex chopping blade at one end, and a sharp-ened metal spike on the other end. It’s used two-handed to slash and stab; the pole generally isn’tused as a staff.
Chai-Dao: Tis Chinese polearm is also called the“Bandit’s Encampment Broadsword.” It’s usuallyabout 5’3” tall, with 2’6” o that length a wickedcurved blade; the rest is haf. raditionally, it wasused in camp deense, ofen to chop at the legs ohorses riding through.
Chiang: Te Chinese spear, which comes indozens o unusual styles. Ofen the spear has ared tassel tied behind its head, partly or decora-
tion and partly to keep blood rom running backdown the shaf and ouling the spearman’s grip.Use these statistics or the ollowing weaponsin addition to the standard spear: mao chiang (“snake spear,” a wavy-bladed spear); the EyebrowSpear (a spear with a crescent-shaped head); ba (“rake,” a combat rake with sharp tines); ba tou (a hoe converted to combat uses); chan (“shovel,”a term or several types o polearms with headsshaped like large coins, crescent moons, shovels,and other objects); chang (Korean spear); sode- garami (a -shaped Japanese spear with barbs allaround the end to entangle an enemy’s sleeve);tombak and tjio (two o dozens o different types
o Indonesian spears); kuntham (Indian spear);kue (an Okinawan hoe used as a weapon by someKobujutsu practitioners); thuan (Tai spear).
Ghi: Te Chinese halberd, which consists o aspear with one or two crescent moon-shapedblades set just below the spearhead. Te Viet-namese equivalent is the dai dao; the Tai equiva-lent is the ngow.
Naginata: Tis Japanese weapon consists o a 2-3’edged blade on a long staff; the weapon is usually7-8’ long. It’s traditionally a very popular weaponwith emale Japanese fighters. Warriors use it asboth a bladed weapon and as a staff; it’s very versa-tile. You can also use this weapon’s statistics orthe nagemaki or nagakami, which has a somewhatlonger and heavier blade but a shorter handle.
Nine-Dragon Trident: Tis Chinese polearm
consists o a 6’ shaf with a trident on top, plustwo cross-bars urther down (turned at 90o toone another) which bear an indescribable arrayo flanges and protrusions. It grants a +2 OCV toManeuvers including the Bind, Block, and DisarmBases. In Chinese, it’s called the gao loon cha.
Sword-Spear: A type o short (3-4’) Chinesespear, known as a jen chian. Also use these statis-tics or a Double Hook Arrow (shunn gou shih), atype o large arrow with two hooks which curveaway rom the arrow head.
Tai-Dao: Tis Chinese polearm is two meters longand topped with a heavy, curved blade. It wasused both rom oot and horseback. Te kwan dao (also spelled quan tao, meaning “General Kwan’sKnie”), da dau (a long-handled broadsword-likeweapon), bisento (a Japanese weapon), and thechun jung whule-do (“heavenly dragon moonknie,” a Korean weapon) use the same statistics asthis weapon, as do the kwanto and sjang sutai, twoweapons used in Kuntao.
Tiger Fork: Te iger Fork, or hu cha, is a large,trident-like weapon with broadly-spread tines.You should also use these or various types oChinese tridents, such as the shan char, and theKorean trident, or dang pah.
Yari: Tis is the Japanese spear. It comes in twobasic versions. Te normal version works just likeany other spear. Another version, the Kamayari,comes with a back-hook (a backward-pointingspike mounted at the head), which gives theweapon a +2 OCV bonus when used with Maneu- vers with the Bind, Block, and Disarm Bases.Tere are several other varieties with differentspearhead and combinations o hooks and andother projections. Te Vietnamese counterpart tothis weapon is the thuong.
For the Kamayari, use the same write-up, butincrease the SR Minimum to 14.
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Hero System Equipment Guide n Chapter One 1
StaffsTe quarterstaff is a thick cylindrical piece o
wood about five to six eet long. It requires twohands (and WF: Staffs) to wield, but can strikelightning-ast flurries o blows (a orm o MultipleAttack). Furthermore, a character who loses orbreaks his staff can easily make another one out oan appropriate sapling or branch.
Some specific types o staffs include:
Bo: A 5’-6’ hardwood staff, also known as arokushakubo (“six-oot staff”). Use these gamestatistics or the Chinese staff (kuen), the Indone-sian staff (toya), the Korean staff ( jang bong ), theTai staff ( plong ), and the Okinawan oar (eiku;also known as a chizikunbo or sunakakebo).
Te bo is one o the principal weapons oKarate (the others are kama, nunchaku, sai, eiku,tekko, timbe and rochin, and tona).
Te kuen is one o the most amous weapon oKung Fu; these statistics can also be used or twoother Chinese weapons, the Long Rod ( gunn) andWater and Fire Rod (shui or gunn).
Tetsubo: A Japanese hardwood war-staff 6’ longand covered with studded iron plates at the end;the plated area o the shaf is octagonal rather thanround. You can also use the tetsubo’s statistics orthe konsaibo, a hardwood staff reinorced withmetal strips and iron studs, and or the kanabo, aniron club.
Wolf’s Teeth Staff: Tis weapon, called lan yarbarn in Chinese, consists o a staff approximately6’ long. About 1’ o one end o it’s covered withsmall metal spikes.
Swords And KnivesTe most common and significant weapons in
the Fantasy era are swords, daggers, and similarbladed weapons. Most are so well-known thatthey need no explanation. Tey come in liter-ally thousands o varieties, with many differentlengths, blade widths, curvatures, point styles,and preerred methods o use. I you don’t finda specific type o sword listed, adapt the nearestequivalent weapon on the table and use its statis-tics. For example, i you want your character tocarry a large kukri knie, you might use the write-up or the Short Sword.
GENERAL DESCRIPTIONS OF SWORDS
Te ollowing terms, while mainly taken romEurope, can be applied to describe many differenttypes o swords rom all over the world; see belowor some inormation on specific types o blades.
A bastard sword is somewhat longer andheavier than a longsword, with a longer hilt aswell. A swordsman can wield it one-handed, but
or best effect uses two.Broadsword, or longsword, typically reersto straight-bladed, double-edged swords o thetype popular in Europe and depicted in countlessFantasy illustrations. Most had blades rom 61 to90 cm (25-35 inches) long; a ew had only a singleedge or other variations.
A greatsword, or two-handed sword, is thelargest sword o all. Requiring two hands to wield,it usually has a dull ricasso (the part o the bladeright above the guard) so the fighter can grasp iteither entirely by the hilt, or with one hand onthe hilt and the other on the ricasso. In the latter
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20 n Weapons Hero System 6th Edition
mode, it could be used almost like a short staff,giving it a great deal o offensive flexibility — inaddition to making broad, sweeping strokes inecessary, the wielder could stab, jab, block, trip,or even smash his opponent with the pommel.Examples include two-handed Scottish claymores,the German zweihander, and many similar blades.
Short swords are similar to longswords, buthave shorter blades — typically rom 40 to 60 cm(15-24 inches) long. Examples include the Roman gladius, the Greek/Iberian kopis/ alcata, and someCeltic and Greek lea-bladed swords.
A smallsword is a short dueling weapon ash-ionable among European gentlemen o the seven-teenth and eighteenth centuries; it’s sort o the“short sword version” o a rapier. It would make agood weapon or light fighters and in “swashbuck-ling” campaigns.
OTHER BLADE WEAPONS
Bokken: Tis is a wooden practice sword shapedlike a katana. It does Normal, not Killing, damage.It’s no toy or mere practice blade, though; it’s made
o heavy, tough wood, unlike the shinai. Manyduels in eudal Japan were ought with bokken; it’spossible to kill an opponent with one.
Bundi: Also known as a katar or a punch-dagger,the bundi is a broad, double-edged knie-bladeset into a rame/handle grasped in the fist (thus,the wielder’s arm appears to have a blade on theend rather than a hand). wo panels o the rame/handle extend down the sides o the arms orabout a oot, helping the user block an enemy’sattacks. Use the bundi’s statistics (minus the +1OCV or Blocks) or any sort o modern punch-dagger or -knie.
Butterfly Sword: Tis short sword has a heavy,flat cleaver-like blade with one cutting edge.It’s used by ninja and by Kung Fu practitioners,ofen in pairs. Te Willow Lea Knie, the Koreandan sang gum (twin short swords), and the to oKuntao are all very similar in appearance to thebutterfly sword and share the same statistics.
Don’t conuse the Butterfly Sword with thebalisong, a switchblade-like Filipino knie some-times called a “butterfly knie.”
Cinquedea: Te cinquedea is an Italian weaponrom the early 1500s; its name means “five fingers,”the blade’s width at the hilt. It comes in both shortsword and broadsword lengths. Although a littleheavier than comparative blades, it’s also a littlesturdier; i you’re using the weapon breakage rules(page 47), give both versions +1 BODY (this costs+1 Character Point; see page 44).
Cutlass: Tis is a European weapon, a shortslashing blade with a heavy guard to protect thehand; encers use it. Te hand-guard provides 6PD/6 ED Resistant Protection to the hand holdingit; the character can attack with the blade or punchwith the hand-guard (a Club Weapon Maneuver).Te Vietnamese counterpart to this weapon is thesong dao.
Cymbal: Tis weapon is a small, hand-held
cymbal with sharpened edges. Warriors can use itas a punching/slashing weapon, or throw it. Tisweapon’s statistics also apply to the ooth Saber,a sort o hal-cymbal that comes in two varieties:the Sun ooth Saber, with sharp teeth along itscutting edge; and the Moon ooth Saber, which issmooth-edged. ooth Sabers cannot be thrown.
Darn Do: Te Chinese sabre, a long, heavy, single-edged sword with a curved blade. It’s also knownas a dau. Te Vietnamese equivalent is the ma dao.
Epee: A light steel practice sword used by encers.Modelled afer the rapier, it has a light, flexibleblade ending in a blunt steel tip (which is itselcovered by a plastic cap), and is used only orthrusting.
Falchion: Te alchion is a European weaponthat comes in two varieties. Te first is a heavychopper-like blade that’s wider near the tip than atthe hilt. Te other is a narrower version, equallywide through its length, with a slight backwardscurve and a clipped point. Although not muchlonger than a short sword, it has excellent slashingand stabbing power.
Foil: Tis weapon is much like the epee, buteven lighter and more flexible. You can also use
its statistics or the daab, a Tai sword used inKrabi-Krabong.
Hook Sword: Tis is a Chinese sword popularin some Kung Fu styles. It includes a straight,double-edged blade, a orward-curving hook atthe end o that blade, a bladed crescent-shapedguard or the hand (providing 6 PD/6 ED Resis-tant Protection to the hand on an 11- Activa-tion Roll), and a butt-spike protruding rom thehilt. Tis weapon has a +0 OCV bonus or mostManeuvers, but because o its unusual configura-tion gets a +2 OCV or Maneuvers including theBind, Block, and Disarm Maneuver elements. Te
Fire Wing sword, Elephant runk sword, and thesang kauw o Kuntao use the same statistics.
Jien: Te Chinese broadsword, ofen used inKung Fu styles. Te weapon’s blade is straight,light, and double-edged; it’s a thrusting weapon,and normally only the our inches at the tip o theblade are used in combat. Sometimes it comes inunusual configurations, such as: the sher ther jien, or snake-tongued sword, which has a orked tip;the giau tzu jen, which has tiny serrations alongboth edges; and the wu grou jen, or CentipedeHook, which has a hook protruding rom oneside. Te Vietnamese equivalent to the jien was
the kiem.
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22 n Weapons Hero System 6th Edition
normally used to shave. It’s ineffective againstResistant Protection (it has the Reduced Penetra-tion Limitation) and doesn’t do as much SUNas cleaving or stabbing weapons. It’s the preerredweapon o capoeiristas. wo types o StraightRazors are shown on the chart, one o ordinarylength and one extra-long.
You can also use the statistics or the smallerStraight Razor or the Justice Pen (bi), a Chinesestabbing weapon which resembled a large metalbrush or pen.
Sabre: Tis is the European encing sabre,a sharp, curved weapon used principally orslashing. You can also use the sabre’s statis-tics or the krabi, a sabre-like sword used inKrabi-Krabong.
Schlaeger: A duelling sword avored by Germanstudents, particularly during the latter hal o the1800s. It has a straight, double-edged blade, alarge basket hilt (to allow the wrist a ull range omotion), and a dull point (it was used or slashing,not stabbing).
Scimitar: Te scimitar (or shamshir ) is a curvedMiddle Eastern sword meant or slashing (particu-larly rom horseback). Te tulwar is an Indian version o the same weapon. Some tulwars areheavy and thick-bladed; increase their BODY by+1 and their SR Minimum to 12.
Shinai: Tis is a bamboo practice sword shapedlike a katana and used in the sport o kendo.
Spread-The-Water Knife: A bladed weaponshaped like a thin D, with the curved edge beingthe blade and the straight bar being a woodenshaf. Te straight bar averaged about 2-3’ long.
Tanto: A Japanese dagger, sturdily constructed,with a curved, single-edged, chisel-pointed blade.It’s 9” or so long and has no hand-guard.
Use these statistics or two other Japaneseblades, the aikuchi and hamidashi, and orseveral short Chinese bladed weapons, includingthe shaou dau (“scrape saber,” a small versiono the Chinese saber) and shou li jen (“sleevesword,” a sword about the size o a dagger witha concealed spring that allowed to to expand totwice its length). Te tanto’s statistics also applyto a number o Indonesian daggers, including the pisau.
Tetsu-To: A heavy iron sword, curved in theJapanese ashion, used by samurai and ninja alikeas a strength-training weapon. It’s too heavy ormost people to use effectively in combat (see theweapon’s SR Min).
Tjaluk: A blade weapon used in Setia HatiPentjak-Silat. It consists o a hilt (with a curvedmetal handguard) rom which a sickle-like curvedblade about 1’ long emerges. Te sharp edge othe weapon is the reverse, or outside, edge — soparrying it can be a risky proposition. It’s bestused in surprise or assassination attacks, not inopen combat.
Urumi: Te urumi, or spring-sword, is a flexiblesword rom India; it’s also known as a velayudaya. It consists o a hilt with 1-4 blades o metal (sharp-ened on both edges) projecting rom it. Te bladesare thin and flexible, allowing them to be whippedthrough the air and into an enemy. When not inuse the urumi can be carried around the waist likea belt.
HKA 1d6 (plus SR), Reduced Endurance (0
END; +½) (22 Active Points); OAF (-1), SR Minimum (12; -½), Real Weapon (-¼) (total cost:8 points) plus Reach +1m (1 Active Point; totalcost 1 point) plus Autofire (4 shots; +½) or sword(8 Active Points); OAF (-1), Real Weapon (-¼),Requires A DEX Roll (-½) (total cost: 3 points).otal cost: 12 points.
Wakizashi: Tis is the companion sword othe katana; it’s the smaller o the daisho pair osamurai blades. Te kodachi is the older orm othe same blade.
Yoroi-toshi: Tis weapon, the same approximate
size and shape as the tanto, is a dagger designed topierce armor. It’s very heavy and very sharp, anddoes armor-piercing damage.
Miscellaneous AndUnusual Weapons
Some other weapons devised by humanity overthe centuries include:
Arit: Te Indonesian sickle, adapted or combat.Its blade is much rounder than that o the kama. Asimilar weapon is the tjelurit.
Bunot-Page: Tis weapon is simply the tail o astingray, cut rom the animal and used to strikean opponent. Some Arnis/Kali/Escrima expo-nents fight with it. Te stingray spine itsel doesrelatively little damage — but the poison in it cankill. Usually enough poison remains in the tail orabout two good hits. Te effects o the poison arenot included in the cost listed in the table, since it varies in amount and potency; the average poisonwould work roughly as ollows:
Stingray Poison: RKA 1d6, NND (deense isLie Support [appropriate Immunity]; +1), DoesBODY (+1) (45 Active Points); Spine HKA Must
Do BODY (-½), No Range (-½), 2 Charges thatNever Recover (-3½). Total cost: 8 points.
Chain Whip: Tis Chinese weapon (bian) is likea whip, but its length consists o metal platesconnected by chain links; it has a slashing bladeat the tip. It shares a Weapon Familiarity with thenormal bullwhip, but lacks that weapon’s range.Tis weapon’s statistics also apply to the bian tzuchiang, or Whip Spear, a 6’-plus length o chainwhip with a spearhead attached at both ends.
Dropped Marbles: A character can drop thesewhere he thinks his enemies will run or walk,
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Hero System Equipment Guide n Chapter One 2
hopeully causing those enemies to all to theground. Marbles do not require a Weapon Famil-iarity. Tey’re built as ollows:
Change Environment (anyone entering ormoving through area slips and alls unless hesucceeds with a DEX Roll each Phase), -3 toDEX Rolls, Area O Effect (4m Radius Surace;+½), Uncontrolled (removable by spending aFull Phase to sweep them aside; +½) (18 Active
Points); IAF (see text; -½), Activation Roll 14-(-¼), Only Applies o Horizontal Surace (-0),Range Based On SR (-¼), 1 Recoverable Charge(-1¼). otal cost: 5 points.
When a character throws Dropped Marblesonto the ground, he rolls versus DCV 3 to hit histarget Area. When a target walks into the Areafilled with Marbles, the attacking player (or GM)rolls the 14- Activation Roll; i it succeeds, thetarget has to succeed with a DEX Roll at -3 orall down. Dropped marbles are bought as IAFsbecause they’re supposed to be inconspicuouswhen dropped — but depending on the situation,
they might be highly visible.A character who ails his DEX Roll and alls
down may, at the GM’s judgment, take 1-2d6Normal Damage rom the all (or more, or KillingDamage, depending on the surace involved).I a character enters a Dropped Marble field athigh speed and ails his roll, he may lose controlo his movement and slam into a large object(taking velocity/6 in d6 o Normal Damage, toa maximum o the PD + BODY o the object hecollides with) or skid along the ground (taking
velocity/10 in d6 o Normal Damage, possiblymore or less depending on the surace).
Fang: Te ang, a Chinese weapon developedrom an Indian elephant goad, is a heavy ironrod about 2’ long with a point at one end. Aboutone-third o the way rom the top a curved bladeprojects to one side, similar to the blade o a kama (see below). Te fighter can use the blunt portiono the rod to stun his oes as a Club Weapon
Maneuver, or the point or blade to injure and killthem.
Fo: A weighted cloak hem, used as a weapon bysome encers. At the appropriate moment, theencer flicks his cloak at his opponent, causing theweight sewn into the hem to strike him.
Garrote: Tis is a strangling cord or wire. It comesin two varieties: the Strangling garrote, whichmay be any strong rope, scar, or cord; and theWire garrote, a piece o strong, sharp wire witha handle tied to either end. Te attacker loopseither kind around the victim’s neck and appliespressure; thereore the garrote is usually used romsurprise — it’s an assassin’s weapon. Te Stran-gling garrote chokes the victim to death, and is nogood against any Hit Location except the Head.Te Wire garrote can slice through flesh, andcan thereore cut a throat or cut a head entirelyoff; it harms any body part the attacker can loopit around. Any chain weapon described in thissection can be used as a Strangling Garrote; themanriki-gusari is especially appropriate.
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24 n Weapons Hero System 6th Edition
Strangling Garrote: HA +3d6, NND (deense isrigid Resistant PD on the neck or not needing tobreathe; +1), Constant (+½) (37 Active Points);OAF (-1), Hand-o-Hand Attack (-¼), MustFollow Grab (-½), Must Be Aimed At Head (-1),Real Weapon (-¼), SR Minimum (5; -¼), wo-Handed (-½). otal cost: 8 points.
Wire Garrote: HKA ½d6, Constant (+½) (22 Active Points); OAF (-1), Must Follow Grab
(-½), Must Be Aimed At Extremities (-½), RealWeapon (-¼), SR Minimum (5; -¼), No SRBonus (-½), wo-Handed (-½). otal cost: 5 points.
Kanzashi: Te kanzashi is a wooden or metalhair needle, about 12-20 cm long, with two tinesrunning parallel. It could be used as a weapon, andwas a avorite o the kunoichi (emale ninja).
Kiseru: Tis weapon is a metal smoking pipeabout 1’ long. It’s easily concealed and can actuallybe used or smoking.
Lajatang: A weapon used in the Indonesian
fighting style o Kuntao, consisting o a shortwooden staff with a crescent moon-shaped bladeset perpendicular to it at each end.
Lance: Te lance is a large, heavy, spear-likeweapon with a long wooden shaf and a largedouble-edged blade on the end. It’s designed oruse on horseback (only mounted persons canuse it, a -½ Limitation), and primarily only whencharging (i.e., perorming a Move By or MoveTrough); i a character tries to use one in otherways, the GM may reduce the damage slightly(and should keep in mind the weapon length ruleson 6E2 202). It requires WF: Lance, which encom-
passes all orms o the weapon. With the orce oa charging horse behind it, the lance is a powerulweapon indeed!
Mourn Staff: Known as a Torn Staff or, inChinese, as a san men barn, this weapon actu-ally resembles a sword more than it does a staff.It consists o a 3-4’ wooden or metal shaf, withthree-quarters o its length studded with metal“teeth.”
Net: See oami.
Nunchaku: Tis weapon, one o the principalweapons o Karate (the others are bo, eiku, kama,
sai, tekko, timbe and rochin, and tona), is anOkinawan wooden flail. It consists o two pieceso wood (each 12” to 14” long) connected by shortchain or cord (itsel 1” to 5” long). Nunchaku areofen used in pairs.
Pendjepit: A weapon used in Prisai Sakti Pentjak-Silat. It’s a metal Pincher with sharp, tiny teeth inthe ends that are used to tear at the flesh grabbed.
Petjat: A 4-6’ whip used in some parts o Indo-nesia. You can also use this weapon’s statistics orthe chemeti, another type o Indonesian whip witha 1-2’ wooden handle, and a 2-3’ buffalo-hide orhuman hair whip.
Rings: Steel rings about 8” in diameter, used asbludgeoning weapons or missiles.
Sai: Tis Japanese weapon, known as gen or cha in China and as a tjabang or titjio in Indonesia,is one o the principal weapons o Karate (theothers are bo, eiku, kama, nunchaku, tekko, timbeand rochin, and tona). It’s is trident-shapedtruncheon, some 15-20” long, made o metal.Te point is blunted; it’s not a stabbing imple-ment. Due to its trident shape, the Sai receives anadditional +2 OCV when perorming Maneuverswhich include the Bind, Block, and Disarm Bases(thus receiving a total o +3 OCV with theseManeuvers).
Tese statistics are also used or the jutte andnunte weapons. Te jutte (or jitte) looks like thesai but with one tine missing; this makes it easierto conceal, and thus popular among ninja. Tenunte looks like the sai but with one tine bentbackwards. Te sai, jutte and nunte can be thrown;the three weapons share an identical WeaponFamiliarity.
Sai, Cinematic: Tough historical sai appearnever to have been sharpened, sai in movies are
sometimes stabbing weapons. Te statistics orthis weapon can also be used or the Chinese char, or trident dagger, and or the siangkam, a Kuntaoweapon resembling a metal arrow about 1-2’ long.
Shinobi-zue: Tis ninja weapon is a bamboo staff.One end is loaded with lead or a harder impactwhen it hits. Te other is capped with a metalplug; when removed, this releases a concealed 6’chain. Te staff is used as a bo; the chain is usedlike a kusari but cannot be thrown. Tis weaponis also known as a shikomi-zue. You can also usethe shinobi-zue’s statistics or the chigiriki, a staffor spear with a 3-10’-long chain with a weighted
end attached to it (use the yari’s statistics or thespearhead).
Tetsubishi: Tese are caltrops — our-pointedspikes which, when dropped on the ground,always land with one spike pointed up. When thecharacter throws his tetsubishi onto the ground,he rolls versus DCV 3 to hit his target Area. Whena target walks into the Area where tetsubishihave been thrown, the attacking player (or GM)rolls the 14- Activation Roll; i it succeeds, thetarget takes damage. In campaigns which use HitLocations, this damage is always to the character’seet (Hit Location 18). A character who sees the
caltrops ahead o time may move through theArea without stepping on them i he succeeds with
Cost Power
10 Rings: Multipower, 15-point reserve, all OAF (-1),Real Weapon (-¼), STR Minimum (7; -¼)
1f 1) HTH: HA +2d6, Reduced Endurance (0 END;
+½); OAF (-1), Hand-To-Hand Attack (-¼), STRMinimum (7; -¼), Real Weapon (-¼)
1f 2) Thrown: Blast 2d6; OAF (-1), STR Minimum
(5; -¼), Lockout (can’t use HA until Charge isrecovered; -½), Range Based On STR (-¼),Real Weapon (-¼), 1 Recoverable Charge (-1¼)
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Hero System Equipment Guide n Chapter One 2
a DEX Roll. etsubishi do not require a WeaponFamiliarity.
RKA 1d6, Area O Effect (2m Radius Surace;+¼), Constant (+½), Uncontrolled (removable byspending a Full Phase to sweep them aside; +½)(34 Active Points); IAF (see text; -½), ActivationRoll 14- (-¼), Only On Horizontal Suraces (-0),DEX Roll Cancels Effect (-¼), Range Based OnSR (-¼), Automatically argets Hit Location 18
(-0), 1 Recoverable Charge (-1¼). otal cost: 10 points.
etsubishi are bought at IAFs becausethey’re generally inconspicuous when dropped;depending upon circumstances, this may notbe the case. In a pinch, tetsubishi can be used asan improvised missile weapon, doing 1d6 to alltargets in a 2m radius.
etsubishi statistics can also be used or arare when they’re used as tetsubishi, igadama (spikediron balls similar to arare), hishi (dried waterchestnuts with spiky shells), and dokubari (spikedballs o plant matter).
Three-Section Staff: A Kung Fu weapon, knownas shan gieh kun in Chinese. It consists o threewooden rods connected by rings; each rod is18”-20” long. Fighters use it like a flail or longstrikes, or like a jo or close-in attacks.It’s veryuseul or Maneuvers containing the Bind, Block,and Disarm Bases: it grants a +2 OCV with them.Te Tree-Section staff uses special weapon lengthrules: other weapons attack against the Tree-Section Staff as i the staff were a Long weapon,but the wielder o the Staff is never at an OCVpenalty when the attacker gets inside his guardand strikes him.
Te Indonesian equivalent o the Tree-SectionStaff, used in Kuntao, is the sa tjat koen. You canalso use these statistics or the “Sweeper,” or shao-tzu, a weapon consisting o a short staff with aneven shorter length o wood attached to one endby a chain (a two-section staff, i you will). TeSweeper was most ofen used to attack a horse’slegs.
Timbe: A 1-2’ shaf with a small spearhead on oneend. It’s used in combination with a tortoiseshellshield called a rochin and is one o the principalweapons o Kobujutsu.
Tonfa: Tis is one o the traditional weaponso Karate (the others are the bo, eiku, kama,nunchaku, sai, tekko, and timbe and rochin). Itconsists o a truncheon with handle protruding at90 degrees near one end. It’s ofen used in pairs.Unlike clubs, it requires a Weapon Familiarity (it’spart o the WF or Karate Weapons). However,ordinary people can pick up a tona and use itas ordinary club, keeping the normal weapondamage but losing the OCV bonus.
Te Indonesian counterparts to the tona arethe segu, which is used in apak Sutji Pentjak-Silat, and the kwai, which is used in Kuntao.
Umebi: A orm o primitive land mine used by theninja:
RKA 1½d6, Area O Effect (1m Radius; +¼),rigger (when stepped on; +¼) (44 ActivePoints); IAF (-½), 1 Charge (-2). otal cost: 12 points.
War Fan: Tis weapon, known in Japanese as atessen or gunsen and in Chinese as a san, looks
like a normal hand-an, but is larger than purelydecorative ans and is made o hardier materials.It’s used two ways: closed, it’s a punching weapon;open, it’s effective at blocking attacks (+2 OCVwith Block Maneuvers). Special War Fans comewith an additional blade option. Te blade maybe a razor edge on the vanes o the an used ina slicing motion when the an is open, or it maybe a spike at the base o the an, used when thean is closed. Both types are shown on the MeleeWeapons able. War Fans are sometimes madewith small darts hidden in the vanes; i a char-acter uses them, treat these darts identically to BoShuriken.
Whip: Te whip is a long, braided length oleather, sometimes studded with bits o metal andhaving a metal tip. By flicking it orceully at atarget within 6m, the wielder can inflict painulwounds and welts. Wielders can also use it to grabobjects, or even swing across small gaps. It doesrelatively little damage to armored oes (in act,it has the Reduced Penetration Limitation), butagainst exposed flesh is a vicious weapon (oneofen avored by Evil characters).
Wind and Fire Wheels: Tese are Chineseweapons. Tey consist o broad metal hoops aoot or two in diameter. Some eature protrudingspikes and handles; other are plain hoops. Fightersuse them to punch and slash, and receive a +2OCV bonus when used with Maneuvers with theBind, Block, and Disarm Bases. Te statistics or
Cost Power
9 War Fan, Edged: Multipower, 22-point reserve; all OAF (-1), STR Minimum(6; -¼), Real Weapon (-¼)
1f 1) Folded Fan Attack: HA +3d6, Reduced Endurance (0 END; +½); OAF
(-1), HTH Attack (-½), STR Minimum (6; -¼), Real Weapon (-¼)
1f 2) Spread Fan Attack: HKA ½d6 (plus STR), Reduced Endurance (0 END;+½); OAF (-1), STR Minimum (6; -¼), Real Weapon (-¼)
2 War Fan Blocking: +2 OCV with Block (4 Active Points); OAF (-1)
Cost Power
7 Whip: Multipower, 15-point reserve; all OAF (-1)
1f 1) Whip Slash: RKA ½d6; OAF (-1), Limited Range (6m; -¼), Reduced
Penetration (-¼), Real Weapon (-¼), Strength Minimum (5; STR MinimumDoesn’t Add To Damage; -¾)
1f 2) Whip Grab: Stretching 6m, Reduced Endurance (0 END; +½); OAF (-1), Always Direct (-¼), No Noncombat Stretching (-¼), Cannot Do Damage(-½)
Total cost: 9 points.
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26 n Weapons Hero System 6th Edition
this weapon also apply to the lun (which is similarin unction but shaped more like a coin), the yue (which is eye-shaped), and the zi-wu (Shaolin“deer-horn knives,” made o two overlappingcrescent-shaped metal bars).
RANGED WEAPONSMost Fantasy-era Ranged weapons are well-
known to the average gamer and require noexplanation. Te text below provides inormationon some o the more obscure or unusual ones, aswell as other useul data. Readers interested inlearning more should consult some o the booksin the Bibliography.
General Information
CHARGES
Te number o Charges listed or each weaponreflect the number o arrows (or the like) easily
carried, the number commonly issued to soldiers,the standard unit packaged or sale, or similarconsiderations. Since characters in a Heroic-levelgame like Fantasy Hero don’t pay Character Pointsor their weapons, the number o Charges doesn’treally matter too much; an archer with enoughmoney can buy and carry 50 arrows i he wants —he’s not restricted to 10 simply because that’s whatthe table says.
RANGED WEAPONS AND FOCUS
Bows, crossbows, and slings are all OAFs, butthey use the multiple Focus rules on 6E1 380because they require two objects to work: the
projecting device (bow, crossbow, sling); and the
projectile (arrow, bolt, sling stone). Tey don’treceive any extra Limitation or this.
Because the component Foci are separate,characters can affect them separately. It’s possible,or example, to fire an enchanted arrow with amundane bow, or a normal arrow with a magicbow... or to have a magic bow and magic arrowswhose mystic effects add together. (See See FantasyHero, pages 327-28.) Similarly, i you apply anAdvantage to the attack (such as Armor Piercingto reflect particularly sharp arrows), it only affectsone part (the arrow/bolt), even though it appliesto the overall attack. Tere’s no such thing as an“armor-piercing bow” that makes every arrow itfires Armor Piercing; effects like that depend on theammunition used, not the firing mechanism.
A more complex, but more technically“correct,” way to build a bow or crossbow is as twodifferent Foci, each providing a different ability:the arrow/bolt (an HKA) and the bow/crossbow (anaked Ranged Advantage allowing the user to usethe arrow/bolt against targets at range, plus bonusHKA dice or “heavier” bows to increase the
damage the arrow/bolt does). Te naked Ranged Advantage would have to be bought to coverenough Active Points to deal with armor-piercingarrows and the like.
Similarly, you could define a sling as a bullet/stone (an object with defined PD + BODY thata character can throw with his SR) plus thesling itsel (extra SR, only to increase throwingdamage and distance). Again, that’s ar morecomplex than necessary or most game purposes.
SILENT WEAPONS
None o the Ranged weapons in this sectionare bought with the Advantage Invisible Power
Effects (Hearing Group) to make them silent, sothey’re still noisy enough to attract attention. Butat the GM’s option, a skillul character can makesome weapons — bows, thrown blades and darts,and blowguns — harder to hear. (Some weapons,including crossbows, gunpowder weapons,and thrown clubs, all make too much noise toovercome this way.) Te character makes a DEXRoll at -1 or each DC in the attack (includingany DCs added by SR, Combat Skill Levels, orother means), or a Fighting ricks roll at halthat penalty. I he ails, the attack is as audible asnormal. I he succeeds exactly, attempts to hearthe weapon in use are at -1 to PER Rolls; or each
1 point by which the roll succeeds beyond that,increase the penalty by -1.
Blown WeaponsA ew types o Ranged weapons use the
wielder’s breath to power the missile:
Blowguns: Te blowgun, a weapon common tomany early cultures, consists o a long, hollow tubeand darts. Te user fires the darts by insertingthem in the back end o the tube, aiming, and thenblowing into the tube. Te darts themselves dolittle damage, but the user normally tips them witha poison or disease-causing agent.
ARMOR PIERCING AND BLUNT ARROWSSome arrows are built with sharp, chisel- or needle-like points so that they penetrate
armor more easily. In HERO System terms, they have the Armor Piercing Advantage.
If you want to figure the Active and Real Point cost of a bow with armor piercing
arrows, you can simply apply Armor Piercing to the weapon as a whole. For example,
a Medium Longbow with armor piercing arrows would cost 38 Active Points, 10 Real
Points. If you want to derive the cost difference for the armor piercing arrows, just
subtract the Active and Real Point costs listed in the Ranged Weapons Table from
these numbers (thus, the arrows alone “cost” 5 Active Points, 2 Real Points).
On the other hand, some arrows have blunted heads so they’re less likely to cause
serious injury. In HERO System terms, these do the same number of DCs of Normal
Damage as the arrow normally does of Killing Damage; the Character Point cost is
typically identical.
However, since Fantasy Hero is a Heroic genre where characters buy equipment
with money rather than Character Points, what really matters is not the difference
in points, but the difference in cost. That way a character could, for example, buy a
quiver of normal arrows, but then pay extra for three armor piercing arrows to use in
emergencies.
See also Japanese Arrows on page 31 for information about some specialized types
of arrows developed in medieval Japan.
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Hero System Equipment Guide n Chapter One 2
Loading and firing a blowgun takes a FullPhase. At the GM’s option, a character whosucceeds with a Fast Draw (Blowguns) roll canload the weapon as a Zero Phase Action, and thenfire it as an Attack Action. Characters may use andreload blowguns while riding mounts.
Te ukiya is a small Japanese blowgun. Unlikea standard blowgun it can be held in one hand.You can also use its statistics or the Filipinoblowgun, or sumpit.
Fukimi-bari: iny darts a character holdsconcealed in his hand (to throw at an enemy) orin his mouth (to blow into an enemy’s ace). Teattack has No Range (-½), since the character canonly throw/blow the darts a ew eet at most. (Tisweapon doesn’t grant an automatic head shot, butmost users who place ukimi-bari in their mouthstry to achieve a surprise result and take a PlacedShot at the head). Tis is a ninja weapon. You canalso use this weapon’s statistics or the Chinesemei ar chen (Plum Flower Needles).
BowsBows are curved lengths o wood (and/or other
materials) that use tensile strength to fire arrows(long shafs o wood with a sharp stone or metalarrowhead on the ront, and eathers or othermaterials on the back to provide balance, stability,and accuracy in flight). A bowstring connects thetwo ends o the bowshaf, and the archer nocksan arrow to the string, draws it back (bendingthe bow in the process), and then releases it.Te bowshaf, as it returns to its normal “shape,”propels the arrow toward the target with greatorce.
Te stiffer (stronger) the material(s) usedto make the bow, the more strength the archerneeds to draw it into firing position, and thegreater orce the bow fires the arrow with (andhence the more damage it does). Te weapon’sSR Minimum reflects this; a weak man lacks themuscles to use the heavier bows effectively.
Bows come in numerous shapes, includingcurved, recurved, double-curved, asymmetric,and B-shaped. Te simplest are made just owood, but more advanced versions (“composite”or “compound” bows) are made o two or morematerials (typically wood [in one or more layers],horn, bone, and sinew). Composite bows are stur-
dier and stronger than simple bows; at the GM’soption, they add +20m to a weapon’s maximumrange.
Archers normally carry their bows unstrung,since keeping a bow strung or a long timestretches and weakens the string. Stringing a bowrequires a Full Phase Action, though a characterwith Fast Draw (Bows) can reduce this to a HalPhase Action i he succeeds with a roll. At theGM’s option, or each ull hour a character keepsa bow strung, reduce the damage it does by 1point (-1 point afer one hour, -2 points afer twohours, and so orth until damage reaches 0 and the
bowstring becomes useless).
FIRING A BOW
Loading a bow — drawing an arrow (rom aquiver or other container) and nocking it to thestring — requires a Hal Phase Action (unless thecharacter succeeds with a Fast Draw (Bows) roll,in which case it becomes a Zero Phase Action).Firing a bow — pulling the string back, aimingquickly, and releasing the arrow — is an AttackAction.
I a character has (and uses) 5 or more pointso SR above the SR Minimum o a bow, he mayload and fire a bow as an Attack Action (withoutthe need or a Fast Draw roll) i he accepts a -2OCV penalty or rushing. Tis allows him to moveand then fire his bow, but does not eliminate thehal DCV penalty described below. Fast Drawcannot reduce the time required or this.
Firing an arrow accurately requires an archerto stand still and ocus on what he’s doing. Tishalves his DCV until his next Phase. (In gameterms, bows have the Limitation Concentration (½DCV; -¼).) At the GM’s option, a character whohas the capacity to move (i.e., who’s not using up
his entire Phase loading, pulling, and firing hisbow) may fire his bow deensively. Tis eliminatesthe hal DCV modifier, but imposes a -4 OCVpenalty on his arrow shot (reflecting the act thathe’s dodging around and not ully concentratingon accurate archery).
At the GM’s option, an archer can use the Multiple Attack Combat Maneuver with a bowto fire a maximum o two shots. Normal rulesor Multiple Attack apply (but remember that acharacter’s DCV can only be halved once, andit’s already halved due to the bow’s Concentration Limitation).
Characters can use normal bows (sometimescalled shortbows) rom horseback without diffi-culty. Longbows, on the other hand, are too largeor mounted archers to use; they take a -¼ Limita-tion to reflect this. Firing rom horseback incursthe normal -2 OCV penalty (see 6E2 31), thoughcharacters may buy the Mounted Warrior alentrom Chapter wo to counteract this.
JAPANESE BOWS
Te Japanese used two primary types o bows.Te first is the hankyu, a short, comparativelyweak, easily-carried bow avored by ninja. One variant, the tabiumi, was collapsible and hence
easily hidden when necessary; hidden arrowscould be carried as the ribs o a straw hat orin many other ways. Te other, avored by thesamurai and archers, was the yumi, also knownas a daikyu. It can be anywhere rom five to eighteet long, and, unlike Western bows, isn’t held inthe middle; the handle is about one-third o theway rom the bottom. Tereore it’s easily used byhorsemen. Te “One-Man, wo-Man, Tree-Man”designations on the Ranged Fantasy Weaponsable indicate how many men it theoretically takesto string the bow; or HERO System purposes, theSR Min o the weapon is also the SR Min ittakes to string the bow.
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28 n Weapons Hero System 6th Edition
FANTASY RANGED WEAPONS TABLE
Weapon OCV RMod Dam STUNx ShotsSTRMin BODY Def Mass
MaxRange
A/RCost Origin Notes
Blown Weapons
Blowgun +0 +0 1 point -1 10 RC 2 2 2 0.1 60m 6/1 Various 2H, Conc, ‡
Fukimi-bari +0 +0 1 point +0 1 RC 1 1 1 0.01 50m 6/2 Japan AP, No Range,
Ninja Weapon
Fukiya +0 +0 1 point -1 2 RC — 2 2 0.1 50m 5/1 Japan Conc
Bows
Bow, Very Light +0 +0 1d6-1 +0 10 RC 5 2 3 0.9 120m 15/4 Various 2H, Conc
Bow, Light +0 +0 1d6 +0 10 RC 8 2 3 1.0 150m 19/5 Various 2H, Conc
Bow, Medium +0 +0 1d6+1 +0 10 RC 9 2 3 1.0 200m 25/6 Various 2H, Conc
Bow, Heavy +0 +0 1½d6 +0 10 RC 10 2 3 1.1 250m 31/7 Various 2H, Conc
Bow, Very Heavy +0 +0 2d6 +0 10 RC 13 2 3 1.2 300m 37/9 Various 2H, Conc
Hankyu +0 +0 1d6 +0 24 RC 7 2 3 1.0 150m 26/8 Japan 2H, Conc
Longbow, Light +0 +1 1d6+1 +0 10 RC 10 3 3 1.1 200m 26/7 Various 2H, Conc, no
horse
Longbow,
Medium
+0 +1 1½d6 +0 10 RC 12 3 3 1.2 250m 32/8 Various 2H, Conc, no
horse
Longbow, Heavy +0 +1 2d6 +0 10 RC 15 3 3 1.3 300m 38/9 Various 2H, Conc, no
horse
Longbow, Very
Heavy
+0 +1 2d6+1 +0 10 RC 18 3 3 1.4 350m 45/11 Various 2H, Conc, no
horse
Sling Bow +0 +0 1d6 +0 12 RC 9 2 3 0.9 150m 19/5 China 2H, Conc
Yumi, One-Man +0 +1 1d6+1 +0 24 RC 10 3 3 1.1 200m 36/10 Japan 2H, Conc
Two-Man +0 +1 1½d6 +0 24 RC 13 3 3 1.2 250m 44/13 Japan 2H, Conc
Three-Man +0 +1 2d6 +0 24 RC 16 3 3 1.3 300m 53/14 Japan 2H, Conc
Four-Man +0 +1 2d6+1 +0 24 RC 18 3 3 1.4 350m 62/16 Japan 2H, Conc
Seven-Man +0 +1 2½d6 +0 24 RC 21 3 3 1.5 400m 71/17 Japan 2H, Conc
Crossbows
Arbalest +0 +2 2d6 +0 4 RC 16 6 4 8.0 300m 32/7 Europe 2H, Conc, ‡2
Chu-ko-nu +0 +0 1d6+1 +0 10 RC 10 6 4 5.0 200m 25/7 China 2H
Crossbow, Light +0 +1 1d6+1 +0 10 RC 12 4 4 1.6 200m 26/6 Europe 2H, Conc, ‡1
Crossbow, Heavy +0 +1 1½d6 +0 10 RC 14 5 4 6.4 250m 32/7 Europe 2H, Conc, ‡1
Crossbow, Pistol +0 +0 1d6-1 +0 10 RC 8 2 2 0.5 100m 15/4 Various ‡1
Crossbow, Wrist +0 +0 1d6-1 +0 6 RC 8 2 2 0.4 60m 12/3 Various ‡1
Slings
Sling +0 -1 1d6+1 +1 10 RC 8 2 2 0.3 200m 30/7 Various 2H, Conc
Sling, Small +0 -1 1d6-1 +1 10 RC 6 1 2 0.1 120m 18/4 Various 2H, ConcStaff Sling
(Fustibal)
+0 +0 1½d6 +1 10 RC 10 3 2 0.4 250m 37/9 Various 2H, Conc
Thrown Weapons
Arare
Joarare +0 +0 1d6+1 +0 1 RC 5 3 5 0.5 RBS 25/7 Japan
Chuarare +0 +0 1d6-1 +0 9 RC 5 2 5 0.3 RBS 18/7 Japan AF5
Koarare +0 +0 ½d6 +0 9 RC 5 1 5 0.2 RBS 15/6 Japan AF5
Comet Star
Hammer
+0 +0 1d6+1 +0 1 RC 10 4 5 1.0 RBS 45/10 China Also Entangle
2d6, 2 PD/2 ED
Dart +0 +0 1d6-1 +0 9 RC 5 1 5 0.4 RBS 24/10 Various Autofire (5 shots)
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Hero System Equipment Guide n Chapter One 2
Weapon OCV RMod Dam STUNx ShotsSTRMin BODY Def Mass
MaxRange
A/RCost Origin Notes
Grenade, Smoke +0 +0 — — 8 — 2 3 0.4 RBS 10/4 Japan Darkness to
Normal Sight 2m
NWF
Iron Mandarin
Duck
+0 +0 ½d6 +0 1 RC 6 3 5 1.0 RBS 12/3 China
Kapak +0 +0 ½d6 +0 1 RC 6 3 4 0.5 RBS 12/3 Indo-
nesiaMetsubishi
Grenade +0 +0 — — 8 — 2 3 0.4 RBS 12/4 Japan Sight Group Flas
4d6, see text
Blown powder +0 +0 — — 1 — 1 0 0.01 0m 10/2 Japan Sight Group Flas
4d6, see text
Nagedeppo +0 +0 1d6 +0 9 2 2 3 0.6 RBS 19/7 Japan Area Of
Effect (2m
Radius), NWF
Shuriken
Bo Shuriken +0 +0 1d6-1 +0 9 RC 5 1 5 0.3 RBS 24/10 Japan AF5
Endokuken +0 +0 1d6 +0 9 RC 5 2 5 0.5 RBS 71/31 Japan Plus poison
smoke
Large Star +0 +0 1d6+1 +0 9 RC 5 2 5 0.5 RBS 40/16 Japan AF5
Small Star +0 +0 1d6-1 +0 9 RC 5 1 5 0.4 RBS 24/10 Japan AF5
Tsubute +0 +0 3d6 N — 9 RC 5 2 5 0.5 RBS 30/12 Japan AF5
Steel Olive +0 +0 ½d6 +0 12 RC 6 2 5 0.7 RBS 12/4 China
Steel Toad +0 +0 ½d6 +0 1 RC 6 3 5 1.0 RBS 12/3 China
Throwing Club +0 +0 3d6 N — Text 8 3 3 0.4 RBS Text Various See text
Throwing Knife +0 +0 1d6 +0 4 RC 7 2 5 0.5 RBS 19/6 Various
Toami
Small +0 +0 — — 1 RC 4 4 2 2.0 RBS 50/14 Japan See text
Normal +0 +0 — — 1 RC 6 5 2 4.0 RBS 60/17 Japan See text
Large +0 +0 — — 1 RC 9 6 2 6.0 RBS 60/17 Japan See text
Wishful Steel Ball +0 +0 1 point +0 12 RC 3 2 5 0.7 RBS 6/2 China
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30 n Weapons Hero System 6th Edition
FANTASY RANGED WEAPONS KEY 2H: Two-Handed Weapon
Act: Activation Roll
Conc: Concentration (½ DCV “throughout” the loading and/or
firing process, see text; -½)
N: Normal Damage (all other weapons do Killing Damage)
No horse: Characters cannot fire this weapon while mounted (a-¼ Limitation)
RBS: Range Based On STR
RC: Recoverable Charge
‡: Extra Time (Full Phase to use; -½)
‡1: Extra Time (1 Phase to reload between shots; -¾)
‡2: Extra Time (2 Phases to reload between shots; -¾)
‡T: Extra Time (1 Turn; -1¼)
Ranged weapons are built as RKAs with some or all of
the following Limitations: Focus (OAF; -1), STR Minimum,
Required Hands, Real Weapon, Beam, and Charges (indicatingthe number of rounds of ammunition the average user carries).
OCV: This is applied as a bonus or penalty against all attacks
made with the weapon. OCV bonuses are bought as a 2-point
Combat Skill Level with the Limitations OAF, Required Hands, and
Real Weapon. OCV penalties are a minor Side Effect (auto-
matically occurs; -½) for the weapon. Until the penalties on a
weapon reach the 30 Active Point level (which is highly unlikely
to ever occur), the Side Effect remains at this value. Even if a
weapon has both OCV and RMod penalties, it takes only one Side
Effect until the penalties exceed 30 points.
RMod: This represents a modifier to the weapon’s accuracy at
Range. Positive values (bought as 1-point Penalty Skill Levelsversus the Range Group with the Focus and Required Hands
Limitations) help to offset the standard Range Modifier; negative
values (a minor Side Effect (automatically occurs; -½)) add to it.
RMod can never raise a character’s base OCV, it can only negate
penalties.
Damage: The amount of damage the weapon does. An “N” indi-
cates Normal Damage; otherwise the listed damage is Killing.
STUNx: This is the STUN Multiplier for Killing Damage weapons
(a +0 means “no modification”; use the standard ½d6 STUN
Multiplier). Apply the STUNx modifier to the STUN Multiplier roll
(or to the STUNx for the Hit Location struck, if the campaign
uses Hit Location rules). For example, if a character with a Sling
(STUNx +1) hits an opponent in the Head, the total STUNx would
be 6.
Shots: The standard amount of ammunition carried by a user of
the weapon. Typically a character can only fire/throw/shoot one
round of ammunition in a Phase; thereafter he must reload his
weapon (or ready a new one). Reloading/readying may or may
not take time; see the text.
STR Min: The STR Min necessary to use the weapon effec-
tively; see 6E2 199 for rules. Remember that, except for thrown
weapons (which are built as HKA with Range Based On STR),
Ranged weapons (which are built as RKAs or Blasts) don’t
get bonus damage or other benefits from exceeding the STR
Minimum. The STR Minimum simply indicates the STR needed to
effectively use the weapon — to hold, draw, and/or cock it.
BODY: The weapon’s BODY.
Def: The weapon’s PD and ED.
Mass: The weight of the weapon in kilograms.
Max Range: The weapon’s maximum Range in meters
according to the HERO System rules. (Of course, its effective
range — the range over which it’s likely to hit a target — is
much less, thanks to the Range Modifier.) Typically this means
Base Points x 10 meters, but Advantages or Limitations may
change that. “NR” means No Range; “RBS” means Range Based
On STR.
A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the
expanded Killing Attack costs on APG 56 (thus, an RKA 1d6-1
costs 12 Character Points).
Origin: The nation, culture, or civilization the weapon comes
from. “Various” indicates that the same or similar weapons were
developed in many times and places throughout the world.
Notes: This catch-all category includes any information not
listed elsewhere. All notes and abbreviations are explained at
the end of the tables.
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Hero System Equipment Guide n Chapter One 3
JAPANESE ARROWS
Te Japanese created many unusual types oarrowheads or their arrows ( ya). Several o themore interesting ones are listed in the RangedWeapons able; they add damage to the damagerom a standard arrow (which is listed as thedamage or the Bow used). Each o these arrows ismore expensive and rarer than the average arrow.
Te Dragon’s ongue arrow is finely-crafed, with
a slightly rounded point that penetrates armoreasily. (In game terms it does +1 point o KillingDamage.)
Te Frog Crotch arrow is shaped roughly like a V,with a sharpened inner edge; it’s especially useulor cutting cords and similar objects. (In gameterms it does +1 point o Killing Damage.)
Te Hikime is an arrow with a wooden ball, notan arrowhead, on the tip. It’s used to stun, not kill,an opponent. (In game terms, it does 3d6 NormalDamage to the target.)
Te Skinsplitter is an extremely wide, heavy
arrowhead. (In game terms it does +2 points oKilling Damage, but the GM should consideradding +1 to the SR Min o the Bow whenever acharacter uses one.)
Te Willow Lea is a long, straight arrowheadwhich can slip easily between armor plates andthe like. (In game terms it does +1 point o KillingDamage.)
Tese are just a ew o the many different typeso Oriental arrowheads available; with a littleresearch you can uncover many others.
Te yazuka, or standard length, o an arrow(without arrowhead) is rom the top o the archer’s
sternum to the tip o his middle finger. Tis allowshim to achieve extra power, since he has to drawthe bow back as ar as he possibly can to shoot.
SLING BOW
Te sling bow is a bow designed to fire smalliron balls — sort o a cross between a bow and aslingshot. In Chinese it’s known as a dan kurn.
CrossbowsTe crossbow, a more technologically advanced
weapon than the bow, consists o a rifle-like stock
with a bow mounted horizontally on the ront.Te bow is made o wood, composite materials, oreven steel; it’s thick and strong, and its string like-wise, allowing or high tension and thus excellentrange and penetration capabilities. Te cross-bowman fires it rom the shoulder, similar to amodern rifle, making it quite accurate. An arbalest is a large, heavy crossbow requiring a mechanicalwheel-crank or like mechanism to pull because oits extremely high tension.
A crossbow fires a missile called a bolt, orsometimes a quarrel. Bolts are similar to arrows,though usually shorter and ofen a bit thicker oshaf. Some hunting crossbows fire small pellets
instead (these typically do ½d6 Killing Damage).
RANGED ATTACKS QUICK REFERENCE TABLE
Action TimeRequired
OCV* DCV
Bow, firing normally Full Phase — ½
Drawing/nocking arrow Half Phase — ½
Pulling/firing arrow Attack Action — ½
Bow, firing with Fast Draw roll Half Phase — ½
Drawing/nocking arrow Zero Phase — ½
Pulling/firing arrow Attack Action — ½
Bow, loading and firing with +5 STR Attack Action -2 ½
Bow, firing defensively* Full Phase -4 —
Drawing/nocking arrow Half Phase — —
Pulling/firing arrow Attack Action -4 —
Bow, firing with Multiple Attack* Full Phase -2 ½
Drawing/nocking arrows Half Phase — ½
Pulling/firing arrows Attack Action -2 ½
Bow, firing from horseback Full Phase -2 ½ Drawing/nocking arrow Half Phase — ½
Pulling/firing arrow Attack Action -2 ½
Bow, stringing Full Phase — —
Bow, stringing with Fast Draw roll Half Phase — —
Crossbow, loading Full Phase — ½
Crossbow, loading with +5 STR*# Half Phase — —
Crossbow, loading with Fast Draw* Half Phase — —
Arbalest, loading Two Full Phases — ½
Arbalest, loading with +5 STR*# Full Phase — ½
Arbalest, loading with Fast Draw* Full Phase — ½
Crossbow or arbalest, firing loaded Attack Action — —
Crossbow or arbalest, firing from horseback Attack Action -2 —
Sling, loading Half Phase — ½
Sling, loading with Fast Draw Zero Phase — ½
Sling, firing Attack Action — ½
Sling, firing from horseback Attack Action -2 ½
Thrown weapon, throwing Attack Action — —
Gunpowder weapon, loading and firing 1 Turn — ½
Gunpowder weapon, loading and firing with
Fast Draw
2 Full Phases — ½
Gunpowder weapon, firing loaded Attack Action — ½Gunpowder weapon, firing loaded from
horseback
Attack Action -2 ½
Blowgun, loading and firing Full Phase — ½
Blowgun, loading with Fast Draw Zero Phase — ½
Blowgun, firing loaded Attack Action — ½
Blowgun, loading and firing from horseback Full Phase — ½
*: Tis rule is used only at the GM’s option.
#: Also requires a DEX Roll.
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32 n Weapons Hero System 6th Edition
A crossbow is always strung, but it’s normallynot carried already drawn and loaded with abolt — it’s too easy or the bolt to all out o thegroove that holds it in place, or or the weaponto discharge accidentally. (Carrying a crossbowreadied or long periods o time can also warp theweapon, ruining its accuracy; permanently reduceits RMod by -1 or every hour it’s carried loaded.)I a character carries a loaded crossbow, the GMshould have him make a DEX Roll wheneverhe experiences any unusual or drastic physicalaction, including moving at Noncombat speeds,trying to mount a horse, getting hit by an attack,making an attack with another weapon, Dodging,Blocking, or alling. Te roll has a penalty o-0 to -5, depending on how drastic and violentthe action is. I the roll succeeds, the crossbowremains loaded and ready to fire. I the roll ailsby 1-3, the bolt alls out, but the crossbow remainscocked. I the roll ails by 4 or more, the crossbowdischarges; i necessary, have the character make aroll at 0 OCV to see i he hit anyone in ront o theweapon.
CHU-KO-NU
Te chu-ko-nu is the amous Chinese repeatingcrossbow. It resembles an ordinary crossbow,except that it has a box on top o it holding tenbolts. Te shooter works a lever to reload thecrossbow by cocking it and dropping one o thequarrels into place. Te chu-ko-nu is heavier andhas a shorter range than a standard crossbow, butcan be fired much more quickly: the SR Minlisted is the minimum to use the weapon, not toreload it, and a character can load the weapon in ahal Phase and fire the weapon in a hal Phase.
PISTOL AND WRIST CROSSBOWS
Some campaigns and settings — such asmany Post-Apocalyptic campaigns and a ewFantasy campaigns — eature some other unusualcrossbows.
BOWS VERSUSCROSSBOWS
The HERO System statistics for bows and crossbows
tend to reflect the “dramatic reality” common to
genre adventure fiction, which usually emphasizes
and favors bows. They also reflect standard HERO
System rules about calculating range and so forth.
However, this doesn’t necessarily simulate “reality”as well as it might for gamers who prefer a high
degree of “historical accuracy.” Although scholars
differ and quibble about various aspects of bows
and crossbows and how they measure up (espe-
cially given the wide range of types of the various
weapons), you can generally accept the following as
historically correct.
The crossbow has, on the average, a longer range
than the English longbow. A heavy steel-bowed
crossbow’s maximum range was around 380 yards
(360 meters), while that of the longbow was around
280 yards (255 meters). Of course, both weapons’
effective ranges were much shorter than this, andvariations in equipment could affect these results.
The greater range of the crossbow implies greater
force of impact at effective ranges (meaning, in game
terms, that crossbows should do at least a little more
damage than bows).
The longbow requires more training to learn to use
effectively than a crossbow. An English saying states
that to train an archer, you begin by training his
grandfather. On the other hand, training someone to
use a crossbow is relatively quick and simple.
The longbow has a greater rate of fire. A trained
archer could fire, on the average, about six aimed
arrows per minute, or twelve without significant
aiming. A crossbowman, on the other hand, could fire
one bolt per minute if he had to cock his crossbow
by hand, or up to four per minute if he had a
mechanical aid such as a belt-and-claw.
To represent these differences in game terms:
1. Alter the damage ranges on the weapons so
that an arbalest does RKA 2½d6, and the other
weapons scale down from there.
2. After determining a bow’s or crossbow’s
range using the standard rules (Base Points
x 10m), use Increased Maximum Range and
Limited Range to adjust the weapons’ ranges to
the proper maxima.
3. Add Extra Time (Extra Phase; -¾) to all bows,
and Extra Time (1 Minute; -1½) to all cross-
bows. You can then define mechanical aids like
goat’s-foot levers as buying the Extra Time for
crossbows down to 1 Turn.
4. Make “Bows” a 2-point Weapon Familiarity
of its own, separate from Common Missile
Weapons, but keep Crossbows as a 1-point WF.
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Hero System Equipment Guide n Chapter One 3
Te pistol crossbow is a crossbow small enoughor a character to hold and fire easily with onehand. Loading it takes time but doesn’t require theocused effort that loading an ordinary crossbowdoes (i.e., it doesn’t have the Concentration Limita-tion). Some models include special locking devicesthat hold the bolt in place even i the crossbowis turned on its side or upside down; pulling thetrigger automatically disengages the lock.
A wrist crossbow is a pistol crossbow mountedon a large bracer worn on the character’s lowerarm. It’s basically the same as a pistol crossbow,though it has a shorter range and always has abolt-locking device so the wearer can load it andthen wave his arm around reely i necessary.
FIRING A CROSSBOW
Loading a crossbow — pulling back andcocking the bowstring, and then putting a bolt inthe groove in ront o it — requires a Full Phase,or two Full Phases or an arbalest (the weapon hasthe Extra ime Limitation to reflect this). A cross-bow’s SR Minimum represents the SR needed
to pull the string back. Tis involves putting thecrossbow on the ground bow-first, holding it inplace with one oot, and drawing the string upwith the hands. I a character has a mechanicalaid (belt-and-claw, goat’s-oot lever, cranequin,or the like), reduce the SR needed to ready thecrossbow by 3. (Arbalests require mechanicalaids, and do not benefit rom this rule; the SRMinimum represents the SR needed to operatethe mechanism quickly and use the heavy weaponproperly.) A character can fire a loaded crossbowproperly with a SR 3 less than the listed SRMinimum.
While drawing and loading a crossbow, a
character is at hal DCV. However, this penaltydoes not apply to a character firing a loadedcrossbow. Tis is simulated with the Concentration Limitation (½ DCV, but reduced by¼ because thepenalty doesn’t apply once the weapon is loaded;-0).
At the GM’s option, i a character has (anduses) 5 SR more than the SR Minimum o acrossbow, he may load it as a Hal Phase Actioni he succeeds with a DEX Roll (i the roll ails, hehas wasted a Hal Phase). Tis also eliminates thehal DCV penalty described above. A characterwith Fast Draw (Crossbows) who succeeds witha roll can load a crossbow as a Hal Phase Action
with no DCV penalty, but must have a SR oat least the SR Minimum -5 to do so (or SRMinimum -8 i he has a cocking mechanism). (Foran arbalest, a successul Fast Draw (Crossbows)roll lets a character load it as a Full Phase Action,but does not eliminate the DCV penalty.)
Firing a loaded crossbow requires an AttackAction. Characters cannot Multiple Attack withcrossbows. Characters can fire crossbows romhorseback (at the usual -2 OCV penalty), butcannot draw and load them while mounted.
SlingsA sling is a simple but effective method o
increasing throwing power and distance to thepoint where small, round missiles become poten-tially lethal. It consists o a small leather pouchwith two strings attached, one o which has aloop on the end. Te user places the missile in thepouch, whirls the sling around to build up orce,then releases the unlooped string to “throw” themissile. o improve power, accuracy, and range,the slinger could attach his sling to a rigid handle,creating a staff-sling (a ustibal ).
Te missiles “fired” by a sling are called bullets; they’re made o lead and are ovoid-shaped. Inecessary, a slinger can substitute appropriately-shaped stones instead. Te damage listed or slingsassumes bullets; i a character uses sling stonesinstead, reduce the damage by 1 DC.
Loading a sling requires two hands, butwhirling and firing it only one. Loading it requiresa Hal Phase Action (or a Zero Phase Action, ithe slinger succeeds with a Fast Draw (Slings) roll;
this does not eliminate the DCV penalty). Firing asling counts as an Attack Action. Te slinger has tostand still and concentrate on what he’s doing, sohe has only hal o his DCV until his next Phase.A character cannot use a sling to make a MultipleAttack, but can load and fire one rom horseback.
Thrown WeaponsNot all ranged weapons rely on the power o a
mechanical device like a bow or a sling. Some arepropelled solely by the strength o the user, whothrows them at the target. Tese weapons include:
Arare: “Hailstones,” a Japanese missile weapon inthe orm o a spiked ball. Tey come in three sizes: joarare (large, thrown one at a time); chuarare (medium, thrown like shuriken, can be used astetsubishi as well [see below]); and koarare (similarto chuarare, but smaller).
Comet Star Hammer: Tis missile weapon, calledlieu shen chuai in Chinese and also known as aShooting Star Hammer or Wol ’s eeth Hammer,consisted o a chain linking two spiked metal balls.It was typically thrown at the legs o horses orsoldiers to snare and injure them. Some versionso this weapon had only one spiked ball; the
damage and other effects are the same.Endokuken: A type o shuriken that emits a 2mradius cloud o poisonous smoke when it contactsits target:
RKA 1d6, NND (deense is Lie Support [appro- priate Immunity]; +1), Does BODY (+1), Area OEffect (2m Radius; +¼) (49 Active Points); OAF(-1), 9 Charges (-¼). otal cost: 22 points.
Grenades, Smoke: Some warriors (especiallyninja) use these grenades to blind and conoundan opponent, or to cloak their next action —such as hiding or preparing a new attack. Smoke
grenades do not require a Weapon Familiarity.
THROWING AID
Several cultures that
relied on javelins and
thrown spears
developed
devices to
improve their
warrior’s ability
to throw. Examples
include the atlatl of th
Aztecs, the woomera
the Australian Aborigi
and the amentum, a c
tied to the spear-shaf
by the Romans. All of
these devices had the
effect of “lengthening
the thrower’s arm so
could throw his weap
further.
In HERO System term
you can build one of
these devices this wa
+5 STR (5 Active Poin
OAF (-1), Only To Incre
Throwing Distance (-1
(total cost: 2 points).
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34 n Weapons Hero System 6th Edition
Darkness to Sight Group 2m radius (10 ActivePoints); OAF (-1), Limited Effect (NormalSight only; -¼), Range Based On SR (-¼), 8Continuing Charges lasting 6 Segments each(removed by winds or rain; -0). otal cost: 4 points.
Iron Mandarin Duck: A throwing weapon madeout o iron and shaped like a mandarin duck.
Tanks to the duck’s weight and sharp points(eathers, wings, beak, and so orth), it’s a lethalweapon.
Kapak: A small throwing hatchet used by theBatak people o Indonesia. You can also use thisor any number o small, hatchet-like throwingweapons used by many different cultures.
Metsubishi: Small grenades which can momen-tarily blind an opponent. Grenades do not requirea Weapon Familiarity. Alternatively, a “flashgrenade” could be one use’s worth o eye-irritatingdust, either thrown at a oe or blown through anopen-ended sword sheath, a small pillbox, or a
similar device. Tis type o metsubishi has NoRange, since it can only be used effectively withina ew eet.
Metsubishi (Thrown): Sight Group Flash 2d6, Area o Effect Nonselective (2m Radius; +¼) (12 Active Points); OAF (-1), Range Based On SR(-¼), 8 Charges (-½). otal cost: 4 points.
Metsubishi (BlownPowder): Sight GroupFlash 2d6 (10 ActivePoints); OAF (-1), NoRange (-½), 1 Charge(-2). otal cost: 2 points.
Chinese du sar , “poisonsand,” uses the samestatistics as the blownmetsubishi.
Nagedeppo: A typeo primitive explosivegrenade. Its explosioncovers a 2m radius. Ineudal Japanese campaigns,the bang and flash romthis grenade are as disori-enting as its damaging
effects, since such weaponswere extremely uncommonin that period.
Net: See oami.
Shuriken: Commonlycalled throwing stars andthrowing spikes, theseare ranged weapons usedby ninja and by modernmartial artist heroes and villains. Tey come inthree basic types:
Bo Shuriken are
sharply-pointed metal
spikes a ew inches long. One to five bo shurikenmay be thrown at a time.
Large (Star) Shuriken are star-shaped metaldisks several inches across, about hal an inchthick, and possessing three to eight sharp points.
Small (Star) Shuriken are shaped the same asLarge Star Shuriken, but are only about an eightho an inch thick and a couple o inches across.One to five small star shuriken may be thrown ata time.
Star shuriken are called hira shuriken in Japa-nese. Te our-pointed star, the most popular type,is called a senban shuriken. Shuriken made out oflat metal bars with sharpened ends are itaken.
Te Chinese have a weapon called a SleeveDart (shouu gen, darts easily concealed in a sleeveor in various spring-loaded tubes hidden inone’s clothes) which has the same statistics as boshuriken. Te Chinese also created razor-edgedcoins (lo han chain [Japanese, nasare en]) andoddly-shaped Dart Knives (biau dau) which havethe same statistics as small star shuriken, as doesthe piau, an Indonesian throwing blade vaguely
shaped like a hatchet-head. Te Indian chakram orcher-khi, a razor-edged throwing ring also called aquoit, uses the statistics or a large shuriken. Te paku, a sort o sharpened throwing stick weaponused in Indonesia, uses the bo shuriken’s statistics.Many dart weapons, including specially-thrownnails or the narrow darts sometimes slipped intowar ans, correspond to bo shuriken.
THROWING
NORMAL
WEAPONS
Characters may some-
times want to
throw ordinary
melee weapons,
such as clubs,
battle axes,
and greatswords.
With the GM’s permis-
sion, they may do so,
but at a -3 OCV penalty.
The range is based on
throwing STR, and the
character also suffers
the -4 unbalanced, non-
aerodynamic addition to
the Range Modifier.
If a character takes a
1-point Weapon Famil-
iarity with throwing a
specific type of melee
weapon — WF: Thrown
Swords, WF: Thrown
Axes, WF: Thrown Pole-
arms, and so forth — hecan eliminate the -3 OCV
penalty. He still suffers
from the Range Modifier
penalty and balance/
aerodynamic penalty,
however.
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Hero System Equipment Guide n Chapter One 3
Te Fantasy Ranged Weapons Chart showsa load o 9 to 12 shuriken. Ninja traditionallycarried nine, because that number has specialsignificance to them.
Steel Olive: An olive-shaped throwing weapon.Te ends taper down to sharp points, giving theweapon an eye-shaped profile.
Steel Toad: A throwing weapon in the shape o atoad! Te toad’s head tapers to slightly more o apoint that a normal toad’s does, so the weapon cando more damage than it would i it were blunt.
Throwing Clubs: Trowing clubs include warboomerangs and similar weapons — clubsdesigned or throwing as much as or HHCombat. Tey’re built as a Multipower:
In the case o boomerangs and other throwingclubs that are aerodynamically shaped to return
to the thrower in the event o a miss, the user canmake this happen either by devoting one CombatSkill Level applicable to the weapon to making
it return, or by succeeding with a DEX Roll at -2when throwing it.
Throwing Knives: Trowing knives are knivesorged and shaped or throwing rather than HHCombat (unlike daggers, which are meant ormelee fighting but can easily be thrown). Teyhave a sharp ront point, but dull edges and little(i any) hilt. Tey’re built with RKA, but at theGM’s option characters can use them in HHcombat to do ½d6 Killing Damage at a -1 OCVpenalty.
Toami: A net. Its statistics depend upon its size:
Small Toami: Entangle 4d6, 4 PD/4 ED, Entangle And Character Both ake Damage (+¼) (50 Active Points); OAF (-1), Range Based On SR(-¼), 1 Recoverable Charge (-1¼). otal cost: 14 points.
Normal Toami: Entangle 4d6, 4 PD/4 ED,Entangle And Character Both ake Damage(+¼), Area O Effect (2m Radius; +¼) (60 ActivePoints); OAF (-1), Range Based On SR (-¼), 1 1Recoverable Charge (-1¼). otal cost: 17 points.
Large Toami: Entangle 4d6, 4 PD/4 ED, Entangle
And Character Both ake Damage (+¼), Area oEffect (4m Radius; +¼) (60 Active Points); OAF(-1), Range Based On SR (-¼), 1 1 RecoverableCharge (-1¼). otal cost: 21 points.
Tsubute: A “blunt shuriken,” used to knock anenemy unconscious. Te same statistics apply toblunt Chinese throwing coins, shouu chuan, orthe Sleeve Ring (a blunt metal ring hidden in thesleeve and thrown at an enemy’s ace).
Wishful Steel Ball: A small steel ball similar to amodern ball-bearing, used as a weapon by flickingit at high speed at the target.
Cost Power
5 Throwing Club: Multipower, 15-point reserve;
all OAF (-1), Real Weapon (-¼), STR Minimum(8; -½)
1f 1) HTH Club: HA 3d6 (add damage via STRMinimum); OAF (-1), Hand-To-Hand Attack
(-¼), STR Minimum (8; -½), Real Weapon(-¼),
1f 2) Thrown Club: Blast 3d6; OAF (-1), Range
Based On STR (-¼), STR Minimum (8; -½),Real Weapon (-¼), 1 Recoverable Charge(-1¼), Lockout (cannot use either slot untilCharge is recovered; -½)
Total cost: 7 points.
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36 n Weapons Hero System 6th Edition
MAKING WEAPONSPlayers ofen like to create special weapons
or their PCs, and some GMs want to expand theweapon lists, build enchanted weapons to givePCs, and the like. Te basic rules or this are on6E2 198-206. Tis section includes some expandedand optional rules or building weapons using theHERO System rules.
BALANCING WEAPONS AND ARMOR
When creating weapons and/or deciding whatweapons PCs can take in the campaign, the GMshould consider the balance between “offense” and“deense,” along with related issues like how ast hewants combats to run.
Unless you want combats to end quickly, withlots o wounds delivered in just a ew Phases,some parity should exist between the average DCso damage done by weapons (including bonusesobtained via the Adding Damage rules) and thedeense provided by armor. An attack that doesroughly average damage should inflict a slightwound, or even no wound, on a character withaverage deenses. For example, i the averageResistant Deense in the game is 5 (based on char-acters wearing mostly leather and chain armors),then the average weapon should probably doabout 5-7 DCs o damage. Tat means an averageo about 5-7 BODY damage per attack rom aKilling Damage weapon, or 0-2 points o BODYactually inflicted on the average target.
I you preer a quicker game, restrict thetypes o armor available, or boost the damageo weapons. I the average PD/ED is 5, but theaverage weapon does 7-9 DCs, the average Killing
Damage hit inflicts 2-4 BODY, with the potentialto do significantly more. Tat brings fights to anend much more quickly. On the other hand, iyou want to avor deense over offense, decreasethe damage weapons do, or make heavier armors(chain and plate, or magical enhancements olesser armors) more readily available.
COMBAT VALUE AND RANGE MODIFIERS
Most weapons do not provide any sort o bonusto, or impose a penalty on, the wielder’s OCV orRange Modifier. However, some weapons allow orgreat flexibility o use or striking power (reflectedby an OCV bonus), or have greater than normalaccuracy over range (reflected by a bonus thatcounteracts Range Modifier penalties). On theother hand, some weapons are awkward to use,
or not as accurate as normal, leading to OCV andRMod penalties.
Fantasy weapons that provide a bonus to OCVrarely, i ever, have more than a +1 OCV bonus.OCV bonuses are bought as 2-point Combat SkillLevels with the Limitations OAF, Required Hands, and Real Weapon. OCV penalties are a minor SideEffect (automatically occurs; -½) or the weapon.
Fantasy weapons that provide a bonus to RModrarely, i ever, have more than a +2 RMod bonus.You can build this bonus as 1-point Penalty SkillLevels versus the Range Group with the Focus andRequired Hands Limitations.
OCV and RMod penalties are defined as a Side
Effect Limitation on the weapon. Tis is a minor ortrivial effect worth a base o -¼, doubled becauseit automatically occurs when anyone uses theweapon, or a total o -½. Tis same value appliesuntil the total penalties on a weapon reach the 30Active Point level (calculate the cost using nega-tive Combat Skill Levels and Penalty Skill Levels)— something that’s highly unlikely to ever occur.
Gamemasters should be wary o buildingFantasy weapons with too many OCV or RModbonuses, or several reasons. First, they’re notappropriate i you want to stress even the slightestamount o “realism.” I one weapon were inher-ently much more accurate than any other,everyone would have long ago adopted it andabandoned all others — and history shows thatnever happened. Second, too many positive modi-fiers can unbalance the game. I characters canhit their oes too easily, combat loses a lot o itssuspense and becomes a simple bloodbath, withthe outcome determined mainly by who attacksfirst.
Similarly, don’t impose too many penalties onweapons — i a weapon is too badly hindered,no one wants to use it. While airly heavy RModpenalties are appropriate or some weapons (likeearly firearms), in most cases you should keep the
OCV penalties at no more than -1, and the RModpenalties at no more than -4.
DAMAGE
Tere’s no specific ormula or establishing theDamage Class rating or a weapon. Some o theactors that affect the calculation include: size othe striking part o the weapon; the momentumthe wielder can develop while delivering a blow;speed o use; and dramatic interpretation o theweapon’s effects. Te lists in this book attempt toreasonably balance all these actors, but some GMsmay preer different approaches. (See also the textbox on 6E2 200.) Some possibilities include:
DIFFERENT BLADESIn a Fantasy or Science Fiction setting, it’s possible
for races or cultures to develop their own unique
versions or variants of the standard weapons
described in this section. Most of these “different”
weapons are simply varieties of standard weaponswith spiky bits for added coolness. There are some
principles to keep in mind, however. One is that size
matters — a race uses weapons appropriate to its
members’ average size and strength (see 6E2 203).
Anatomy also factors in. Long-limbed races go for
swinging weapons like axes and broadswords; short-
limbed species may prefer thrusting weapons. It’s
also worth considering the anatomy of what the race
usually fights. Races with natural body armor may
develop armor-piercing hand weapons like rapiers
and daggers, or whips and garrotes to entangle and
strangle.
See also Alien Blades on page 189.
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Hero System Equipment Guide n Chapter One 3
OPTIONAL EQUAL DAMAGE HAND- TO-HAND WEAPONS TABLE
Weapon OCV Damage STUNx STR Min Length Notes
Axes
Axe, Battle +1 1½d6 +0 13 M 1½H
Axe, Great +0 2d6 +1 18 M 2H
Axe, Hand (Hatchet) +0 1d6+1 +0 8 S Can Be Thrown
Axe, Small +0 1d6+1 +0 8 M
Hammers And Maces
Hammer, War +1 1½d6 +0 13 M 1½H
Mace +0 1d6+1 +0 8 M
Mace, Great +0 2d6 +1 18 M 2H
Clubs
Club +0 4d6 N — 8 M
Club, Great +0 6d6 N — 18 M 2H
Club, War +0 5d6 N — 13 M 1½H
Swords And Knives
Dagger/Dirk +0 1d6+1 +0 8 S Can Be Thrown
Falchion +0 1½d6 +0 13 M
Rapier +0 1d6+1 +0 8 M
Sword, Bastard +1 1½d6 +0 13 M 1½H
Sword, Broad/Long +0 1d6+1 +0 8 M
Sword, Great +0 2d6 +1 18 M 2H
Sword, Short +0 1d6+1 +0 8 M
Polearms
Halberd +0 2d6 +0 18 L 2H, Set, Unhorse
Javelin +0 1d6 +0 10 L Can Be Thrown
Spear, Medium +0 1½d6 +0 13 L 1½H, Set, Can Be Thrown
Spear, Short +0 1d6 +0 10 L Set, Can Be Thrown
Unusual Melee Weapons
Lance +0 1½d6 +0 13 † EL Only On Horseback
Morningstar -1 1½d6 +0 13 M Flail
Quarterstaff +0 4d6 N — 8 M 2H, +1 DCV
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38 n Weapons Hero System 6th Edition
REALISTIC DAMAGE
Some GMs may want more “realistic” weapondamage numbers. Since there’s no defined, objec-tive way to measure the cutting, smashing, andpiercing effects o Fantasy weapons, any attemptto alter the tables or pure “realism” is likely toprove rustrating and ultimately ruitless. I youwant “realistic” weapons damage, the best way toachieve this is to do a lot o research on the subjectyoursel, then come up with a set o weapon write-ups that suit your own inormed opinions andbelies on the subject. Te Bibliography lists manygood books you can start with.
EQUAL DAMAGE
Gamemasters who are concerned aboutcharacters choosing weapons based solely ontheir perceived game benefits can eliminate theproblem by making all weapons virtually the samein most respects. For example, perhaps everyweapon, regardless o size or configuration, does1d6 Killing Damage (or 3d6 Normal Damage)and has a SR Minimum o 10. Or, perhaps theGM groups weapons into three size categories —Light (SR Min 8), Average (SR Min 13), andHeavy (SR Min 18) — with all weapons in eachcategory doing 1d6+1, 1½d6, and 2d6 KillingDamage, respectively (or the equivalent amount oNormal Damage).
Te rationale behind this approach is simple:it’s just as easy or a character to die when stabbedto death with a dagger as it is when he’s jabbedwith a spear or slashed in two by a greatsword.Fantasy roleplaying games tend to assume that thelarger the weapon, the bigger the wound it inflictsand thus the greater chance o death. While there’ssome logic to that, the act remains that a small
dagger wound can kill a man as quickly and easilyas a massive sword-thrust. What really mattersis the skill with which the character wields theweapon, not its size or configuration.
Under this system, characters who want toinflict more than the weapon’s base damagehave several options. First, there’s SR; the morepowerul a character’s muscles, the more powerulthe blows he can deliver. Second, characters canbuy Skills like Martial Arts (to create a weapon-based style, like Swordfighting) or alents likeDeadly Blow and Weaponmaster, or constructsimilar abilities o his own. Tese abilities reflecta character’s weapon skills with a damage bonus.
Tird, they can take other abilities that repre-sent their skill with weapons. For example, a ewargeting Skill Levels makes a seemingly punydagger-wielding rogue deadly dangerous —because he can target the Vitals or Head with ease.
See the accompanying text box or onepossible weapons system using equal damage,including an explanation o the balancing choicesmade where variations occur. Many other suchweapons systems are possible; it all depends onwhat the GM wants to emphasize in his campaign’sHH Combat and his own personal preerencesabout the way melee combat should work.
OPTIONAL EQUAL DAMAGEHAND-TO-HAND WEAPONS
This system of weapons damage is based on the default premise that
all weapons are organized into three size categories: Light (STR Min 8),
Average (STR Min 13), and Heavy (STR Min 18). All weapons in each category
do 1d6+1, 1½d6, and 2d6 Killing Damage, respectively (or the equivalent
amount of Normal Damage). That way a character with 18-20 STR inflicts the
exact same damage with all weapons.However, once that basic pattern is set down, various weapons are adjusted
slightly to take into account their special advantages or drawbacks. For
instance, weapons that provide more reach, can be thrown, or allow the user
to perform special Maneuvers or attacks may do slightly less damage or have
slightly higher STR Minima to compensate.
For example, look at the Light weapons. The Hand Axe and Small Axe are
virtually identical 1H weapons, except that the former is Small and can
be thrown, and the latter is Medium (+1m Reach). These are regarded as
being roughly equivalent choices, so both do 1d6+1 damage with an 8 STR
Minimum. The Mace, Club, Dagger/Dirk, Rapier, Broad/Long Sword, and Short
Sword all fit into this same category; most are similar to the Small Axe, with
the Dagger/Dirk being like the Hand Axe.
On the other hand, the Javelin and Short Spear do 1d6+1, but they’re Long
weapons and can be thrown — two significant advantages compared to the
“typical” Light weapon. To balance that out a bit, their damage is reduced
to 1d6 and their STR Minimum increased to 10. The Quarterstaff is a typical
Light weapon but requires two hands (a drawback compared to 1H Light
weapons, which allow their users to also use a shield). To compensate,
the Quarterstaff provides its wielder with +1 DCV, representing the ease of
blocking attacks with the versatile weapon.
In the Average weapon category, the default is 1½d6 damage, 1H use, and
Medium length. Weapons that deviate from that default in good or bad ways
are adjusted unless their drawbacks and advantages balance out. The Battle
Axe, War Hammer, and Bastard Sword all require 1½H use, so they get +1
OCV in exchange. The Medium Spear is Long, can be thrown, and can be used
to perform the Set Versus Charge maneuver, making it a better than average
Medium weapon. To compensate, it’s changed to a 1½H weapon; if the GM
doesn’t think that’s enough, he could impose a -1 OCV penalty as well. The
Lance is even longer — Extra Long — but it can only be used on horseback
(and at full effectiveness only in certain situations), and thus is considered
reasonably balanced as-is. The Morningstar is a Medium weapon but can
perform the Flail maneuver; to compensate it’s given a -1 OCV penalty.
The Heavy weapons — the Great Axe, Great Mace, Great Sword, and Halberd
— are all 2H weapons, which poses a problem because in a system where
the damage is all the same, sword-and-shield or two-weapon fighting styles
are better than using a single two-handed weapon. To compensate, the first
three all get a +1 STUN Multiplier. (For purposes of this weapon system, this
Advantage doesn’t affect the rate at which STR adds damage to the weapon.)
However, the Halberd is Long and can perform the Set Versus Charge
and Unhorse Combat Maneuvers, which are considered to balance out its
two-handedness.
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Hero System Equipment Guide n Chapter One 3
BASHING, SLASHING, AND PIERCING DAMAGE
o add a little variety to the weapons chart,some GMs like to group weapons into threecategories, based on the way they inflict damage:Bashing; Slashing; and Piercing.
Bashing weapons inflict damage by crushingand mashing flesh and bone with a more or lessblunt surace. Tey include hammers, maces, andclubs.
Slashing weapons inflict damage by slicing,chopping, or cutting through the target’s bodywith a sharp edge. Many swords and daggers(particularly curved-bladed ones) are designed todo Slashing damage, as are axes.
Piercing weapons inflict injury by piercing andpenetrating the target’s body with a sharp point.Arrows, picks, and spears do damage this way, asdo swords and daggers when used to thrust ratherthan cut.
It’s possible or some types o weapons to domore than one type o damage. Many swordscan both Slash and Pierce, or example, andsome battle axes and war hammers have a sharp
spike on the back side that lets them do Piercingdamage (though perhaps less than their ull DCswith Slashing and Bashing damage, respectively).
o make these classes o damage meaningul,the GM needs to distinguish between them insome way. Here are some suggestions:
n Bashing damage weapons: weapon automati-cally has +1 SUN Multiplier (or an additional+1) i the wielder succeeds with a SR (orDEX) Roll when he attacks; leather and platearmors only provide hal PD against Bashingweapons
n Slashing damage weapons: weapon gains +1
DC (which counts as base damage) againsttargets with no Resistant Deense (or when ithits a Hit Location with no Resistant Deense)i the wielder succeeds with a SR (or DEX)Roll when he attacks; leather armors onlyprovide hal PD against Slashing weapons
n Piercing damage weapons: weapon is automat-ically Armor Piercing i the wielder succeedswith a SR (or DEX) Roll when he attacks (iweapon is already Armor Piercing, it becomesdouble AP); chainmail and like armors onlyprovide hal PD against Piercing weapons
Similarly, characters can buy some orms odeense as more effective against one or two typeso damage. Some o the undead creatures in TeHERO System Bestiary have greater resistanceto certain categories o damage, or example. Adeense that only protects against two types odamage generally gets a -½ Limitation; a deensethat only protects against one type o damagegenerally gets a -1 Limitation.
STUN MULTIPLIER
Killing Damage weapons have a SUN Multi-plier. Most use the standard SUN Multiplier —½d6 — which is indicated in the weapons tables
as “+0” (meaning no modification). However, a
ew take the Increased SUN Multiplier Advantageand add +1 to the SUN Multiplier. Tis usuallyrepresents a very heavy, solid weapon, or onethat strikes with a particularly orceul impact.Gamemasters should be wary o adding more thana +1, or at most +2, SUN Multiplier to a weapon.A weapon can take the Decreased SUN Multiplier Limitation.
STRENGTH MINIMUM
Te SR Minimum defines the amount oSR required to wield a weapon effectively, asdefined by the rules on 6E2 199-200. Most Rangedweapons, and even a ew HH weapons, alsoapply the SR Minimum Cannot Add/SubtractDamage additional Complication, signiying thatthe nature, construction, or use o the weaponprevents wielders rom doing any extra damagebecause o high SR.
Setting the SR Minimum on a weapon is anart more than it is a science, requiring careulthought and an awareness on the GM’s part ohow he wants to simulate various weapons. While
common sense and an appreciation or gamebalance dictate that high-damage weapons gener-ally shouldn’t have low SR Minima, and low-damage ones generally shouldn’t have high SRMinima, even that guideline doesn’t always apply.Tere’s no one particular actor that defines whata weapon’s SR Minimum is or should be. Besidesthe considerations discussed in the text box on6E2 200, some o the things you should thinkabout when setting a SR Minimum include:
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40 n Weapons Hero System 6th Edition
WEIGHT AND CONFIGURATION
Te first thing most gamers think about whenit comes to establishing a SR Minimum is aweapon’s weight. Most medieval weapons weighedroughly two to five pounds (approximately 1 to 2.3kg) (some were lighter, some heavier, o course).Tat’s enough to provide significant strikingpower, but not enough to tire the wielder out tooquickly. Afer all, some battles lasted or hours, soa warrior had to keep swinging his weapon againand again, and i it were too heavy, he’d soon lackthe strength to do that!
However, while a weapon’s weight shoulddefinitely influence its SR Minimum, it’s ar romthe only consideration. Te weapon’s size, shape,and materials — its configuration, in other words— are also important. A weapon with its centero mass on one end (such as with most hammers,maces, and battle axes) is ofen harder to hold upand wield than one that distributes its mass moreevenly throughout (such as some swords andspears). An oddly-configured weapon may notactually weigh more than an evenly-configured
weapon... but it ofen eels like it does.GAME BALANCE
Since the SR Minimum rules are part o agame system, you should keep game balancein mind when using them. I you set the SRMinimum too low on a high-damage weapon,it becomes too attractive to power-gamer typeplayers, and they’ll have their characters use thatweapon regardless o whether that makes sense(common or dramatic). On the other hand, i youset the SR Minimum on a weapon too high, itmay discourage players rom having their char-acters use that weapon even when it would make
sense or the character to do so.Te Light/Medium/Heavy system describedabove under “Equal Damage” provides an exampleo a game balance-influenced system o SRMinima. Te SR Minima or the different typeso weapons are set so that a character tends to dothe same amount o damage with a weapon nomatter what his SR. For example, a SR 18 char-acter does 2d6 Killing Damage with any weapon.Tus, while air in a game balance sense, thissystem (and others like it) also tends to be bland.
Game balance should never be the sole consid-eration or establishing a SR Minimum. It’s notpossible to mathematically model reality that
precisely, and it defies common sense and one’ssense o “realism” to give a light-weight weapona high SR Minimum solely to balance it againstother weapons. Setting SR Minima based onsome sort o “ormula” (such as some percentageo the Active Points in the weapon) is also likelyto result in ridiculous outcomes such as someweapons with such high SR Minima that almostno character can wield them properly. Gamebalance should guide the SR Minimum decision,but never dictate it.
STANDARD MODIFIERS
All weapons are built with several PowerModifiers.
REDUCED ENDURANCE
All weapons without Charges take the Advan-tage Reduced Endurance (0 END), because theEND to wield them depends on the character’sSR, not on the Active Points in the AttackPower(s) used to build the weapon. However, theGM can change this i he wants to make weaponscost more or less END to wield.
o make a weapon cost more END to wield,take Reduced Endurance only at the hal END(+¼) level, or don’t apply it at all. o wield aweapon like this, the character has to pay both the END or the SR to wield it and the ENDor the Power(s) used to build it. Tis would beappropriate or some large, heavy, and/or awkwardweapons, such as a troll’s maul (when wielded bya human).
o make a weapon cost less END to wield,you can build into the weapon a naked Reduced
Endurance Advantage or the SR used to wield it.For example: Reduced Endurance (½ END; +¼)or up to 25 SR (6 Active Points); OAF (-1) (totalcost: 3 points) (plus Required Hands, i appro-priate). A weapon like this only costs hal as muchSR-based END to wield, as long as the characteruses no more than 25 SR with it. Any SR usedover 25 would cost END at the standard rate (1END per 5 SR, in a Heroic campaign). A weaponcould even be bought to cost 0 END to wield,though that could cause significant game balanceproblems.
REAL WEAPON
Weapons require constant maintenance, or elsethey lose their effectiveness. Characters must cleanand sharpen their swords and knives, lest theybecome too dull and rusty to cut through anythingharder than butter; and they must keep bowstavesand bowstrings in good working order. Similarly,some weapons just can’t damage some things (oronly damage with difficulty) — or example, it’snot normally possible to cut through a brick wallwith a knie. Te Real Weapon (-¼) Limitationreflects these sometimes unpleasant realities. Hereare some guidelines to help GMs adjudicate theeffects o the Limitation in addition to the ones on6E2 200-01.
First, a character must devote time to main-taining his weapons, or else they’ll become ouled,rusty, and hard to use. Any time a character uses aweapon in battle, he must spend at least 1 Minutecleaning the weapon. He can wait until the end othe day and clean it once afer multiple uses, butthis may take longer. For every two days that passwithout a character cleaning his weapon, either (a)reduce its OCV by 1; or (b) reduce the damage itinflicts by 1 point. I the weapon ever reaches -10OCV, or has so many damage penalties it couldnever inflict damage, it alls apart or is otherwiseuseless, and cannot be repaired. Repairing lesserOCV or damage penalties requires an appropriate
Weaponsmith roll and at least 5 Minutes per -1.
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Second, edged weapons (such as axes andswords) become dull over time i not sharpened.For each ull hour o combat, the weapon does -1point o damage (thus, -1 afer one ull hour, -2afer two ull hours, and so orth). Te GM shouldinterpret what constitutes “an hour” o combatin a narrative/dramatic sense; it doesn’t literallymean 3,600 Phases in which a character strikes ablow with the weapon. Returning the weapon tofighting sharpness requires the use o a whetstone(or like sharpening device) and 1 Minute per ullhour o use.
Tird, as noted above, some weapons just can’taccomplish some tasks. “Cutting” through a stonewall or the iron bars o a jail cell with a dagger orsword is pretty much impossible in a “realistic”sense, or example, regardless o what the HEROSystem rules say. Hours o picking at the mortaror sawing at the bars might do the trick, assuminga character had the time and could repeatedlyre-sharpen his weapon, but ew adventures allowor such activity. As a general guideline, whencharacters use weapons to attack inanimate objects
like statues, compare the weapon’s Damage Classesto the PD o the object. I the DCs are less than thePD, the weapon cannot inflict significant damageon the object — at most, perhaps 1 BODY damageper ull urn o hacking at it. I the DCs equal thePD, the weapon can inflict at most 1 BODY perPhase with a successul attack (roll the damagenormally, and reduce it to 1 BODY i the weapondoes more than that). I the DCs exceed the PD,the weapon can damage the object normally.
At the GM’s option, I a character uses aweapon to strike a firm blow against a hard,unyielding object — such as a stone wall, orthe iron bars o a jail cell — he may damage his
weapon. I the object’s PD exceeds the weapon’sDCs, the weapon takes 1 BODY damage. Whenit takes all its BODY in damage, it breaks, snaps,cracks, or otherwise becomes useless untilrepaired.
Real Weapon may also affect how muchdamage a character can add to a weapon; see 6E2201.
Gamemasters should also take the shape/configuration o both weapons and objects intoaccount when characters use them to attack inani-mate objects. Chopping through a wooden doorwith an axe is easy, given their comparative shapes;slashing through one with a sword is more difficult.See Fantasy Hero, page 419, or more inormation.
Advanced Weapon CreationRules And Guidelines
Once you have the basics o a weapon in place,you can think about adding to or improving it.
ADVANTAGES
One common way to improve a weapon, ordifferentiate it rom similar weapons, is to apply an
Advantage to it. Most Advantages aren’t appro-priate or weapons, but some o the ones that areinclude:
Armor Piercing, Penetrating: Both o theseAdvantages represent weapons that have animproved ability to penetrate the target’s armor.ypically this indicates that the weapon has anespecially sharp edge or point, as with stilettos,awl pikes, and armor piercing arrows. However,it can also indicate that the weapon smashes thetarget with such orce that a substantial portiono the impact effects the target even though theweapon doesn’t actually cut through or puncture
armor. Many enchanted blades also take one othese Advantages to represent their ability topierce mundane armor with ease.
Increased Maximum Range: Ranged weaponsthat have the ability to travel urther than indi-cated by the standard HERO System rules take thisAdvantage. In some cases it’s bought as a nakedAdvantage or the weapon with Limitations likeConcentration or Extra ime, reflecting the effortneeded to prepare and fire the weapon to attainthe best range possible.
Increased STUN Multiplier: Another way torepresent weapons that have a particularly orceul
impact is to give them an Increased SUN Multi-plier. See above or more inormation.
Indirect: Flexible weapons, such as flails andmorningstars, take Indirect at the +¼ levelto simulate their ability to perorm the FlailManeuver (page 8). Characters designing otherweapons that incorporate chains or ropes maywant to apply it as well.
Range Based On STR: Te Advantage orm o thisPower Modifier simulates HH Combat weaponscharacters can easily throw i necessary — spears,daggers, small axes, and the like.
LIMITATIONSOne Limitation — Focus — is required or
weapons, which are objects and thus can betaken rom their owners. Many other Limitationsaren’t appropriate or weapons, but a ew cropup requently. In addition to Charges or Rangedweapons, and Required Hands, they include:
Activation Roll: A weapon with this Limitation isunreliable — it doesn’t always work. Early firearmstake it; so should any other relatively complicatedweapon and weapons based on new technologiesthat haven’t yet been perected.
Concentration: Tis represents a weapon thatrequires the character to ocus on using it to the
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42 n Weapons Hero System 6th Edition
exclusion o other actions, such as dodging ormoving around. It’s used or most Ranged weapons.
Extra Time: Many Fantasy-era Ranged weaponstake time to prepare. Te user must prepare them,load them, careully aim them, and then finallyfire. Extra ime simulates this perectly; it’s ofengrouped with Concentration.
Increased Endurance Cost: A heavy or awkward
weapon might take this Limitation to increase theEND cost the character must pay when using SRto wield the weapon. Tis is allowed even thoughthe weapon also takes Reduced Endurance.
Limited Range: Te standard HERO System rulesgive some Ranged weapons too much range. Iso, you can apply this Limitation to decrease aweapon’s range back to reasonable levels.
Mounted Limitations: Being on horseback (orother types o mounts, in High Fantasy games)affects the use o some weapons. A ew weapons,such as lances, only work when the wielder ismounted (a -½ Limitation). On the other hand,
characters cannot use many weapons, such aslongbows, while on horseback (a -¼ Limitation).Some weapons, like crossbows, can’t be drawn,prepared, or loaded by a character who’s mounted,but can be fired rom horseback i already loaded;they don’t take a Limitation because o this.
Reduced Penetration: Some weapon designersuse this Limitation to represent a weapon withmultiple tines or striking areas that hit the targetsimultaneously, such as tridents and militaryorks. It’s not required, but helps to differentiatesuch weapons rom spears and the like.
Side Effects: In addition to the Side Effect o OCVor RMod penalties (see above), a weapon mightinflict other penalties on the user. For example, aheavy, awkward weapon might also decrease thewielder’s DCV by 1-2 — representing the act thathe can’t dodge or move quickly while holding it, orbring it into position quickly enough to parry manyattacks. I the weapon already has an OCV and/or RMod penalty Side Effect, the GM must decidewhether to old other Side Effects into its -½ valueor to apply a second Side Effect with its own value.
UNUSUAL MATERIALS
Except or a ew all-wooden weapons (like
clubs), most weapons are made at least partly ometal. Even i they have wooden hafs, the strikingpart o the weapon — the blade, point, or head— is metal. In most Fantasy settings, that metal issteel.
However, some settings — such as games takingplace during the Bronze Age, or in bizarre worldslike M.A.R. Barker’s ékumel , where iron and steelare extremely rare — that’s not necessarily the case.Even in worlds that have steel, not everyone maymake weapons out o it. Some people may lack IronAge technology, not have a supply o iron and char-coal to turn into steel, or have some other reasons(religious restrictions, magic, personal comort) or
preerring non-steel weapons.
Additionally, many Fantasy settings eatureunusual, exotic, and even mystical metals and
substances that characters can craf weapons with.Te mithril o J.R.R. olkien’s Middle-earth isperhaps the best known example; other possibili-ties include star-iron (meteoric iron), dwarvensteel, glasses and crystals with the strength ometal, and so on.
Te substance used to make a weapon does notaffect the damage it does, but may alter its PD/ED. Tis generally only matters i you’re usingthe weapon breakage rules (see page 47), but mayalso be a part o the Real Weapon Limitation. Forexample, some substances, even when characterscan orge them into workable weapons, may be sosof that they dull easily (-1 point o damage per
10 minutes instead o per hour). Or, the GM mayreduce the weapon’s DCs or purposes o deter-mining what substances it can cut through whenthe character uses it to try to hack through a wall,door, or the like.
Te accompanying table provides suggestedPD/ED values or substances other than steel.A steel weapon has PD/ED 5 (or Fantasy Heroweapon purposes, do not use the Focus rule thatdetermines PD/ED as Active Points divided by5). Other substances’ PD/ED is represented as anincrease or decrease o that PD/ED— or example,“+1 PD/ED” means to add 1 to 5, or a total oPD/ED 6. In game terms, a weapon with greaterPD/ED has the Durable (+0) modifier to Focus,
WEAPON MATERIALS
Material PD/ED
Steel PD/ED 5
Bronze -1
Copper -2
Coral (magical) -2
Crystal (magical) +0
Dwarven steel +2
Elven-silver +1
Glass (magical) -1
Horn -2
Iron -1
Ivory -3
Leather (magical) -2
Stone -1
Wood (magical) -1
Wood (normal) -2
“Magical” refers to ordinary substances created or
augmented by mystical or alchemical processes that
make them strong enough to hold an edge and stand
up to the wear and tear of being used as a weapon.
Ordinary glass, crystal, leather, and the like are gener-
ally useless for making feasible weapons.
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Hero System Equipment Guide n Chapter One 4
while one with less PD/ED has a -0 version o theFragile modifier. Note that these rules assume thatit’s steel-made striking part o the weapon that’sbeing replaced; adding, say, bronze to the woodenhaf o a weapon with a steel head will probablystrengthen that weapon (at least in some situa-tions), not make it worse, since bronze is tougherthan wood.
Example: A war hammer has a steel head, giving
it PD/ED 5. I it were made o ordinary iron, itwould have -1 PD, or 4.
A dagger made o steel has PD/ED 5. Onemade o elven-silver (+1 PD) has PD/ED 6instead, while a Greek hoplite’s bronze (-2 PD/ ED) dagger has only PD/ED 3.
HIGH- AND POOR-QUALITY WEAPONS
Not every blade that comes out o the weapon-smith’s orge is an average weapon. Some are madeby master crafsmen with great skill and precision,turning them into weapons ar better than normalones. Others are legendary blades with qualities
befitting a hero’s weapon. But some are badlymade, or have suffered such wear and ill-use thatthey’re no longer as good as they once were.
In game terms, characters can have fine (also called “masterwork”) and poor weapons.Te weapons listed in the tables earlier in thischapter are “average” versions — they have thesame Damage Classes, OCV modifiers, and SRMinima or typical weapons o their type. But PCsare heroes, and sometimes an “average” weaponisn’t enough or an above-average PC... or hisgreatest enemy!
At the GM’s option, characters can use theollowing rules and guidelines to create excep-tional weapons, or to represent below-average versions o weapons. Gamemasters are, o course,ree to change the Character Point costs o theseimprovements (or drawbacks) to suit theircampaigns, or even to give them to characters’weapons or ree to represent events that occurduring game play. Additionally, where the rulesprovide Character Point totals or unusual abilities(such as the “reroll” ability) that aren’t built usingthe standard HERO System rules, those abilitiesapply only to weapons. Characters may not buythem as personal abilities.
Tese abilities do not represent enchantment or
magical enhancement, but rather improved qualityo materials, crafing, or the like. Additionally,these abilities sometimes represent “legendary”attributes possessed by amous or noteworthyweapons. Tey’re a great way to distinguish aspecial or wondrous weapon rom typical weaponswithout having to resort to the catch-all explana-tion o “magic.” But o course, they can also repre-sent enchantments (minor or otherwise) placedon a weapon i you want them to.
BUYING FINE AND POOR WEAPONS
When designing a fine or poor weapon, youshould use the Character Point costs listed below
to re-calculate the overall Active and Real Point
costs o the weapon. Since Fantasy Hero charac-ters don’t pay Character Points or their weapons,making a weapon “fine” or “poor” generally onlyaffects the weapon’s monetary cost. Te Active andReal Point costs usually just help the GM evaluatewhether the weapon is balanced or the campaign.However, to prevent fine weapons rom becomingtoo common in the game, the GM may requirecharacters to pay Character Points or them, usingone o two methods:
n the cost o improvements themselves, calcu-lated as (improved weapon’s Real Point cost)- (normal weapon’s Real Point cost), with somepredefined minimum cost (such as 3 CharacterPoints)
n a flat cost, such as 5 Character Points
In either case, i the character loses the weapon,he permanently loses the points spent on it...though the GM may allow him to go on a quest toregain the weapon, reorge it, or have another onemade, and spend the “lost” points on that.
Example: Wendell is running a Fantasy Hero game and wants to create a special (but notmagical) longsword to place in a dragon’streasure-hoard — an important reward or thePCs afer a long and grueling quest! Furthermore,he wants to use the sword as inspiration oranother adventure or two. So he decides to create Marclave, a amous blade once wielded by thehero Argandus Morgenstern. Te inscription onthe blade — “wo Hands, One Heart” — reersto an ancient prophecy the PCs must learn about,and which will involve them in another quest. omake Marclave special, Wendell decides it has+1 OCV, that it does 1½d6 damage instead othe normal 1d6+1 o a longsword, and that itsheroic qualities inspire the wielder, allowing himto strike more quickly than normal. A normallongsword costs 31 Active Points, 12 Real Points;here’s what Marclave costs:
HKA 1½d6, Reduced Endurance (0 END;+½) (37 Active Points); OAF (-1), RealWeapon (-¼), SR Minimum (13; -½) (totalcost: 13 points) plus Reach +1m (1 ActivePoint; total cost 1 point) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon(-¼) (total cost: 2 points) plus +1 LightningReflexes with Marclave (1 Active Point); OAF
(-1), Real Weapon (-¼) (total cost: 1 point).otal cost: 44 Active Points; 17 Real Points.
Since a normal longsword costs 12 points, Marclave would cost (17-12) 5 Character Pointsi a character built it or himsel, or i Wendellmade characters pay or all fine weapons tomaintain game balance. However, since Wendell’s giving the weapon out as treasure, he won’tcharge the lucky character any points at all.
FINE WEAPONS
Fine weapons may have one or more o theollowing abilities, or any other the GM sees fit to
allow. Te GM should evaluate any improvements
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44 n Weapons Hero System 6th Edition
a character wants to apply to a weapon careully,to ensure they’re balanced or the campaign.
Accurate: Te weapon may grant a +1 OCVbonus to the wielder (or, rarely, +2 or more), oror a Ranged weapon, bonuses to counteract theRange Modifier. See page 30.
Advantaged: Te weapon is so potent that ithas some Advantage most weapons o its type
lack — such as Armor Piercing or Penetrating,or even Indirect (allowing it to perorm the FlailManeuver as a way o simulating its ability toslip past a target’s shield, even i it’s not a flexibleweapon).
Biting: Some weapons do more damage thannormal. ypically, a fine weapon gets a +1 point odamage bonus (this costs 5 Character Points or aKilling Damage weapon, 2 Character Points or aNormal Damage weapon). Some truly exceptionalweapons may get an entire +1 DC bonus (recalcu-late the weapon’s overall cost accordingly).
Alternately, some truly wondrous weapons mayallow a character to reroll poor damage rolls. Techaracter may reroll all results o “1” that come upon the damage dice. Tat means he always does atleast 2 BODY per die when he rolls damage. Tiscosts 20 Character Points.
Heroic Strike: A ew weapons have such greataccuracy that the wielder can reroll any AttackRoll made with them that misses by only 1. Tiscosts 10 Character Points.
Alternately, some weapons may allow a char-acter to reroll any one ailed Attack Roll per day,no matter how much it missed by. Tis costs 3Character Points.
Marvelously Light I: Te weapon costs thewielder less END or the SR used to wield it. Seepage 40 regarding the Character Point cost or thisability.
Marvelously Light II: Te weapon somehowdoesn’t seem to weigh as much as ordinaryweapons — perhaps it inspires strength in thewielder, or it’s made o some unknown metal. Tislets a character strike harder with it, thus inflictingmore damage in many cases. You can buy this bydecreasing the weapon’s SR Minimum.
Noble Appearance: Te blade inspires loyalty andbravery in the wielder’s allies, ear and dread in
his oes. You can buy this as +5 PRE (sometimesmore) (5 Active Points); OAF (-1), Real Weapon(-¼), Only For Making Presence Attacks WhileTe Weapon Is Drawn (-1½) (total cost: 1 point).
Silvered: Te weapon’s striking suraces arecovered with silver so it can affect lycanthropesand similar creatures. Tis does not cost CharacterPoints, but should cost a lot o money in-game.
Stunning Blow: Some Killing Damage weaponsstrike with a mightier impact, thus doing moreSUN damage. Buy this as a +1 (or greater)Increased SUN Multiplier (+¼ Advantage per
+1).
Sturdy: Te weapon is harder to break or damage.It has +1 (or more) PD/ED or BODY, and perhapssome Power Deense to resist Dispels and Drains.Each +1 PD/+1 ED costs 3 Character Points, each+1 BODY costs 1 Character Point; and each pointo Power Deense costs 1 Character Point.
Swift-Striking: Te weapon is so light and easily-handled that it lets the character attack moreswifly. Tis is bought as Lightning Reflexes or
this one attack; most weapons grant no more thana +3 DEX bonus.
Throwable: Te weapon is balanced or throwing(even i it’s not normally a hurled weapon). Youcan buy this as Penalty Skill Levels to cancelbalance and/or aerodynamicity penalties.
Unreal Weapon: Te weapon doesn’t have the RealWeapon Limitation, meaning it always stays sharp,clean, and ready or action without any effort onthe wielder’s part. It may also, in the GM’s discre-tion, cut through walls and doors more easily thana normal blade.
Other Improvements: Some other possibleimprovements, that cost no Character Points buthelp to make a blade distinctive, include:
n Ornamentation: gilding or silvering; gems inthe pommel, hilt, or along the length, carveddesigns or incised runes on the blade; and soorth
n Unwavering: when stuck in the ground, a tree,or the like, the blade doesn’t wobble or shake;it’s as still as a mountain
n Unrustable: regardless o how much moistureit’s exposed to, the weapon never rusts (magicalrusting attacks can still affect it, though)
n Distinctive ring: when drawn rom the sheathor struck against metal or stone, the weaponemits a distinctive ring or tone i the wielderwants it to
POOR WEAPONS
Poor weapons may have one or more o theollowing drawbacks (most o which are just thereverse o Fine weapon qualities), or any other theGM sees fit to impose.
Some o these Poor attributes are representedas Side Effects. I the weapon already has an OCVor RMod penalty Side Effect, the GM must decide
whether to old other Side Effects into its -½ valueor to apply a second Side Effect with its own value.
Awkward/Heavy: Te weapon is unusually heavy,awkward to wield, bulky, or otherwise difficultto handle. You can represent this in one or moreo several ways: increase the weapon’s SRMinimum; change Reduced Endurance (0 END)to (½ END) (see page 40); apply Increased Endur-ance Cost to increase the END needed or the SRto wield the weapon (a Side Effect; i not oldedinto a negative OCV Side Effect, it’s a -¼, alwaysoccurs, or a total o -½); and/or add the Bulky Modifier to its Focus Limitation.
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46 n Weapons Hero System 6th Edition
Tat being said, it’s usually appropriate andworthwhile to give some consideration to aweapon’s good points and bad points as definedby the HERO System rules, particularly when twoor more weapons seem equally well-suited to yourcharacter. Tink about whether it might help yourcharacter to do a little less damage but avoid a -1OCV penalty, what sort o Combat Skill Levelsthe character has, whether the character can usehis SR to best effect with a low SR Minimumweapon, whether the character needs a weaponthat’s lightweight and/or easily concealed, andwhat sort o Combat Maneuvers the characterwants to perorm with the weapon.
FIGHTING METHODS
When deciding what weapon to use, youshould also consider the our primary methods ofighting with weapons: one weapon; two weapons;weapon and shield; and unarmed. Each has itsbenefits and drawbacks in HERO System terms,and so may influence your choice o weapon.
ONE WEAPON
A character who fights with one weapon andno shield usually has several drawbacks to over-come. First, he lacks the protection o a shield, sohe’s likely to get hurt more. Second, i he loses orbreaks his weapon, he may find himsel unableto fight effectively. Tird, he may have difficultyperorming some types o Combat Maneuvers.
On the other hand, using one weapon repre-sents the “pure offense” end o the combat spec-trum well — it allows the character to concentratesolely on using that one weapon. He can invest incheap Combat Skill Levels to improve his accuracyand damage. I it’s a wo-Handed (which it usuallyis, at least or PCs), he can inflict significantdamage with it. I he can do enough damage, andhas a high DEX so he usually strikes first, the lacko a shield may not cause him too many problems.
TWO WEAPONS
Fighting with two weapons includes liter-ally using one weapon in each hand (such as arapier in the right, and a main-gauche in the lef),fighting with a weapon that allows or a flurry oattacks (such as a quarterstaff), and even someorms o weapon-and-shield fighting in whichthe character uses his shield as much as a bashingweapon as a orm o deense.
Fighting with a weapon in each hand hasseveral benefits. First, i the character buys Off-Hand Deense, he gets bonuses to his DCV and toBlocking (see Fantasy Hero, page 184). Second, ithe character buys an appropriate ability or Skill— such as wo-Weapon Fighting (and possiblyRapid Attack and Deensive Attack) — he canmake more than one attack in a Phase withoutsuffering significant difficulty. (He can, o course,make a Multiple Attack normally, suffering thepenalties or doing so.)
However, to get the benefit o using twoweapons, the character definitely has to spendsome Character Points on related abilities; the
HERO System has no specific “fight with two
weapons” Combat Maneuver that all characterscan use or ree. And some o those benefits —such as the +1 DCV rom Off-Hand Deense —aren’t necessarily as worthwhile as having a shield,or wielding a single large weapon. wo-weaponfighting methods also tend to halve the character’sDCV, take a Full Phase, and/or reduce his OCV,all o which may cause problems. But or somelight fighters and rogues, the two-weapon fightingmethod “fits” perectly, so they’re willing to spendthe points to overcome those problems.
See 6E2 38 or some suggestions about buildingtwo-weapon fighting abilities.
WEAPON AND SHIELD
For many warriors and other characters, theweapon and shield method o fighting strikesthe perect compromise between offense anddeense. It leaves one hand ree to wield weaponssuch as most swords, spears, axes, and maces,while giving the character a higher DCV, a betterchance to Block attacks, and even the chance toshield-bash a oe (see Fantasy Hero, page 226). It’sa method well-suited to many different characterconceptions.
However, as a compromise, it lacks a littlebit on both the offense and deense ends o thespectrum. Te character usually doesn’t do quiteas much damage as he would with the one- ortwo-weapon methods (unless he buys abilities tocompensate, like CSLs, Martial Arts, or Weap-onmaster), and may have difficulty perormingsome Combat Maneuvers. Furthermore, the extraweight o the shield may cause Encumbranceproblems.
UNARMED
A ew Fantasy warriors, particularly those
rom Asian-like cultures, opt to fight without anyweapons at all. Instead, they buy an unarmedMartial Arts style and rely on their speed, skill,and agility to keep them sae in combat.
Te unarmed method o fighting definitelyhas a ew benefits. Unburdened by weapons and ashield, and usually not by heavy armor either, thecharacter can take ull advantage o his DEX, SPD,and movement. Points other characters spendon weapons-oriented abilities he can spend onpersonal abilities — things that enemies cannottake away rom him. He does high SUN damage,which can be particularly effective in Fantasy Hero
games.However, in the long run, the significant disad- vantages o unarmed fighting in a world o armedand armored warriors ofen outweigh the advan-tages. Without heavy armor, the unarmed warrioris vulnerable to high-damage attacks — and a highDCV can only protect a character or so long (andnot at all against Area O Effect attacks and thelike). Unless the character spends a lot o pointson Extra Damage classes, he may not have enoughdice to inflict significant SUN or BODY damageon his oes. He may also have problems strikingunusual oes (dragons, demons, fire elementals,and so on), and suffers a penalty or Blocking
armed attacks.
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Hero System Equipment Guide n Chapter One 4
Special ManeuversFor Weapons
Sometimes all the Fantasy Hero weapons tendto seem a little too similar — each o them does acertain amount o damage in the same way, andthere’s not much to differentiate them. I you’dlike to make the different types o weapons moredistinct, consider granting a special ability or
maneuver to each one — a “trick” that characterscan only take advantage o when wielding thatweapon.
Generally, special weapon maneuvers don’t costany Character Points (either or the weapon itsel,or the character wielding it); they’re just an extrabenefit assigned by the GM. Te weapon maneu- vers listed below are just suggestions; you couldeasily develop others.
Axes: Tanks to their shape and momentum, axescan penetrate deep into a target’s body i swungorceully enough. When a character perormsa Haymaker with an axe, he adds +5 Damage
Classes, instead o the usual +4.
Flails: Flails can perorm the Flail Maneuver(page 8). (Tis is built into their cost becausecharacters can do it even in campaigns that don’tuse special weapon maneuvers.)
Hammers and Maces: Even when they don’tactually pierce armor, hammers and maces strikewith such power that they can still break bonesand inflict other serious injuries. I the wielder’sAttack Roll succeeds by 3 or more, these weaponshave a Penetrating effect.
Picks: Te configuration o a pick allows it to
pierce armor with great efficiency, yet still inflictdeadly blows. I the wielder’s Attack Roll succeedsby 3 or more, he adds damage rom SR as ithe weapon did not have the Armor Piercing Advantage.
Polearms: Polearms have several possible specialmaneuvers. First, their length gives them advan-tages other weapons lack. Second, many o themare the only weapons with which characterscan perorm the optional Set Versus Charge andUnhorse Combat Maneuvers.
Quarterstaff: A staff is a dangerous weaponbecause the person wielding it can quickly strikemultiple blows, while also having an excellent toolor blocking. I the character makes a DEX Roll asa Hal Phase Action, he may do one o two things.First, he can choose to gain +2 to Block (the bonuslasts until his next Phase i not used immedi-ately). Second, he can choose to make two staffattacks against one oe, or one each against twooes who are both engaging him in HH Combatwith Short or Medium weapons. Tis counts as aMultiple Attack that only takes a Hal Phase andhas no OCV penalty (the halving o DCV stillapplies).
Swords And Daggers: Blade weapons are excel-
lent all-around combat tools; in addition to
slashing, stabbing, or thrusting with them, thewielder can also use the flat or pommel to perorma Club Weapon maneuver. Short bladed weaponsprovide +1 Lightning Reflexes or themselves only;Medium bladed weapons receive a +2 OCV bonusor Disarms.
Weapon And Shield
BreakageGamers who play in some Low Fantasy
campaigns, and other games stressing “realistic”combat, ofen have to worry about breaking theirweapons and shields. Combat places a lot o stressand strain on a warrior’s equipment, and eventu-ally blades and shields can break — particularlywhen they block powerul attacks, or attack some-thing hard and unyielding.
When a character uses a weapon or shield toBlock, compare the weapon’s or shield’s PD tothe base (un-Advantaged) Damage Classes o theattack (not the damage done, the Damage Classes
as a number). I the DCs exceed the blockingobject’s PD, the object takes 1 BODY damage(it’s been “dinged,” notched, or had part o it cutoff). (At the GM’s option, a particularly powerulattack may do more BODY, perhaps even as muchas 1 BODY per point o difference between theDCs and the PD .) When the object takes BODYdamage equal to its BODY, it’s useless — eitherbroken in pieces, or with so little o its essentialparts lef that it can’t unction as it’s supposed to.
I a character doesn’t specifically use his shieldto perorm the Block Combat Maneuver, but anattack misses him by equal to or less than theshield’s DCV bonus, the shield “blocked” the
attack (that’s why it missed), and the shield maytake damage as described above. At the GM’soption, every 2 BODY damage done to a shieldreduces its DCV bonus by 1. Tis represents thereduction in “cover” it provides as attacks shearaway sections o it.
Sometimes a character deliberately attacksanother person’s weapon, rather than the personhimsel, in the hope o breaking it. A typicalweapon has PD 3-5 (based on what it’s made rom;see page 42 or specifics), and targeting it specifi-cally entails an OCV penalty o -4 to -6 (similarto attacking the Hand). I a character attacks thewooden haf or handle o a weapon, use PD 3 orthe weapon’s PD , whichever is lower. Te GMmay impose a small OCV penalty (-1 or -2) inaddition to the penalty or attacking the weaponitsel, since the character’s trying to hit a specificpart o a small object. On the other hand, i acharacter deliberately attacks another character’sshield, the GM may grant him an OCV bonusequal to the shield’s DCV bonus (or some rac-tion thereo), since the deender normally makesat least some effort to use his shield to protecthimsel.
For weapon attacks against inanimate objects,see pages 40-41.
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48 n Weapons Hero System 6th Edition
HISTORICAL
FIREARMS
While guns are most closely associatedwith modern-day adventuring andgear, they’ve actually been around, inone orm or another, or centuries.
For purposes o this section, “historical” firearmsreers to guns rom their invention up through thePulp Era (i.e., until 1939). Guns developed in 1940and later years are in the Modern Firearms sectionbeginning on page 68.
For general inormation on creating firearms inthe HERO System, see Modern Firearms on page68.
Early Gunpowder WeaponsIn the real world, crude gunpowder weapons
first began appearing in the early to mid-1300s,and by the late 1500s had largely replaced bowsand crossbows. But o course, in a HERO System campaign setting, the commonality o gunpowderweapons, and the extent to which people knowabout them, is up to the GM. In some games
they may not exist at all; in others they’re rare(the equivalent o, and regarded as magical as,any wand or enchanted blade); in still others,gunpowder weapons are as common as crossbows.
Te earliest firearms were all smoothbore(non-rifled), muzzle-loaded firearms. (As timewent on, gunsmiths developed rifling as a way ohelping to keep the barrel clean longer, and soondiscovered that it imparted some improvements inaccuracy.) Te long arms are typically reerred toas muskets (since, lacking rifling, they’re not riflesstrictly speaking). A musketoon was a shorter-barreled, carbine-like musket; a blunderbuss wasan even shorter weapon with a widened mouth (toacilitate loading) that fired groups o shot muchlike a modern shotgun. All o them were slowand difficult to load and fire, prone to ailure, andinaccurate. (In game terms, they take Extra imeand Concentration to use, and have an Activa-tion Roll and Side Effects.) Tey suffered romnumerous other difficulties, such as not workingi the powder got wet, and “cook-offs” o powderi the weapon got too hot rom repeated firing(making the weapon explode in the user’s hands, aGM-imposed Side Effect).
Most early firearms were rifles. Handcannonsbegin appearing around the mid-1400s, with true
pistols developed in the late 1400s-early 1500s.
When used against low-tech (i.e., Fantasy-era)armors early firearms are considered ArmorPiercing, but against other targets they don’t havean AP effect. (Tis could be bought as a naked Armor Piercing (+¼) Advantage or them idesired, but or ease o presentation is assumed tobe a campaign ground rule.)
FIRING MECHANISMS
Early firearms are primarily classified by theirfiring mechanisms.
MATCHLOCK (MID-1400S TO EARLY 1700S)
A matchlock weapon uses a smoldering lengtho matchcord (a small twist o hemp cord or thickstring soaked in potassium nitrate), attached toa device called a serpentine; pulling the triggerlowers the matchcord into a pan o primingpowder. Te need to keep the match lit makes theweapon difficult or impossible to use in rainy orwindy weather, as well as slow to fire when firstused. Additionally, the shooter has to constantlyadjust the matchcord to the right length, the light
o it can give away his position at night, and thepresence o a lit match isn’t always sae aroundlarge amounts o gunpowder. However, match-locks are relatively cheap and easy to make, sothey remained in use by some European armiesuntil the early 1700s (and by the Indians, Chinese,and Koreans as late as the mid-1800s).
Matchlock weapons are heavy, so heavy thatthe shooter ofen carries a stick with a orkedrest on top to serve as a sort o primitive tripod.A typical matchlock musket was about a .75-.80caliber weapon and could weigh as much as 9k (20pounds). Next smallest was the bastard musketor caliver, with about a .70 caliber barrel; similarto it was the arquebus (also called a harquebusor hackbut), which was lighter in weight. Tepetronel was much like the arquebus but onlyabout .58 caliber.
In HERO System terms, matchlocks have Extraime (1 Minute or longer; -1½) due to theirlengthy reloading time. Tey also have ActivationRoll 11-, Jammed (-1), Concentration (½ DCVthroughout loading and firing; -½), and the Limi-tation Cannot Be Used In High Winds Or HeavyRains (-¼), since that makes keeping the match litand powder dry very difficult.
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50 n Weapons Hero System 6th Edition
HISTORICAL FIREARMS — EARLY FIREARMS
Name Caliber OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Handcannons
Handcannon, Large Various +0 -4 1½d6 +0 1 14 5.6 250m 25/3 Europe 1380 2H, Act 9- J, Conc, ‡M
Handcannon, Small Various +0 -6 1d6 +0 1 13 3.5 150m 15/1 Europe 1430 2H, Act 8- J, Conc, ‡M
Matchlocks Musket .75 +0 -3 4d6-1 +1 1 13 5.2 250m 71/8 Europe 1450 2H, Act 11- J, Conc, ‡M,
NHWR
Bastard Musket .70 +0 -3 4d6-1 +1 1 13 4.9 250m 71/8 Europe 1450 2H, Act 11- J, Conc, ‡M,
NHWR
Arquebus .70 +0 -3 4d6-1 +1 1 13 4.3 250m 71/8 Europe 1450 2H, Act 11- J, Conc, ‡M,
NHWR
Petronel .58 +0 -3 3d6+1 +1 1 13 4.1 250m 62/7 Europe 1450 2H, Act 11- J, Conc, ‡M,
NHWR
Teppo .45 +0 -3 2d6-1 +1 1 12 2.8 250m 34/4 Japan 1700 2H, Act 11- J, Conc, ‡M,
NHWR
Toradar .60 +0 -3 3½d6 +1 1 13 4.0 250m 69/7 India 1750 2H, Act 11- J, Conc, ‡M,
NHWRPistol .70 +0 -4 4d6-1 +1 1 12 3.9 150m 71/8 Europe 1460 Act 11- J, Conc, ‡M, NHW
Wheellocks
Musket .60 +0 -3 3½d6 +1 1 12 3.6 250m 69/7 Europe 1500 2H, Act 12- J, Conc, ‡M,
NHR
Pistol .60 +0 -4 3½d6 +1 1 11 1.3 150m 69/7 Europe 1520 Act 12- J, Conc, ‡M, NHR
Puffer/Dag .50 +0 -4 2d6+1 +1 1 11 1.8 150m 44/5 Germany 1590 Act 12- J, Conc, ‡M, NHR
Flintlocks
Musket, Early .75 +0 -2 4d6-1 +1 1 12 4.7 250m 71/8 Europe 1620 2H, Act 13- J, Conc, ‡T, NH
Pistol, Early .60 +0 -3 3½d6 +1 1 11 1.4 150m 69/9 Europe 1650 Act 13- J, Conc, ‡T, NHR
Musket .75 +0 -2 4d6-1 +1 1 12 3.6 250m 71/8 Europe 1720 2H, Act 14- J, Conc, ‡T, NH
Musketoon .75 +0 -2 4d6-1 +1 1 12 3.3 250m 71/8 Europe 1720 2H, Act 14- J, Conc, ‡T, NH
Pistol .57 +0 -3 3d6+1 +1 1 11 1.2 150m 62/8 Europe 1750 Act 14- J, Conc, ‡T, NHR
Blunderbuss .69 +0 -2 2d6 +1 1 12 2.4 20m 45/15 Europe 1750 AE1, Act 13- J, Conc, ‡T,
NHR, LR (20m), RR, RP
Brown Bess Rifle .75 +0 -2 4d6-1 +1 1 11 4.8 400m 71/8 Britain 1722 2H, Act 14-, Conc, ‡T, NHR
M1777 Rifle .70 +0 -2 4d6-1 +1 1 11 4.6 400m 71/8 France 1777 2H, Act 14-, Conc, ‡T, NHR
Kentucky Rifle .44 +0 -2 2d6-1 +1 1 11 4.2 270m 34/4 USA 1775 2H, Act 14-, Conc, ‡T, NHR
Double-Barrel
Pistol
.50 +0 -3 2d6+1 +1 2 11 1.4 350m 44/6 Britain 1700 Act 14- J, Conc, ‡T, NHR
Duckfoot Pistol .45 +0 -3 2d6-1 +1 4 12 1.8 270m 47/7 Europe 1780 AF4 Only, Act 14-, Conc,
‡T, NHR
Dueling Pistol .45 +0 -1 2d6-1 +1 1 12 1.8 270m 34/4 Europe 1790 Act 14- J, Conc, ‡T, NHR
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52 n Weapons Hero System 6th Edition
NINETEENTH-CENTURY SINGLE-ACTION REVOLVERS
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Adams Revolver .50 +0 +0 2d6 +1 5 9 1.3 300m 37/9 Britain 1851 C&B
Army Pistol .44 +0 +0 2d6-1 +1 6 8 1.2 270m 34/10 USA 1860
Augusta Revolver .36 +0 +0 1d6 +0 6 8 1.1 150m 15/4 USA 1862 C&B
Colt Army .44 +0 +0 2d6-1 +1 6 8 1.2 270m 34/8 USA 1860 C&BColt Army — Thuer .44 +0 +0 2d6-1 +1 6 8 1.2 270m 34/10 USA 1869
Colt Buntline
Special
.45 +0 +0 2d6-1 +1 6 9 1.4 270m 34/10 USA 1870 1
Colt Dragoon .44 +0 +0 2d6-1 +1 6 10 1.77 270m 34/8 USA 1848 C&B
Colt Dragoon No.
3½
.44 +0 +0 2d6-1 +1 6 10 2.77 270m 34/8 USA 1858 C&B, 2
Colt Navy Revolver .36 +0 +0 1d6 +0 6 8 1.2 150m 15/4 USA 1851 C&B
Colt New Line .30 +0 +0 1d6 +0 5 8 1.1 150m 15/4 USA 1874
Colt New Line .38 +0 +0 1d6 +0 5 8 1.1 150m 15/4 USA 1874
Colt Old-Line .22 +0 +0 1d6-1 +0 7 8 1.2 120m 12/3 USA 1860
Colt Open Top .44 +0 +0 2d6-1 +1 6 8 1.1 270m 34/10 USA 1871
Colt Open Top
.22 +0 +0 1d6-1 +0 7 7 1.0 120m 12/3 USA 1870
Colt Paterson Belt
Model
.31 +0 +0 1d6 +0 5 8 1.16 150m 15/4 USA 1837 C&B
Colt Peacemaker .45 +0 +0 2d6-1 +1 6 10 1.05 270m 34/9 USA 1873
Colt Pocket .31 +0 +0 1d6 +0 5 6 0.65 150m 15/4 USA 1849 C&B
Colt Police .36 +0 +0 1d6 +0 5 8 1.2 150m 15/4 USA 1861 C&B
Colt Walker .44 +0 +0 2d6-1 +1 6 11 2.0 270m 34/8 USA 1847 C&B
Forehand &
Wadsworth .44
.44 R +0 +0 2d6-1 +1 6 11 1.8 270m 34/9 USA 1875
Freeman ArmyRevolver
.44 +0 +0 2d6-1 +1 6 9 1.3 270m 34/8 USA 1863 C&B
Joslyn Army
Revolver
.44 +0 +0 2d6-1 +1 5 9 1.3 270m 34/8 USA 1861 C&B
Kerr’s Patent
Revolver
.38 +0 +0 1d6 +0 5 8 1.2 150m 15/4 USA 1857 C&B
Leech & Rigdon
Revolver
.36 +0 +0 1d6 +0 6 8 1.2 150m 15/4 USA 1863 C&B
Lebel Mle 1892 8mm
Rev
+0 +0 1d6 +0 6 9 0.84 150m 15/4 France 1892
LeMat Grapeshot
Pistol
Pistol .40 +0 +0 1d6+1 +0 9 10 1.45 200m Text USA 1876
Shotgun 16ga +0 +0 2d6+1 +1 1 NR USA 1876 AE1,
LR(40m),
RR, RP
LeMat Revolver
Pistol .42 +0 +0 1d6+1 +0 9 10 1.45 200m Text USA 1860 C&B, 4
Shotgun 16ga +0 +0 2d6+1 +1 1 NR USA 1860 AE1,
LR(40m),
RR, RP
Merwin Hulbert
Army
.44-
40
+0 +0 2d6 +1 6 8 1.2 300m 37/10 USA 1876
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Hero System Equipment Guide n Chapter One 5
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Nagant M1895 7.62
mm
Rev
+0 +0 1d6+1 +0 7 9 0.75 200m 20/6 USSR 1895
Nambu Type 26 9mm
J
+0 +0 1d6 +0 6 9 0.93 150m 15/4 Japan 1893
Navy Pistol .36 +0 +0 1d6 +0 6 8 1.2 150m 15/4 USA 1851
Remington Army .44 +0 +0 2d6-1 +1 6 8 1.1 270m 34/10 USA 1863 C&B
Remington-Beals
.31 +0 +0 1d6 +0 5 7 1.0 150m 15/4 USA 1857 C&B
Remington Navy .50 +0 +0 2d6+1 +1 1 9 1.3 350m 44/8 USA 1867 C&B
Remington New
Model
.46 +0 +0 2d6 +1 6 9 1.4 300m 37/10 USA 1870
Remington
Single-Action
.44 +0 +0 2d6-1 +1 6 9 1.3 270m 34/10 USA 1875
Roger & Spencer
Army
.44 +0 +0 2d6-1 +1 6 9 1.4 270m 34/8 USA 1863 C&B
Savage & North
Navy
.36 +0 +0 1d6 +0 6 8 1.1 150m 15/4 USA 1861 C&B
Smith & Wesson
No. 1
.22 +0 +0 1d6-1 +0 7 6 0.4 120m 12/3 USA 1857
Smith & Wesson
No. 2
.32 +0 +0 1d6 +0 6 6 0.7 150m 15/4 USA 1861
Smith & Wesson
No. 3
.44 +0 +0 2d6-1 +1 6 8 1.2 270m 34/10 USA 1870
Smith & Wesson
No. 3
.45 +0 +0 2d6-1 +1 6 8 1.2 270m 34/10 USA 1876
S & W Baby
Russian
.38 +0 +0 1d6 +0 5 6 0.6 150m 15/4 USA 1876
Smith & Wesson
Russian
.44 R +0 +0 2d6 +1 6 9 1.3 270m 37/10 USA 1870 5
Smith & Wesson
Schofield
.45 +0 +0 2d6-1 +1 6 8 1.16 270m 34/10 USA 1876 6
Volcanic Pistol .31 +0 +0 1d6 +0 6 8 1.2 150m 15/4 USA 1854 LA, 7
Volcanic
Pistol-Carbine
.38 +0 +0 1d6 +0 10 9 1.4 150m 15/5 USA 1854 LA, 7
Volcanic Pistol .41 +0 +0 1d6+1 +0 8 8 1.2 200m 20/6 USA 1854 LA, 7
Volcanic Repeating
Pistol
.38 +0 +0 1d6 +0 6 8 1.2 150m 15/4 USA 1857 LA, 7
Webley Mk III .38 +0 +0 1d6 +0 6 8 1.10 150m 15/4 Britain 1897
Webley Mk IV .455 +0 -1 2d6-1 +1 6 8 1.10 270m 34/8 Britain 1899
Wesson & Leavitt
.31 +0 +0 1d6 +0 6 7 1.0 150m 15/4 USA 1851 MCR
W. Irving
Knuckle-Duster
.32 +0 +0 1d6 +0 5 7 1.0 150m 15/4 USA 1870
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54 n Weapons Hero System 6th Edition
NINETEENTH-CENTURY DOUBLE-ACTION REVOLVERS
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Colt Frontier .32-20 +0 +0 1d6 +0 6 8 1.1 150m 15/4 USA 1877
Colt Frontier .44-40 +0 +0 2d6 +1 6 8 1.1 300m 20/6 USA 1877
Colt Lightning .38 +0 +0 1d6 +0 6 10 1.05 150m 15/4 USA 1877 8 (Activation
Roll 14-)Colt Peacemaker .44 +0 +0 2d6-1 +1 6 10 1.05 270m 34/9 USA 1873
Colt Thunderer .41 +0 +0 1d6+1 +0 6 10 1.05 200m 20/5 USA 1877
Cooper Navy .36 +0 +0 1d6 +0 5 7 1.0 150m 15/4 USA 1873
Kerr’s Patent
Revolver
.38 +0 +0 1d6 +0 5 8 1.2 150m 15/4 Britain 1863 C&B
Merwin Hulbert
.32 +0 +0 1d6 +0 6 8 1.1 150m 15/4 USA 1877 9
Pettengill Army .44 +0 +0 2d6-1 +1 6 7 0.7 270m 34/10 USA 1861 10
Smith & Wesson
DA
.38 +0 +0 1d6 +0 5 7 1.0 150m 15/4 USA 1880
Smith & Wesson
Frontier
.44 R +0 +0 2d6-1 +1 6 9 1.4 270m 34/10 USA 1881
Starr Revolver .44 +0 +0 2d6-1 +1 6 9 1.45 270m 34/8 USA 1860 C&B
NINETEENTH-CENTURY DERRINGERS
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Derringer .38 -2 -2 1d6 +0 2 4 0.45 150m 15/3 USA 1800s 11
Derringer .44 -2 -2 2d6-1 +1 2 4 0.4 270m 34/7 USA 1850 DA
AmericanPepperbox
.34 -2 -2 1d6 +0 18 4 0.5 150m 19/5 USA 1858 C&B
Chuchu Pistol .22 -2 -2 1d6-1 +0 4 4 0.3 120m 12/3 USA 1870 DA
Colt Derringer .41 -2 -2 1d6+1 +0 1 4 0.3 200m 20/4 USA 1870 SA
English 1840
Model
.36 -2 -2 1d6 +0 8 4 0.5 150m Text Britain 1840 C&B, 12
Marston Pistol .32 -2 -2 1d6 +0 3 4 0.3 150m 15/3 USA 1864 DA
Palm Pistol .32 -2 -2 1d6 +0 7 4 0.4 150m 15/4 USA 1883 DA, 13
Remington Double
Derringer
.41 -2 -2 1d6+1 +0 2 4 0.4 200m 20/4 USA 1865 SA, 14
Remington-Eliot
Derringer
.32 -2 -2 1d6 +0 4 4 0.35 150m 15/3 USA 1863 DA
Remington Rider .32 -2 -2 1d6 +0 5 4 0.4 150m 15/4 USA 1871 SA
Robbins &
Lawrence
Pepperbox
.31 -2 -2 1d6 +0 5 4 0.4 150m 15/3 USA 1849 C&B
Rupertus
Pepperbox
.22 -2 -2 1d6-1 +0 8 4 0.5 120m 12/3 USA 1860 SA
Sharps Derringer .30 -2 -2 1d6 +0 4 4 0.3 150m 15/3 USA 1859 DA
Wesson
Dagger-Pistol
.41 -2 -2 1d6+1 +0 2 4 0.4 200m Text USA 1868 12
Williamson
Single-Shot
.41 -2 -2 1d6+1 +0 1 4 0.3 200m 20/4 USA 1866 SA
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56 n Weapons Hero System 6th Edition
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Whitworth .45 +1 +1 2d6-1 +1 1 15 4.2 270m 37/7 Britain 1857 2H, C&B, 21
Winchester ’66
“Yellow Boy”
.44 +0 +0 2d6-1 +1 6 13 3.5 270m 34/8 USA 1866 2H, LA
Winchester ’73 .44-40 +0 +0 2d6 +1 15 13 3.3 300m 37/10 USA 1873 2H, LA
Winchester ’76 .45-47 +0 +0 2d6 +1 15 13 3.5 300m 37/10 USA 1876 2H, LA
NINETEENTH-CENTURY HEAVY WEAPONS
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Gatling Gun .45 +1 +1 2d6-1 +1 400 18 30.0 540m 97/27 USA 1861 AF10, IMR2,
Crew3, 22
Maxim Gun .303
British
+1 +1 2½d6 +1 250 18 27.2 400m 143/39 Britain 1884 AF10, IMR2,
Crew4, 23
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Hero System Equipment Guide n Chapter One 5
KEY 2H: Two-Handed (a -½ Limitation)
Act: Activation Roll (a “J” indicates “Jammed” as well).
AE: Area Of Effect (Radius); the number following indicates the size
of the Radius in meters.
AEC: Area Of Effect (Cone)
AF Only: Autofire only, no single shots (a -0 Limitation)
B&B: This is a smoothbore firearm that may use buck and ballammunition
C&B: This is a “percussion” firearm that uses cap-and-ball ammuni-
tion (which means an Activation Roll 13-, Jammed (-½); see page 58)
Conc: Concentration (½ DCV “throughout” the loading and/or firing
process, see text; -½)
Crew: Requires Multiple Users (number indicates standard size of
crew)
DA: Double-action (see page 51)
DB: Double-barrelled
E: Evans, a type of ammunition manufactured by the Evans Co.
J: Japanese
LA: Lever-action (see page 51)
LR(Xm): Limited Range (number indicates range in meters)
Maus: Mauser
MCR: Maynard cap ribbon (which means an Activation Roll 12-,
Jammed (-¾); see page 59)
mm: millimeter
NHR: Cannot Be Used In Heavy Rains (-¼)
NHWR: Cannot Be Used In High Winds Or Heavy Rains (-¼)
NR: No Range
R: Russian, a type of ammunition manufactured by Smith & Wesson
Rev: Revolver
RP: Reduced Penetration
RR: Reduced By RangeSA: Single-action (see page 51)
S&W: Smith & Wesson (an American gun manufacturer)
‡T: Extra Time (1 Turn; -1¼)
‡M: Extra Time (1 Minute; -1½)
Firearms are RKAs bought with the following Limitations: Focus
(OAF; -1), STR Minimum, Beam, Real Weapon, Required Hands (for
rifles, shotguns, and the like), and Charges. See page 68 for more
information.
Name: The name of the weapon. This may include a manufacturer
and/or model number.
Caliber: The weapon’s caliber (for shotguns, this becomes “Gauge”).
This is given in fractions of an inch or in millimeters (mm).
Many models of guns comes in multiple calibers, not just the one
listed (this is particularly true for semi-automatic handguns), and a
gunsmith can often rechamber a weapon to accept a different size
cartridge. So if you like the look of a gun but not the caliber, feel free
to change it to fire the type of bullet you want. Upgrading a gun to
a larger caliber may diminish the number of rounds it can hold in a
magazine, while downgrading to a smaller caliber may increase the
weapon’s ammo capacity.
OCV: This is applied as a bonus or penalty against all attacks made
with the weapon. OCV bonuses are bought as a 2-point Combat Skill
Level with the Limitations OAF, Required Hands , and Real Weapon.
OCV penalties are a minor Side Effect (automatically occurs; -½) for
the weapon. Until the penalties on a weapon reach the 30 Active
Point level (which is highly unlikely to ever occur), the Side Effect
remains at this value. Even if a weapon has both OCV and RMod
penalties, it takes only one Side Effect until the penalties exceed 30
points.
RMod: This represents a modifier to the weapon’s accuracy at
Range. Positive values (bought as 1-point Penalty Skill Levels versus
the Range Group with the Focus and Required Hands Limitations)
help to offset the standard Range Modifier; negative values (a minor
Side Effect (automatically occurs; -½)) add to i t. RMod can neverraise a character’s base OCV, it can only negate penalties.
Damage: The damage the weapon does. An “N” indicates Normal
Damage; otherwise the listed damage is Killing. Note that Fantasy-
era armors are considered to have only half effect against firearms;
this could be bought as a naked Armor Piercing (+¼) Advantate
for these firearms, but for ease of presentation is assumed to be a
campaign ground rule.
STUNx: This is the STUN Multiplier for Killing Damage weapons (a
+0 means “no modification”; use the standard ½d6 STUN Multiplier).
Apply the STUNx modifier to the STUN Multiplier roll (or to the STUNx
for the Hit Location struck, if the campaign uses Hit Location rules).
For example, if a character with a .44 caliber firearm (STUNx +1) hits
an opponent in the Head, the total STUNx would be 6.Shots: The number of shots in the gun’s cylinder or magazine (in
game terms, how many Charges the gun has). Each gun comes with
one “clip” of ammunition unless noted otherwise. If a gun can use
more than one size clip, the largest or most common clip is listed.
Guns with a “clip” of 1 shot are single-shot guns (often for target
shooting) that the user must reload after each shot.
The listed number of Charges for semi-automatic firearms doesn’t
include having one round “in the pipe” (i.e., chambering one round,
then removing the magazine and replacing that round, so that the
gun carries +1 round).
STR Min: The STR Min necessary to use the weapon effectively;
see 6E2 199 for rules. Remember that firearms and related weapons
(which are built as RKAs or Blasts) don’t get bonus damage or other
benefits from exceeding the STR Minimum. The STR Minimum simply
indicates the STR needed to effectively use the weapon — to hold,
draw, and/or cock it.
Mass: The weight of the gun, in kilograms. Typically this is the
unloaded weight; inserting ammunition adds a few grams.
Max Range: The weapon’s maximum Range in meters according to
the HERO System rules. (Of course, its effective range — the range
over which it’s likely to hit a target — is much less, thanks to the
Range Modifier.) Typically this means Base Points x 10 meters, but
Advantages or Limitations may change that. “NR” means No Range;
“RBS” means Range Based On STR.
A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the expanded
Killing Attack costs on APG 56 (thus, an RKA 1d6-1 costs 12 Char-
acter Points).
Origin: The country where the device was created/is manufactured.
Some gun manufacturers may have factories in multiple nations. The
modern-day firearms table doesn’t provide this information, but it’s
usually easy to look up if you need it.
Year: The year the weapon was first available. The modern-day
firearms table doesn’t provide this information, but it’s usually easy
to look up if you need it.
Notes: This catch-all category includes any information not listed
elsewhere. All notes and abbreviations are explained at the end of
the tables.
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58 n Weapons Hero System 6th Edition
estimates as much as ninety percent o battlefieldgunfire casualties were caused by Minié bullets.
Metal-jacketed bullets were invented duringthe nineteenth century, beginning in the 1830s.Early metal cartridges were made o brass and sawuse in the American Civil War and afer (alongsideolder-style, paper-jacketed bullets). By the 1870smetal cartridges were the standard in the UnitedStates, thanks in part to companies like Smith& Wesson developing revolvers to use the newtechnology. Te modern ull metal jacket bulletwas invented in 1882 by Major Eduard Rubin oSwitzerland. Another advance, coming into playin 1898, was the spitzer bullet, a rifle bullet with asharply pointed (rather than simply rounded or
slightly pointed) nose. Tis allows the bullet totravel more accurately or greater distances withmore energy, and remains in common use to thepresent day.
OTHER FIRING METHODS
Since metal-jacketed bullets aren’t uniormly(or reliably) available in all places and times whereheroes might adventure during the 1800s, theymay encounter guns using other firing mecha-nisms and rounds, such as:
Buck And Ball Ammunition: When using blackpowder weapons, some shooters try to improvethe odds in their avor by using buck and ball
ammunition. Tis is a pre-rolled paper cartridgecontaining a .69 Minie ball with three largebuckshot rounds bound on top, which in effectconverts the rifle into a sort o shotgun. When acharacter fires buck and ball ammunition, treatthe shot as coming rom a 12 gauge shotgunfiring shot, but remove the Reduced Penetration (-¼) Limitation. On the downside, buck and ballammunition has an Activation Roll 13-, Jammed;i the roll ails by 3 or more, the rifle explodes, asoutlined below or cap-and-ball guns.
Cap-And-Ball (Percussion) Firearms: Cap-and-ball firearms, also called percussion or caplock
firearms, were invented around 1830. Tey were
common during the American Civil War, andcould still be ound in many places long afer thatconflict. Many gunmen were more comortablewith this more amiliar technology, it was cheaperand easier or a shooter to resupply himsel withcap-and-ball ammunition (or even to make hisown). Additionally, early metallic cartridge bulletswere weaker than cap-and-ball rounds (i youwant to reflect this in game terms, reduce thedamage done by nineteenth century guns usingmetallic cartridges by -1 point until Rubin’s ullmetal jacket bullets are available).
In a cap-and-ball gun, the shooter loads thebullet (a lead ball) and gunpowder by hand intothe gun’s chamber. He then fits a small percussioncap containing mercury ulminate onto a nippleon the outside o the chamber. Pulling the triggercauses the hammer to hit the cap, which detonates,igniting the powder in the chamber and firing thebullet.
In HERO System terms, cap-and-ball ammuni-tion works as ollows. First, it takes an Extra Phaseto load each chamber; a successul Fast Draw roll
can halve this time. Te reloader typically has tostand up to do the work, which may expose himto enemy fire. With a revolver, it’s ofen quickerto remove the cylinder with empty chambers andreplace it with one that was loaded in advance;this takes a Full Phase (or a Hal Phase with asuccessul Fast Draw roll).
Second, cap-and-ball firearms have reliabilityproblems. Tey’re built with a Required Roll(Activation Roll) 13-, Jammed (-½). A ailed rollusually means that a percussion cap ell off itsnipple and into the firing mechanism. Tis takes aFull Phase Action to clear (or a Hal Phase with asuccessul Fast Draw roll). Alternately, in the case
o a rifle or musket ailure by 2-3 may mean thatthe nipple’s become ouled with cap residue, or thebarrel with powder residue. Tis means it cannotbe fired until cleaned (which takes a minimum o1 urn, and ofen longer), though in some casesthe barrel can quickly be cleaned out by pouringwater down it.
In the case o really bad ailure (by 4 or more)with any type o gun, a ailed Activation Rollindicates an even worse consequence: the shottouches off the other chambers, causing the gun toexplode! Tis is sometimes known as a “chain fire.”For a revolver, the shooter takes 2 DCs o KillingDamage or each bullet lef in the gun (other thanthe one he fired, which goes off successully).ypically this damage is to his hand and arm, butit all depends on how he’s holding the pistol. For arifle, which doesn’t have chambers o bullets, theshot does not go off successully — the shootertakes the shot’s damage instead because o theexplosion. (Alternately, he may have orgottento remove his ramrod and accidentally shot itinstead, making the rifle useless until he findsanother one.)
A character can convert a cap-and-ball weaponto fire metallic cartridges by making a successulWeaponsmith (Firearms) roll; this requires one
day and the proper tools, and has a cost equal tothe cost o the gun itsel when new.
THE BODY AND DEFENSE OF FIREARMSWhile the Fantasy-era weapons tables list the BODY and Defenses for each
weapon, the firearms tables do not. Compared to Fantasy-era weapons, which
often varied in composition, firearms of a given type tend to be relatively
uniform in terms of their BODY and Defenses. Rather than listing their BODY
and Defenses in the tables, they’re provided here.
Early Firearms: As modern firearms, but -1 BODY and -1 Defenses.
Revolvers: 3-4 BODY, 4-5 Defenses
Semi-Automatic Handguns: 3-4 BODY, 4-5 Defenses
Submachine Guns: 4-5 BODY, 4-5 Defenses
Rifles: 5-7 BODY, 4-5 Defenses
Assault Rifles: 5-8 BODY, 4-5 Defenses
Machine Guns: 6-8 BODY, 4-5 Defenses
Shotguns: 5-7 BODY, 4-5 Defenses
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60 n Weapons Hero System 6th Edition
4) Te LeMat weapons — Grapeshot Pistol,Revolver, and Carbine — are among the mostunusual and colorul in the nineteenth century.Tey were used by the South during the AmericanCivil War. Developed in New Orleans by Dr. JeanLeMat, and also manuactured in France, theyeature a 16-gauge scattergun barrel under thepistol’s (or rifle’s) ordinary, rifled, barrel. Tismeans the revolver’s cylinder has to be largerthan normal, allowing it to carry nine bulletsrather than six. Te shooter switches the hammerbetween the two barrels with a switch (this is aZero Phase Action). As indicated in the table it’s acap-and-ball weapon, but it was ofen adapted tometallic cartridges later on.
In game terms the LeMats are built as Multi-powers with 52-point reserves and two slots, witha final cost o 21 points.
5) Te term “Smith & Wesson Russian” actu-ally reers to a group o three different pistolsthat are all the same in HERO System terms.Smith & Wesson manuactured them under aRussian Army contract, but also sells them toother customers. Tey fire the special S&W .44Russian cartridge — a heavier, slightly wider, morepowerul bullet a typical .44 round. S&W Russianscan fire normal .44 bullets, but a normal .44 pistolcannot fire .44 Russians.
One type o Russian, the Model 3, comes with adetachable shoulder butt; see note #2 above or theeffects o this.
6) Te Smith & Wesson Schofield has a mecha-nism that allows the shooter to to eject all sixspent cartridges at once, making it quicker toreload — it takes less than hal the time to reloadas the Colt Army. I the GM uses the optional
expanded rules or reloading in Dark Champions, reloading the Schofield takes only a Full Phasenormally (instead o the typical Extra Phase ora revolver), and a Fast Draw roll reduces this to aHal Phase Action.
Te downside to this mechanism is that ashooter may catch the latch when he draws thepistol and accidentally eject all the shells, fired ornot. Tis happens i he tries a Fast Draw roll andails by 2 or more.
7) Te Volcanic guns, first manuactured in 1854,used metallic cartridge bullets held in a tubularmagazine beneath the barrel. In both pistol and
rifle orm they’re lever-action (see page 51).
8) Te Colt Lightning’s spring and hammer areragile, so it tends to malunction. In game termsit has an Activation Roll 14-.
9) Te Merwin Hulbert Pocket is sold with twobarrels — one 7.5” long (PER Mod +4), and ashorter one about our inches long (PER Mod +3).A character can switch the two with a Full PhaseAction (or a Hal Phase Action i he succeeds witha Fast Draw roll).
10) Te distinctive-looking Pettengill Army hasno hammer, so it’s easier than normal to conceal
(PER Mod +2).
11) A pepperbox pistol has multiple barrels whichthe shooter rotates to bring them in line with thehammer. Most o them are relatively small andusually easy to conceal, though some o the largerones are rather awkward-sized (PER Mod +1 to+3).
A derringer is a roughly hand-sized pistol withone or two shots. I multi-barrelled, its barrels arefixed; the hammer rotates to strike each chamberin turn. Derringers typically hae +0 PER Mod, butsome larger ones have +1.
12) Te English 1840 pepperbox has a large knieblade projecting between its barrels; it’s bought asa Multipower with an HKA ½d6 slot. Te WessonDagger-Pistol also has this eature.
13) Te Palm Pistol is a tiny gun that the shooterholds in his closed fist; the barrel projects betweentwo fingers. He fires it by squeezing it.
14) Some versions o the Remington DoubleDerringer have a small knieblade attached underthe barrel (this is bought as a Multipower, as withthe English 1840).
15) Te Colt Lightning Repeater eatures a slide-action mechanism that the shooter works to eedbullets into the chamber. It can be “anned” usingthe same rules or lever-action firearms (see page51).
16) Te Colt Paterson Model 1836 and ColtRevolving Rifle have revolving cylinders and arereloaded like a revolver.
17) Te Enfield Rifle Musket was heavily used byboth sides in the American Civil War due to itsheavy caliber and extreme accuracy.
18) Te Evans Old Model Sporter has a our-column magazine in its stock. However, it requiresa special .44 caliber bullet made by the manuac-turer; ordinary .44 rounds can’t be used with it(nor can ordinary .44 guns use .44 E rounds).
19) Te Mannlicher-Carcano, developed by theItalians ollowing German designs, has an integralbayonet that olds under the ront o the barrel.
20) A avorite o Yankee snipers during theAmerican Civil War, the Sharps 1859 Rifle usesa percussion cap but is a breechloader, so it canbe loaded and fired at the same rate as a metallic-cartridge rifle and without having to stand up.
21) Te Whitworth, an extremely accurate riflemade in Britain, was ofen used by Conederatesnipers.
22) Te Gatling gun is the first reliable “auto-matic” fire weapon, though it’s not truly automaticbecause it requires the user to continuously turna crank to rotate the barrels and eed ammuni-tion (which is kept in a gravity hopper). A singleman can fire it, but due to its weight a Gatlinggun’s usually mounted on a small cannon carriageand required multiple men to move and maintain(hence the Requires Multiple Users Limitation).
Beore the invention o smokeless powder, theweapon’s high rate o fire creates a large cloud o
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Hero System Equipment Guide n Chapter One 6
smoke that draws attention to it and can blind theoperator (a -0 Side Effect).
23) Te Maxim gun is the first true automaticfire machine gun. A single person can fire it, butdue to its weight it’s usually mounted on a smallcannon carriage; multiple men are needed to moveit, maintain it, and keep it water-cooled (hence theRequires Multiple Users Limitation).
Pulp-Era FirearmsTis section covers the firearms o the Pulp Era
(i.e., the 1920s and ’30s, though some firearmscommonly used by Pulp characters were devel-oped during the 1900-19 period). Compared toearlier firearms they’re significantly more reliableand standardized. On the other hand, the typeso ammunition used or Pulp-era firearms aren’tnearly as standardized as those or Modern guns.Tis may make it more difficult or charactersto replenish their supply o ammo during a longadventure away rom civilization.
See Chapter Five o Pulp Hero or more inor-mation about technology in the Pulp Era.
NOTES
1) Te Bergmann Simplex fires a special type o9mm bullet. Tese bullets don’t work in other9mm firearms, and standard sizes o 9mm ammu-nition don’t work in the Simplex.
2) Compared to modern submachine guns, Pulp-era submachine guns tend to be heavier and morerifle-like. Tey’re usually fired using two hands,but since movies and fiction ofen show charactersfiring them one-handed, they don’t have the wo-
Handed (-½) Limitation. Gamemasters interestedin “realism” should add that Limitation.
3) Te Tompson M1928 is heavy, can jam easilywhen it gets dirty, and can be noisy when carried.In game terms, reduce all Activation Rolls orMalunction by 1.
4) Pulp-era machine guns all into two categories,Light and Heavy. Light machine guns (LMGs)realistically usually have a two-man firing team,but they don’t necessarily have to, so they don’tget the Requires Multiple Users Limitation (nordo they take wo-Handed as a Limitation, sincethey’re almost always fired rom a bipod or other
mount). Tey do, however, qualiy as Bulky Foci.Heavy machine guns (HMGs) take the Requires Multiple Users (3 men; -½) Limitation in additionto Bulky; they have to be mounted on a tripod or vehicle. Most machine guns are belt-ed, thoughsome LMGs can mount small boxes o about 30rounds i necessary.
5) All Pulp-era grenades have Activation Roll 14-(-¼) — there’s a chance they won’t explode whenthey’re supposed to (or, i the GM is fiendish, willexplode too soon, injuring the wielder). Earliertypes o grenades, such as the Mills Bomb andothers rom the Great War period, typically have
Activation Roll 11- (-1).
6) Te smoke grenade is built as ollows:
Change Environment, -3 to Sight Group PERRolls, Area O Effect (4m Radius; +¼) (11 ActivePoints); OAF (-1), Activation Roll 14- (-¼),Range Based On SR (-¼), Real Weapon (-¼),1 Continuing Charge lasting 3 urns (-1). Totalcost: 3 points.
7) Here’s the effect o the tear gas hand grenade:
Sight Group Flash 4d6, Area O Effect (8mRadius; +½), Constant (+½), NND (deense issolid, sealed coverings over the eyes or appro- priate Lie Support [Immunity]; +½), DelayedRecovery (each BODY equals 1 urn o effect, see APG 99; +2) (90 Active Points); OAF (-1), Acti-vation Roll 14- (-¼), Range Based On SR (-¼),Real Weapon (-¼), 1 Continuing Charge lasting 1urn (-1¼). Total cost: 22 points.
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62 n Weapons Hero System 6th Edition
PULP ERA REVOLVERS
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Colt Detective .38 +0 +0 1d6 +0 6 9 0.59 150m 15/4 USA 1926
Colt New Service .455 +0 +0 2d6-1 +1 6 10 1.10 120m 34/9 USA 1909
Colt Police
Positive
.32 +0 +0 1d6 +0 6 9 0.70 150m 15/4 USA 1907
Enfield No. 2
Mk I
.38 +0 +0 1d6 +0 6 9 0.80 150m 15/4 Britain 1927
H&R Model 6 .22 LR +0 +0 1d6 +0 7 8 0.70 150m 15/5 USA 1906
S&W Model 10 .38 +0 +0 1d6 +0 6 7 0.86 150m 15/4 USA 1902
S&W Model 27 .357 M +0 +0 1½d6 +0 6 8 0.80 250m 25/7 USA 1927
S&W Model
1917
.45 ACP +0 +0 2d6-1 +1 6 8 1.00 270m 34/10 USA 1917
Trocaola British
Army.455
+0 +0 2d6-1 +1 6 9 1.10 270m 34/9 Britain 1915
Webley No. 1
Mk VI
.455 +1 +0 2d6-1 +1 6 10 1.10 270m 36/10 Britain 1915
Webley-Fosbery .38 ACP +0 +0 1d6 +0 8 8 1.10 150m 15/5 Britain 1901
Webley-Fosbery .455 +0 +0 2d6-1 +1 6 8 1.10 120m 34/10 Britain 1901
PULP ERA SEMI-AUTOMATIC PISTOLS
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Astra Model 400 9mm Largo +0 +0 1d6+1 +0 8 8 1.10 200m 20/6 Spain 1921
Astra Model 900 .32 +0 +0 1d6 +0 10 9 1.20 150m 15/5 Spain 1927Bayard 1923 .380 Auto +0 +0 1d6 +0 6 8 0.50 150m 15/4 Belg 1923
Beretta 1915 9mm
Glisenti
+0 +0 1d6+1 +0 7 8 0.78 200m 20/6 Italy 1915
Beretta 1934 .380 Auto +0 +0 1d6 +0 7 8 0.73 150m 15/5 Italy 1934
Beretta 1935 7.65mm
Auto
+0 +0 1d6 +0 7 8 0.70 150m 15/5 Italy 1935
Bergmann Simplex 9mm +0 +0 1d6+1 +0 15 9 1.00 200m 20/7 Germany 1901 1
Browning 1910 .38 +0 +0 1d6 +0 7 8 0.60 150m 15/5 USA 1910
Browning 1922 .32 +0 +0 1d6 +0 9 8 0.70 150m 15/5 USA 1922
Browning Baby .25 ACP +0 -1 1d6 +0 6 6 0.35 150m 15/4 USA 1922
Browning HP M-1935 9x19mm +0 +0 1d6+1 +0 13 9 1.00 200m 20/7 USA 1935
Colt M1911/M1911A1 .45 ACP +1 +0 2d6-1 +1 7 9 1.10 270m 36/11 USA 1911
Colt Service .380 Auto +0 +0 1d6 +0 9 9 1.20 150m 15/5 USA 1929
Colt Woodsman .22 LR +1 +0 1d6 +0 10 9 0.70 150m 17/6 USA 1915
Czech Model 22 9mm Short +0 +0 1d6 +0 8 7 0.70 150m 15/5 Czech 1922
Czech Model 24 .380 Auto +0 +0 1d6 +0 8 7 0.67 150m 15/5 Czech 1925
Czech Model 27 .32 +0 +0 1d6 +0 9 7 0.67 150m 15/5 Czech 1927
Frommer Baby 6.35mm +0 -1 1d6 +0 6 7 0.40 150m 15/4 Hungary 1912
Frommer M29 9x19mm +0 +0 1d6+1 +0 7 8 0.72 200m 20/6 Hungary 1929
Frommer M37 7.65mm
Luger
+0 +0 1d6+1 +0 7 8 0.80 200m 20/6 Hungary 1937
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Hero System Equipment Guide n Chapter One 6
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Note
Frommer Stop .32 +0 +0 1d6 +0 7 8 0.60 150m 15/5 Hungary 1919
Glisenti Model 1910 9mm
Glisenti
+0 +0 1d6+1 +0 7 8 0.80 200m 20/6 Italy 1910
Kolibri Auto 2.7mm -1 -2 1 point -1 7 5 .007 50m 5/1 Austria 1914 +0 PE
Llama Model 11 9x19mm +0 +0 1d6+1 +0 8 8 0.90 200m 20/6 Spain 1936
Luger P-08 .30 Luger +1 +0 1d6+1 +0 8 8 0.87 200m 22/7 Germany 1902 32-sh
availa
MAB Model A .25 +0 +0 1d6 +0 6 8 0.80 150m 15/4 France 1921
MAB Model D 7.65mm
Auto
+0 +0 1d6 +0 9 9 0.70 150m 15/5 France 1933
Mannlicher 1901 7.65mm
Mann
+0 +0 1d6+1 +0 8 10 0.90 200m 20/6 Germany 1901
MAS Model 1935 7.65mm
Long
+0 +0 1d6+1 +0 8 9 0.70 200m 20/6 France 1935
Mauser C96
“Broomhandle”
7.63mm
Maus
+0 +0 1d6+1 +0 10 10 1.18 200m 20/6 Germany 1896
Mauser Model
1910/14
7.65mm
Auto
+0 +0 1d6+1 +0 8 8 0.65 200m 20/6 Germany 1910
Mauser Model 1934 6.35mm +0 +0 1d6 +0 9 8 0.45 150m 15/5 Germany 1934
Nambu Baby 7mm J +0 -1 1d6 +0 7 8 0.60 150m 15/4 Japan 1920
Nambu Model 94 8mm J +0 +0 1d6 +0 6 8 0.80 150m 15/4 Japan 1934
Nambu Type 14 8mm J +0 +0 1d6 +0 8 8 0.90 150m 15/5 Japan 1925
Radom Vis Wz-35 9x19mm +0 +0 1d6+1 +0 8 8 1.10 200m 20/6 Poland 1935
Sauer Behorden Model 7.65mm
Auto
+0 +0 1d6 +0 7 8 0.60 150m 15/5 Ger 1930
Sauer Model 38H .32 +0 +0 1d6 +0 8 8 0.70 150m 15/5 Germany 1938
Savage 1907 .32 +0 -1 1d6 +0 10 8 0.60 150m 15/4 USA 1907
Star Model B 9x19mm +0 +0 1d6+1 +0 8 9 1.00 200m 20/6 Spain 1928
Steyr-Hahn 9mm Steyr +0 +0 1d6+1 +0 8 8 1.00 200m 20/6 Austria 1911
Tokarev TT-33 7.62x26
mm R
+0 +0 1d6+1 +0 8 9 0.80 200m 20/6 USSR 1933
Type 80 7.62x26
mm R
+0 +0 1d6+1 +0 20 10 1.10 200m 25/8 USSR 1936
Walther Model 8 6.35mm +0 +0 1d6 +0 8 7 0.36 150m 15/5 Ger 1921
Walther P38 9x19mm +0 +0 1d6+1 +0 8 8 1.00 200m 20/6 Germany 1937
Walther PP .32 +0 +0 1d6 +0 8 6 0.70 150m 15/5 Germany 1929
Walther PPK .32 +0 +0 1d6 +0 7 6 0.60 150m 17/5 Germany 1930
Webley & Scott M1904 .455 +0 +0 2d6-1 +1 7 9 1.40 270m 34/10 Britain 1904
Webley & Scott Police .32 ACP +0 +0 1d6 +0 8 8 0.60 150m 15/5 Britain 1906
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64 n Weapons Hero System 6th Edition
PULP ERA SUBMACHINE GUNS
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Astra Model 902 7.63mm
Mauser
-1 +0 1d6+1 +0 20 9 1.20 200m 30/8 Spain 1928 AF3, 2
Beretta Model
1918
9mm
Glisenti
+0 +0 1d6+1 +0 25 13 3.26 200m 35/12 Italy 1918 AF5
Beretta Model
1938A
9x19mm +0 +0 1d6+1 +0 40 14 5.00 200m 40/12 Italy 1938 AF5
Bergman MP18.I 9x19mm +0 +0 1d6+1 +0 32 14 4.90 200m 35/11 Germany 1918 AF4
Bergman MP28.II 9x19mm +0 +0 1d6+1 +0 50 13 4.00 200m 40/13 Germany 1928 AF5
Bergman MP35/1 9x19mm +0 +0 1d6+1 +0 30 13 4.30 200m 35/12 Germany 1934 AF5
Czech ZK 383 9x19mm +0 +0 1d6+1 +0 30 13 4.25 200m 35/12 Czech 1938 AF5
Erma MPE or
MP38
9x19mm +0 +0 1d6+1 +0 32 13 4.14 200m 35/12 Germany 1932/
37
AF5
Fusil MAS M38 7.65mm
French
+0 +0 1d6 +0 32 12 2.83 150m 26/9 France 1938 AF5
Mauser M30/M32
“Broomhandle”
7.63mm
Mauser
+0 +0 1d6+1 +0 20 14 2.50 200m 35/11 Germany 1930 AF5
Moschetto OVP 9mm
Glisenti
+0 +0 1d6+1 +0 25 13 3.67 200m 35/12 Italy 1916 AF5
PPD M-1934 7.62mm R +0 +0 1d6+1 +0 71 13 3.70 200m 45/15 USSR 1934 AF5
Star Si35 9mm Largo +0 +0 1d6+1 +0 40 13 3.80 200m 40/13 Spain 1936 AF5
Steyr-Slothurn
S100
9x19mm +0 +0 1d6+1 +0 32 13 3.90 200m 35/12 Austria 1934 AF5
Suomi M31 9x19mm +0 +1 1d6+1 +0 71 14 4.70 200m 46/15 Finland 1930 AF5
Thompson M1-A1 .45 ACP +0 +0 2d6-1 +1 50 13 4.70 270m 61/19 USA 1921 AF5
Thompson
M-1928
.45 ACP +0 +0 2d6-1 +1 50 14 4.90 270m 61/19 USA 1928 AF5, 3
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Hero System Equipment Guide n Chapter One 6
PULP ERA RIFLES
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Hunting
H&H African .450 M +0 +2 2½d6 +1 2 16 4.60 400m 52/11 Britain 1927 2H
H&H Royal .300 M +0 +2 2d6+1 +1 2 16 3.40 350m 46/10 Britain 1925 2H
H&H #2Hammerless
.600 NE +0 +2 3d6 +1 2 17 3.40 450m 58/13 Britain 1903 2H
Krieghoff 11.2mm +0 +2 2d6 +1 2 15 4.00 300m 39/9 Germany 1922 2H
Mauser Special 9.3mm +0 +1 1½d6 +0 5 14 3.90 250m 26/7 Germany 1918 2H
Remington Model
30
.25 +0 +1 1d6 +0 5 14 2.50 150m 16/4 USA 1921 2H
Remington Model
34
.22 LR +0 +1 1d6 +0 15 15 2.70 150m 16/5 USA 1932 2H
Winchester Model
70
.375 M +1 +2 2½d6 +1 3 12 3.90 150m 54/13 USA 1936 2H
Military
Arisaka Type 44 6.5mm
Arisaka
+1 +1 2d6 +0 5 14 4.00 300m 33/9 Japan 1912 2H
Arisaka Type 99 7.7mm
Arisaka
+1 +1 2½d6 +1 5 14 4.19 400m 53/14 Japan 1939 2H
Czech ZH29 7.92mm
Mauser
+1 +1 2½d6 +1 25 15 4.54 400m 63/18 Czech 1922 2H
Enfield M1917 .30-06 +0 +0 2d6+1 +1 5 14 4.36 350m 44/10 Britain 1917 2H
Frommer M35 8mm +0 +1 2½d6 +1 5 14 4.04 400m 51/12 Hungary 1935 2H
Fusil MAS 1936 7.5mm
French
+1 +1 2d6+1 +1 5 13 3.80 350m 47/12 France 1936 2H
Lebel Model 1916 8mm Lebel +0 +1 2½d6 +1 5 14 4.15 400m 51/12 France 1916 2H
Lee-Enfield SMLE
Mk III .303 British
+1 +1 2½d6 +1 10 13 3.70 400m 53/15 Britain 1907 2H
M-1 Garand .30-06 +0 +1 2d6+1 +1 8 15 4.40 350m 45/11 USA 1938 2H
Mosin-Nagant M10
Carbine
7.62x54
mm R
+0 +0 2d6+1 +1 5 13 3.40 350m 44/10 USSR 1910 2H
Mosin-Nagant
M1938 Carbine
7.62x54
mm R
+0 +0 2d6 +1 5 13 3.50 300m 37/9 USSR 1938 2H
Schmidt-Rubin
1931
7.5x53 mm +0 +1 2d6+1 +1 6 14 4.00 350m 45/11 Switz 1931 2H
Simonov Model 36 7.62x54
mm R
+0 +0 2d6+1 +1 15 15 4.40 350m 46/13 USSR 1936 2H, RC
Springfield M1903 .30-06 +1 +1 2d6+1 +1 5 13 3.94 350m 47/12 USA 1903 2H
Tokarev SVT-38 7.62x54
mm R
+0 +0 2d6+1 +1 10 14 3.95 350m 44/11 USSR 1938 2H
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66 n Weapons Hero System 6th Edition
PULP ERA MACHINE GUNS
Name Cal OCV RMod Dam STUNx ShotsSTRMin Mass
MaxRange
A/RCost Origin Year Notes
Automatic Rifles And Light Machine Guns 4
BAR M1918A2 .30-06 +0 +0 2d6+1 +1 20 15 8.90 350m 87/26 USA 1918 AF5, Bulky, FS
AF Only
Breda M30 6.5mm +0 +0 2d6 +0 20 16 10.30 300m 52/14 Italy 1930 AF5, BulkyBren Mk I .303 British +0 +0 2½d6 +1 30 16 10.20 400m 80/21 Britain 1937 AF5, Bulky
Chatellerault
1924/29
7.5mm
French
+0 +0 2d6+1 +1 25 15 9.10 350m 70/19 France 1924 AF5, Bulky
Czech ZB26 7.92mm
Mauser
+0 +0 2½d6 +1 30 16 10.20 400m 80/21 Czech 1924 AF5, Bulky
Degtyarev DP 7.62x54
mm R
+0 +0 2d6+1 +1 47 15 9.30 350m 79/21 USSR 1928 AF5, Bulky
Hotchkiss Mk 1 .303 British +0 +0 2½d6 +1 30 17 12.20 400m 80/21 France 1916 AF5, Bulky
Hotchkiss 1922 6.5mm M-S +0 +0 2d6 +1 25 15 9.50 300m 60/16 France 1922 AF5, Bulky
Lahti Saloranta
M26
7.62x54
mm R
+0 +0 2d6+1 +1 75 16 8.60 350m 87/23 Finland 1926 AF5, Bulky
Lewis Mk I .303 British +0 +0 2½d6 +1 47 17 12.30 400m 90/24 Britain 1914 AF5, Bulky
MG08/15 Light
Maxim
7.92mm
Mauser
+0 +0 2½d6 +1 250 18 17.70 400m 137/41 Britain 1915 AF5, Bulky, FS
Nambu Type 11 6.5mm
Arisaka
+0 +0 2d6 +0 30 17 10.20 300m 52/14 Japan 1922 AF5, Bulky
Nambu Type 92 7.7mm
Arisaka
+0 +0 2½d6 +1 30 17 55.30 400m 80/21 Japan 1932 AF5, Bulky
Heavy Machine Guns 4
Breda M37 8mm +0 +0 2½d6 +1 20 19 19.90 400m 80/18 Italy 1937 AF5, Bulky
Browning M2 .50 +0 +0 3d6 +1 250 20 38.10 450m 146/32 USA 1933 AF8, Bulky
Browning M1917 .30-06 +0 +0 2d6+1 +1 250 18 15.00 350m 114/27 USA 1917 AF8, Bulky
Maxim MG08 7.92mmMauser
+0 +0 2½d6 +1 500 23 26.50 400m 140/31 Germany 1908 AF8, Bulky
MG34 7.92mm
Mauser
+0 +0 2½d6 +1 500 17 12.10 400m 140/31 Germany 1933 AF8, Bulky
Vickers Mk I .303 British +0 +0 2½d6 +1 500 18 15.00 400m 140/31 Britain 1912 AF8, Bulky
PULP ERA GRENADES
Name Cal OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Year Notes
Grenade Rounds
Rifle-Fired — — — 2½d6X +1 1 — 0.60 400m 70/15 c. 1936 Activation Roll 14-
Hand-Thrown 5
Fragmentation — +0 +0 2d6X +0 1 — 0.60 RBS 45/9 c. 1936 Activation Roll 14-
Smoke — +0 +0 CE 8m — 1 — 0.35 RBS 11/3 -3 Sight PER for 3
Turns, 6
Tear Gas — +0 +0 Tear
gas
— 1 — 0.35 RBS 90/22 7
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Hero System Equipment Guide n Chapter One 6
KEY 2H: Two-Handed (a -½ Limitation)
AE: Area Of Effect (Radius); the number following indicates the
size of the Radius in meters.
AEC: Area Of Effect (Cone)
AF: Autofire; the number after the letters indicates the maximum
number of shots
ACP: Automatic Colt Pistol AP: Armor Piercing
Auto: Automatic
Cz: Czech
DB: Double-barrelled
FS: Flash suppressor
J: Japanese
LR: Long Rifle
LR(Xm): Limited Range (number indicates range in meters)
M: Magnum
Mann: Mannlicher
Maus: Mausermm: millimeter
N: Normal Damage
NE: Nitro Express
NR: No Range
Only: Autofire only, no single shots (a -0 Limitation)
R: Russian
RBS: Range Based On STR
RC1: Recoil Compensator type 1
Rev: Revolver
RL: Russian Long
RP: Reduced Penetration
RR: Reduced By Range
S&W: Smith & Wesson (an American gun manufacturer)
X: Area Of Effect (Radius Explosion, assumed to be of a size to
give the Advantage a final value of +½)
Firearms are RKAs bought with the following Limitations:
Focus (OAF; -1), STR Minimum, Beam, Real Weapon, Required
Hands (for rifles, shotguns, and the like), and Charges. See page
68 for more information.
Name: The name of the weapon. This may include a manufac-
turer and/or model number.
Caliber: The weapon’s caliber (for shotguns, this becomes
“Gauge”). This is given in fractions of an inch or in millimeters(mm).
Many models of guns comes in multiple calibers, not just the
one listed (this is particularly true for semi-automatic hand-
guns), and a gunsmith can often rechamber a weapon to accept
a different size cartridge. So if you like the look of a gun but
not the caliber, feel free to change it to fire the type of bullet
you want. Upgrading a gun to a larger caliber may diminish the
number of rounds it can hold in a magazine, while downgrading
to a smaller caliber may increase the weapon’s ammo capacity.
OCV: This is applied as a bonus or penalty against all attacks
made with the weapon. OCV bonuses are bought as a 2-point
Combat Skill Level with the Limitations OAF, Required Hands,
and Real Weapon. OCV penalties are a minor Side Effect
(automatically occurs; -½) for the weapon. Until the penalties on
a weapon reach the 30 Active Point level (which is highly unlikely
to ever occur), the Side Effect remains at this value. Even if a
weapon has both OCV and RMod penalties, it takes only one Side
Effect until the penalties exceed 30 points.
RMod: This represents a modifier to the weapon’s accuracy at
Range. Positive values (bought as 1-point Penalty Skill Levels
versus the Range Group with the Focus and Required Hands Limitations) help to offset the standard Range Modifier; negative
values (a minor Side Effect (automatically occurs; -½)) add to it.
RMod can never raise a character’s base OCV, it can only negate
penalties.
Damage: The damage the weapon does. An “N” indicates
Normal Damage; otherwise the listed damage is Killing.
STUNx: This is the STUN Multiplier for Killing Damage weapons
(a +0 means “no modification”; use the standard ½d6 STUN
Multiplier). Apply the STUNx modifier to the STUN Multiplier roll
(or to the STUNx for the Hit Location struck, if the campaign uses
Hit Location rules). For example, if a character with a .44 caliber
firearm (STUNx +1) hits an opponent in the Head, the total STUNx
would be 6.Shots: The number of shots in the gun’s cylinder or magazine (in
game terms, how many Charges the gun has). Each gun comes
with one “clip” of ammunition unless noted otherwise. If a gun
can use more than one size clip, the largest or most common clip
is listed. Guns with a “clip” of 1 shot are single-shot guns (often
for target shooting) that the user must reload after each shot.
The listed number of Charges for semi-automatic firearms
doesn’t include having one round “in the pipe” (i.e., chambering
one round, then removing the magazine and replacing that round,
so that the gun carries +1 round).
STR Min: The STR Min necessary to use the weapon effectively;
see 6E2 199 for rules. Remember that firearms and related
weapons (which are built as RKAs or Blasts) don’t get bonusdamage or other benefits from exceeding the STR Minimum. The
STR Minimum simply indicates the STR needed to effectively use
the weapon — to hold, draw, and/or cock it.
Mass: The weight of the weapon in kilograms. Typically this is
the unloaded weight; inserting a clip of ammunition adds a few
grams.
Max Range: The weapon’s maximum Range in meters
according to the HERO System rules. (Of course, its effective
range — the range over which it’s likely to hit a target — is
much less, thanks to the Range Modifier.) Typically this means
Base Points x 10 meters, but Advantages or Limitations may
change that. “NR” means No Range; “RBS” means Range Based
On STR. A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the
expanded Killing Attack costs on APG 56 (thus, an RKA 1d6-1
costs 12 Character Points).
Origin: The country where the device was created/is manufac-
tured. Some gun manufacturers may have factories in multiple
nations. The modern-day firearms table doesn’t provide this
information, but it’s usually easy to look up if you need it.
Year: The year the weapon was first available. The modern-day
firearms table doesn’t provide this information, but it’s usually
easy to look up if you need it.
Notes: This catch-all category includes any information not
listed elsewhere. All notes and abbreviations are explained at theend of the tables.
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68 n Weapons Hero System 6th Edition
MODERN
WEAPONS
This section o Chapter One covers weaponsused by characters in “modern” campaigns.ypically this reers to campaigns thattake place in the late twentieth and early
twenty-first centuries — or organizationalpurposes, rom 1940 until the present day. Forfirearms rom earlier periods (including the PulpEra), see Historical Firearms beginning on page 48.
Te accompanying weapons tables — one ormodern firearms, and on page 115 one or modernHH Combat weapons — provide HERO System statistics, write-ups, and notes or these weapons.Te text below provides additional inormationabout specific weapons or types o weapons whennecessary.
o see which weapons require which WeaponFamiliarities, reer to the Weapon Familiarityable on 6E1 94 or APG 43.
MODERN FIREARMS
Creating any type o gun using the HEROSystem rules is a airly simple matter. Afer youestablish the basics using the Ranged Killing Attack Power and certain Limitations, you can add otherPower Modifiers and capabilities with special-ized ammunition, gun attachments, and gunmodifications.
Tis book doesn’t discuss most aspects omodern gun and bullet design — types o actions,rimfire versus centerfire cartridges, blowback versus recoil operation, and so orth — becausethat inormation has no bearing on game playor on gun design using the HERO System rules.Readers who are interested in learning more about
real-world gunsmithing and firearms technologyshould consult reerence materials, including someo the books listed in the Bibliography.
Firearms BasicsIn the HERO System, most firearms are built
with the ollowing Limitations:
n Focus: Firearms are OAFs. Tey’re UniversalFoci (anyone can use them) unless they havepersonalization eatures (page 110).
n STR Minimum:Guns have SR Minima,though since they’re built as RKAs, characters
cannot use extra SR to increase the damagethey do — the SR Minimum indicates theSR needed to hold, properly aim, and fire theweapon.
n Beam: Bullets can’t be Spread, and only makerelatively small “punctures” in barriers such aswalls and doors.
n Real Weapon: See below or more inormation.
n Charges: Guns fire bullets, which you repre-sent with Charges. Characters don’t necessarilyhave to wait a day to get back the Charges or(i.e., reload) a firearm — they can reload ithey have access to more ammunition (such asby going to their heaquarters or the local gunstore and picking up another box o bullets).
ADDITIONAL MODIFIERS
Long arms such as rifles and shotguns havethe wo-Handed (-½) Limitation. I the campaignuses the Knockback rules, guns should also havethe No Knockback (-¼) Limitation.
Weapons capable o automatic fire, such assubmachine guns and assault rifles, have the Auto- fire Advantage. Usually they take it at the +½ level,
meaning they can fire up to five shots with a singlesqueeze o the trigger.See Shotgun Ammunition, page 97, or more
inormation about shotguns and how they’re builtin HERO System terms.
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Hero System Equipment Guide n Chapter One 6
FIREARMS AND “REALISM”
Few subjects in gaming cause as much debate and discussion as how to
“correctly” or “realistically” simulate firearms and other weapons in the
game. Gamers with an interest in the subject argue endlessly about bullet
caliber, muzzle velocity, the relationship of barrel length to accuracy, which
rounds have the greatest “stopping power,” and a thousand other topics —
and how they all relate to, or “should” work within, a given game system.
As if this mixture of highly technical and potentially complex topics weren’tenough, gun experts (be they gamers or not) often don’t agree on particular
facts regarding the use and effects of firearms. People who carry guns every
day in their jobs, and whose lives often depend on them, argue vocifer-
ously and endlessly about these exact same subjects... and often reach very
different conclusions. In the process they keep an entire publishing industry
of gun magazines and books alive and active.
All of this discussion and debate can be both fascinating and informative, but
it’s not appropriate for this book, for several reasons. First, this is a gaming
supplement, not a technical manual on firearms. There’s a limit to how much
information a roleplaying game book can and should provide on subjects
such as this. Second, and perhaps more importantly, the HERO System is
about dramatic realism, not true “realism” (whatever that might be). The only
thing that adhering to some elaborate set of ballistics data is likely to accom-
plish is diminishing gamers’ enjoyment of the game. While many games
have to at least nod in the direction of “realism” to maintain verisimilitude,
ultimately they focus on the dramatic realism of action movies, comic books,
and spy novels, not the absolute realities (whatever they are) of modern-day
combat.
The information in this chapter is based on extensive research, but where
necessary decisions have been made in the interest of enjoyable game play,
not “realism.” The text sometimes includes information about more “real-
istic” or “cinematic” options and alternatives, but the goal of this chapter is
not to offer a précis of ongoing debates about the performance of firearms
and related technologies — it’s to provide fun, easily-used source material
for your campaigns. Readers whose opinions about these topics differ from
what’s presented in this book are welcome to revise the information in this
chapter to suit themselves.
REAL WEAPON
As noted on 6E2 200-01, the Real Weapon Limitation signifies that a gun unctions “realisti-cally” — i it’s not cleaned or maintained, it won’twork properly. In game terms, this usually meansthe weapon becomes subject to the Optional Fire-arms Malunction rules on 6E2 207. Some possibleoccurrences that may cause the GM to invoke theMalunction rules include:
n the gun becomes wet (i it’s not designed toresist this; see Watertight, page 110)
n the gun becomes dirty (e.g., the character dropsit in mud or sand)
n the character uses the gun or a day withoutcleaning it
I one o these circumstances occurs, the GMimposes a temporary Activation Roll on the gun.ypically the Activation Roll starts at 15-, but theGM can set it lower i he eels that’s appropriateto represent the circumstances. Whenever thecharacter fires the gun afer that, the GM rolls
the Activation Roll. I the roll ever ails, the gunexperiences a Malunction. For every day thatpasses without the character taking the time tothoroughly clean his gun (which requires properequipment and at least 20 Minutes, i not longer),the GM lowers the Activation Roll by 1. Te GMcan also lower the roll or any other appropriatereason (such as i the character drops his gunin the mud multiple times, or gets it dirty aferhaving not cleaned it or a while).
At the GM’s option, a character can increasethe value o the Real Weapon Limitation i a gunhas a lower starting Activation Roll. For each step
up the Activation Roll able (14-, 12-, 11-, and soon), increase the value o Real Weapon by an addi-tional ¼ Limitation. O course, the GM shouldonly allow this i there’s a significant chance that itactually restricts the use o the gun. For example,gun-toting urban vigilantes typically have lotso opportunities to clean their guns, so the GMmight not allow them to take this expandedLimitation. On the other hand, soldiers who spendweeks in the field might have trouble keeping theirfirearms clean, and thereore get to take it.
MODIFIERS TO OCV AND THE RANGE MODIFIER
Some firearms have bonuses to the user’s OCV,
either overall or just to counteract the RangeModifier. Tis represents guns that are inherentlymore accurate or easy to aim than average, whichare designed or long-distance shooting, or thelike. On the other hand, some guns suffer an OCVpenalty or an increased Range Modifier; thesefirearms are not as well made, have eatures thatmake them difficult to use, and so orth.
An OCV bonus or a firearm is bought as a2-point Combat Skill Level with the LimitationsOAF, Required Hands, and Real Weapon. Tus,each +1 OCV adds 2 Active Points, 1 Real Point tothe cost o a firearm.
A Range Modifier (RMod) bonus or a firearmis bought as 1-point Penalty Skill Levels versus theRange Group with the Focus, Required Hands, andReal Weapon Limitations. Tus, each +1 RModadds 1 Active Point, 1 Real Point to the cost o afirearm. An RMod bonus never raises a charac-ter’s base OCV, it can only offset Range Modifierpenalties.
An OCV and/or RMod penalty or a firearmis bought as a minor Side Effect (automaticallyoccurs; -½) or the weapon. (Tis same valueapplies until the total penalties on a weapon reachthe 30 Active Point level — something that’shighly unlikely to ever occur.) I a gun has bothOCV and RMod penalties, it only gets a singleSide Effect Limitation.
In most cases, OCV and RMod modifiers ora modern gun shouldn’t exceed +/-2 in eithercategory (and in act most guns don’t have morethan +/-1, though as noted earlier in this chapterhistorical firearms ofen have much higher penal-ties). Te GM has the final say on what combatmodifiers are appropriate or a gun.
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70 n Weapons Hero System 6th Edition
The Modern RangedWeapons Tables
Te accompanying tables list many guns andother weapons that HERO System charactersmight use. Te weapons are listed alphabetically
by category, in these categories: n Revolvers
n Semi-Automatic Pistols
n Submachine Guns
n Rifles
n Assault Rifles
n Machine Guns
n Shotguns
n Grenades
n Heavy WeaponsSeveral categories o inormation are given
or these weapons. Some inormation (caliber,number o shots, weight) derives rom real-worlddata, while some (OCV, damage) depends on theapplication o the HERO System rules and can bechanged to suit individual campaigns and tastes.Te weapons listed were chosen or a variety oreasons: commonality (either in real lie or inaction-adventure movies and stories); interestingtechnology; intriguing appearance; and the like.
Te Historical Firearms section earlier in thischapter provides similar tables or guns rom those
eras. However, there are no separate Nineteenth-Century or Pulp-Era tables or shotguns; simply
use the “Generic Shotguns” section o the ModernShotguns table or Nineteenth-Century and Pulp-era shotguns.
NOTES
1) Te H&K MK23 SOCOM (more ormally, theMark 23 Mod 0) was developed by the U.S. SpecialOperations Command or America’s special orcessoldiers. It comes with a Small, High-Quality
silencer that also unctions as a flash suppressor,and an underbarrel laser sight. It typically firesSubsonic ammunition (this is accounted or in itsdamage).
2) Te H&K P-11 is a five-shot pistol designedspecifically or underwater firing. Its fires a silent,caseless dart (or which you can use the Flech-ette and Silent round rules). Te rounds comepre-loaded in a cylinder that can only be reloadedat the actory. It has an electronic trigger and iswaterprooed. Above water its effective rangeis about thirty meters (30m); its effective rangeunderwater is about hal that.
3) Te O’Dwyer Smartgun is an experimental(as o 2010) creation o the MetalStorm company.(Most attributes o the pistol are speculative.) Ituses MetalStorm’s patented technology, whichfits multiple bullets into a barrel and fires themone at a time with an electrical charge. Since itfires electronically, it has ew moving parts, whichminimizes recoil and increases accuracy. (In gameterms, it has the equivalent o a ype 2 recoilcompensator and an electronic trigger.) Addition-ally, the gun only works or its owner (who wearsa special ring); others cannot fire it (i.e., it’s aPersonal Focus).
Te Smartgun has our barrels arranged ina square pattern, each holding six 9mm bullets.Alternately, the user can fill some barrels withother rounds (typically non-lethal ones), thenselect which barrel to use with a selector switch.(In game terms, you could build this as a Multip-ower; the gun in the weapon list is assumed to fireStandard ammunition only.) It can fire up to threebullets with a single pull o the trigger, propellingthem so ast that they all leave the barrel beorethe recoil has time to throw off the shooter’s aim.Tus, all three bullets strike the target in nearlythe same spot.
4) Te S&W Mark 22 Model 0 “Hush Puppy” isthe standard suppressed pistol or U.S. Navy SEALteams. With special plugs, the user can carry itunderwater without damaging it (in game terms,it’s bought as Watertight).
5) Te Ares FMG is a olding submachine gun.Te weapon olds up into a 26.2 x 8.4 x 3.5 cmbox, and the user can unold and fire it in less thantwo seconds (in game terms, it has the -¼ Limita-tion Extra ime (Full Phase to activate). When it’solded, it only has a PER Mod o +2, instead o itsusual +3.
6) Te Parker-Hale PDW is built with a low cyclic
rate and other eatures that help to minimize“climb” and make the gun easy to control. In game
FIREARMS AS MULTIPOWERS
Technically speaking, it would be more “accurate”
in game terms to buy firearms as Multipowers, with
one slot for each type of ammunition the firearm
could fire and a Limitation on the reserve reflecting
the fact that the slots available at any given time are
restricted by the type of rounds loaded in the gun.
(Another possibility would be giving all guns the
Variable Advantage Advantage.) However, that’s also
cumbersome in game terms, and usually pointless.
The approach taken by this book is to buy firearms as
shooting Standard ammunition (or Standard Shot, for
shotguns). If a character wants to shoot some other
type of ammunition, he may do so regardless of the
fact that he hasn’t “paid for it” with the firearm as
constructed.
If you want to know the Character Point cost of
having clips of different types of ammunition for
the same gun, calculate the cost of the gun with
the type of bullets a character expects to fire in it
normally (typically this means Standard ammo). The
re-calculate the cost with the new type of bullet. Thensubtract the first number from the second number,
and that tells you the cost of the single clip in Char-
acter Points. (If the cost is 0 or a negative number, the
single clip costs 1 Character Point.)
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72 n Weapons Hero System 6th Edition
MODERN SEMI-AUTOMATIC PISTOLS
Name Caliber OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
AA Arms AP9 9mm +0 +0 1d6+1 +0 20 11 1.59 200m 25/8
Accu-Tek HC-380 .380 +0 +0 1d6 +0 10 7 0.74 150m 15/4
American C.O.P. .357 M -2 -2 1½d6 +0 4 6 0.79 250m 25/6 +0 PER Mod
AMT Automag IV .45 Win Mag +0 +1 2d6 +1 7 10 1.30 300m 38/11 AMT Automag V .50 AE +1 +0 2d6+1 +1 7 13 1.30 350m 46/13
AMT Backup .380 +1 -1 1d6 +0 5 10 0.51 150m 17/4
AMT Javelina 10mm +0 +1 1½d6 +0 8 12 1.10 250m 26/8
Australian SAP .223 +1 +1 2d6 +1 30 10 1.80 300m 48/17
.44 Automag .44 M +0 +0 2d6 +1 7 14 1.50 300m 37/10
Beretta Model 84F .380 +0 +0 1d6 +0 13 10 0.69 150m 15/5
Beretta Model
92/92FS
9x19mm +0 +0 1d6+1 +0 15 9 1.00 200m 20/7
Beretta Model 8000 9x19mm +1 +0 1d6+1 +0 15 9 0.95 200m 22/8
Bren Ten 10mm +1 +0 1½d6 +0 11 9 0.94 250m 27/9
Browning BDA 9C 9x19mm +1 +0 1d6+1 +0 14 10 0.91 200m 22/8
Browning Hi Power 9x19mm +0 +0 1d6+1 +0 20 7 0.93 200m 25/9
Calico M-110 .22 LR +1 +0 1d6 +0 100 11 1.70 150m 30/11 RC1
Calico M-950/Liberty
III
9x19mm +1 +0 1d6+1 +0 100 12 2.10 200m 39/14 RC1
Claridge Hi-Tec 9x19mm +1 +1 1d6+1 +0 30 10 1.70 200m 28/10
Colt 2000 9x19mm +1 +1 1d6+1 +0 15 10 0.81 200m 23/9
Colt Double Eagle 10mm +1 +0 1½d6 +0 8 10 1.09 250m 27/8
Colt Govt. Mk. IV 9x19mm +1 +0 1d6+1 +0 9 9 1.16 200m 24/10 RC1
Colt M1911/M1911A1 .45 ACP +1 +0 2d6-1 +1 7 9 1.10 270m 36/11
CZ 75/CZ 85 9x19mm +0 +0 1d6+1 +0 15 9 0.98 200m 20/7
CZ100 .40 +1 +1 1d6+1 +0 10 9 0.64 200m 23/8
Desert Eagle .41 .41 M +1 +0 1½d6 +0 9 13 1.90 250m 27/9
Desert Eagle .50 .50 AE +1 +0 2d6+1 +1 9 13 1.90 350m 46/14 +4 PER Mod
D Max Model 100P 10mm +1 +1 1½d6 +0 30 11 2.00 250m 34/12
FN Five SeveN 5.7x28mm +1 +0 1d6 +0 20 8 0.62 150m 21/8
Glock 17L 9x19mm +1 +1 1d6+2 +0 19 9 0.66 230m 32/12 PR
Glock 20 10mm +0 +0 2d6-1 +0 15 9 0.64 270m 27/9 PR
Glock 21 .45 ACP +0 +0 2d6 +1 13 9 0.83 300m 37/12 PR
Glock 27 .40 +1 +0 1d6+2 +0 9 9 0.62 230m 25/8 PR
Göncz GA-9 9x19mm +1 +2 1d6+1 +0 30 11 1.80 200m 29/11 +4 PER Mod
Grendel P-12 .380 +0 +0 1d6 +0 11 10 0.71 150m 15/5
Grendel P-31 .22 +0 +0 1d6-1 +0 30 10 1.50 120m 15/5
Gyurza P-9/SR-1
Vektor
9x21mm +0 +0 1d6+1 +0 18 10 1.18 200m 25/8
Hammerli 232 .22 +1 +1 1d6 +0 6 9 1.15 150m 48/13 Micr, RC1
Hammerli 280/SP20 .32 +1 +2 1d6 +0 6 9 1.20 150m 49/ 14 Micr, RC1
H&K HK4 .32 ACP +1 +1 1d6 +0 8 8 0.48 150m 18/7
H&K MK 23 SOCOM .458 +1 +1 2d6-1 +1 12 10 1.20 270m 82/29 Sil (-3), FS, Laser, PR, 1
H&K P7K3 .380 +1 +0 1d6+1 +0 13 9 0.75 200m 22/8 PR
H&K P7M13 9x19mm +1 +0 1d6+2 +0 13 9 0.80 230m 25/9 PR
H&K P9/P9S 9x19mm +1 -1 1d6+2 +0 9 9 0.88 230m 25/7 PR
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Hero System Equipment Guide n Chapter One 7
Name Caliber OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
H&K P-11 7.62x36mm
Fle
+0 +0 1½d6 +0 5 8 1.20 250m 43/12 AP, LR(30m), Sil(-3),
watertight, 2
H&K USP Compact .45 +1 +0 2d6 +1 8 10 0.79 300m 39/11 PR
High Standard Trophy .22 LR +1 +1 1d6-1 +0 10 6 1.25 120m 15/6
Jericho 941 .41 +1 +1 1½d6 +0 11 10 1.00 250m 28/10
Kahr K9 9x19mm +1 +0 1d6+1 +0 7 8 0.71 200m 22/7
L.A.R. Grizzly .45 .45 Win Mag +1 +0 2d6 +1 7 13 1.49 300m 39/11
L.A.R. Grizzly 10mm 10mm +1 +0 1½d6 +1 7 12 1.49 250m 33/10
Lorcin L-25 .25 ACP +0 +0 1d6 +0 7 8 0.41 150m 15/5
MBA Gyrojet Pistol 13x36mm
Gy
+2 +1 2d6-1 +0 6 5 0.50 270m 44/13 IMR2, IPE
Makarov P6 9x18mm R +0 +0 1d6+1 +0 8 10 0.70 200m 26/8 Sil (-2)
Makarov PM 9x18mm R +0 -1 1d6+1 +0 8 6 0.68 200m 20/5
Norinco Model 77B 9x19mm +0 +0 1d6+1 +0 9 9 1.00 200m 20/6
O’Dwyer VLe 9x19mm Ca +1 +1 1d6+1 +0 24 8 0.75 200m 40/15 NP, AF3, 3
Para-Ordinance P13/
P14
.45 ACP +1 +0 2d6-1 +1 13 10 1.07 270m 36/12
Pardini/Fiocchi S&W .32 +1 +1 1d6 +0 5 10 1.10 150m 46/13 Micr
Pardini/Fiocchi SPE .22 LR +1 +2 1d6 +0 5 10 1.05 150m 47/14 Micr
Ruger Mark II .22 LR +1 +1 1d6 +0 10 10 2.1 150m 47/15 Micr
Ruger Model P90DC .45 ACP +1 +0 2d6-1 +1 7 10 0.90 270m 36/11
Ruger P94 9x19mm +0 +0 1d6+1 +0 15 8 0.93 200m 46/17 Laser
SIG P210-6 7.65x17mm +1 -1 1d6 +0 8 7 0.98 150m 17/5
SIG/SAUER P226 9x19mm +1 +0 1d6+1 +0 15 8 0.70 200m 22/8
SIG/SAUER P229 .40 +0 -1 1d6+1 +0 12 8 0.83 200m 20/6
S&W ASP 9x19mm +1 +0 1d6+1 +0 7 10 0.62 200m 22/7 Clear grips/magazine
S&W Mark 22 Model 0 9x19mm +0 +0 1d6+1 +0 8 10 0.74 200m 26/8 Sil (-2), 4
S&W Model 41 .22 LR +1 +2 1d6 +0 10 8 1.20 150m 19/8
S&W Model 1006 10mm +1 +0 1½d6 +0 9 8 0.80 250m 27/9
S&W Model 4506 .45 ACP +1 +0 2d6-1 +1 8 8 1.15 270m 36/11
S&W Model
5904/5906
9x19mm +1 +0 1d6+1 +0 15 8 1.06 200m 22/8
S&W SIGMA .40 +1 +1 1d6+1 +0 15 10 0.74 200m 23/9
Sphinx AT-2000 .40 +1 +1 1d6+1 +0 10 9 1.03 200m 23/8
Sphinx 3000 9x19mm +1 +1 1d6+1 +0 16 10 1.04 200m 23/9
Steyr GB 9x19mm +1 +0 1d6+1 +0 18 9 0.84 200m 27/9
Steyr M40 .40 +1 +0 1d6+1 +0 10 9 0.78 200m 22/7
Steyr SPP 9x19mm +1 +1 1d6+1 +0 30 11 1.30 200m 28/10
Tokarev TT-33 7.62x26mm
R
+0 +0 1d6+1 +0 8 9 0.80 200m 20/6
Walther OSP/GSP .32 +1 +1 1d6 +0 5 10 1.20 150m 18/6
Walther P5/P38 9x19mm +0 +0 1d6+1 +0 8 8 0.80 200m 20/6
Walther P99 9x19mm +1 +0 1d6+1 +0 16 10 0.72 200m 22/8
Walther PPK/S .380 Auto +1 -1 1d6 +0 7 6 0.59 150m 17/5
Wildey Magnum .45 Win Mag +0 +0 2d6 +1 7 13 1.98 300m 37/10
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74 n Weapons Hero System 6th Edition
MODERN SUBMACHINE GUNS
Name Caliber OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
Agram 2000 9x19mm +0 -1 1d6+1 +0 32 12 1.90 200m 35/10 AF5
Ares FMG 9x19mm +0 +0 1d6+1 +0 32 10 2.25 200m 35/11 AF5, ET(FP), 5
Baretta Model 93R 9x19mm +0 +0 1d6+1 +0 20 11 1.12 200m 32/11 AF3, RC1, +2 PER Mod
Beretta M12/ PM-12S
9x19mm +1 +0 1d6+1 +0 40 10 3.00 200m 42/14 AF5
Bison 9x18mm R +0 +0 1d6+1 +0 64 11 2.10 200m 40/13 AF5, clear magazine
Bushman IDW .41 +1 +1 1½d6 +0 32 10 3.46 250m 47/17 AF5
Bushmaster .223 +1 +1 2d6 +1 30 12 2.38 300m 63/22 AF5
BXP 9x19mm +1 +0 1d6+1 +0 32 10 2.50 200m 37/13 AF5
Calico 960A 9x19mm +0 +0 1d6+1 +0 100 10 2.17 200m 45/15 AF5
Colt CAR-15 9x19mm +0 +0 1d6+1 +0 30 12 2.78 200m 45/16 AF5, FS
Colt M733
Commando
5.56x45mm N +1 +0 2d6 +1 30 12 3.20 300m 74/26 AF5, FS
Colt M635
Commando
9x19mm +1 +0 1d6+1 +0 32 12 2.59 200m 47/17 AF5, FS
CZ Model 61
Skorpion
.32 Cz +1 -1 1d6 +0 20 8 1.59 150m 28/9 AF5
FN P90 5.7x28mm +1 +0 2d6 +0 50 10 2.50 300m 62/18 AF5, Tum, clear magazine
Glock 18C 9x19mm +1 +1 1d6+2 +0 19 9 0.59 230m 40/15 AF3, PR, RC1
H&K MP5 or 54 9x19mm +1 +0 1d6+1 +0 30 12 2.60 200m 37/13 AF5
H&K MP5/10A3 10mm +1 +0 1½d6 +0 30 12 2.67 250m 46/16 AF5, clear magazine
H&K MP53 5.56x45mm N +1 +0 2d6 +1 25 12 3.05 300m 62/21 AF5
H&K MP5K/SP89 9x19mm +1 +0 1d6+1 +0 30 12 2.00 200m 37/13 AF5
H&K MP5K-PDW 9x19mm +1 +0 1d6+1 +0 15 12 2.79 200m 32/11 AF5
H&K MP5SD3 9x19mm +1 +0 1d6 +0 30 12 2.52 150m 47/17 AF5, FS, Sil (-4)
H&K MP7 4.6x30mm +1 +1 2d6 +0 40 12 1.20 300m 63/22 AF5
H&K MP2000 9x19mm +1 +1 1d6+1 +0 30 10 2.78 200m 53/19 AF5, Sil (-5)
H&K UMP .45 ACP +1 +1 2d6-1 +1 25 11 2.08 270m 57/20 AF5
H&K VP70 Z 9x19mm +0 +0 1d6+1 +0 18 9 0.82 200m 34/11 AF3, RC2, +2 PER Mod
Ilarco 180 SR/SB .22 M +1 +2 1d6 +0 165 12 2.60 150m 49/18 AF8
Ingram MAC-10 .45 ACP +1 +0 2d6-1 +1 32 12 2.84 270m 56/19 AF5
Ingram MAC-11 .380 Auto +1 +0 1d6 +0 32 12 1.59 150m 28/10 AF5
Intratec TEC-9 9x19mm +0 -1 1d6+1 +0 32 12 1.40 200m 35/10 AF5
Intratec TEC-22 .22 LR +0 +0 1d6 +0 30 12 1.50 150m 26/9 AF5
JATI MATIC 9x19mm +0 +0 1d6+1 +0 40 10 1.65 200m 40/13 AF5
KFAMP Assault MP 9x19mm +1 +0 1d6+1 +0 108 12 2.65 200m 47/16 AF5M3A1 “Grease Gun” .45 ACP +0 +0 2d6-1 +1 30 12 3.47 270m 54/18 AF5 Only
Parker-Hale PDW 9x19mm +1 +0 1d6+1 +0 32 10 2.10 200m 39/12 AF3, RC1, 6
PPsh-41 7.62x25mm R +1 -1 1d6+1 +0 35 8 3.60 200m 42/13 AF5
Ruger MP9 9x19mm +1 +0 1d6+1 +0 32 12 3.00 200m 37/13 AF5
Sidewinder SS-1 9x19mm +1 +0 1d6+1 +0 45 12 2.49 200m 42/14 AF5
SITES Spectre M4 9x19mm +1 +1 1d6+1 +0 50 13 2.90 200m 43/15 AF5, 7
S&W M-76 9x19mm +0 +1 1d6+1 +0 36 12 3.29 200m 41/14 AF5
Stechkin APS 9x18mm R +1 +0 1d6+1 +0 20 12 0.76 200m 37/13 AF5
STEN Mark II 9x19mm +1 +1 1d6+1 +0 32 12 2.80 200m 38/14 AF5
Sterling L2A3 9x19mm +2 +0 1d6+1 +0 34 13 2.72 200m 44/15 AF5, 8
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Hero System Equipment Guide n Chapter One 7
Name Caliber OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
Sterling L34A1 9x19mm +2 -1 1d6 +0 34 10 3.50 150m 43/13 AF5, Sil (-3)
Steyr MPi69/MPi81 9x19mm +0 +0 1d6+1 +0 32 10 3.10 200m 35/12 AF5
Steyr TMP .41 +1 +0 1½d6 +0 30 10 1.30 250m 46/16 AF5
Uzi 9x19mm +1 +0 1d6+1 +0 40 12 3.60 200m 42/14 AF5
Mini-Uzi 9x19mm +0 +0 1d6+1 +0 20 12 2.65 200m 35/12 AF5
Micro-Uzi 9x19mm +0 -1 1d6+1 +0 15 12 1.95 200m 30/8 AF5, +2 PER ModViking 9x19mm +1 +0 1d6+1 +0 36 12 2.72 200m 42/14 AF5
Walther MPK/MPL 9x19mm +1 +1 1d6+1 +0 32 12 2.80 200m 38/14 AF5
Weaver PKS9
Ultralite
9x19mm +1 +1 1d6+1 +0 42 13 2.77 200m 43/15 AF5
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76 n Weapons Hero System 6th Edition
MODERN RIFLES
Name Caliber OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
AA Beowulf .50 +1 +2 3d6 +1 7 15 4.00 450m 62/17 2H, RC1
Anschutz Model 1913 .22 LR +1 +2 1d6 +0 1 10 7.00 150m 19/6 2H
Armalite AR-50 .50 B +1 +2 3d6 +1 1 16 15.45 450m 64/14 2H, RC2
Barrett Model 82A1 .50 B +1 +4 3d6 +1 11 15 12.9 450m 66/20 2H, RC2Barrett M468 6.8x43mm +1 +2 2d6 +1 28 12 3.31 300m 53/17 2H, RC2
Barrett M99-1 .50 B +1 +3 3d6 +1 1 14 9.54 450m 65/20 2H, RC2
Calico M-105 .22 LR +1 +1 1d6 +0 100 12 2.59 150m 29/9 2H
Calico M951 Carbine 9x19mm +1 +1 1d6+1 +0 100 12 2.16 200m 40/13 2H, RC1
Colt Sporter HBAR .223 +1 +2 2d6 +1 30 12 3.40 300m 49/16 2H
Daewoo DR 200 .223 +1 +1 2d6 +1 20 13 4.10 300m 48/15 2H
D Max Carbine 10mm +1 +0 1½d6 +0 30 11 3.00 250m 33/10 2H
DPMS Panther .308 Win +1 +0 2d6+1 +1 10 14 5.45 350m 46/12 2H
FN Model 30-11 7.62x51mm N +1 +2 2d6+1 +1 10 14 4.85 350m 49/14 2H
Galil Sniper 7.62x51mm N +1 +1 2d6+1 +1 25 13 6.40 350m 55/19 2H
Galil SASR .308 +1 +1 2d6 +1 25 13 6.40 300m 48/15 2H
Grendel S-16 7.62x36mm +1 +2 2d6-1 +1 20 14 4.80 270m 59/19 2H, Sil (-5)
H&K G3SG/1 7.62x51mm N +1 +1 2d6+1 +1 20 10 5.54 350m 70/24 2H, FS
H&K HK94SG1 9x19mm +1 +1 1d6+1 +0 30 14 3.26 200m 28/9 2H
H&K PSG-1 7.62x51mm N +1 +2 2d6+1 +1 20 15 8.10 350m 56/17 2H
H&K SR-9 .308 +1 +1 2d6+1 +1 5 13 4.95 350m 48/13 2H
L96A1 .300 Win Mag +1 +2 2½d6 +1 10 15 6.00 400m 54/15 2H
M21 Sniper 7.62x51mm N +1 +2 2d6+1 +1 20 15 5.04 350m 56/17 2H
M40A3 7.62x51mm N +1 +2 2d6+1 +1 5 15 4.10 350m 48/13 2H
MBA Gyrojet Carbine 13mm Gy +1 +2 2d6-1 +0 6 8 2.50 270m 44/13 2H, IMR2, IPE
McMillan M-87 .50 B +1 +3 3d6 +1 5 17 9.52 450m 61/16 2H
McMillan M-89 .308 +1 +3 2d6+1 +1 20 13 7.00 350m 61/24 2H, Sil (-5)
McMillan M-93 12.7x99mm +1 +3 3d6 +1 20 15 9.52 450m 76/23 2H, RC2
RAI Model 500 12.7x99mm +1 +3 3d6 +1 1 15 15.15 450m 61/14 2H
Remington M24 7.62x51mm N +1 +2 2d6+1 +1 10 13 4.00 350m 48/14 2H
Remington M700 7.62x51mm N +1 +2 2d6+1 +1 5 10 3.41 350m 48/13 2H
Ruger Mini-14 7.62x51mm N +1 +1 2d6 +1 30 10 3.10 300m 48/15 2H
SAR-4800 .308 +1 +1 2d6+1 +1 20 12 4.30 350m 55/17 2H
SSG 3000 7.62x51mm N +1 +2 2d6+1 +1 5 14 5.40 350m 62/19 2H, FS, RC1
SKS Carbine 7.62x54mm R +1 +2 2d6+1 +1 10 10 3.90 350m 48/15 2H
Springfield SAR-8 .308 Win +1 +0 2d6+1 +1 20 14 4.00 350m 54/15 2H
Steyr AMR IWS 2000 15.2mm Fle +1 +3 3½d6 +1 5 20 18.00 550m 117/28 2H, AP, IMR2, IPE,
RC1
Steyr SSG-69/69 PII 7.62x51mm N +1 +3 2d6+1 +1 10 15 4.37 350m 49/15 2H
SVD Dragunov 7.62x54mm R +1 +2 2d6+1 +1 10 15 4.30 350m 48/14 2H, FS
Technika Destroyer 14.5x114mm R +1 +2 3d6+1 +1 5 16 26.00 500m 66/17 2H
VSS Silent Sniper 9x39mm R +1 +1 1d6+1 +0 20 13 2.60 200m 45/14 2H, AP, Sil (-4)
Walther WA-2000 7.62x66mm +1 +4 2½d6 +1 6 13 7.91 400m 74/24 2H, FS, RC3
Winchester Model 70 .300 Win Mag +1 +2 2½d6 +1 3 12 3.90 400m 54/13 2H
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Hero System Equipment Guide n Chapter One 7
MODERN MACHINE GUNS
Name Caliber OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
Light Machine Guns 13
Ares 5.56 LMG 5.56x45mm N +1 +1 2d6 +1 200 14 4.91 300m 85/25 AF5, Bulky
H&K Model 13 5.56x45mm N +1 +1 2d6 +1 100 14 5.40 300m 78/23 AF5, Bulky
H&K Model 21 7.62x51mm N +1 +2 2d6+1 +1 250 15 7.30 350m 118/33 AF10, BulkyIMI Negev 5.56x45mm N +1 +1 2d6 +1 250 14 7.60 300m 118/35 AF10, Bulky
L7A2 7.62x51mm N +1 +2 2d6+1 +1 250 15 10.90 350m 118/33 AF10, Bulky
M60 7.62x51mm N +1 +1 2d6+1 +1 250 16 10.51 350m 137/41 AF10, Bulky, FS
M60E3 7.62x51mm N +1 +2 2d6+1 +1 250 16 8.60 350m 154/46 AF10, Bulky, FS
M249 SAW/FN
Minimi
5.56x45mm N +1 +1 2d6 +1 200 15 6.85 300m 100/28 AF10, Bulky
PK 7.62x39mm R +1 +2 2d6 +1 250 14 10.00 300m 100/31 AF10, Bulky
RPD 7.62x39mm R +1 +2 2d6 +1 100 14 7.10 300m 94/29 AF10, Bulky
Stoner M207/Mk 23 5.56x45mm N +1 +1 2d6 +1 250 14 5.65 300m 118/35 AF10, Bulky
Ultimax 100 Mk III 5.56x45mm N +1 +1 2d6 +1 100 14 5.50 300m 98/32 AF5, Bulky, FS
Heavy Machine Guns 13
EX-34 Chain Gun 7.62x51mm N +1 +1 2d6+1 +1 1500 18 13.70 350m 117/29 AF10, Bulky,
Crew3
FN-MAG/MAG-58 7.62x51mm N +1 +1 2d6+1 +1 250 16 11.00 350m 117/29 AF10, Bulky,
Crew3
GAU 19/A .50 B +1 +1 3d6 +1 1000 20 33.60 450m 149/34 AF10, Bulky,
Crew3
KPV 14.5x114mm +1 +4 3d6+1 +1 1000 23 49.25 500m 168/41 AF10, Bulky,
Crew3
M2HB Heavy Barrel .50 B +1 +4 3d6 +1 110 20 38.00 450m 141/35 AF10, Bulky,
Crew3
M134 Minigun 7.62x51mm N +1 +4 2d6+1 +1 1500 18 16.30 350m 155/40 AF20, Bulky,
Crew3
XM-214 Six-Pac
Minigun
5.56x45mm N +1 +4 2d6 +1 1000 20 15.00 300m 133/33 AF20, Bulky,
Crew3
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78 n Weapons Hero System 6th Edition
MODERN ASSAULT RIFLES
Name Caliber OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
AIWS 5x54mm +1 +0 2d6 +0 60 13 3.14 300m 62/18 2H, AF5, NP
AK-47/AKM-47 7.62x39mm R +1 +1 2d6 +1 30 14 4.30 300m 63/18 2H, AF5
AK-74/AKS-74 5.45x39.5mm R +1 +1 2d6 +1 30 14 3.60 300m 65/19 2H, AF5, RC1
AR-18 5.56x45mm N +0 +0 2d6 +1 40 10 3.17 300m 84/26 2H, AF5, FSBeretta AR
70/223
5.56x45mm N +0 +0 2d6 +1 30 13 3.54 300m 75/24 2H, AF5, FS
CETME C3 7.62x51mm N +1 +0 2d6+1 +1 20 12 4.20 350m 72/21 2H, AF5
Colt M4/M4A1
Carbine
5.56x45mm N +1 +1 2d6 +1 30 12 2.54 300m 78/26 2H, AF5, FS
Colt M16/M16A1 5.56x45mm N +1 +1 2d6 +1 30 13 3.18 300m 78/26 2H, AF5, FS
Colt M16A2/A4 5.56x45mm N +2 +1 2d6 +1 30 13 5.78 300m 80/27 2H, AF5, FS
Enfield L85A1/
SA80
5.56x45mm N +1 +0 2d6 +1 30 13 4.60 300m 77/25 2H, AF5, FS
FA-MAS 5.56x45mm N +1 +2 2d6 +1 25 10 3.70 300m 79/27 2H, AF5, FS
FN-CAL 5.56x45mm N +1 +1 2d6 +1 30 15 3.00 300m 78/25 2H, AF5, FSFN-F2000 5.56x45mm N +1 +2 2d6 +1 30 15 3.60 300m 79/26 2H, AF5, FS
FN-FAL 7.62x51mm N +1 +2 2d6+1 +1 20 16 4.25 350m 74/22 2H, AF5, FS
FN-FNC 5.56x45mm N +1 +1 2d6 +1 30 15 3.80 300m 78/25 2H, AF5, FS
Galil MAR 5.56x45mm N +1 +1 2d6 +1 35 13 2.98 300m 87/28 2H, AF5, FS
Galil SAR 5.56x45mm N +1 +2 2d6+1 +1 25 13 4.30 350m 91/30 2H, AF5, FS
H&K 33A2 5.56x45mm N +1 +1 2d6 +1 40 15 3.65 300m 87/27 2H, AF5, FS
H&K G3 7.62x51mm N +1 +3 2d6+1 +1 30 15 4.25 350m 75/23 2H, AF5
H&K G11 4.73x33mm Ca +2 +1 2d6 +0 50 15 3.65 300m 76/22 2H, AF5, IPE, RC2,
NP, 10
H&K G33E/G41E 5.56x45mm N +1 +2 2d6 +1 25 15 3.65 300m 79/26 2H, AF5, FS
H&K G36 5.56x45mm N +1 +1 2d6 +1 30 15 3.43 300m 78/25 2H, AF5, FS
M-2 Carbine .30 +0 +1 1½d6 +0 30 14 2.36 250m 45/13 2H, AF5
M-14/M-14A1 7.62x51mm N +1 +2 2d6+1 +1 20 12 4.12 350m 81/21 2H, AF5
M-19 SPIW Fle +1 +0 1½d6 +0 50 11 2.68 500m 71/21 2H, AF5, AP, IMR2,
IPE, NP
OICW (M29) 5.56x45mm N +3 +11 2d6 +1 30 15 5.50 300m Text 2H, AF5, FS, NP, 11
Ruger AC556F 5.56x45mm N +1 +1 2d6 +1 30 12 3.15 300m 78/26 2H, AF5, FS
SATS-G3 7.62x51mm N +1 +1 2d6+1 +1 20 15 3.63 350m 73/21 2H, AF5
SIG 550/551 5.56x45mm N +1 +1 2d6 +1 30 13 4.10 300m 78/26 2H, AF5, FS, clear
magazine
SR88A 5.56x45mm N +1 +1 2d6 +1 30 13 3.66 300m 78/26 2H, AF5, FS
Stoner M22 orM23
5.56x45mm N +1 +1 2d6 +1 30 12 3.70 300m 63/19 2H, AF5
Steyr ACR Fle +1 +2 1½d6 +0 30 12 3.23 500m 66/21 2H, AF5, AP, IMR2,
IPE, NP
Steyr AUG 5.56x45mm N +1 +2 2d6 +1 30 12 3.60 300m 79/27 2H, AF5, FS, 12
Valmet 90 7.62x51mm N +1 +1 2d6+1 +1 20 14 3.90 350m 90/29 2H, AF5, FS
Vektor CR-21 5.56x45mm N +1 +1 2d6 +1 35 12 3.80 300m 87/28 2H, AF5, FS
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Hero System Equipment Guide n Chapter One 7
MODERN GRENADES
Name Caliber OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
Grenade Launchers 16
Armscor Multishot GL 40mm +0 +1 130 STR 6 12 5.30 — 131/24 MR(20m)
Arwen 37 37mm +1 +1 8d6 N — 5 10 3.10 60m 43/12 Beam, LR(60m), 17
BG15 40mm +0 +0 110 STR +1 8 0.90 — 110/16 MR(30m), underslungH&K 69A1/79 40mm +0 +0 110 STR +1 8 1.80 — 110/16 MR(14m)
Mk 19 Model 3 40mm +1 +1 2½d6X +1 100 13 32.90 400m 163/51 AF5, MGL
M79 40mm +0 +1 100 STR +1 8 2.70 — 101/16 MR(20m)
M203/PIM203 40mm +0 +1 110 STR +1 8 1.40 — 111/17 MR(30m), underslung
MM-1 40mm +0 +0 8d6 NX — 12 10 6.00 400m 60/18 MR(12m)
Talon 40mm +0 +1 110 STR +1 8 1.40 — 111/17 MR(30m)
Grenade Rounds
20/22mm
Fragmentation
20 or
22mm
— — 1½d6X +1 1 — 0.40 RBS 44/10
24mm Fragmentation 24mm — — 2d6X +1 1 — 0.40 RBS 52/12
30mm Fragmentation 30mm — — 2d6+1X +1 1 — 0.40 RBS 61/13
40mm Fragmentation 40mm — — 2½d6X +1 1 — 0.40 RBS 70/15
52mm Fragmentation 52mm — — 3d6X +1 1 — 0.40 RBS 79/17
20/22mm Concussive 20 or
22mm
— — 5d6 NX — 1 — 0.40 RBS 37/9
24mm Concussive 24mm — — 6d6 NX — 1 — 0.40 RBS 45/10
30mm Concussive 30mm — — 7d6 NX — 1 — 0.40 RBS 52/11
40mm Concussive 40mm — — 8d6 NX — 1 — 0.40 RBS 60/13
52mm Concussive 52mm — — 9d6 NX — 1 — 0.40 RBS 67/15
FERRET 40mm — — Tear gas — 1 — 0.40 RBS 200/53 Indirect, 18
M397A1 Airburst 40mm — — 3d6X +1 1 — 0.40 RBS 79/17 19
M433 HEDP 40mm — — 2½d6X +1 1 — 0.40 RBS 80/18 AP
Rubber Impact 40mm — — 8d6 N — 1 — 0.40 RBS 40/9
Hand Grenades
Fragmentation — +0 +0 1d6X +1 1 — 0.40 RBS 26/6
Fragmentation — +0 +0 1d6+1X +1 1 — 0.40 RBS 35/8
Fragmentation — +0 +0 1½d6X +1 1 — 0.40 RBS 44/810
Fragmentation — +0 +0 2d6X +1 1 — 0.40 RBS 52/11
Concussive — +0 +0 5d6 NX — 1 — 0.40 RBS 22/5
Concussive — +0 +0 6d6 NX — 1 — 0.40 RBS 30/7
Concussive — +0 +0 7d6 NX — 1 — 0.40 RBS 37/8
Concussive — +0 +0 8d6 NX — 1 — 0.40 RBS 45/10
Smoke — +0 +0 CE 8m — 1 — 0.25 RBS 13/4 -3 Sight PER for 3
Turns, 20
Stun Grenade — +0 +0 See text — 1 — 0.40 RBS 44/19 21
Tear Gas — +0 +0 Tear gas — 1 — 0.25 RBS 190/51 22
M460/M465 — +0 +0 6d6 N — 1 — 0.40 NR 37/8 AE1, NR, 23
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80 n Weapons Hero System 6th Edition
MODERN SHOTGUNS
Name Gauge OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
Generic Shotguns
.410 Shot .410 +0 +0 1½d6 +1 5 8 3.00 40m 37/8 2H, AE1, LR(40m), RR, RP
.410 Shot, DB .410 +0 +0 1½d6 +1 2 8 3.00 40m 69/13 2H, AE1, AF2, LR(40m),
RR, RP.410 Shot, Sawed-Off .410 +0 +0 1½d6 +1 2 8 2.25 NR 75/15 AEC, AF2, NR, RR, RP
.410 Slug .410 +0 +0 1½d6 +1 5 8 3.00 100m 31/6 2H, LR(100m), Beam
28, 24 Shot 28, 24 +0 +0 2d6 +1 5 10 3.00 40m 45/9 2H, AE1, LR(40m), RR, RP
28, 24 Shot, DB 28, 24 +0 +0 2d6 +1 2 10 3.00 40m 82/15 2H, AE1, AF2, LR(40m),
RR, RP
28, 24 Shot, Sawed-Off 28, 24 +0 +0 2d6 +1 2 10 2.25 NR 90/17 AEC, AF2, NR, RR, RP
28, 24 Slug 28, 24 +0 +0 2d6 +1 5 10 3.00 100m 37/7 2H, LR(100m), Beam
20, 16 Shot 20, 16 +0 +0 2d6+1 +1 5 11 3.00 40m 52/11 2H, AE1, LR(40m), RR, RP
20, 16 Shot, DB 20, 16 +0 +0 2d6+1 +1 2 11 3.00 40m 96/17 2H, AE1, AF2, LR(40m),
RR, RP
20, 16 Shot, Sawed-Off 20, 16 +0 +0 2d6+1 +1 2 11 2.25 NR 105/20 AEC, AF2, NR, RR, RP20, 16 Slug 20, 16 +0 +0 2d6+1 +1 5 11 3.00 100m 44/10 2H, LR(100m), Beam
12 Shot 12 +0 +0 2½d6 +1 5 12 3.00 40m 60/13 2H, AE1, LR(40m), RR, RP
12 Shot, DB 12 +0 +0 2½d6 +1 2 12 3.00 40m 110/20 2H, AE1, AF2, LR(40m),
RR, RP
12 Shot, Sawed-Off 12 +0 +0 2½d6 +1 2 12 2.25 NR 120/23 AEC, AF2, NR, RR, RP
12 Slug 12 +0 +0 2½d6 +1 5 12 3.00 100m 50/11 2H, LR(100m), Beam
10 Shot 10 +0 +0 3d6 +1 5 12 3.00 40m 67/14 2H, AE1, LR(40m), RR, RP
10 Shot, DB 10 +0 +0 3d6 +1 2 12 3.00 40m 124/22 2H, AE1, AF2, LR(40m),
RR, RP
10 Shot, Sawed-Off 10 +0 +0 3d6 +1 2 12 2.25 NR 135/26 AEC, AF2, NR, RR, RP
10 Slug 10 +0 +0 3d6 +1 5 12 3.00 100m 56/12 2H, LR(100m), Beam4 Shot 4 +0 +0 3d6+1 +1 5 13 3.00 40m 75/16 2H, AE1, LR(40m), RR, RP
4 Shot, DB 4 +0 +0 3d6+1 +1 2 13 3.00 40m 137/25 2H, AE1, AF2, LR(40m),
RR, RP
4 Shot, Sawed-Off 4 +0 +0 3d6+1 +1 2 13 2.25 NR 150/28 AEC, AF2, NR, RR, RP
4 Slug 4 +0 +0 3d6+1 +1 5 13 3.00 100m 62/14 2H, LR(100m), Beam
Specific Shotguns
AAI CAWS Fle +1 +0 3d6 +1 12 12 4.08 100m 138/34 2H, AE1, AF3, Beam, IPE,
LR(100m), NP, RC1
Atchisson Assault 12 +0 +0 2½d6 +1 20 13 5.20 100m 80/21 2H, AF5, LR(100m)
Benelli 121-M1 12 +1 +0 2½d6 +1 8 12 3.30 40m 62/14 2H, AE1, LR(40m), RR, RP
Benelli M4/M1014 12 +1 +0 2½d6 +1 6 12 3.80 40m 62/14 2H, AE1, LR(40m), RR, RPBernardelli B4 12 +0 +0 2½d6 +1 8 12 3.45 40m 60/13 2H, AE1, LR(40m), RR, RP
Daewoo USAS-12 12 +0 +0 2½d6 +1 28 13 5.50 100m 80/21 2H, AF5, Beam, LR(100m)
Entry Team Striker 12 +0 +0 2½d6 +1 12 10 4.20 40m 120/28 2H, AE1, AF3, LR(40m),
RR, RP
Franchi PA3/215 12 +0 +0 2½d6 +1 3 12 2.27 100m 50/10 2H, Beam, LR(100m)
Franchi SPAS-12 12 +0 +0 2½d6 +1 8 12 4.35 40m 60/13 2H, AE1, LR(40m), RR, RP
Franchi SPAS-15 12 +0 +0 2½d6 +1 6 12 3.80 40m 60/13 2H, AE1, LR(40m), RR,
RP, 14
Ithaca MAG-10 10 +0 +0 3d6 +1 2 12 4.87 100m 56/11 2H, Beam, LR(100m)
Ithaca Stakeout 20 +1 +0 2d6+1 +1 4 11 1.59 40m 54/11 2H, AE1, LR(40m), RR, RP
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Hero System Equipment Guide n Chapter One 8
Name Gauge OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
Jackhammer Mk 3A-2 12 +0 +0 2½d6 +1 10 13 4.57 100m Text 2H, AF5, Beam,
LR(100m), NP, 15
KS-23M 4 +0 +0 3d6+1 +1 3 14 3.20 40m 75/14 2H, AE1, LR(40m), RR, R
Mossberg M500 ATP8 12 +0 +0 2½d6 +1 8 12 3.10 40m 60/13 2H, AE1, LR(40m), RR, R
Mossberg 590 12 +0 +0 2½d6 +1 9 12 3.10 40m 60/14 2H, AE1, LR(40m), RR, R
Olin/H&K CAWS 12 +1 +0 2½d6 +1 10 12 4.32 100m 62/16 2H, AF3, Beam,
LR(100m), NP
Remington 870 P 12 +0 +0 2½d6 +1 8 12 3.40 40m 60/13 2H, AE1, LR(40m), RR, R
Winchester 1300 12 +0 +0 2½d6 +1 7 12 3.10 40m 60/13 2H, AE1, LR(40m), RR, R
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82 n Weapons Hero System 6th Edition
MODERN HEAVY WEAPONS
Name Caliber OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
Armbrust 300 67mm +0 +0 6½d6 +1 1 12 6.30 1000m 200/24 2H, AE4, AP, ET(1T), IPE, SFW,
24, 25
ASP 30mm 30mm +1 +1 3d6+1 +1 100 14 47.6 500m 140/36 2H, AF5, AP, Beam, Crew2
FIM-92A StingerSAM — +2 +0 5d6X +1 1 12 15.7 750m 191/27 2H, Crew2, ET(1T), IMR2,NRM, SFW, 24
Flamethrower — +0 +0 Text — 10 — 22.7 NR Text AE Line or Cone (see text), 26
Kovrov RPG-7V 85mm +0 +0 7d6+1X +1 1 12 9.25 1100m 192/24 2H, ET(EP), MR(10m), SFW
M18 Recoilless Rifle 57mm -1 +3 6d6+1 +1 1 15 21.0 950m 145/25 2H, AP, Crew2, 27
M47 Dragon 140mm -1 +0 9d6 +1 1 12 17.0 1350m 202/21 2H, AP, Beam, Crew2,
ET(1T), MR(70m), SFW
M67 Recoilless Rifle 90mm +0 +3 6d6+1 +1 1 15 15.9 1100m 145/25 AP, Crew2, 27
M72A3 LAW Rocket 66mm +0 +1 6½d6X +1 1 12 2.13 1000m 201/34 2H, AP, ET(EP), SFW
M202A1 Flash 66mm +0 +0 6½d6X +1 4 13 12.1 1000m 200/30 2H, ET(1T), SFW, 28
MDHC Mk 153
SMAW
83mm +0 +0 7d6+1X +1 1 12 16.6 1100m 220/25 2H, AP, Crew2, ET(1T), SFW
Metal Storm Cannon 7.62mm +1 +1 2d6+1 +1 540 12 50.0 350m 230/62 AF40, AP, Crew5, NP, 29
SA-7B Grail 70mm +1 +0 7d6X +1 1 12 4.71 1050m 264/31 2H, ET(1T), IMR2, MR(500m),
NRM, SFW, 24
Wire Guided Missile — +0 +0 8d6X +1 1 12 64.0 2400m 420/62 AP (x2), Crew4, ET(1T), IMR2,
NRM
MODERN WEAPONS KEY 2H: Two-Handed (a -½ Limitation)
AE: Area Of Effect (Radius); the number following indicates the
size of the Radius in meters.
AEC: Area Of Effect (16m Cone; +½)
AF: Autofire; the number after the letters indicates the maximum
number of shots
ACP: Automatic Colt Pistol
AP: Armor Piercing
Auto: Automatic
B: Browning
Ca: Caseless
CAWS: Close Assault Weapon System
Coll: Collimating/reflex site
Crew: Requires Multiple Users (number indicates standard size
of crew)
Cz: Czech
DB: Double-barrelled
ET: Extra Time (1T means 1 Turn; EP means Extra Phase, FP
means Full Phase)
Fle: Flechette
FS: Flash Suppressor
Gy: Gyrojet
FS: Flash Suppressor
H&K: Heckler & Koch, a German gun manufacturer
IMR: Increased Maximum Range (the number indicates the
multiplier)
IPE: Invisible Power Effects
Laser: weapon has a laser sight
LAW: Light Anti-tank Weapon
LR: Long Rifle
LR(Xm): Limited Range (number indicates range)
M: Magnum
MGL: Mounted Grenade Launcher. These must be mounted on
a tripod or vehicle to be fired, and two or three men of ordinary
strength are needed to lift them (i.e., they’re Bulky).
Micr: micrometer sights
mm: millimeter
MR: Minimum Range (a -1/4 Limitation indicating the weapon
can’t affect targets nearer than the indicated distance)
N: NATO round
NP: Not produced (a weapon that was or is experimental, was
cancelled before it entered production, or the like)
NR: No Range
NRM: No Range Modifier
Only: Autofire only, no single shots (a -0 Limitation)
PR: Polygonal rifling (the effect of this is already listed in the
table’s damage figure)
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Hero System Equipment Guide n Chapter One 8
KEY R: Russian
RBS: Range Based On STR
RC1, 2, or 3: Recoil Compensator (1, 2, or 3 indicates type)
RL: Russian Long
RP: Reduced Penetration
RR: Reduced By Range
SAM: Surface-to-Air Missile
SFW: Shoulder-fired weapon (characters need WF: Shoulder-
Fired Weapons to use one of these properly, and they typically
have the Bulky and Extra Time Limitations)
Sil: Silenced (number in parentheses indicates penalty to Hearing
PER Rolls)
S&W: Smith & Wesson (an American gun manufacturer)
Tum: Tumbler (bullets have the tumbling effect; see page 94; the
extra die of damage is already listed on the chart)
Underslung: A grenade launcher meant to be attached under-
neath the barrel of an assault rifle or like weapon; it can’t be used
if not so attached.
WinMag: Winchester Magnum
X: Area Of Effect (Radius Explosion, assumed to be of a size to
give the Advantage a final value of +½)
Firearms are RKAs bought with the following Limitations:
Focus (OAF; -1), STR Minimum, Beam, Real Weapon, Required
Hands (for rifles, shotguns, and the like), and Charges. See page
68 for more information.
Name: The name of the weapon. This may include a manufac-
turer and/or model number.
Caliber: The weapon’s caliber (for shotguns, this becomes
“Gauge”). This is given in fractions of an inch or in millimeters
(mm).
Many models of guns comes in multiple calibers, not just theone listed (this is particularly true for semi-automatic handguns),
and a gunsmith can often rechamber a weapon to accept a
different size cartridge. So if you like the look of a gun but not the
caliber, feel free to change it to fire the type of bullet you want.
Upgrading a gun to a larger caliber may diminish the number of
rounds it can hold in a magazine, while downgrading to a smaller
caliber may increase the weapon’s ammo capacity.
OCV: The weapon’s OCV modifier, bought as described on page
69.
RMod: The weapon’s Range Modifier, bought as described on
page 69.
Damage: The damage the weapon does. An “N” indicates Normal
Damage; otherwise the listed damage is Killing.
STUNx: This is the STUN Multiplier for Killing Damage weapons
(a +0 means “no modification”; use the standard ½d6 STUN
Multiplier). Apply the STUNx modifier to the STUN Multiplier roll
(or to the STUNx for the Hit Location struck, if the campaign usesHit Location rules). For example, if a character with a .45 ACP
caliber firearm (STUNx +1) hits an opponent in the Head, the total
STUNx would be 6.
Shots: The number of shots in the gun’s cylinder or magazine (in
game terms, how many Charges the gun has). Each gun comes
with one “clip” of ammunition unless noted otherwise. If a gun
can use more than one size clip, the largest or most common clip
is listed. Guns with a “clip” of 1 shot are single-shot guns (often
for target shooting) that the user must reload after each shot.
The listed number of Charges for semi-automatic firearms
doesn’t include having one round “in the pipe” ( i.e., chambering
one round, then removing the magazine and replacing that round,
so that the gun carries +1 round).STR Min: The STR Min necessary to use the weapon effectively;
see 6E2 199 for rules. Remember that firearms and related
weapons (which are built as RKAs or Blasts) don’t get bonus
damage or other benefits from exceeding the STR Minimum. The
STR Minimum simply indicates the STR needed to effectively use
the weapon — to hold, draw, and/or cock it.
Mass: The weight of the gun, in kilograms. Typically this is the
unloaded weight; inserting a clip of ammunition adds a few
grams.
Max Range: The weapon’s maximum Range in meters according
to the HERO System rules. (Of course, its effective range — the
range over which it’s likely to hit a target — is much less, thanks
to the Range Modifier.) Typically this means Base Points x 10meters, but Advantages or Limitations may change that. “NR”
means No Range; “RBS” means Range Based On STR.
A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the
expanded Killing Attack costs on APG 56 (thus, an RKA 1d6-1
costs 12 Character Points).
Notes: This catch-all category includes any information not listed
elsewhere. All notes and abbreviations are explained at the end of
the tables.
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84 n Weapons Hero System 6th Edition
terms, this makes it unction asi equipped with a ype 1 recoilcompensator.
7) Te Spectre M-4 commonlycomes with a our-column clip “filesystem,” thus allowing the firer tocarry 200 rounds o ammunition.Tis counts as a “rapid reloading”device (see Dark Champions).
8) Tere is special “compact” version o the Sterling L2A3known as the Sterling Mark 7.In game terms, it’s the same asthe L2A3, but has only a +3 PERModifier.
9) Te Tompson M1928 is heavy,can jam easily when it gets dirty, andcan be noisy when carried. In gameterms, reduce all Activation Rolls orMalunction by 1.
10) Te H&K G11 is an experi-
mental rifle using Caseless ammu-nition and many other advancesthat kept weight and recoil to aminimum. Its magazines had clipson the sides so the user can carrytwo extra magazines attached tothe one in the rifle (this counts as a“rapid reloading” device; see DarkChampions). Although it attractedgreat interest in many quarters,the reunification o Germany resulted in its neverbeing manuactured; only about 100 were produced.A squad automatic weapon (SAW) version with300 rounds was in design when the program wascancelled.
11) Te OICW (Objective Individual CombatWeapon) was a weapons system the US Armyworked on in the late Nineties and early 2000s toreplace the M16A2/M203 assault rifle/grenadelauncher weapon issued to American soldiers.Unortunately the project was unable to meet thedesired specifications and was discontinued in2004, though some aspects o it have become apart o other weapon development programs.
Te OICW incorporated a 5.56mm assaultrifle with an under-mounted launcher or 20mm“smart” grenades. Its enhancements and elec-
tronics included a targeting computer, inrared/laser aiming device, laser range finder/digitalcompass/GPS tracking device, and a thermalweapon sight. Te targeting computer used therangefinder and other electronics to “program”the smart grenades to explode at a predesignatedrange, in theory significantly increasing thechance o killing the target even i there’s no directhit. Te grenades have a minimum range o about50m and a maximum range o about 1000m.
12) Te Steyr AUG can convert into a carbine,rifle, or light machine gun by switching barrelsand other attachments. I desired, characters
could build this weapon as a Multipower with the
Limitation Extra ime (Full Phase to change slots;-½) on the reserve.
13) Machine guns all into two categories, Light
and Heavy. Light machine guns (LMGs) realisti-cally usually have a two-man firing team, butthey don’t necessarily have to, so they don’t getthe Requires Multiple Users Limitation. Sincethey’re usually mounted on a tripod or someother support they don’t take the wo-Handed (-½) Limitation, but i used without a support dorequire two hands to hold and fire. Tey qualiy asBulky Foci. Heavy machine guns (HMGs) take theRequires Multiple Users (3 men; -½) Limitation inaddition to Bulky; they have to be mounted on atripod or vehicle. Most machine guns are belt-ed,though some LMGs can mount small boxes oabout 30 rounds i necessary.
14) Te Franchi SPAS-15 is a semi-automaticmilitary shotgun that fires an especially powerul12-gauge shell. Tese shells are too powerul ormost shotguns (they will not allow the breech toclose i used in them).
15) Te Jackhammer Mark 3A-2, an experimentalweapon designed (but never manuactured) byPancor, has a casing made primarily o fiberglassand plastic, though the inner workings are stillsteel. It uses a cylindrical magazine that holds10 shells (in this example, it’s filled with slugs).I necessary, the user can detach the magazineand use it as a landmine! Te magazine casing isdesigned to withstand the blast so it can be reused.
Cost Power
17 OICW: Multipower, 60-point reserve; all OAF (-1), STR Minimum (15;
-¾), Real Weapon (-¼), Two-Handed (-½)
2f 1) 5.56x45mm Rounds: RKA 2d6, Autofire (5 shots; +½), +1Increased STUN Multiplier (+¼), 30 Charges (+¼); OAF (-1), STRMinimum (15; -¾), Beam (-¼), Real Weapon (-¼), Two-Handed
(-½)
1f 2) 20mm “Smart” Grenade Launcher: RKA 1½d6, Area Of Effect
(12m Radius Explosion; +¼), Increased Maximum Range (500m;+¼); OAF (-1), Minimum Range (50m; -¼), STR Minimum (15;
-¾), Real Weapon (-¼), Two-Handed (-½), 6 Charges (-¾)
1 Inherent Accuracy: +1 OCV; OAF (-1), Real Weapon (-¼), Two-Handed (-½)
1 Inherent Accuracy: +1 versus Range Modifier; OAF (-1), Real
Weapon (-¼), Two-Handed (-½)
21 Targeting Computer: See page 104
7 Flash Suppressor: Invisible to Normal Sight (+¼) for up to a 60 Active Point firearm; OAF (-1), Real Weapon (-¼)
1 Camera: Adjacent (up to 1m away) for Sight Group; OAF (-1), 1Continuing Fuel Charge (easily recharged, 3 Hours; -0)
1 Thermal Sight: Infrared Perception (Sight Group); OAF (-1), ExtraTime (2 Minutes to activate; -¾), Real Weapon (-¼), Only When
Shooter Braces And/Or Sets (-1), 1 Continuing Fuel Charge lasting5 Hours (-0)
5 GPS Tracker: Detect Exact Position On Earth 16- (Radio Group); OAF(-1)
1 Compass: Bump Of Direction; OAF (-1)
Total cost: 58 points.
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Hero System Equipment Guide n Chapter One 8
A special silencer, with a lie o 10 shots, can beattached to the Jackhammer.
16) Grenade launchers are devices used to launchgrenade rounds. In game terms, most are bought asSR with the Limitations OAF (-1), Real Weapon (-¼), and Only o Make Standing Or ProneTrows O Grenades (-2). Charges applies as anAdvantage or Limitation, as appropriate. Te SRdoes not add to the character’s SR or throwingpurposes, it substitutes or his SR. A launchermay also provide a RMod bonus or penalty. Someo the multi-shot grenade launchers are describedas standard weapons, with one type o grenadechosen as a deault, or ease o presentation.
Grenade rounds are the grenades fired rom agrenade launcher. Tey can’t be thrown like handgrenades. Teir Maximum Range is listed as “RBS”because it depends on the SR o the launcherused to fire them.
Hand grenades are hand-thrown explosiveweapons; they can’t be launched rom grenadelaunchers. Te character pulls the pin and throwsthe grenade, which detonates afer a short amounto time. In game terms, it’s usually easiest to assumethat grenades explode in the Phase in which they’rethrown; in campaigns emphasizing realism, the GMmay want to delay the explosion by 1-3 Segments.
17) Te Arwen 37 is a British grenade launcherthat fires different types o 37mm grenades (orgame purposes, these have the same effect as40mm grenades). Te one in the table is loadedwith “impact” rounds, but any other grenade typecould be substituted.
18) Te FERRE grenade round is a tear gasgrenade, built as ollows. It has an armor-piercingcapability that allows it to penetrate walls andbarriers beore releasing the tear gas.
Sight Group Flash 8d6, Area O Effect (8m Radius;+½), Constant (+½), NND (deense is solid, sealedcoverings over the eyes or appropriate Lie Support[Immunity]; +½), Delayed Recovery (each BODYequals 1 urn o effect, see APG 99; +2), Indirect
(Path can “alter” to penetrate walls and similarbarriers within 60m o shooter; +½) (200 ActivePoints); OAF (-1), Limited Range (100m; -¼), RealWeapon (-¼), 1 Continuing Charge lasting 1 urn(-1¼). Total cost: 53 points.
19) Te M397A1 is an “airburst” grenade. Itcontains a miniature use that “bounces” thegrenade into the air when it hits the ground,causing it to explode at head level rather than at
ground level. When it’s used against a standingopponent, all shots with this grenade should beconsidered High Shots and the Hit Location rolledaccordingly.
20) Te smoke grenade is built as ollows:
Change Environment (create smoke), -3 to SightGroup PER Rolls, Area O Effect (8m Radius;+½) (13 Active Points); OAF (-1), Range BasedOn SR (-¼), Real Weapon (-¼), 1 ContinuingCharge lasting 3 urns (-1). Total cost: 4 points.
21) Tis is a generic stun grenade, built as ollows:
Blast 3d6, NND (deense is any rPD; +0), Area
O Effect (8m Radius Explosion; +¼) (19 ActivePoints); OAF (-1), Range Based On SR (-¼),Real Weapon (-¼), 1 Charge (-2) (total cost: 4 points) plus Sight and Hearing Group Flash 3d6, Area O Effect (8m Radius Explosion; +¼) (25 Active Points); OAF (-1), Linked (-¼), RangeBased On SR (-¼), Real Weapon (-¼), 1 Charge(-2) (total cost: 5 points). Total cost: 9 points.
22) Here’s the effect o the tear gas hand grenade:
Sight Group Flash 8d6, Area O Effect (12mRadius; +¾), Constant (+½), NND (deense issolid, sealed coverings over the eyes or appro- priate Lie Support [Immunity]; +½), Delayed
Recovery (each BODY equals 1 urn o effect,see APG 99; +2) (190 Active Points); OAF (-1),Range Based On SR (-¼), Real Weapon (-¼), 1Continuing Charge lasting 1 urn (-1¼). Totalcost: 51 points.
23) Te M460 is known as a “Tunderstrip.” It’s30.5 x 7.6 x 2.5 cm and is made to slip underneathdoors or through open windows. Te M465 is the“Tunder Rod,” a cylinder 35.5 cm long with a 1.7cm diameter designed to slip through holes madeby a 12-gauge shotgun slug.
24) Tese are one-shot weapons — the rocket
tube is discarded afer the rocket is fired. Tis isbought as Charges which Never Recover (an addi-tional -2 Limitation).
25) Te Armbrust 300 is a one-shot rocketlauncher designed to destroy tanks. It is smoke-less, flashless, virtually noiseless, and uses a coun-terweight system to eliminate most o the recoiland backblast. Tis is bought as Invisible PowerEffects (makes use o power Inobvious, but sourceo power is still perceivable; +¼). Te blast coversa 4m radius.
26) Flamethrowers are devices or projectingflame. Tey consist o a bulky, heavy backpackwhich holds the uel (either ordinary liquid uel,
Cost Power
42 Pancor Jackhammer Mark 3A-2: Multipower,
106 Active Points; all OAF (-1), Real Weapon(-¼), 10 Charges for entire Multipower (-¼)
2f 1) Shotgun with Slugs: RKA 2½d6, Autofire(5 shots; +½), +1 Increased STUN Multiplier
(+¼); OAF (-1), Beam (-¼), Limited Range(100m; -¼), STR Minimum (13; -½), Real
Weapon (-¼), Two-Handed (-½)3f 2) Magazine As Landmine: RKA 5½d6, Trigger
(putting sufficient pressure on it; +¼); OAF(-1), Lockout (placing landmine prevents useof Slot #1; -½), No Range (character must
place landmine; -½), Real Weapon (-¼),Requires Multiple Charges (1 Charge for base2½d6 damage, +1 DC per additional Charge;-0)
Total cost: 47 points.
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86 n Weapons Hero System 6th Edition
thickened uel, or various incendiary chemicals).Tickened uels (such as napalm) tend to burn thebest and have the greatest range.
In HERO System terms, flamethrowers arebought as Multipowers. Each slot is a KillingAttack. Te first slot creates a Line o fire, thesecond a Cone. Both are Constant (since the usercan simply hold down the trigger and keep fillingthe area with flame) and Mobile (since the char-acter can “wave” the area o flame back and orthslowly). However, both o these slots also have a -0Side Effect: i the flamethrower is fired at a targetwhich is too close (closer than 6m) or is fired intothe wind, there’s an 11- chance that uel will splashon the firer, inflicting 1½d6 Killing Damage.
Some flamethrowers have a third slot — anArea o Effect (Any Shape) that simulates theflamethrower’s capacity to make “cold shots.” Acold shot involves spraying unlit uel onto an area,then lighting it.
A flamethrower has an overall number oCharges indicating how many seconds’ worth ouel it has. However, the fires set by the flame-
thrower may continue to burn long afer the useris out o uel, and flammable objects that comeinto contact with them may also catch fire (ithe GM preers, he can charge Character Pointsor this, using the same effect as or IncendiaryAmmunition on page 93).
Some sample flamethrowers include: theM2A1 and M9A1-7, American models with tenseconds’ worth o uel; the LPO-50, a Soviet flame-thrower with nine seconds’ worth o uel; and theHAFLA-35L, a one-shot German flamethrower“pistol” with enough uel to ignite an 16 x 4 meterarea. Te one in the list, and described below, istypical o the American flamethrowers.
27) Te M18 57mm and M67 90mm RecoillessRifles are single-shot, reloadable weapons firedrom the shoulder or rom a tripod (they use WF:
Shoulder-Fired Weapons). Te typical ammuni-tion is an AP round, but high explosive and othersare available. Tey are Bulky Foci, and have thesame “backblast” Side Effect as the M202A1.
28) Te M202A1 Flash is a our-shot napalmrocket launcher firing the M74 napalm rocket. It’sbuilt as ollows:
RKA 6½d6, Area O Effect (40m Radius Explo-sion; +¾), +1 Increased SUN Multiplier (+¼)(200 Active Points); OAF Bulky (-1½), Extraime (1 urn; -1¼), Real Weapon (-¼), SideEffect (has a backblast o an RKA 1d6, Area OEffect (8m Cone) behind it, always occurs; -½),
SR Minimum (14; -¾), wo-Handed (-½), 4Charges (-1). Total cost: 30 points.
Additionally, the napalm can o course set thingson fire, which may cause even more damage, spreadto nearby flammable objects, and so orth.
29) Te MetalStorm Cannon is a putative heavyweapon that would take ull advantage o theMetalStorm firing technology described aboveor the O’Dwyer VLe “smart gun.” In theory theMetalStorm system o stacking bullets in thebarrel o a gun and then firing the bullets electron-ically could allow or a cyclic rate o fire (i.e., anideal, theoretical maximum assuming no need toreload or other problems) o a million rounds perminute, given a gun with about 36 barrels.
Cost Power
34 Flamethrower: Multipower, 135-point base;all OAF Bulky (-1½), Real Weapon (-¼), STRMinimum (10; -½), Two-Handed (-½); 10
Charges for entire Multipower (-¼)
3f 1) Firebolt: RKA 3d6, Area of Effect (50m Line;+¾), Armor Piercing (+¼), Constant (+½),Mobile (character can move Line 12m per
Phase, but starting point of Line must alwaysremain immediately in front of him; +½); OAFBulky (-1½), No Range (-½), Real Weapon
(-¼), STR Minimum (10; -½), Side Effect (seetext; -0), Two-Handed (-½)
3f 2) Wide-Angle Firebolt: RKA 3d6, Area ofEffect (30m Cone; +½), Armor Piercing (+¼),
Constant (+½), Mobile (character can moveCone 12m per Phase, but starting point ofLine must always remain immediately in frontof him; +½); OAF Bulky (-1½), No Range
(-½), Real Weapon (-¼), STR Minimum (10;-½), Side Effect (see text; -0), Two-Handed(-½)
3f 3) Cold Shot: RKA 3d6, Area of Effect (upto 10m Radius’ worth of Surface area,Conforming [Liquid]; +1½), Armor Piercing(+¼); OAF Bulky (-1½), Extra Time (a
minimum of an Extra Phase between sprayingthe fuel and lighting it; -¾), No Range (-½),Real Weapon (-¼), STR Minimum (10; -½),Two-Handed (-½)
Total cost: 43 points.
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88 n Weapons Hero System 6th Edition
CALIBER, ENGLISH CALIBER, METRICBASICDAMAGE NOTES
.177 ½d6
4.6x30mm 2d6
4.73x33mm Caseless 2d6
4.85mm 1½d6
.22 5.56x29mm 1d6-1
5mm 2d6
.22 LR 5.7x17mm R, 5.7x28mm 1d6
.221 1½d6
.223 Remington 5.56x45mm N, 5.45x39mm R 2d6 +1 STUN Multiplier
.25 ACP 6.35mm 1d6
.270 6.8x43mm 2d6
.30 7.62x25mm R, 7.62x33mm 1d6+1
.30-06 7.62x63mm 2d6+1 +1 STUN Multiplier
.308 Winchester 7.62x51mm N, 7.62x54mm R 2d6+1 +1 STUN Multiplier
.300 Winchester Magnum, .300 Remington
SAUM
7.62x66mm 2½d6 +1 STUN Multiplier
.310 7.62x39mm R, 7.62x36mm 2d6 +1 STUN Multiplier
.32 ACP, .32 S&W 7.65x17mm 1d6
.303 British 7.7x58mm 2½d6 +1 STUN Multiplier
7.92x57mm 2½d6 +1 STUN Multiplier
.350 1½d6
.357 Magnum, .350 Magnum 9x33mm R 1½d6
.38, .380 Automatic 9x17mm, 9x29mm R 1d6
9x19mm N P (Luger),
9x18mmR
1d6+1
.40, .41, .42 10.11x21.6mm 1d6+1
STANDARD AMMUNITION DAMAGE TABLE
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Hero System Equipment Guide n Chapter One 8
CALIBER, ENGLISH CALIBER, METRICBASICDAMAGE NOTES
.41 Magnum, .41 Action Express 10.41x32.76mm,
10.41x22mm, 10x25mm
1½d6
.44 2d6-1 +1 STUN Multiplier
.44 Magnum, .44-40 10.97x33mm R 2d6 +1 STUN Multiplier
11mm 2d6-1 +1 STUN Multiplier
.45 ACP, .458 11.43x23mm, 11.56x33mm 2d6-1 +1 STUN Multiplier
.45 Winchester Magnum, .45-47, .45-70, .46 2d6 +1 STUN Multiplier
.454 Casull, .475 Linebaugh 2d6+1 +1 STUN Multiplier
.50 Action Express. .52 12.7x32.64mm 2d6+1 +1 STUN Multiplier
.50 Browning 12.7x99mm, 12.7x107mm R 3d6 +1 STUN Multiplier
13x64mm 3d6 +1 STUN Multiplier
.56, .57, .58 14.5x114mm 3d6+1 +1 STUN Multiplier
.60 15.2mm 3½d6 +1 STUN Multiplier
.69, .70, .75 4d6-1 +1 STUN Multiplier
* 20x80mm, 20x99mm,
20x128mm
4d6 +1 STUN Multiplier
* 25x184mm 4d6+1 +1 STUN Multiplier* 30x113mm, 30x170mm 4½d6 +1 STUN Multiplier
* 35x228mm 5d6 +1 STUN Multiplier
* 40mm 5d6+1 +1 STUN Multiplier
* 45mm 5½d6 +1 STUN Multiplier
* 50x330mm 6d6 +1 STUN Multiplier
* 57mm 6d6+1 +1 STUN Multiplier
* 60mm, 66mm, 67mm 6½d6 +1 STUN Multiplier
* 76mm 7d6 +1 STUN Multiplier
* 83mm, 85mm, 88mm, 90mm 7d6+1 +1 STUN Multiplier
* 105mm 7½d6 +1 STUN Multiplier
* 120mm 8d6 +1 STUN Multiplier
* 127mm 8d6+1 +1 STUN Multiplier
* 140mm, 155mm 9d6 +1 STUN Multiplier
AMMUNITION KEY ACP: Automatic Colt Pistol
LR: Long Rifle
N: NATO
P: Parabellum
R: Russian
SAUM: Short Action Ultra Magnum
S&W: Smith & Wesson
*: Cannon rounds and larger ammunition; generally cannot be fired from small arms
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92 n Weapons Hero System 6th Edition
EXPLOSIVE
Explosive bullets come in two types, each withthe same effect in game terms. Te first, moreproperly reerred to as a “liquid-filled” bullet, has ahollow tip containing mercury, oil, grease, wax, orsome other liquid or semi-liquid substance. Firingthe bullet compresses the liquid to the back othe hollow. Upon impact, the substance vaporizesand “explodes” outward, causing large wounds.Te other type actually contains an explosivesubstance, such as lead azide, which explodesupon impact (though it may ail to explode; anexplosion is more likely i the bullet impactsbone).
In game terms, Explosive bullets do extradamage (rom +1 point to +1 DC, depending oncaliber). (For greater “realism,” buy the +1 DCseparately with an Activation Roll 11-.)
FIBERGLASS/PLASTIC
Fiberglass/Plastic bullets do the same damageas normal lead bullets. However, they’re muchharder to detect on an x-ray or during an autopsy.
In game terms, Fiberglass/Plastic rounds arelike Standard rounds, but also have the Advan-tage Invisible Power Effects (hide cause o death,imposes a -3 penalty to Forensic Medicine or PS:Read X-Rays rolls; +¼).
FLECHETTE
Flechettes are small metal darts. While they’remost ofen used in specialized shotgun shells (seebelow) or grenades, some bullets containing asingle flechette have been manuactured. ypi-cally they’re fired in sabots which peel away aferfiring. Because o its light weight, a flechette cantravel much urther than ordinary bullets. Becauseo its shape, it pierces armor with ease (and afer
impact it ofen bends like a fishhook, causing thefins to hit the target and inflict another wound).Additionally, Flechettes can easily be Poisoned(see below).
In game terms, Flechettes do a little extradamage (rom +1 point to +1 DC, depending oncaliber) and have the Advantages Armor Piercing (+¼), Invisible Power Effects (no rifling marks onprojectiles; +¼), and Increased Maximum Range (x2 normal range; +¼).
FRANGIBLE
Frangible bullets are bullets that either (a)contain multiple projectiles which are released
upon impact, or (b) ragment upon impact withthe target. Either variety causes tremendousdamage to the target. However, because they“break” upon impact this way, Frangible bulletscan easily be deflected by glass, windshields,wallboard, and many other substances. Tis makesthem popular with some law enorcement unitsbecause o the low possibility o collateral damagerom ricochets.
Examples o Frangible bullets include: theGlaser Blue Saety Slug (containing 300-500 pelletso No. 12 birdshot); the MagSae SWA round;Razor-Ammo (a bullet using both a ragmentingspace-age polymer and No. 4 birdshot pellets);
the Spartan (which is composed o polymer andlead dust molded into the shape o a bullet); andthe Tunderzap (a plastic rangible round). TeBeehive/Core-Shot bullet is a slightly less effectiveFrangible round (subtract 1 DC).
Frangible bullet statistics can also be used orsome flechette-based pistol rounds, such as bulletswhich contain multiple semi-stabilized flechettesthat are released rom the bullet at the point oimpact.
In game terms, Frangible bullets do extradamage (typically +2 DCs), but take severalLimitations: Cannot Be Bounced (-¼), ReducedPenetration (-¼), and No Effect Trough Barriers(-¼).
GYROJET
Gyrojet rounds are essentially miniaturerockets: they contain a load o uel that propelsthe bullet once ignited. However, a character needsa special gun to fire Gyrojets; they can’t be used instandard firearms. Te gun ignites the bullet andthen recocks itsel as the bullet leaves the chamber.Te entire bullet leaves the gun; there’s no case tobe ejected. Gyrojets travel urther than standardbullets, and stabilize firing due to the lack orecoil. Because they’re sel-contained, they can befired underwater.
In game terms, Gyrojet rounds do standarddamage, but have the Advantages Invisible PowerEffects (no shell casings as evidence; +¼) andIncreased Maximum Range (x2 normal range; +¼).I subjected to the Optional Firearms Malunc-tion rules, Gyrojet rounds have an Activation Roll2 points higher than normal, to a maximum o18- (or example, i a gun would normally havea Malunction on a 13-, with Gyrojet rounds
it Malunctions on a 15-). I the GM uses theoptional Recoil rules (Dark Champions), Gyrojetguns do not suffer any Recoil penalties or takingmultiple shots.
HOLLOW POINT
Hollow Point (“HP” or Dum Dum) bulletshave the tip o the metal jacket cut away, exposingthe lead core beneath. Tis causes the bullet to“mushroom,” or expand quickly, when it hits thetarget, creating large wounds. Te lead core insidemay be shaped or notched so as to improve thebullet’s expansion. Examples o Hollow Pointsinclude the Winchester Silvertip, Federal Hydra-
Shok, the Starfire, the Remington Golden Saber,and the CCI-Speer Gold Dot.An interesting variation on the standard HP
is a bullet in which the jacket is also used toinjure the target. With these bullets, such as theWinchester Black alon, the jacket o the HollowPoint bullet is designed to peel back into sharpedges which cut flesh as the bullet expands. Ingame terms, these typically unction the same asstandard HP rounds, but the GM may add +1 pipo damage i desired.
Characters can make crude HP rounds bycutting notches in the noses o ordinary bullets.Tese bullets gain +1 pip o damage (at most)
instead o the +1 DC most HPs get.
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Hero System Equipment Guide n Chapter One 9
In game terms, HP rounds do a little extradamage (rom +1 point to +1 DC, depending oncaliber) and have a +1 Increased SUN Multiplier(in addition to any rom caliber).
HYBRID FRANGIBLE/HOLLOW POINT
Hybrid Frangible/Hollow Point bulletscombine the best eatures o the HP and Pene-trating Frangible rounds. As the bullet expands,it breaks apart into deadly ragments, inflicting
terrible wounds. Examples include the ritonQuik-Shok (which breaks apart into three largeragments) and the Omega Star (which contains asolid rear core, and a ront core composed o Nos.2 and 4 birdshot).
In game terms, Hybrid Frangible/HP roundsdo extra damage (as much as +2 DCs) and havethe Advantages Penetrating (+½) and +1 IncreasedSUN Multiplier (+¼) (in addition to any romcaliber) and the Limitation Cannot Be Bounced (-¼).
IMPROVED ARMOR PIERCING
Improved Armor Piercing rounds have even
greater armor-penetrating effect than normal AProunds, but this causes them to impart even lessenergy to their target and hence do less damageas well.
In game terms, Improved AP rounds do lessdamage than Standard bullets (as much as -2DCs, depending on caliber) and have the ArmorPiercing (x2; +1) Advantage.
INCENDIARY
Incendiary rounds contain a small incendiarycharge which ignites upon impact. Any flammablematerials struck by the bullet are set on fire. Aliving victim may take fire damage in the Segment
afer being shot (and nothing more afer that), orhe may take no additional damage at all (the GMdecides). Flammable objects the victim wears orcarries may catch fire, causing him to take urtherdamage in later Segments.
In game terms, Incendiary bullets do thesame damage as Standard rounds, but have theollowing additional effect:
RKA 1 point, Constant (+½), Reduced Endur-ance (0 END to enable Uncontrolled effect; +½),Sticky (only affects flammables; +¼), Uncon-trolled (effect ends when it runs out o uel oroxygen, or someone extinguishes the flames; +½)
(14 Active Points [the addition o other Advan-tages, such as Charges, may change this]); OAF(-1), Activation Roll 13- (-¼), Linked (-½), RealWeapon (-¼), other Limitations vary based on firearm. otal cost: varies.
PENETRATING FRANGIBLE
Penetrating Frangible bullets are designed toovercome the Frangible bullet’s inability to shootthrough barriers. Tey penetrate urther into thetarget beore releasing their load or ragmenting.Examples o Penetrating Frangible rounds include:the Glaser Silver Saety Slug (containing No. 6birdshot); the LeMas Ltd. “Blended Metal ech-
nology” bullet (which supposedly penetrate hard
materials like armor easily, but ragment rapidlyand very destructively when they hit sof materialslike flesh or drywall); and the MagSae Deenderand MAX rounds (containing No. 2, 3, or 4 bird-shot embedded in epoxy).
In game terms, Penetrating Frangible bulletsdo extra damage (typically +2 DCs) and have theAdvantage Penetrating (+½). Tey do not takethe three Limitations imposed upon standardFrangible rounds.
REVERSED OGIVE
Reversed Ogive bullets (also called HVammunition) have a special concave cutting edge.Tis not only allows the bullet to achieve very high velocities, it imparts an armor-piercing effect and allows the bullet to transer more o its energy tothe target via increased hydrostatic shock.
In game terms, Reversed Ogive bullets bulletsdo +2 DCs damage and have the Advantages Armor Piercing (+¼) and +1 Increased SUN Multiplier (+¼) (in addition to any rom caliber).
RUBBER
Rubber bullets are non-lethal rounds intendedor use against rioters, prisoners, and othertargets the shooter wishes to disable but not kill.However, note that the term “non-lethal” does notmean harmless — Rubber bullets can break bonesand cause other serious injuries, depending onwhere they hit.
In game terms, Rubber bullets do NormalDamage instead o Killing Damage, with the sameDCs as the RKA or their caliber.
SEMI-ARMOR PIERCING
A Semi-AP round is better than Standardammunition, but worse than true AP rounds,
when it comes to penetrating armor. ypicallythey have a steel insert, or a specially-shaped nose,to achieve the semi-AP effect.
In game terms, Semi-AP rounds do the samedamage as Standard rounds and have 2 pointso Piercing (Resistant) (see APG 113; i the GMdoesn’t allow Piercing in the campaign, treatSemi-AP as i it were Standard ammo).
SILENT
Tese unusual bullets have an internal pistonthat traps the expanding gases rom the explodingpropellant and propels the bullet. As a result,noise, muzzle flash, and smoke are all consider-
ably reduced, making it much more difficult thannormal to perceive the shooter.In game terms, Silent bullets do the same
damage as Standard, but have the ollowing addi-tional power:
Change Environment, -3 to Hearing Group PERRolls and -1 to Sight Group PER Rolls to perceive(12 Active Points [the addition o other Advan-tages, such as Charges, may change this]); OAF(-1), Linked (-½), No Range (-½), Real Weapon(-¼), Sel Only (-½), other Limitations varybased on firearm. otal cost: varies.
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94 n Weapons Hero System 6th Edition
SPENT URANIUM
Spent Uranium bullets are made rom depleted(non-radioactive) uranium, which is heavierthan lead. As such, the same amount o powderthat would be used with a lead bullet makes anSU bullet move more slowly — but it has greatermomentum, meaning better armor penetrationand more energy transerence when it hits thetarget.
In game terms, Spent Uranium rounds do thesame damage as Standard bullets, but have theAdvantages Armor Piercing (+¼) and +1 Increased
SUN Multiplier (+¼) (in addition to any romcaliber).
TUMBLER
Unlike other bullets, which are designed tospin along their long axis and hence fly straight,umbler bullets tumble end-over-end towards thetarget. Tis makes the round tear into the targetand ricochet around inside him, causing grievousinternal wounds.
Te “tumbling” effect is most easily achievedwith high-velocity Standard rounds (i.e., riflerounds, not handgun rounds), and is created bydecreasing the barrel-twist rate (to, e.g., 1-in-14,
meaning one twist to 14 inches o barrel). Tis isa unction o gun design, not ammunition design;umbler is listed here because it involves changingthe flight o the bullet and requires a choice oammunition.
One drawback to umbler rounds is thatthey’re less accurate than normal bullets, particu-larly in cold weather (-1 OCV). Tis is a -0 SideEffect.
In game terms, the umbler does the samedamage as Standard bullets, but with the “umblereffect” added in:
RKA +1d6 (15 Active Points [the addition oother Advantages, such as Charges, may changethis]); OAF (-1), Activation Roll 11- (-½),
Does Not Work I Bullet Is Bounced (-0), Only Applies I Bullet’s Ordinary Damage Does BODYDamage (-½), Real Weapon (-¼), Side Effects (-1OCV in cold weather, always occurs; -0), otherLimitations vary based on firearm. otal cost:varies.
O course, the target does not get to apply hisdeenses to this +1d6, since the initial attack has
already penetrated his deenses.BULLET MODIFICATIONS
Tere are several ways to modiy existingbullets. In some cases these modifications onlywork with certain types o bullets; others workwith all types. Te examples given in the Ammu-nition Summary able assume a Standard round.
IMPROVED PROPELLANT
Improved Propellants rounds are bullets madewith improved powders. Improving the powdersand propellants makes a bullet travel aster —sometimes as much as 200-300 ps (eet persecond) aster.
In game terms, bullets with Improved Propel-lant add +1 Damage Class o damage to a bullet.
MAGNUM
Magnum is a trademarked name or certainkinds o bullets which contain more gunpowder,and thus have greater pressure and energy thannormal rounds. Tis causes them to do moredamage than an ordinary bullet o the same size.However, this means the weapons which firethem have to be heavier, to contain the orce theygenerate when fired — a magnum gun can fireordinary bullets, but an ordinary gun cannot firemagnum rounds without risk o an explosion
or similar problems (decrease the chances or aMalunction by 1; or example, i the ActivationRoll or a Malunction were normally 15-, in thiscase it becomes 14-).
In game terms, some o the ammunition listedon the Standard Ammunition Damage able isMagnum, and this is reflected in the damage done.Magnum rounds cannot be made +P or +P+.
MATCH-GRADE
A character can increase the accuracy o aparticular gun through careul experimentationto determine the optimum round (in terms oprojectile and propellant mix) or it. Tis requires
the Weaponsmith Skill; characters can’t buyMatch-Grade ammunition “off the shel.”
In game terms, only Standard rounds and the various orms o Armor Piercing ammunition canbe made Match-Grade, which is bought as a +1OCV bonus or a firearm.
+P AND +P+
+P and +P+ rounds are made by increasingthe charge and pressure in a bullet while typicallymaking the bullet somewhat smaller than normal.Tis results in a projectile which flies aster thannormal and hits with greater energy. Furthermore,the lighter projectile stops more quickly when it
hits its target, thus transerring more o its energyinto the target.
FICTIONAL BULLETSDon’t feel that you have to limit yourself to real-world forms of ammunition if
your campaign welcomes a touch of the fantastic. Some fictional bullets that
might be appropriate for some games include:
Anti-Vampire Bullets, which are like liquid-filled Explosive bullets, except that
the liquid is holy water or garlic juice. The holy water version’s also good for
use against demons and similar entities that can’t stand the touch of holy
things.Blessed Bullets, bullets specially blessed by a priest so that they have “holy”
properties.
Silver Bullets, just the thing for taking down werewolves or pretending to be
the Lone Ranger.
Tranq Bullets, high-tech tranquilizer darts in a sabot so they can be fired from
a regular firearm. They could contain poison, various drugs, or the like instead
of knockout juice.
Wooden Bullets, whose projectiles are made from hardened wood instead
of lead so that they affect vampires just as if they were wooden stakes...
provided the character shoots the vampire through the heart, of course.
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96 n Weapons Hero System 6th Edition
AMMUNITION SUMMARY TABLE
Ammunition Type
.32,.22
.40,.38
.41 M,9mm
.45 ACP,10mm
.44 M,11mm*
.223,.45 WM*
.50 AE,5.56mmN* 7.62mmN* Notes
Standard 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1
AET 1d6 1d6+1 1½d6 2d6 2d6 2d6+1 2d6+1 2½d6 RP, CBB
AET Composite 1d6 1d6+1 1½d6 2d6 2d6 2d6+1 2d6+1 2½d6 CBB
Armor Piercing ½d6 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 AP AP Depleted
Uranium
½d6 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 AP, Piercing 1, firestarting
AP Explosive 1d6 1d6+1 1½d6 2d6 2d6 2d6+1 2d6+1 2½d6 AP
AP Hardcore ½d6 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 AP, Piercing 1
AP Hardcore
Explosive
1d6 1d6+1 1½d6 2d6 2d6 2d6+1 2d6+1 2½d6 AP, Piercing 1
AP Incendiary ½d6 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 AP, firestarting
AP Saboted ½d6 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 AP, IPE (no rifling marks)
Cased
Telescoped
Ammunition
1d6 1d6+1 1½d6 2d6 2d6 2d6+1 2d6+1 2½d6 Slightly larger than normal
Caseless 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 IPE (no shell casings)
Duplex 1d6 1d6+1 1½d6 2d6 2d6 2d6+1 2d6+1 2½d6 RP
Electric 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 Linked Blast 8d6, NND
Explosive 1d6 1d6+1 1½d6 2d6 2d6 2d6+1 2d6+1 2½d6
Fiberglass/
Plastic
1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 IPE (-3 to Forensic Medicine)
Flechette 1d6 1d6+1 1½d6 2d6 2d6 2d6+1 2d6+1 2½d6 AP, IPE (no rifling marks), IMR2
Frangible 1d6+1 1½d6 2d6 2d6+1 2d6+1 2½d6 2½d6 3d6 RP, CBB, Not Through Barriers
Gyrojet 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 IPE (no shell casings), IMR2
Hollow Point 1d6 1d6+1 1½d6 2d6 2d6 2d6+1 2d6+1 2½d6 +1 STUN Multiplier
Hybrid Fran-gible/Hollow
Point
1d6+1 1½d6 2d6 2d6+1 2d6+1 2½d6 2½d6 3d6 +1 STUN Multiplier, Penetrating,CBB
Improved Armor
Piercing
½d6 ½d6 1d6-1 1d6-1 1d6 1d6 1½d6 2d6-1 AP(x2)
Improved
Propellant
1d6+1 1d6+1 1½d6 2d6-1 2d6 2d6+1 2d6+1 2½d6
Incendiary 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 Firestarting
Match-Grade 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 +1 OCV
+P, +P+ 1d6 1d6+1 1d6+2 1½d6+1 2d6 2d6+1 2d6+1 2d6+2
Penetrating
Frangible
1d6+1 1½d6 2d6 2d6+1 2d6+1 2½d6 2½d6 3d6 Penetrating
Poisoned 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 Carries poison
Reversed Ogive 1d6+1 1½d6 2d6 2d6+1 2d6+1 2½d6 2½d6 3d6 AP, +1 STUN Multiplier
Rubber 2d6 N 3d6 N 4d6 N 5d6 N 6d6 N 6d6 N 6d6 N 7d6 N
Semi-Armor
Piercing
1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 Piercing 2
Silent 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 CE (-3 Hearing, -1 Sight)
Spent Uranium 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 AP, +1 STUN Multiplier
Subsonic ½d6 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 Moves at subsonic speeds
Tracer 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 +1 OCV
Tumbler 1d6-1 1d6 1d6+1 1½d6 2d6-1 2d6 2d6 2d6+1 RKA +1d6, Act 11-
Wadcutter 1d6 1d6+1 1d6+2 1½d6+1 2d6 2d6+1 2d6+1 2d6+2
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Hero System Equipment Guide n Chapter One 9
+1 point o damage. I subjected to the OptionalFirearms Malunction rules, Wadcutter roundshave an Activation Roll 1 point lower than normal(or example, i a gun would normally have aMalunction on a 13-, with Wadcutter rounds itMalunctions on a 12-).
Shotgun AmmunitionShotguns are smoothbore guns — that is, their
barrels aren’t rifled, so the projectiles they firedon’t spin the way bullets do. Instead o bullets,they fire shells. Most shells contain shot (leadpellets). Te size o the pellets varies dependingon the gauge o the shotgun (the larger the gauge,the smaller the shot). Shot size is ranked rom #1to #9, #1 being the largest. Buckshot, a type o shotwhich is larger than normal, is ranked rom BB to000. 00 (“double-ought”) buckshot in a 12-gauge
shell is the most common combat shot round.Other gauges include .410 (actually a calibermeasurement), 28, 20, 16, 10, and even 4 or somecombat shotguns.
A 12-gauge shotgun loaded with 00 buckshotfires nine pellets, each with about the same energyas a .32 bullet. Tis blast o multiple projectilesmakes the shotgun a devastating combat weaponat close range — the shot inflicts tremendousdamage. However, the urther one gets rom theshotgun, the more the shot spreads (in a roughlycircular pattern) and the more energy it loses,making the shotgun a relatively poor weapon atlong ranges. By about 40 meters or most shot-
guns, the pattern has spread so much that thechance o scoring a disabling wound is compara-tively slight (especially i the target has cover,wears body armor, or the like).
Te spread on shot varies according to barrellength (the shorter the barrel, the aster thespread) and “choke” (the amount o restrictionsreducing the barrel’s diameter at its end). Somechokes are “shot diverters” that can cause shot tospread in a more rectangular or oval pattern, or
“shot spreaders” that create greater spread. Somechokes are adjustable, allowing the user to varythe spread rom one pull o the trigger to another.Some types o shot (such as cubic shot) can alsoaffect the spread pattern.
SHOTGUNS IN THE HERO SYSTEMIn HERO System terms, a shotgun has most o
the standard Limitations described on page 68 orall firearms (OAF, SR Minimum, Real Weapon,and Charges), and also has the Advantage +1Increased SUN Multiplier (+¼) and the Limita-tion wo-Handed (-½). For game purposes, youshould design shotguns as being intended to fireshot, though o course they can fire slugs or otherrounds i necessary. I a character wants to carryand shoot the other type o ammunition, you canuse the Firearms Cost/Upgrade ables on page111 to determine the cost.
SHOTGUN BORESThe method used to determine gauges for shotguns is a traditional system that’s
centuries old. Basically, “gauge” means the number of lead balls with a diameter
equal to the bore of the shotgun needed to make one pound of that size ball. For
example, a 10-gauge shotgun has a bore whose size is such that 10 lead balls of
that diameter weigh one pound.
For reference purposes, here’s the nominal measurement of the bore of barrels of
different gauge shotguns.
4 gauge = .905 inch
10 gauge = .775 inch12 gauge = .729 inch
16 gauge = .662 inch
20 gauge = .615 inch
24 gauge = .580 inch
28 gauge = .550 inch
.410 bore = .410 inch
AMMO KEY Listed damage is Killing Damage (unless followed by
an N, signifying Normal Damage).
*: These rounds gain a +1 STUN Multiplier from size
in addition to other listed effects
Act: Activation Roll
AP: Armor Piercing (the Advantage)
CBB: Cannot Be BouncedCE: Change Environment
IMR2: Increased Maximum Range (x2)
IPE: Invisible Power Effects
M: Magnum
N: Normal Damage
NND: No Normal Defense
Piercing1: 1 point of Piercing (Resistant)
RP: Reduced Penetration
Semi-AP: Semi-Armor Piercing
WM: Winchester Magnum
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In game terms, BRI Slugs do not have theLimited Range (-¼) Limitation.
BUFFERED SHOT
Buffered shot is designed to spread less thanregular shot, which slightly extends the range oshot and makes it likely that more pellets hit thetarget.
In game terms, buffered shot changes ashotgun’s Limited Range rom 40m to 60m and
removes the Area O Effect (1m Radius; +¼)Advantage. Te gun does a little extra damage(rom +1 point to +1 DC, depending on gauge).
CUBIC SHOT
Cubic Shot shells fire pellets that are cube-shaped instead o round. Te cubic shot maxi-mizes the spread o the pellets so that a target ishit. (Some shells achieve the same result by mixingsmall cards into ordinary shot.)
In game terms, a shotgun firing Cubic Shothas Area O Effect (16m Cone; +½) instead o1m Radius, and replaces the Limited Range (-¼)Limitation with No Range (-½).
EXPLOSIVE SLUG
Explosive slugs explodes upon impact with thetarget, causing enormous damage. A properly-placed Explosive Slug can take out everyone in asmall room or a car in one shot.
In game terms, an Explosive Slug is bought asi it were a slug, but it has the Area O Effect (4mRadius Explosion; +¼) Advantage and the Beam (-¼) Limitation is removed. It affects ED, not PD.
FIREBALL
Fireball, or Incendiary, shells contain magne-sium or some other flammable material that burstsinto flame when it contacts the target, immolatinghim or it or several seconds.
In game terms, Fireball shells do the samedamage as Standard Shot (though against EDrather than PD), but have the ollowing additionaleffect:
RKA 1 point, Constant (+½), Reduced Endur-ance (0 END to enable Uncontrolled effect; +½),Sticky (only affects flammables; +¼), Uncon-trolled (effect ends when it runs out o uel oroxygen, or someone extinguishes the flames; +½)(14 Active Points [the addition o other Advan-tages, such as Charges, may change this]); OAF(-1), Activation Roll 13- (-¼), Linked (-½), Real
Weapon (-¼), other Limitations vary based on firearm. otal cost: varies.
FLARE
Flare shells are something like Fireball shells,but are intended to blind the target temporarily,not injure him.
In game terms, a Flare shell is bought as a SightGroup Flash (with dice o effect equal to the RKAo the same gauge) with the Advantage Area OEffect (4m Radius Explosion; +¼). It has a LimitedRange o 40m.
FLECHETTE
Flechette shells are filled with tiny metal darts.Te flechettes in this shell are bigger and strongerthan those in a bullet, and fly urther than stan-dard buckshot. At close range Flechette shells areextremely lethal. (Similar rounds replace the metaldarts with razor-like blades, circles or tubes ometal with sharpened orward edges, or the like.)
For game purposes, treat Flechettes as i theywere Standard Shot with a Limited Range o100m, but they do a little extra damage (rom +1point to +1 DC, depending on gauge) and havethe Advantage Armor Piercing.
ICE
Ice shells are used by assassins who want to killwithout leaving traces. Te impact o the ice-filledshell is still enough to kill, but the ice soon melts,leaving the exact cause o the injuries a mystery.O course, this only works i the shooter can usethe shell very soon aer removing it rom thereezer, or else the ice in the shell melts, making itunusable.
In game terms, Ice shells are like Standard Shot,but also have the Advantage Invisible Power Effects (hide cause o death, imposes a -3 or greaterpenalty to Forensic Medicine rolls; +¼).
LINKED SHOT
Linked shot uses steel wire to connect theshot, thereby in theory inhibiting the spreadand ensuring that more pellets hit their target.However, the greater air resistance slows the shotdown, and the wire takes up room in the shell thatwould otherwise contain more pellets. Bufferedshot accomplishes much the same result withoutthese drawbacks.
In game terms, Linked shot does slightly less
damage (rom -1 point to -1 DC, depending ongauge), changes a shotgun’s Limited Range rom40m to 60m, and removes the Area O Effect (1mRadius) Advantage.
LOCKBREAKER
Lockbreaker rounds, also known as “lock-buster” or “Hatton” shells, are filled with lead oriron powder. When fired at a lock, they destroythe lock’s internal workings, allowing the shooter(or his companions) to quickly pull or kick openthe door. Its effects upon humans are not as greatas those o ordinary shotgun shells.
In game terms, Lockbreaker shells do the same
damage as Standard Shot, but take the Limita-tion Hal Effect On argets Other Tan Locks AndHinges (-½). Tis halving o damage takes placebeore the application o Reduced Penetration, butaer the application o Reduced By Range.
RUBBER SHOT
Rubber Shot shells were invented or anti-riotpurposes. Tey’re designed to stun the targetwith several .30 caliber rubber pellets. Althoughintended to be non-lethal, these rounds can stillcause serious injury or disability; a leg shot might,or example, cause numbness and pain that wouldprevent the target rom walking or as much as a
minute.
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100 n Weapons Hero System 6th Edition
In game terms, these rounds are bought asStandard Shot, but as a Blast with DCs equivalentto those in a Killing Attack shell o the same size.
SABOTED SLUG
Some slug shells contain the slug in a sabot.Tis means the slug is smaller than it otherwisecould be, but it can attain greater velocity. Itsshape and speed give it significant penetratingpower, and also make it likely to tumble.
In game terms, a saboted slug unctions likea Standard Slug, but with 1 point o Piercing(Resistant) (see APG 113; i the GM doesn’t allowPiercing in the campaign, treat Semi-AP as i itwere Standard shotgun rounds). Characters canalso buy the umbling effect (page 94) or it idesired (the sample rounds listed elsewhere in thisbook do not have the umbling effect).
SEMI-ARMOR PIERCING SLUG
Semi-Armor Piercing Slugs are like AP Slugs,but have slightly less penetrating capability.
In game terms, Semi-Armor Piercing Slugshave 2 points o Piercing (Resistant) (see APG
113; i the GM doesn’t allow Piercing in thecampaign, treat Semi-AP as i it were Standardshotgun rounds).
SILENT
Silent shells are constructed so that theexpanding gases that propel the round (a largemetal and plastic flechette) orward are trappedinside the shell, which acts as a sort o “ram” topropel the flechette toward the target. Becausethe gases cannot escape properly, the shotgun ismuch quieter. A Silent round has to be relativelylow-powered, and thereore (a) does slightly lessdamage than standard shells, and (b) cannot
be fired in semi-automatic shotguns because itcannot cycle the action.In game terms, Silent shells do slightly less
damage (rom -1 point to -1 DC, depending ongauge) than Standard Slugs and have less range(60m), but have the Armor Piercing (+¼) Advan-tage. Tey also have the ollowing additionalpower:
Change Environment, -3 to Hearing Group PERRolls and -1 to Sight Group PER Rolls to perceive(12 Active Points [the addition o other Advan-tages, such as Charges, may change this]); OAF(-1), Linked (-½), No Range (-½), Real Weapon
(-¼), Sel Only (-½), SR Minimum (varies),other Limitations vary based on firearm. otalcost: varies.
SMOKE
Smoke shells are miniature smoke grenades.Instead o injuring the target, they create a largecloud o thick smoke to blind the enemy, createtemporary visual cover, or the like.
In game terms, Smoke shells o any gauge arebought as ollows:
Change Environment (create smoke), -3 to SightGroup PER Rolls, Area O Effect (8m Radius;
+½) (18 Active Points); OAF (-1), Limited Range(40m; -¼), Real Weapon (-¼), SR Minimum(varies), a number o Continuing Charges lasting1 urn each that depends on the type o shotgunused. otal cost: varies.
STEEL SHOT
Some shot is made rom steel instead o lead.Steel shot typically deorms less and spreads lessthan lead shot, and thus shoots with a denserpattern.
In game terms, Steel Shot does the samedamage as Standard Shot, but does not have the Area O Effect (1m Radius; +¼) Advantage, and itsLimited Range increases to 60m.
TEAR GAS
ear Gas shells fire finned projectiles thatcontain tear gas. Tey’re used or riot control andother situations where the shooter needs to inca-pacitate people. Te shell is specifically designedto penetrate walls and cars (i necessary) beorereleasing the gas. In game terms, regardless ogauge they’re bought as ollows:
Sight Group Flash 8d6, Area O Effect (2mRadius; +¼), Constant (+½), NND (deense issolid, sealed coverings over the eyes or appro-
priate Lie Support [Immunity]; +½), DelayedRecovery (each BODY equals 1 urn o effect,see APG 99; +2), Indirect (Path allows it to penetrate walls and similar barriers within 60mo shooter, as described in text; +½) (190 ActivePoints); OAF (-1), Limited Range (100m; -¼),Real Weapon (-¼), SR Minimum (varies), wo-Handed (-½), a number o Continuing Chargeslasting 1 urn each that depends on the type oshotgun used. Total cost: varies.
At the GM’s option, i a tear gas round is fireddirectly at a target within 10m o the shooter(other than a barrier the shooter intends to shoot
through, as described above), the shell strikesas a slug o the same gauge (but with -2 DCs odamage) beore releasing the tear gas.
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Hero System Equipment Guide n Chapter One 10
SHOTGUN AMMUNITION SUMMARY CHART
Ammunition Type .410 28, 24 20, 16 12 10 4 Notes
Standard Shot 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 AE1, LR (40m), RR, RP
Standard Slug 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 Beam, LR (100m)
Air Bomb d6 N 6d6 N 7d6 N 8d6 N 9d6 N 10d6 N AE1, LR (40m), Linked
Flash 3d6 Armor Piercing
Slug
1d6+1 2d6-1 2d6 2d6+1 2½d6 3d6 AP, Beam, LR (100m)
Baton/Beanbag d6 N 6d6 N 7d6 N 8d6 N 9d6 N 10d6 N Beam, LR (40m)
BRI Slug 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 Beam
Buffered Shot 2d6-1 2d6+1 2½d6 3d6-1 3d6+1 3½d6 LR (60m), RR, RP
Cubic Shot 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 AEC, NR, RR, RP
Explosive Slug 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 Exp, LR (100m)
Fireball 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 AE1, LR (40m), RR, RP,
firestarting
Flare 5d6
Flash
6d6
Flash
7d6 Flash 8d6 Flash 9d6 Flash 10d6
Flash
Exp, LR (40m)
Flechette 2d6-1 2d6+1 2½d6 3d6-1 3d6+1 3½d6 AP, LR (100m), RR, RP
Ice 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 AE1, IPE, LR (40m), RR, RP
Linked Shot 1d6+1 2d6-1 2d6 2d6+1 2½d6 3d6 LR (60m), RR, RP
Lockbreaker 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 AE1, LR (40m), RR, RP, ½
damage
Rubber Shot 5d6 N 6d6 N 7d6 N 8d6 N 9d6 N 10d6 N AE1, LR (40m), RR, RP
Saboted Slug 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 Beam, LR (100m), Piercing
1
Semi-AP Slug 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 Beam, LR (100m), Piercing
2
Silent 1d6+1 2d6-1 2d6 2d6+1 2½d6 3d6 AE1, AP, CE, LR (60m)
Smoke CE CE CE CE CE CE CE (-3 Sight PER in 8m
radius)
Steel Shot 1½d6 2d6 2d6+1 2½d6 3d6 3d6+1 LR (60m), RR, RP
Tear Gas 8d6
Flash
8d6
Flash
8d6 Flash 8d6 Flash 8d6 Flash 8d6 Flash AE2, Indirect, LR (100m),
1 Turn
AMMO KEY Listed damage is Killing Damage unless indicated
otherwise (an “N” indicates Normal Damage)
All shotgun rounds have a +1 STUN Multiplier.
1 Turn: Continuing Charges lasting 1 Turn each
AE: Area Of Effect (Radius); the number following
indicates the size of the Radius in meters.
Area Of Effect (16m Cone; +½)
AP: Armor Piercing (the Advantage)
CE: Change Environment
Exp: Area Of Effect (Radius Explosion)
IPE: Invisible Power Effects
LR: Limited Range
N: Normal Damage
NND: No Normal Defense
NR: No Range
Piercing1: 1 point of Piercing (Resistant)
RP: Reduced Penetration
RR: Reduced By Range
Semi-AP: Semi-Armor Piercing
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Hero System Equipment Guide n Chapter One 10
RANGEFINDERS
Tese small but handy devices use a laser tomeasure the exact distance to the target. Tey’rebought as Absolute Range Sense, OAF (-1), RealWeapon (-¼), Only When Shooter Braces And/OrSets (-1).
RECOIL COMPENSATORS
As discussed n Dark Champions, guns have
recoil when fired, and this recoil can throw off acharacter’s aim. Recoil compensators, also knownas muzzle brakes, help to reduce recoil by chan-neling some o the explosive orce o a gun’sdischarge upward at the end o the barrel. Tey’remost oen ound on automatic weapons (i.e., weapons with the Autofire Advantage), but thereare recoil compensators or some handguns.
Recoil compensators come in two types. Tefirst attaches to a gun’s muzzle, thus extending thelength o the barrel by an inch or two (usually thishas no game effect, but the GM might increase thegun’s PER Mod by 1 i appropriate). Te secondinvolves cutting or drilling holes into the barrel
itsel, and thus adds no length... but the perma-nent alteration to the barrel means the gun cannever use a silencer or flash suppressor.
In game terms, recoil compensators are boughtas Recoil Skill Levels — Penalty Skill Levels thatdiminish or negate the recoil penalty. (You canfind the ull recoil rules in Dark Champions; roughly speaking, they impose a cumulative -1OCV penalty or each shot aer the first firedwith Autofire or a Multiple Attack.) Tey have theLimitations OAF (-1) and Real Weapon (-¼), andSide Effects (+1 to firearm’s Hearing PER modifier,always occurs; -½) (see the Firearms Accessoriesable or costs, i necessary). Because they’re PSLs,
the device doesn’t improve the character’s OCVuntil aer his first shot against a single target —all it can do is counteract some or all o the OCVpenalty or recoil. Te device only works whena character uses Autofire or a Multiple Attackagainst a single target; it has no effect on Autofireor Multiple Attack penalties when the characterattacks multiple targets.
Handguns should not buy recoil compensatorsthat provide more than +1 OCV. Other types ofirearms can buy any type o recoil compensator,unless the GM rules otherwise.
Characters cannot use recoil compensators
together with a silencer and/or a flash suppressor.In act, a recoil compensator makes a gun louder.
SIGHTS AND SCOPES
Characters can buy sights and scopes oralmost any kind o gun. Tey range rom simpleiron sights to telescopic scopes to laser-basedsights. Tese devices help the shooter to aimbetter, and thus are bought as Combat (and/orRange) Skill Levels with the OAF (-1) and RealWeapon (-¼) Limitations (and possibly otherLimitations, oen including that they do notwork unless the shooter uses the Brace and/orSet Combat Maneuvers (-1)). All guns come with
standard iron sights (+0 OCV, +0 RMod) or ree.
Some sights and scopes also include, or arecombined with, a Rangefinder (see above). ypi-cally a character only has one type o sight orscope on a gun, but it’s possible to install morethan one on some firearms. In that case, the GMshould require the character to choose whichone he’s using or any given shot; characters can’tcombine the effects o two sights unless the textindicates otherwise or the GM specifically permitsit.
COLLIMATING AND REFLEX SIGHTS
Collimating and reflex sights (a.k.a. red dotsights) have a lens on which the device electroni-cally generates a dot (or other marker) that showsthe weapon’s point o aim. All the shooter has todo is adjust where the weapon’s pointing until thedot overlays the target. Unlike with a laser sight,only the shooter can see the “aiming dot.” Tesedevices let the shooter keep both eyes open, andalso improve his ability to acquire the target inlow-light conditions.
Collimating and reflex sights have a range oabout 250 meters.
LASER SIGHTS
Also known as targeting lasers, laser sightswork by placing a “dot” o laser light on the pointwhere the gun is aimed, thus showing the shooterwhere his shot will hit. Unlike most sights, theydon’t require the shooter to Brace and/or Set.(Realistically, the GM might consider imposingthat restriction, but dramatically they don’t seemto require that sort o aiming.)
Laser sights that use standard light do notwork well in smoke, mist, or similar conditions, oragainst brightly-colored backgrounds (and smokeor mist may make the entire beam visible, showing
the enemy exactly where the character is). A -¼Limitation, Does Not Work In Adverse Conditions, reflects these restrictions. Furthermore, standardlaser sights are only useul out to 125m (a -¼Limitation). But because the target can see thedot o laser light on him (and thus knows exactlywhere he’ll get hit by the shot), a standard lasersight can improve some Presence Attacks.
Some laser sights use inrared lasers. Tese alsoonly work out to a range o 125m, but don’t sufferrom the other restrictions o standard laser sights.However, the shooter must have some means operceiving IR light to use them (a -0 Limitation).
Te 125m range restriction or either typeo laser assumes a smaller, pistol-mounted lasersight. Larger models — about the size o a conven-tional flashlight — are available or long arms.Tese have a range o about 8,000 meters (fivemiles)... though o course that doesn’t mean theweapon can fire that ar. o simulate these, removethe Limited Range (-¼) Limitation.
In game terms, laser sights provide +2 OCV.Small ones also provide +8 versus the RangeModifier (enough to cancel the Range Modifierat their maximum range o 125m); larger onesincrease that to +14. At the GM’s option, only halo the Range Skill Levels apply unless the character
Braces and/or Sets.
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Some devices combine a flashlight (or spot-light) and a laser sight.
MICROMETER SIGHTS
A micrometer sight is a precisely-calibratedsight that can be adjusted in micrometer incre-ments or accurate distance shooting. In gameterms it provides a significant number o RangeSkill Levels, but requires Extra ime to prepare oruse (a Full Phase, so all told aiming and shooting
with a micrometer sight requires an Extra Phase).Te character must take the Full Phase to adjustthe sight beore every shot, unless the last target heshot at is the same distance away rom him as hiscurrent target.
NIGHTSIGHT SCOPES
Nightsight scopes (sometimes reerred to as“starlight scopes”) provide passive light enhance-ment — rather than generating any light on theirown, they ampliy the ambient light, thus theo-retically “turning night into day” or the personlooking through them (though the world seenthrough the scope appears in a monochrome
green, not color). Tey also allow the user tosee inrared light. Tey don’t unction in totaldarkness (since then there’s no light or them toampliy), and they emit ultrasonic sound (whichanimals, and characters with proper equipment,can hear).
In game terms, a nightsight scope provides aPER Roll bonus to overcome darkness modifiers— +2 to +4, depending on the sophistication othe device. Te Limitations on this are OAF (-1),Real Weapon (-¼), Only o Counteract Dark-ness Penalties (-½), Only When Shooter BracesAnd/Or Sets (-1), Requires Ambient Light (itwon’t work in total darkness; -¼), and Side Effect
(character suffers a 2 x Effect Vulnerability toSight Group Flashes based on bright light whilelooking through the scope, and may experience aminor Sight Group Flash rom looking at a brightlight, always occurs; -½). Te device also providesDetect Inrared Light (Sight Group) with most othese same Limitations.
TELESCOPIC SIGHTS
elescopic sights, or scopes, are telescope-likedevices that mount on top o a firearm. Tey’rerated by how much they magniy the target. Forexample, a x2.0 scope makes the target seem twiceas large, effectively halving the range to it in terms
o shooting accuracy when the shooter takes thetime to aim. Additionally, telescopic sights ampliyambient light slightly, and usually have illumi-nated reticles, making it a little easier or the userto see at night.
In game terms, telescopic sights are bought asboth Range Skill Levels and the elescopic SenseModifier or the Sight Group, all with the Limita-tions OAF (-1), Real Weapon (-¼), and Only WhenShooter Braces And/Or Sets (-1). Tey also providea minor Sight Group PER Roll bonus that onlycounteracts the darkness penalty.
THERMAL SIGHTS
Termal sights (also reerred to as a thermal-imaging weapon sights, or WS) are passiveinrared sensors — they perceive patterns o heat,such as the body heat given off by a person oranimal, or the heat o a vehicle’s engine. Tey can“see” through light obstacles, such as most oliage,but not heavy ones like walls. Tey require twominutes to “warm up” when activated, and have abattery lie o about our to five hours.
In game terms, thermal sights are InraredPerception (Sight Group) with OAF (-1), Extraime (2 Minutes to activate; -¾), Real Weapon(-¼), Only When Shooter Braces And/Or Sets(-1), 1 Continuing Fuel Charge lasting 5 Hours(-0).
TARGETING COMPUTER
Te lastest advances in sighting and aimingtechnology are targeting computers, which canonly be built into long arms such as assault rifles(though in more cinematic campaigns the GMcould waive that restriction i desired). Using itsbuilt-in rangefinder, advanced nightsight device, video imager (equivalent to a telescopic sight),other sensors, and a dedicated ballistics computer,a targeting computer can accurately track therange to a target, improving the shooter’s chanceo hitting the target or placing a launched grenade just where he wants it to be when it explodes. Itsbattery has about three hours o power.
In game terms, a targeting computer provides various OCV Levels and Range Skill Levels withOAF (-1), Real Weapon (-¼), Only When ShooterBraces And/Or Sets (-1), and 1 Continuing FuelCharge lasting 3 Hours (-0). Additionally itincorporates a Rangefinder, ype III Nightsight
Scope, and a video imaging system that’s equiva-lent to a x3 elescopic Sight. Te cost listed on theFirearms Accessories able includes all o thesedevices (the listed RMod bonus includes boththe computer’s bonus and the bonus rom its “x3elescopic Sight”).
SILENCERS
Firearms make a lot o noise when fired. Teexpanding gases that propel a bullet create a loud“boom” as they leave the barrel, and the bulletitsel makes a “crack” as it breaks the soundbarrier. Te accompanying table lists the standardHearing PER Roll modifiers to hear various types
o guns being fired.Silencers, more accurately known as soundsuppressors, trap the exploding gases given offwhen a gun is fired, thus muffling the sound othe explosion which propels the bullet orward.Silencers use baffles and/or absorbent materials toprevent the gases rom escaping.
Silencers come in two types: integral andattached. An integral silencer is built into the gunand can’t be detached. An attached silencer canbe put on or taken off a gun as desired, but themuzzle o the gun has to be specially threaded toaccept a silencer. Attaching or detaching this typeo silencer takes a Full Phase (or a Hal Phase i
a character succeeds with a Fast Draw roll). An
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Hero System Equipment Guide n Chapter One 10
attached silencer increases a gun’s PER Mod (+1or handguns, +2 or more or submachine gunsand larger arms).
Most guns can be silenced, though submachineguns, rifles, and any gun capable o automaticfire need a silencer larger than those requiredor semi-automatic handguns (in other words,silencers aren’t universally compatible; treat themas appropriate only or a single type o firearm).Revolvers cannot be silenced, because their opencylinder allow so much gas to escape. Shotgunscannot be silenced through conventional means,though Silent shells are available (see page 100).
Silencers tend to wear out — as more shots aretaken, they allow more and more noise to leakthrough until they’re effectively useless. For gamepurposes most GMs don’t worry about this, butGMs in some high-“realism” games might wantto give silencers Charges. Most modern silencersperorm reasonably well or several hundred (oreven thousand) shots.
In game terms, you can build silencers one otwo ways:
1. o create a “cinematic” silencer — one thatunctions with the efficiency o silencers inmovies — apply Invisible Power Effects (HearingGroup) to the firearm as a naked Advantage, withthe Limitations OAF (-1) and Real Weapon (-¼).Tere are two versions o this type o silencer:the more “cinematic” one that renders the gunImperceivable to the Hearing Group (a +½Advantage); and the more “realistic” one that onlymakes it Inobvious (a +¼ Advantage) (see 6E1124, 338-39).
2. Te more “realistic” silencers are built asChange Environment with No Range (-½) to
diminish — but not necessarily entirely elimi-nate — the Hearing PER Roll modifier or variousfirearms. Te Firearms Accessories able lists thecosts and qualities o various types o “realistic”silencers. O course, even i a silencer completelynegates a gun’s Hearing PER Roll modifier, thatdoesn’t mean a character can’t hear the gun — justthat he gets no bonus to do so.
Some silencers also act as flash suppressors;characters could combine both accessories intoone device i the GM allows. Silencers are incom-patible with recoil compensators.
Characters can make crude homemade
silencers i they have appropriate materials andsucceed with a Weaponsmith (Firearms) roll at -2.Tese unction as Poor quality silencers, and onlywork or one shot. A lot o objects can unction as“one-time silencers”; or example, firing througha pillow, towel, or similar object can effectivelysilence a bullet.
OTHER FIREARM SOUNDS
Silencers only muffle the sound o the explo-sion that launches a bullet; they do not affect thesounds o the gun’s parts operating or the “crack”made by bullets as they break the sound barrier.
o eliminate the supersonic crack, a gun
has to fire Subsonic ammunition (see page 95).
Alternately, some silencers are drilled with small
holes to allow enough o the propellant gasesto escape so that the bullet doesn’t travel astenough to break the sound barrier. Other silencersuse “wipes” (a type o baffle) to slow the bulletdown to subsonic speeds; these wear out quickly(in game terms, give them 20-32 Charges) andprevent the shooter rom using any ammunitionthat expands on contact with the target (such asHollow Point or Frangible rounds). Tis “slowing”effect reduces the damage caused by the bullet toabout 75% o normal; use the damage figures oran equivalent Subsonic cartridge. In game terms,you can build these “slowing silencers” by applyinga Side Effects Limitation (silencer makes gun do75% o its regular damage, always occurs; -½).
o eliminate the sound o the action cycling, agun needs a slide-stop (see below).
o eliminate the sound o the trigger beingpulled and the hammer alling, a gun needs anelectronic trigger, which means it has to use Case-less ammunition (see page 91).
SLIDE-STOP
Silencers cannot affect the mechanical action oa gun as the action cycles, which makes a distinctnoise (+1 to Hearing PER Rolls to perceive). Semi-automatic firearms can be fitted with a slide-stop
(also called a slide-lock) to prevent the actionrom cycling. Te only mechanical sounds madeby guns with this attachment are the trigger beingpulled and the hammer alling. However, gunswith slide-stops can only fire a single shot at atime; characters cannot use Autofire, Multifire, orRapid Fire with them. Furthermore, the shooterhas to cycle the action manually between shots(this requires a Hal Phase Action).
In game terms, a slide-stop is typically boughtas ollows: Change Environment, -1 to HearingPER Rolls, Reduced Endurance (0 END; +½) (4Active Points); OAF (-1), No Range (-½), RealWeapon (-¼), Sel Only (only counteracts the
noise caused by the gun’s action cycling; -½), Side
FIREARMS NOISE
Type Of FirearmBonus To Hearing
PER Rolls
Assault Rifle +5
Handgun +3
Rifle +5
Shotgun +5Submachine Gun +4
Other SituationsBonus To Hearing
PER Rolls
Cycling of the action +1
Pulling back a gun’s hammer +1
Pumping a pump-action shotgun +2
Reloading a clip +1
Working a bolt action +2
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Effects (prevents multiple shots, always occurs;-½) (total cost: 1 point). (For a more cinematicslide-stop, buy the device as Invisible to HearingGroup, using the same cost as or cinematicsilencers.)
Shotgun AccessoriesTe ollowing accessories are specific to
shotguns.ROPETHROWER
Ropethrowers are an attachment to the barrelo a shotgun that uses the orce o a fired shell toshoot a rope and grapnel. In game terms, char-acters can buy this as ollows: Swinging 20m (10Active Points); OAF (-1), Extra ime (Extra Phase;-¾), Uses 1 Charge From A Shotgun RKA (-¼),Real Weapon (-¼) (total cost: 3 points).
SHELL ADAPTER
A shell adapter allows a shotgun to fire normalbullets. Te caliber o bullet is dictated by the size
and type o shell adapter, but regardless o bullettype, using a shell adapter imposes a -1 OCVpenalty on the shot. Inserting or removing a shelladapter takes 1 Minute.
In game terms, the best way to build this deviceis to have it convert a shotgun into a Multip-ower — one slot or shotgun rounds, one shotor the standard bullet the character could firewith the adapter, and Extra ime (1 Minute) onthe Reserve to represent the time it would take toswitch slots. Characters can build their own indi- vidual weapons that way i desired (or i the GMpreers), but building a shell adapter as a “generic”shotgun accessory that way would be needlessly
complex. Tereore, the Firearms AccessoriesChart simply indicates a cost o 1 Character Point(the GM can change this i necessary).
SHOTGUN BARREL FLATTENING
A character can increase the spread pattern ohis shotgun by flattening the barrel slightly. Tis isbought as an additional +¼ Advantage to expandthe shotgun’s normal Area O Effect (1m Radius)into Area O Effect (2m Radius).
SHOT SPREADER
A shot spreader is essentially the opposite o achoke: it’s a device to increase the spread pattern
o shot as it emerges rom the shotgun’s muzzle.Tis allows the shooter to hit a lot o close targetswith devastating effectiveness, but significantlydecreases a shotgun’s deadliness at greater ranges.In game terms, a shot spreader changes a shotgun’sArea O Effect (1m Radius) to an Area O Effect(16m Cone; +½), and its Limited Range (40m; -¼)to No Range (-½). A character should recalculatethe cost o his shotgun with these alterations.
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Hero System Equipment Guide n Chapter One 10
STANDARD FIREARM ACCESSORIES
Name A/R Cost OCV RMod Notes
Brass Catcher
10 Active Point gun 2/1 — — IPE (leaves no shell casings) (+¼)
20 Active Point gun 5/2 — — IPE (leaves no shell casings) (+¼)
30 Active Point gun 7/2 — — IPE (leaves no shell casings) (+¼)
40 Active Point gun 10/4 — — IPE (leaves no shell casings) (+¼)
50 Active Point gun 12/4 — — IPE (leaves no shell casings) (+¼)
60 Active Point gun 15/5 — — IPE (leaves no shell casings) (+¼)
70 Active Point gun 17/6 — — IPE (leaves no shell casings) (+¼)
80 Active Point gun 20/7 — — IPE (leaves no shell casings) (+¼)
90 Active Point gun 22/8 — — IPE (leaves no shell casings) (+¼)
100 Active Point gun 25/9 — — IPE (leaves no shell casings) (+¼)
Camera 3/1 — — Adjacent (up to 1m away for Sight Group)
Flashlight 22/6 — — +4 Sight Group PER in darkness, LR (20m or more)
Flash Suppressor
10 Active Point gun 2/1 — — Invisible to Normal Sight (+¼) 20 Active Point gun 5/2 — — Invisible to Normal Sight (+¼)
30 Active Point gun 7/3 — — Invisible to Normal Sight (+¼)
40 Active Point gun 10/4 — — Invisible to Normal Sight (+¼)
50 Active Point gun 12/5 — — Invisible to Normal Sight (+¼)
60 Active Point gun 15/7 — — Invisible to Normal Sight (+¼)
70 Active Point gun 17/7 — — Invisible to Normal Sight (+¼)
80 Active Point gun 20/9 — — Invisible to Normal Sight (+¼)
90 Active Point gun 22/10 — — Invisible to Normal Sight (+¼)
100 Active Point gun 25/11 — — Invisible to Normal Sight (+¼)
Lanyard 9/2 — — Telekinesis (4 STR), Only On One Gun
Rangefinder 3/1 — — Absolute Range Sense, OBS
Recoil Compensator
Type 1 2/1 +1 — SE (+1 Hearing PER Rolls), Only Versus Recoil Penalties
Type 2 4/1 +2 — SE (+1 Hearing PER Rolls), Only Versus Recoil Penalties
Type 3 6/2 +3 — SE (+1 Hearing PER Rolls), Only Versus Recoil Penalties
Sights and Scopes
Collimating/Reflex 34/10 +2 +10 LR (250m), OBS; also provides +2 PER versus darkness
Laser Sight
Standard, Small 26/10 +2 +8 LR (125m), Not In Adverse Conditions
Infrared, Small 26/12 +2 +8 LR (125m), User Must Be Able To Perceive IR Light
Standard, Long Arm 38/16 +2 +14 Not In Adverse Conditions Infrared, Long Arm 38/18 +2 +14 User Must Be Able To Perceive IR Light
Micrometer Sight 28/7 — +14 OBS, Extra Phase to aim and shoot
Nightsight Scope
Type I 9/2 — — +2 PER versus darkness, Detect Infrared Light, OBS
Type II 11/2 — — +3 PER versus darkness, Detect Infrared Light, OBS
Type III 13/3 — — +4 PER versus darkness, Detect Infrared Light, OBS
Telescopic Sight
x2 12/4 — +2 +2 vs. RMod for Sight Group, +1 PER vs. darkness, OBS
x3 22/8 — +4 +4 vs. RMod for Sight Group, +1 PER vs. darkness, OBS
x4 32/11 — +6 +6 vs. RMod for Sight Group, +1 PER vs. darkness, OBS
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108 n Weapons Hero System 6th Edition
Name A/R Cost OCV RMod Notes
Telescopic Sight (cont)
x6 42/16 — +8 +8 vs. RMod for Sight Group, +1 PER vs. darkness, OBS
x8 62/23 — +12 +12 vs. RMod for Sight Group, +1 PER vs. darkness, OBS
x10 72/26 — +14 +14 vs. RMod for Sight Group, +1 PER vs. darkness, OBS
Thermal Sight 5/1 — — Infrared Perception (Sight Group), OBS
Targeting Computer 68/21 +2 +10 Type III Nightsight, x3 Telescopic Sight, Rangefinder, OBS
Silencer, Cinematic, Type I
10 Active Point gun 5/2 — — Invisible Power Effects (makes gun Imperceivable to Hearing Group; +½)
20 Active Point gun 10/4 — — Invisible Power Effects (makes gun Imperceivable to Hearing Group; +½)
30 Active Point gun 15/7 — — Invisible Power Effects (makes gun Imperceivable to Hearing Group; +½)
40 Active Point gun 20/9 — — Invisible Power Effects (makes gun Imperceivable to Hearing Group; +½)
50 Active Point gun 25/11 — — Invisible Power Effects (makes gun Imperceivable to Hearing Group; +½)
60 Active Point gun 30/13 — — Invisible Power Effects (makes gun Imperceivable to Hearing Group; +½)
70 Active Point gun 35/15 — — Invisible Power Effects (makes gun Imperceivable to Hearing Group; +½)
80 Active Point gun 40/18 — — Invisible Power Effects (makes gun Imperceivable to Hearing Group; +½)
90 Active Point gun 45/20 — — Invisible Power Effects (makes gun Imperceivable to Hearing Group; +½)
100 Active Point gun 50/22 — — Invisible Power Effects (makes gun Imperceivable to Hearing Group; +½)
Silencer, Cinematic, Type II
10 Active Point gun 2/1 — — Invisible Power Effects (makes gun Inobvious to Hearing Group; +¼)
20 Active Point gun 5/2 — — Invisible Power Effects (makes gun Inobvious to Hearing Group; +¼)
30 Active Point gun 7/3 — — Invisible Power Effects (makes gun Inobvious to Hearing Group; +¼)
40 Active Point gun 10/4 — — Invisible Power Effects (makes gun Inobvious to Hearing Group; +¼)
50 Active Point gun 12/5 — — Invisible Power Effects (makes gun Inobvious to Hearing Group; +¼)
60 Active Point gun 15/7 — — Invisible Power Effects (makes gun Inobvious to Hearing Group; +¼)
70 Active Point gun 17/7 — — Invisible Power Effects (makes gun Inobvious to Hearing Group; +¼)
80 Active Point gun 20/9 — — Invisible Power Effects (makes gun Inobvious to Hearing Group; +¼)
90 Active Point gun 22/10 — — Invisible Power Effects (makes gun Inobvious to Hearing Group; +¼)
100 Active Point gun 25/11 — — Invisible Power Effects (makes gun Inobvious to Hearing Group; +¼)
Silencer, Realistic
Small, Poor Quality 3/1 — — CE (-1 to Hearing PER Rolls), Reduces/Eliminates Firing Noise
Small, Average Quality 6/2 — — CE (-2 to Hearing PER Rolls), Reduces/Eliminates Firing Noise
Small, High Quality 9/3 — — CE (-3 to Hearing PER Rolls), Reduces/Eliminates Firing Noise
Large, Poor Quality 9/3 — — CE (-3 to Hearing PER Rolls), Reduces/Eliminates Firing Noise
Large, Average Quality 12/4 — — CE (-4 to Hearing PER Rolls), Reduces/Eliminates Firing Noise
Large, High Quality 15/5 — — CE (-5 to Hearing PER Rolls), Reduces/Eliminates Firing Noise
Slide-Stop 4/1 — — CE (-1 Hearing PER Rolls), Cancels Out Action’s Noise
SHOTGUN ACCESSORIESName A/R Cost OCV RMod Notes
Ropethrower 10/3 — — Swinging 20m, Extra Time (Extra Phase), Uses 1 Shotgun Charge
Shell Adapter -/1 — — Lets shotgun fire one type of bullet, 1 Minute to switch
Shotgun Barrel Flattening var/var — — Increase to AE1 Doubled
Shot Spreader var/var — — Changes shotgun to AEC and NR
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Hero System Equipment Guide n Chapter One 10
FIREARMSMODIFICATIONS AND
CUSTOMIZATIONCharacters can modiy, customize, or improve
their guns in many different ways. Listed beloware several examples, or which you can find thecosts in the accompanying table (most take theLimitations OAF (-1) and Real Weapon (-¼)).
Because the HERO System Attack Roll rulesmake each +1 OCV very effective, many o thelisted modifications provide less than that — a+0.5 OCV modifier. o gain any benefit romthese, a character has to install two different modi-fications that each provide +0.5 OCV (or a totalo +1). For these purposes, a +0.5 OCV bonuscosts 1 Character Point.
Some o the modifications are listed as costingno points. o discourage PCs rom always takingthem, the GM may want to change that to 1 Char-acter Point.
Ambidextrous Conversion: Most guns are madeto be shot by right-handed persons. Tis modifi-cation makes the gun easily usable by persons oeither handedness.
Barrel Coating: A special microscopic coatingapplied to the inside o the barrel. Tis smoothsthe barrel, reduces ouling, and increases the gun’s
accuracy and the speed with which it can be fired.Barrel Fluting: Fluting involves cutting radi-used grooves down the length o a rifle’s barrel.Tis allows the barrel to cool more quickly, thusextending its liespan. In game terms, this has noeffect, but reduces a rifle’s weight by about 560-700grams.
Clear Grips/Magazine: Semi-automatic gunscan be equipped with clear plastic grips and/ormagazines so that the shooter can see how muchammunition is le at any time (checking ammostatus is a Zero Phase Action).
Cryotreatment: Exposing a gun to controlledtemperatures o -300 degrees Fahrenheitstrengthens the steel in it. Tis decreases barrelwarpage rom the heat o shooting and thus
improves accuracy.
Custom Grips/Stock: A custom grips or stock,specially molded to fit the user’s hand and arm,can improve accuracy. Tis provides a +0.5 OCVbonus, but imposes a -1 OCV penalty wheneveranyone else tries to use the gun.
Electronic Trigger: It’s possible to replace themechanical trigger in some guns with an elec-tronic trigger, which is noiseless because it has nomechanical action — firing the gun is more likepressing a button than pulling a trigger. However,this only works or guns that fire Caseless ammu-nition, since an electronic charge cannot activateStandard ammunition. Tis modification does notwork in conjunction with Improved rigger orHair rigger.
Enlarged Magazine: By changing the value o agun’s Charges and recalculating its cost, you canincrease the size o a semi-automatic or automaticfirearm’s magazine. Some modern designs, suchas the cylindrical magazine o the Calico M-950or the C-Mag drum magazine or various assaultrifles, pack a surprisingly large number o roundsinto a small space — some don’t even change theweapon’s PER Mod.
Fine Tuning: General improvements by agunsmith can make a gun more accurate (+.5 or+1 OCV).
Hair Trigger: A hair trigger fires the gun with onlythe slightest pressure (most triggers require severalpounds o pressure). Tis makes the gun quickerto fire, which can be useul in a gunfight... but canalso increase the chance o an accidental firing. Ia character’s Unluck activates or he rolls a umble,an accidental shooting is a definite possibility. Tismodification does not work in conjunction withImproved rigger or Electronic rigger.
ACCESSORIES KEY/NOTES All devices have the Limitations OAF (-1) and Real Weapon (-¼)
A/R Cost: The Active Point/Real Point cost of the
accessory.
OCV: The OCV modifier the accessory provides,
if any. See page 68 for information on how this is
bought, though the Two-Handed (-½) Limitation is
not applied since these devices might be attachedto handguns or the like.
RMod: The Range Modifier modifier the accessory
provides, if any. See page 68 for information on how
this is bought, though the Two-Handed (-½) Limita-
tion is not applied since these devices might be
attached to handguns or the like.
Notes: Pertinent notes and information about the
accessory.
AEC: Area Of Effect (Cone)
CE: Change Environment
IPE: Invisible Power Effects
LR: Limited Range
NR: No Range
OBS: Only When Shooter Braces And/Or Sets (-1)
SE: Side Effects
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110 n Weapons Hero System 6th Edition
Improved Bedding: Rifle barrels are “bedded” toprevent excessive barrel movement, which nega-tively affects aim. An improved bedding makes thebarrel even steadier, improving aim beyond thato ordinary rifles. Only rifles can benefit rom thismodification.
Improved Firing Pin: One o the actors affectingaccuracy is locktime — the amount o timebetween when the trigger is squeezed and thebullet is fired. In this interval, even i it’s measuredin microseconds, a shooter’s aim can wander. AnImproved Firing Pin, usually made o titanium,strengthens the spring. Tis decreases locktimeand increases accuracy without adding to theweight o the gun.
Improved Range: A gunsmith can fine-tune agun to improve its accuracy over long distances.Although this is most commonly done with rifles,
the procedure also works with handguns.
Improved Trigger: Modifications to the triggerto make it easier and smoother to use, thusimproving accuracy. Tis modification does notwork in conjunction with Electronic rigger orHair rigger.
Personalization: Some “smart” guns only workor their owners, thus making it impossible or anattacker to take the gun away and use it against itsowner. A smart gun has devices in its grip which
read the signal rom a ring worn by the owner andonly fire i the hand holding the gun is wearingthe ring. (More technologically-advanced versionsmight have fingerprint or DNA readers built intothe grip, or the like.) In HERO System terms,smart guns are Personal Foci instead o UniversalFoci.
Pistol Stock: Some handguns have detachable,rifle-like stocks that the shooter can attach tostabilize the gun or long-distance shots. Attachingor detaching the stock requires a Hal PhaseAction (or a Zero Phase Action i the charactersucceeds with a Fast Draw roll).
Polygonal Rifling: Guns with polygonal riflinghave a better gas seal, which creates the maximum“push” possible on the bullet and decreases barrelriction. Tis causes the bullet to travel aster anddo more damage (RKA +1 point).
Sawed-Off Shotgun: A sawed-off shotgun isone that’s had most o its barrel cut off or eitheror both o two purposes: to make it easier toconceal or to cause the shot to spread morequickly. In game terms, sawing off a shotgun’sbarrel changes the shotgun’s Area O Effect (1mRadius) to an Area O Effect (16m Cone; +½), andits Limited Range (40m; -¼) to No Range (-½);
it also removes the Limitation wo-Handed (-½).Te character should recalculate the cost o hisshotgun with these alterations. Additionally, theshotgun’s PER Mod drops rom the usual +4 to +6or most shotguns to +2 to +3.
Characters can only convert double-barreledshotguns into sawed-off shotguns. Sawing off apump-action shotgun would involve sawing offthe magazine and pump as well.
Size Reduction: Removing or trimming awayunnecessary metal and parts o a gun can reduceits size (i.e., PER Mod) without significantlyaffecting its accuracy. In game terms, this changes
the weapon’s PER Mod.
Streamlining: By trimming and smoothing theedges o a gun, a gunsmith can make it easierto draw because it’s less likely to snag on holstermaterial or clothing.
Watertight: A gunsmith can create and seal a gunso that it’s watertight.
Weight Reduction: By trimming away unneces-sary metal and replacing some parts o the gunwith lighter-weight equivalents, a character canmake his gun weigh up to 25% less.
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Hero System Equipment Guide n Chapter One 11
FIREARMS MODIFICATIONS AND CUSTOMIZATION TABLE
Name A/R Cost OCV RMod Notes
Ambidextrous Conversion 0 — —
Barrel Coating 1/1 +.5 +0
Barrel Fluting 0 — — Reduces gun’s weight
Clear Grips/Magazine 0 — — Shows how much ammuntion is left
Cryotreatment 1/1 +.5 +0
Custom Grips/Stock 1/1 +.5 +0 -1 OCV for other users
Electronic Trigger 3/1 — — CE (-1 to Hearing PER Rolls), Cancels out trigger’s noise,
requires Caseless ammo
Enlarged Magazine var/var — — See text
Fine Tuning I 1/1 +.5 +0
Fine Tuning II 5/2 +1 —
Hair Trigger 1/1 — — +1 Lightning Reflexes for shooting the gun
Improved Bedding 2/2 +.5 +1
Improved Firing Pin 1/1 +.5 +0
Improved Range I 1/1 +0 +1 +1 PER Mod
Improved Range II 2/2 +0 +2 +2 PER Mod
Improved Trigger 1/1 +.5 +0
Personalization 0 — — Makes gun a Personal Focus
Pistol Stock 1/1 — +1 +2 PER Mod
Polygonal Rifling var/var — — +1 point RKA
Sawed-Off Shotgun var/var — — Changes shotgun to Area Of Effect (Cone) and No Range
Size Reduction I 0 — — -1 PER Mod
Size Reduction II 0 — -1 -2 PER Mod
Streamlining 2/1 — — +1 to Fast Draw (Small Arms)
Watertight 0 — — Makes gun watertight
Weight Reduction 0 — — Makes gun weigh up to 25% less
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112 n Weapons Hero System 6th Edition
DISGUISED ANDCONCEALED
WEAPONS ANDGADGETS
A character’s ability to conceal a weapon on hisperson (or elsewhere) — such as a stilleto worn in
an arm sheath under a character’s sleeve, a smallhandgun tucked into the back o his pants under-neath his sports jacket, or a straight razor hiddenin a boot — depends on the weapon’s size. See6E2 175-76; the Concealed Objects able lists theConcealment modifiers or a number o weapons,and the GM can easily come up with others byusing them as guidelines.
I characters want to conceal firearms, use therules on 6E2 175-76, with a PER Roll modifier(“PER Mod”) based on the size and configura-tion o the weapon. ypically revolvers andsemi-automatic handguns have PER Mods o +2
to +3 (sometimes +1 or particularly small orstreamlined ones, or even +0 or derringers andthe like); submachine guns have PER Mods o +3to +5; rifles and shotguns have PER Mods o +4 to+7 (though a sawed-off shotgun may be only +3);assault rifles have PER Mods o +5 to +7; machineguns have PER Mods o +7 to +10; grenades havePER Mods o +1 (maybe +2 or some large ones);and grenade launchers have PER Mods o +6to +8. Te Notes column o the weapons tablessometimes indicates a PER modifier (“PER Mod”)or a specific weapon.
But many o the firearms, other weapons, andgadgets built or characters aren’t just hidden,
they’re disguised — in other words, designedspecifically to look like something else. Tis isparticularly true o guns and other weapons. Forexample, in real lie people have built concealedguns into canes, knives, books, briecases, hats,and many other items — and HERO System char-acters can certainly do the same.
Similarly, some devices are deliberatelydesigned to be hidden. For example, a charactermight have a miniaturized tool o some sort that’sbuilt into a alse tooth. In some cases the GMwill consider those sorts o gadgets as OAFs thatare just particularly well-hidden, but in others itmakes sense to think o such a device as being
“disguised” since it’s always hidden in an especiallyclever way.
In HERO System terms, a disguised gun is anInobvious Accessible Focus. Te Inobvious parto the Focus Limitation corresponds to a Conceal-ment “Skill” o 13- (11- base roll, +2 or the actthat the weapon is built into an object); extremelywell made concealed weapons may merit higherConcealment “Skills.” (I a character’s building adisguised weapon with Character Points, he hasto pay or this using the Skill Power; otherwisethe GM can simply assign the appropriate modi-fiers.) When a character tries to spot a disguisedobject, he makes a PER Roll against the object’s
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Hero System Equipment Guide n Chapter One 11
Concealment roll in a Skill Versus Skill Contest.A successul roll only reveals that there’s some-thing unusual in the construction o the item; theperceiving character has to perorm a hands-onsearch in another PER Roll Versus ConcealmentRoll Contest to open the weapon up or determinewhat it does.
Naturally, once a character actually uses adisguised weapon, it’s no longer Inobvious. Whena character starts firing bullets rom his cigarettecase, its true unction becomes apparent.
Unless the GM rules otherwise, all disguisedguns should have a minimum -1 OCV penalty(and no Range Skill Levels) to reflect the relative
difficulty o aiming them.See the Disguised Guns able or some guide-
lines regarding the capacity o disguised guns builtinto various objects.
DISGUISED GUNS TABLE
Object Ammunition
Capacity
Belt Buckle 1
Beverage Can 3-8
Book 6+
Briefcase 6+
Calculator 2-3
Camera/Videorecorder 3+
Cane/Crutch/Umbrella 10
Cast (for broken arm) 8
Cigarette 1
Cigarette case 2-6
Flashlight 10
Gloves 1
Knife Handle 1-3
Lighter 1-2
Lipstick 1
Pen 1
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114 n Weapons Hero System 6th Edition
MODERN HAND-TO-HAND WEAPONS
Guns aren’t the only weapons modern-daycharacters use (or have used against them). Tey’llcome into contact with many other implementso destruction during their adventuring careers.(See also the Restraining And Non-Lethal Weapons
section on page 211.)
HAND-TO-HANDCOMBAT WEAPONS
Sometimes characters can’t fight their enemiesat range with guns — they have to get in close anduse their fists and any weapons designed or suchfighting.
CLUBS
A “club” is any object a character can use to
do do Normal Damage to another character incombat. Clubs that characters pay CharacterPoints or are built with the Power Hand-o-Hand
Attack and usually have the Advantage ReducedEndurance (0 END; +½) and the LimitationsOAF (-1), Real Weapon (-¼), and Hand-o-HandAttack (-¼). Te accompanying table lists several,ranging rom actual weapons to “weapons oopportunity” characters might lay their hands onduring a fight. Characters can also throw some othese objects using the Trow rules rom 6E2 80.
KNIVES
Knives and similar bladed weapons — prison“shanks,” bayonets, machetes, and the like — arecommon in many games. Tey’re built as HKAswith the Advantage Reduced Endurance (0 END;+½) and the the Limitations OAF (-1), SR Minimum, and Real Weapon (-¼).
Some knives are made to be thrown. Tesehave the Advantage Range Based On SR (+¼)(or, more elaborately, are built as a Multipower,with one HKA slot, and one slot with HKA,Range Based On SR, 1 Recoverable Charge,and Lockout). At the GM’s option, characterscan throw knives without RBS, but at a -2 OCV
penalty (characters can eliminate this penalty bybuying the WF Trown Standard Knives).
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116 n Weapons Hero System 6th Edition
SUPERHEROIC
WEAPONS
Superheroic weapons are the amazing —and oen impossible, in the real world— weapons that Comic Book Superhe-roes use. It also encompasses the “weird
tech” weapons used by Pulp heroes, Victorian-era“steampunk” characters, and characters in SpaceOpera Science Fiction games could also adaptmany o these weapons to their campaign.
WEIRD SCIENCE WEAPONSWhile science in general enjoyed great esteem
among the populace in the Pulp era, it enjoyedeven greater avor in the pages o the pulpsthemselves. More than one Pulp hero relied onadvanced technology to help him solve mysteriesor thwart evildoers. While some characters justcleverly employed or manipulated the importanttechnologies o the day (such as radio, telephone,television, and aircra), some made discoveries orused devices that defied rational scientific expla-
nation in “real world” terms. Te general term orthis concept is Weird Science, and devices createdby Weird Science are “Weird tech.”
Most Weird Science devices are weapons osome sort — everything rom strange energybeams with eerie effects to guns and grenadesdisguised as everyday objects. Te ones describedbelow provide just a ew examples; later chaptersdescribe other Weird gadgets, and the fiendishminds o players and GMs can easily come upwith many more.
Types Of Weird Technology
Weird tech devices tend to all into twocategories:
IMPROVED TECHNOLOGY
Te first category is improved technology o thePulp era. In essence, the creator takes somethingordinary (like a radio or a zeppelin) and changesit in ways that make it more antastical. Tesimplest way to do this is make it more reliable.Te technology o the day is oen difficult to useand prone to various problems; eliminating theseoffers a character a significant edge during anadventure. Similarly, improving the perormance— making the gadget work or move aster, have no
unpleasant side effects, or increasing its power —alls squarely into the province o Weird Science.
Weird Science can also miniaturize gadgets.By twenty-first century standards, most Pulp-eradevices were big and heavy — or example, someradios occupied entire cabinets and weighed overa hundred pounds! Even early portable radioswere large, bulky, and difficult to use. But thanksto the wonders o Weird Science, more than onePulp hero had a seemingly oolproo radio thatfit into his ear (much like a modern hearing aid).Not only are such devices easier to carry (andthus use), miniaturizing them makes it easier toconceal them (see below).
On the other hand, sometimes going Weirdmeans enlarging a gadget. Ordinary zeppelins arealready pretty big, but one built using the prin-ciples o Weird Science is enormous, dwarfinganything that ever appeared in the “real world.”Devices are particularly likely to get bigger whenthe creator wants to improve the perormanceo an ordinary piece o technology, as described
above: greater size symbolically (and in manyways “realistically”) equates to greater power.
INCREDIBLE DEVICES
Second, Weird tech includes completely incred-ible devices that couldn’t possibly exist in the “realworld.” Tese are devices that at least seem to vergeinto the realm o Science Fiction, i not occupythat territory altogether. Examples include orce-fields, aster-than-light travel (particularly in anera when rockets remain experimental devices!),matter transmitters, various types o ray guns,anti-gravity vehicles, time machines, and the like.For devices like these, you should look at the
Superhero and Science Fiction sections o thisbook and adapt what you see there to suit (oenby applying additional Limitations like Bulky orActivation Roll... and o course adding a Pulp-style name!).
Principles Of Weird TechLike any other orm o science, Weird Science
is governed by its own particular rules. But they’redramatic rules, not scientific ones. Te mostimportant thing about Weird tech is to have itcontribute to the story you’re trying to tell, not
making it scientifically accurate.
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Hero System Equipment Guide n Chapter One 11
LITTLE OR NO EXPLANATION NECESSARY
First and oremost, Weird Science doesn’t haveto be plausible, rational, realistic, or logical — oreven explained in any significant detail. Manya Pulp author gave his character a gadget andsimply said that it “fires a beam o deadly energy”or “allows him to fly unhindered through the air.”He made no attempt to justiy how the deviceworks by citing scientific theories or explaining
the construction o the gadget’s engine. Te gadgetis just a literary plot device designed to help thecharacter accomplish things and move the actiono the story orward at its usual brisk pace.
Even when an author provides an explanationor how Weird tech works, it’s a very simple onewith no grounding in real-world science. It hasno justification in “reality,” but it lets the authoradd a little verisimilitude to his tale, and perhapsinspires other gadgets or plot twists as he thinksabout its ramifications.
IT’S OFTEN FALLIBLE
Weird tech is subject to a simple law o
dramatic necessity: when the author needs it towork so the plot keeps moving orward, it workswithout any difficulty... but when the author wantsto heap difficulties on the character, his wondrousdevice malunctions (or ails to work at all) untilhe repairs it, obtains more uel, or the like. Temore “advanced” or Weird the device, the morelikely it was to experience this problem. Simpleweapons like mini-grenades almost never ailed towork; complex devices like rocket packs and deathrays are much less likely to unction properly ondemand.
Simulating this can be difficult in game terms.It’s easy enough to construct an unreliable device
using Limitations like Activation Roll, but gettingthose devices to malunction only at dramaticallyappropriate moments is nigh-impossible i yourely on the standard dice roll. Te GM has twooptions. First, he can have characters build theirWeird tech devices without any “reliability” Limi-tations, but then impose malunctions on themwhenever he thinks doing so will add to the story.Tis requires a de touch and proper exercise othe GM’s discretion, since the players will (rightly)become leery o buying gadgets i they malunc-tion requently or unairly. Second, the GM canrequire characters to apply reliability Limita-
tions to most Weird tech devices, but instead oinvoking those Limitations whenever the rulessay he should, he only calls or a roll when amalunction would add to the drama o the story.Gamemasters who choose this option may wantto reduce the value o the Limitation i they don’tbelieve it will be as restrictive as normal.
TOOLS OF VILLAINY
Weird tech tends to be the province o villainsand NPCs more than heroes. Pulp heroes areskilled, sel-reliant olk who don’t need to loadthemselves down with gadgetry. In act, unless acharacter is a Gadgeteer or Scientist, or having a
major gadget is his shtick (like the character the
Rocketeer, in the comic book and movie o thesame name), it’s entirely possible he has no Weirdtech at all... or at most, just a ew simple, useuldevices that help move the story along.
Tis is particularly true o powerul weaponsand other devices, such as all o the energy rayslisted below. Pulp heroes don’t carry aroundwonder-weapons and use them every Phase ocombat — they fight with their fists, their guns,and their unshakeable courage. Tey’re usually outto stop the villain rom using his fiendish deathray or giant zeppelin, not to steal it and use it orthemselves.
In game terms, the GM may want to considerimposing point or effectiveness ceilings on thetypes o Weird Science devices Player Characterscan have. Use these with caution — many o thesimple, and perectly allowable, gadgets describedbelow take a lot o Active Points to create — butconsider them as a way to keep Weird tech romunbalancing your campaign.
Using Weird ScienceIn The GameFor many gamers, Weird Science is one o
the most enjoyable aspects o Pulp gaming. Itcan add a lot to the game in terms o charactercreation, plot development, and action enhance-ment. On the other hand, i the GM isn’t careul,it can negatively effect the game by giving thePCs too much power. In most Pulp stories andcampaigns, the heroes can’t all back on powerulmagic spells or planet-busting starships to achievetheir goals; they have to get things done with theirown personal Skills and abilities. Properly used,
Weird Science can enhance this quality... but ithe GM doesn’t watch out, it can take over thegame, leaving the characters looking weak whencompared to the latest Weird tech weapon or vehicle.
Te point and effectiveness ceilings discussedabove are one way to try to keep Weird Scienceunder control. Here are some other suggestions.
WHO CAN BUILD IT?
Weird tech tends to become more o a problemi you have a Player Character who can create it.As long as the heroes have to depend on NPCsor their gadgetry, the GM controls their access to
it and prevent them rom getting their hands onsomething they shouldn’t have (like a disintegra-tion ray or an inallible invisibility suit). But i oneo the PCs is a Gadgeteer, Scientist, or the like,he has the Skills (and Character Points) to inventhis own devices. Tat makes it a lot more likelythat gadgets will affect the course o the actionon a regular basis (in act, it’s almost a given),and that other types o characters will also havea ew Weird tech devices o their own (since theycan buy them with Character Points using theexplanation o “my riend the Gadgeteer built thisor me”).
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118 n Weapons Hero System 6th Edition
o prevent this rom becoming a problemin a Pulp Hero game, the GM should monitorGadgeteer PCs careully. Just because a characterhas some Character Points to spend, or a VPPwith which to build Weird tech, doesn’t mean hecan build anything he wants — the GM still hasto approve all gadgets. I some weapon or gizmoseems likely to unbalance the game or cause otherdifficulties, the GM should just say no. And beorehe lets someone play a Gadgeteer character, theGM should make sure the player understands theproblem and promises not to abuse his abilities.
Furthermore, the GM should be wary o lettingcharacters who aren’t Gadgeteers or Scientistsbuy technology-oriented Skills like Electronics,Inventor, and Systems Operation (not to mentionComputer Programming!). Te ability to create,modiy, and repair advanced technologies isn’tcommonplace during the Pulp era; most peoplewho know about such things tend to have special-ized in them. In a Pulp Hero game, those Skillsshould generally remain the province o theGadgeteer, the Scientist, and their ilk. Tere’s
nothing wrong with breaking out o stereotypesand giving characters depth by adding an unusualSkill or two, but i the GM sees characters start tobuy Weird tech skills so they can load themselvesup with gadgets, he should put a stop to it.
WHO CAN USE IT?
Just because characters have access to Weirdtech doesn’t mean they know how to use it. Simplegadgets — such as skeleton keys and concealedmelee weapons — can be used by any character;aer all, countless heroes in the pulps carried suchthings. But the strange, cutting-edge devices thatWeird Science gives birth to aren’t necessarily
user-riendly. Just figuring out how to turn one onmay require an Electronics or Systems Operationroll; using it may require a unique Skill (such asa orm o the Power Skill, or a Weapon Famil-iarity). Tis is a good way or the GM to keep thePlayer Characters rom using powerul Weird techweapons they seize rom the villains they fight —investing in several Skills just to learn how to usea device properly is more than most characters arewilling to do.
Ray WeaponsOne o the most popular Weird tech weapons
in the pulps is the energy ray. Ever-eager ora story hook or an intriguing plot twist, Pulpauthors created energy beam weapons with allsorts o strange effects.
H DEATH RAY
Effect: RKA 10d6 Target: One character
Duration: Instant
Range: 1500m
Charges: 4 Charges
Breakability: 30 PD/30 ED
Description: Tis ray has a simple effect: it killsany living thing it strikes. It’s the perect weaponor a villain who wants to impress people with hisbrutality and ruthlessness.
Game Information: RKA 10d6 (150 ActivePoints); OAF Bulky (-1½), Only Works Against
Living Beings (-½), 4 Charges (-1). otal cost: 37points.
Options:
1) Strong Death Ray: Increase to RKA 12d6. 180Active Points; total cost 45 points.
2) Weak Death Ray: Decrease to RKA 8d6. 120Active Points; total cost 30 points.
3) Experimental Death Ray: Te ray gun is a proto-type that doesn’t always work. Add ActivationRoll 11- (-½). otal cost: 33 points.
4) Long-Distance Ray: Te ray can affect targetsnearly our miles away! Add IncreasedMaximum Range (6,000m, or about 3.7 miles;
+½) and No Range Modifier (+½). 300 ActivePoints; total cost 75 points.
5) Invisible Ray: Te ray can’t be seen with thenaked eye (though the gun itsel can be). AddInvisible to Sight Group (+½). 225 ActivePoints; total cost 56 points.
6) Wide-Beam Ray: Te ray can affect many livingbeings at once. Decrease to RKA 8d6 and addArea O Effect (32m Cone; +¾) and No Range(-½). 210 Active Points; total cost 47 points.
7) Delayed Ray: Te ray needs time to warm upto fire each shot. Add Extra ime (Extra Phase;-¾). otal cost: 31 points.
8) Hard To Use: Te ray is so advanced noteveryone can figure out how to use it. AddRequires An Electronics Roll (-1 per 20 ActivePoints; -¼). otal cost: 35 points.
9) Variant Ray: Only a orce-field or specially-made clothing (see Death-Ray Resistant Suit onpage 246) can protect someone rom this ormo the Death Ray. Decrease to RKA 8d6 andadd NND (deense is ED Resistant Protectiondefined as a orce-field, or the like, or a DeathRay-Resistant Suit; +1) and Does BODY (+1).360 Active Points; total cost 90 points.
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Hero System Equipment Guide n Chapter One 11
10) Sonic Destructor: Tis orm o Death Raykills without leaving any traces — the victim just drops dead, and unless someone sees thegun as it’s being fired, no one knows why. AddInvisible Power Effects (the ray is Invisible tothe Sight and Hearing Groups, and the effectso the Ray are Invisible to other characters;+1½). 375 Active Points; total cost 94 points.
H DETONATION RAY
Effect: RKA 1 point-6d6, RequiresGunpowder
Target: Varies
Duration: Instant
Range: 900m
Charges: 4 Charges
Breakability: 36 PD/36 ED
Description: Tis ray has the devastating effecto making gunpowder explode! Armed with thisweapon, a villain can make his oes’ guns explodein their hands or cause an enemy nation’s militarystockpiles to go off like Fourth o July firecrackers.
Game Information:
Cost Power
33 Detonation Ray: Multipower, 180-point reserve;all OAF Bulky (-1½), Requires Gunpowder (-1);
No Conscious Control (character can activateray when desired, but the slot used dependson the amount of gunpowder present, nothis choice; -1), 4 Charges (-1) for entire
Multipower
1f 1) Minuscule Amount Of Gunpowder (1-2
Bullets): RKA 1 point, Area Of Effect (1mRadius; +¼), Increased Maximum Range
(900m; +1¼); OAF Bulky (-1½), RequiresGunpowder (-1)
1f 2) Tiny Amount Of Gunpowder (3-6 Bullets):
RKA ½d6, Area Of Effect (1m Radius; +¼),
Increased Maximum Range (900m; +1); OAFBulky (-1½), Requires Gunpowder (-1)
1f 3) Small Amount Of Gunpowder (7-20
Bullets): RKA 2d6 (14m Radius Explosion;
+¼), Increased Maximum Range (900m;+½); OAF Bulky (-1½), Requires Gunpowder(-1)
2f 4) Decent Amount Of Gunpowder (21-100
Bullets): RKA 2d6 (24m Radius Explosion;
+½), Increased Maximum Range (900m; +½);OAF Bulky (-1½), Requires Gunpowder (-1)
3f 5) Large Amount Of Gunpowder (101+
Bullets, Small Barrel): RKA 3d6 (36mRadius Explosion; +¾), Increased MaximumRange (900m; +¼); OAF Bulky (-1½),
Requires Gunpowder (-1)
3f 6) Really Large Amount Of Gunpowder
(Barrel): RKA 4d6 (48m Radius Explosion;+¾), Increased Maximum Range (900m;
+¼); OAF Bulky (-1½), Requires Gunpowder(-1)
4f 7) Enormous Amount Of Gunpowder (Multiple
Barrels): RKA 5d6 (60m Radius Explosion;+¾), Increased Maximum Range (900m;+¼); OAF Bulky (-1½), Requires Gunpowder
(-1)
5f 8) Humongous Amount Of Gunpowder (Lots
And Lots Of Barrels): RKA 6d6 (72m Radius
Explosion; +1); OAF Bulky (-1½), RequiresGunpowder (-1)
Total cost: 53 points.
H DISINTEGRATION RAY
Effect: RKA 8d6, NND, Does BODY
Target: One character
Duration: Instant
Range: 1200m
Charges: 4 Charges
Breakability: 72 PD/72 ED
Description: Tis ray disintegrates anything ittouches, leaving nothing but dust in its wake.
Game Information: RKA 8d6, NND (deense isED Resistant Protection defined as a orce-field,or the like; +1), Does BODY (+1) (360 ActivePoints); OAF Bulky (-1½), 4 Charges (-1). otalcost: 103 points.
Options:
1) Strong Disintegration Ray: Increase to RKA10d6. 450 Active Points; total cost 128 points.
2) Weak Disintegration Ray: Decrease to RKA 6d6.270 Active Points; total cost 77 points.
3) Experimental Disintegration Ray: Te ray gunis a prototype that doesn’t always work. AddActivation Roll 11- (-½). otal cost: 90 points.
4) Invisible Ray: Te ray can’t be seen with thenaked eye (though the gun itsel can be). AddInvisible to Sight Group (+½). 420 ActivePoints; total cost 120 points.
5) Wide-Beam Ray: Te ray can affect many livingbeings at once. Decrease to RKA 6d6 and addArea O Effect (64m Cone; +1) and No Range(-½). 360 Active Points; total cost 90 points.
6) Delayed Ray: Te ray needs time to warm upto fire each shot. Add Extra ime (Extra Phase;-¾). otal cost: 85 points.
7) Hard To Use: Te ray is so advanced noteveryone can figure out how to use it. Add
Requires An Electronics Roll (-1 per 20 ActivePoints; -¼). otal cost: 96 points.
H ELECTROPISTOL
Effect: Blast 8d6
Target: One character
Duration: Instant
Range: 400m
Charges: 12 Charges
Breakability: 8 PD/8 ED
Description: Tis amazing weapon is a pistolthat fires a beam o energy rather than a bullet!
Depending on the inventor’s whims, the beam
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120 n Weapons Hero System 6th Edition
may look like a crackling bolt o lightning, astraight beam in just about any color, a row ocircles o energy, or just about any other appear-ance you can imagine.
Game Information: Blast 8d6 (40 Active Points);OAF (-1), Beam (-¼), SR Minimum (8; -¼), 12Charges (-¼). otal cost: 14 points.
Options:
1) Strong Electropistol: Increase to Blast 10d6. 50Active Points, total cost 18 points.
2) Weak Electropistol: Decrease to Blast 6d6. 30Active Points; total cost 11 points.
3) Experimental Electropistol: Te Electropistolis a very advanced device, and as such doesn’talways work properly. Add Activation Roll 13-(-¼). otal cost: 13 points.
4) Larger Battery: Some Electropistols have largerbatteries, so they can fire more shots. Changeto 24 Charges (+¼). 50 Active Points; total cost20 points.
5) Smaller Battery: On the other hand, some Elec-tropistols don’t have very much power. Changeto 6 Charges (-¾). otal cost: 16 points.
6) Expandable Electropistol: Te shooter can varythe width o the Electropistol’s beam. RemoveBeam (-¼). otal cost: 12 points.
7) Automatic Electropistol: Tis type o Elec-tropistol can fire multiple beams at once.Add Autofire (3 shots; +¼) and change to 30Charges (+¼). 60 Active Points; total cost 24points.
8) Short-Range Electropistol: Te Electropistol’sbeam can’t maintain coherence over longdistances. Add Reduced By Range (-¼). otalcost: 13 points.
H ENGINE-STOPPING RAY
Effect: Dispel Movement Powers 20d6,Engine-Based Movement Only
Target: One engine
Duration: Instant
Range: 600m
Charges: 4 Charges
Breakability: 15 PD/15 ED
Description: A avorite o spies and military meneverywhere, this ray, when projected against anykind o vehicle motor, causes that motor to cease
unctioning. Getting it working again requiressignificant repair work, or replacing the enginealtogether.
Game Information: Dispel Movement Powers20d6, Variable Effect (any one Movement Power ata time; +½) (90 Active Points); OAF Bulky (-1½),Only Works Against Engine-/Motor-Based Move-ment Powers (-1), 4 Charges (-1). otal cost: 20points
Options:
1) Strong Ray: Increase to Dispel MovementPowers 24d6. 108 Active Points; total cost 24points.
2) Weak Ray: Decrease to Dispel MovementPowers 16d6. 72 Active Points; total cost 16points.
3) Experimental Ray: Te Engine-Stopping Ray isa airly new weapon; all the bugs haven’t been
worked out yet. Add Activation Roll 11- (-½).otal cost: 18 points.
4) Long-Distance Ray: Te ray can affect targetsover a mile away! Add Increased MaximumRange (2,400m, or about 1.5 miles; +½) and NoRange Modifier (+½). 150 Active Points; totalcost 33 points.
5) Invisible Ray: Te ray can’t be seen with thenaked eye (though the gun itsel can be). AddInvisible to Sight Group (+½). 120 ActivePoints; total cost 27 points.
6) Delayed Ray: Te ray needs time to warm upto fire each shot. Add Extra ime (Extra Phase;
-¾). otal cost: 17 points.7) Hard To Use: Te ray is so advanced not
everyone can figure out how to use it. AddRequires An Electronics Roll (-1 per 20 ActivePoints; -¼). otal cost: 19 points.
H PARALYSIS RAY
Effect: Entangle 6d6, 6 PD/6 ED, akes NoDamage From Physical Attacks
Target: One character
Duration: Instant
Range: 600m
Charges: 4 Charges
Breakability: 24 PD/24 ED
Description: Instead o killing or destroying thetarget, this ray leaves him unable to move.
Game Information: Entangle 6d6, 6 PD/6 ED,akes No Damage From Physical Attacks (+1)(120 Active Points); OAF Bulky (-1½), 4 Charges(-1). otal cost: 34 points.
Options:
1) Strong Paralysis Ray: Increase to Entangle 8d6,8 PD/8 ED. 160 Active Points; total cost 46points.
2) Weak Paralysis Ray: Decrease to Entangle4d6, 4 PD/4 ED. 80 Active Points; total cost 23points.
3) Experimental Paralysis Ray: Even Weird Scienceisn’t inallible. Some kink in the Ray’s wiringmakes it misfire on occasion. Add ActivationRoll 14- (-¼). otal cost: 32 points.
4) Invisible Ray: Te ray can’t be seen with thenaked eye (though the gun itsel can be). AddInvisible to Sight Group (+½). 150 ActivePoints; total cost 43 points.
5) Hard To Use: Te ray is so advanced noteveryone can figure out how to use it. AddRequires An Electronics Roll (-1 per 20 Active
Points; -¼). otal cost: 32 points.
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Hero System Equipment Guide n Chapter One 12
Other Weapons
H BUTTON GRENADES
Effect: RKA 2d6
Target: 14m Radius Explosion
Duration: Instant
Range: RBS
Charges: 6 ChargesBreakability: 9 PD/9 ED
Description: Te character wears clothing withbuttons, and some o those buttons aren’t whatthey appear to be — they’re actually cleverly-disguised grenades that pack the punch o a stan-dard grenade into a tiny package.
Game Information: RKA 2d6, Area O Effect(14m Radius Explosion; +¼) (37 Active Points);IAF (-½), Range Based On SR (-¼), 6 Charges(-¾). otal cost: 15 points.
Options:
1) Strong Button Grenades: Increase to Area OEffect (24m Radius Explosion; +½). 45 ActivePoints; total cost 18 points.
2) Weak Button Grenades: Decrease to RKA 1d6.19 Active Points; total cost 8 points.
3) Experimental Button Grenades: It’s hard to buildthese things just right. Sometimes the charactergets a dud. Add Activation Roll 14- (-¼). otalcost: 13 points.
4) Exploding Matches: Instead o deadly buttons,the character carries matches that are actu-ally tiny grenades. Decrease to RKA 1d6 andchange to 24 Charges (+¼). 22 Active Points;total cost 12 points.
5) Cigarette Case Bomb: What looks like a ancysilver cigarette case is actually a powerul bombthat the character can set to detonate at anytime up to one hour. Increase to RKA 3d6 andthe Radius to 20m (+½), add rigger (a setamount o time within the next hour; +¼), andchange to 1 Charge (-2). 79 Active Points; totalcost 21 points.
H ELECTRIC WAND
Effect: Blast 6d6, NND
Target: One character
Duration: Instant
Range: ouch
Charges: 8 Charges
Breakability: 12 PD/12 ED
Description: Tis wand-like, metal-tipped stickcontains a battery capable o emitting a powerulelectrical charge. When the character touches itto a target and activates it, the zap stuns the targetunless he’s totally insulated.
Game Information: Blast 6d6, NND (deense isinsulated rED covering the target’s entire body;+1) (60 Active Points); OAF (-1), No Range (-½),8 Charges (-½). otal cost: 20 points.
Options:
1) Strong Wand: Increase to Blast 8d6. 80 ActivePoints; total cost 27 points.
2) Weak Wand: Decrease to Blast 4d6. 40 ActivePoints; total cost 13 points.
3) Experimental Wand: Te Wand doesn’t alwayswork as desired. Add Activation Roll 14- (-¼).otal cost: 18 points.
4) Hard To Use: Not everyone can figure out how
to use the Electric Wand properly — hitting thetarget and trigger simultaneously is difficult.Character must also buy WF: Electric Wand (1Character Point).
H FINGERTIP FLASH POWDER
Effect: Sight Group Flash 6d6
Target: One character
Duration: Instant
Range: No Range
Charges: 4 Charges
Breakability: 6 PD/6 ED
Description: Te character dusts his fingertipswith a special type o flash powder. By snappinghis fingers, he can cause a flare o light brightenough to blind one o his oes or a ew seconds.I he gets his hands wet, or wipes them onanything, he brushes off some or all o the powder.
Game Information: Sight Group Flash 6d6 (30Active Points); IAF Fragile (-¾), No Range (-½), 4Charges (-1). otal cost: 9 points.
Options:
1) Strong Flash Powder: Increase to Sight GroupFlash 8d6. 40 Active Points; total cost 12 points.
2) Weak Flash Powder: Decrease to Sight GroupFlash 4d6. 20 Active Points; total cost 6 points.
H GAS GUN
Effect: Blast 8d6, NND
Target: One character
Duration: Instant
Range: 6m
Charges: 30 Charges
Breakability: 18 PD/18 ED
Description: A avorite o both TrillseekingCriminals (who, aer all, don’t really want to hurt
anyone...) and Masked Crimefighters, this weaponprojects a harmless knockout gas over a range o aew meters. Te gas usually takes effect instantly;some hardy individuals may require two doses.
Game Information: Blast 8d6, NND (deenseis Lie Support [Sel-Contained Breathing orappropriate Immunity]; +1), 30 Charges (+¼)(90 Active Points); OAF (-1), Limited Range (6m;-¼), Does Not Work In High Winds Or Rain (-¼).otal cost: 36 points.
Options:
1) Strong Gas Gun: Increase to Blast 10d6. 112Active Points; total cost 45 points.
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122 n Weapons Hero System 6th Edition
2) Weak Gas Gun: Decrease to Blast 6d6. 67 ActivePoints; total cost 27 points.
3) Long-Lasting Gas Gun: Te standard versiono this weapon assumes the character doesn’twant to knock his victims out or very long — just long enough to capture them or get away.Tis version o the Gas Gun leaves the victimunconscious or hours. Change to Drain SUN8d6, Delayed Return Rate (points return at the
rate o 5 per Minute; +1) (160 Active Points);OAF (-1), Does Not Work In High Winds OrRain (-¼), Limited Range (6m; -¼), 16 Charges(-0). otal cost: 64 points.
4) Lethal Gas Gun: Criminals o the less kind-hearted variety oen preer this version othe Gas Gun, which fires a lethal gas. Somewielders tailor the gas so that it has a distinc-tive effect on the victim (makes his ace lookskull-like, leaves him with a rictus grin on hisace, turns his skin green, or the like). Changeto RKA 4d6 and add Does BODY (+1). 195Active Points; total cost 78 points.
H HYPODERMIC FINGER-CAPSEffect: Blast 8d6, NND
Target: One character
Duration: Instant
Range: ouch
Charges: 8 Charges
Breakability: 16 PD/16 ED
Description: Tis weapon consist o eight smallcaps the character wears on his fingers (excludinghis thumbs). Each cap has a small needle coatedwith a potent knockout drug. All he has to do istouch the victim to render him unconscious.
Game Information: Blast 8d6, NND (deense isLie Support [Sel-Contained Breathing or appro-priate Immunity] or sufficiently thick clothingor body armor all over his body; +1) (80 ActivePoints); OAF (-1), No Range (-½), 8 Charges (-½).otal cost: 27 points.
Options:
1) Strong Drug: Increase to Blast 10d6. 100 ActivePoints; total cost 33 points.
2) Weak Drug: Decrease to Blast 6d6. 60 ActivePoints; total cost 20 points.
3) Concealable Finger-Caps: Tis version o
the weapon isn’t obvious. Te caps may beconcealed in a pair o gloves, or perhaps theneedles fit under the fingernails in such a waythat they can only be seen on close inspection.Change OAF (-1) to IAF (-½). otal cost: 32points.
H MERCY GUN
Effect: Blast 6d6, SUN Only
Target: One character
Duration: Instant
Range: 300m
Charges: 12 Charges
Breakability: 6 PD/6 ED
Description: Tis gun is a less-than-lethal alterna-tive or crimefighters and adventurers who wantto take their oes alive. Some versions use “bullets”that are actually anaesthetic darts or gas capsules;others simply strike with a non-harmul impact.
Game Information: Blast 6d6 (30 Active Points);OAF (-1), SUN Only (-0), Beam (-¼), SRMinimum (8; -¼), 12 Charges (-¼). otal cost: 11points.
Options:
1) Strong Mercy Gun: Increase to Blast 8d6. 40Active Points; total cost 14 points.
2) Weak Mercy Gun: Decrease to Blast 4d6. 20
Active Points; total cost 7 points.3) Mercy Autopistol I: Tis orm o the pistol can
fire on ull automatic mode, and has a largerclip o bullets to compensate. Add Autofire (5shots; +½) and change to 32 Charges (+¼). 52Active Points; total cost 21 points.
4) Mercy Autopistol II: As Mercy Autopistol I, butwith a larger clip o ammunition. Increase to60 Charges (+½). 60 Active Points; total cost 24points.
5) Mercy Pistol Variant: Te bullets rom thisMercy Pistol are much harder to resist. Changeto Drain SUN 4d6 (40 Active Points); OAF
(-1), Beam (-¼), SR Minimum (8; -¼), 12Charges (-¼). otal cost: 14 points.
6) Mercy Autopistol Variant: As Mercy PistolVariant, but add Autofire (5 shots; +1½) andchange to 32 Charges (+¼). 110 Active Points;total cost 40 points.
H MINI-GRENADES
Effect: Various Attack Powers
Target: Varies
Duration: Varies
Range: RBS
Charges: Varying Charges
Breakability: Varies
Description: Many Pulp adventurers carry minia-turized grenades. Useul as both weapons andtools, these devices have the impact o ull-sizedgrenades but are much smaller and lighter, makingit easy or a character to carry a lot o them inpockets or pouches.
For throwing purposes, mini-grenades weigh.4 kg.
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Hero System Equipment Guide n Chapter One 12
Game Information:
Cost Power
12 Concussive Mini-Grenade: Blast 6d6, Area OfEffect (14m Radius Explosion; +¼) (37 ActivePoints); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
12 Flare Mini-Grenade: Sight Group Flash 6d6, Area Of Effect (14m Radius Explosion; +¼)(37 Active Points); OAF (-1), Range Based OnSTR (-¼), 6 Charges (-¾)
12 Frag Mini-Grenade: RKA 2d6, Area Of Effect(14m Radius Explosion; +¼) (37 ActivePoints); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
12 Incendiary Mini-Grenade: RKA 1½d6, ArmorPiercing (+¼), Area Of Effect (12m RadiusExplosion; +¼) (37 Active Points); OAF (-1),
Range Based On STR (-¼), 6 Charges (-¾)
17 Knockout Gas Mini-Grenade: Blast 4d6, NND(defense is Life Support [Self-ContainedBreathing or appropriate Immunity]; +1),
Area Of Effect (8m Radius; +½) (50 Active
Points); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
30 Paralysis Gas Mini-Grenade: Entangle 4d6,
4 PD/4 ED, Takes No Damage From Attacks(+1), Area Of Effect (2m Radius; +¼) (90 Active Points); OAF (-1), Range Based On STR(-¼), 6 Charges (-¾)
4 Smoke Mini-Grenade: Change Environment(create smoke), -3 to Sight Group PER Rolls, Area Of Effect (8m Radius; +½) (13 ActivePoints); OAF (-1), Range Based On STR (-¼),
6 Continuing Charges lasting 1 Turn each(removed by high winds or rain; -¼)
27 Tear Gas Mini-Grenade: Sight Group Flash4d6, Area Of Effect (8m Radius; +½), NND(defense is solid, sealed coverings over theeyes or appropriate Life Support [Immunity];+½), Delayed Recovery (each BODY equals
1 Turn of effect, see APG 99; +2) (80 ActivePoints); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
H RAPIER BELT
Effect: HKA 1d6
Target: One character
Duration: Instant
Range: ouch
END Cost: 0
Breakability: 4 PD/4 ED
Description: Many Pulp heroes are expertencers... but it’s not polite to carry a sword aroundon the streets. At the very least, it gets the char-acter noticed. But this gadget avoids this problem.It consists o a Weird tech rapier whose bladecan wrap all the way around a character’s waistwithout losing temper, then return to true whendrawn. Te scabbard is the character’s belt. Unlesssomeone examines his clothing with great care,
they’ll never find the concealed weapon.
Game Information: HKA 1d6 (up to 2d6 withSR), Reduced Endurance (0 END; +½) (22Active Points); IAF (-½), SR Minimum (10; -½).otal cost: 11 points.
H ROCKET PISTOL
Effect: RKA 1½d6, Increased MaximumRange, Invisible Power Effects(leaves no shell casings)
Target: One characterDuration: Instant
Range: 1000m
Charges: 12 Charges
Breakability: 7 PD/7 ED
Description: Tis Weird tech pistol uses specialbullets that are, in effect, sel-propelled miniaturerockets. Te shots travel much urther than typicalbullets (a ull kilometer!), and don’t leave any shellcasings behind as evidence.
Game Information: RKA 1½d6, IncreasedMaximum Range (1,000m; +½), Invisible Power
Effects (leaves no shell casings; +¼) (44 ActivePoints); OAF (-1), SR Minimum (10; -½), Beam(-¼), 12 Charges (-¼). otal cost: 15 points.
Options:
1) Strong Rocket Pistol: Increase to RKA 2d6. 52Active Points; total cost 17 points.
2) Weak Rocket Pistol: Decrease to RKA 1d6+1.35 Active Points; total cost 12 points.
3) Experimental Rocket Pistol: Rocket bullets are anew orm o technology and thus don’t alwayswork right. Add Activation Roll 14- (-¼). otalcost: 13 points.
4) Hard To Use: Not everyone can figure out
how to use the Rocket Pistol properly — it’snot quite the same as firing a standard pistol.Character must also buy WF: Rocket Pistol (1Character Point).
H SWORD-CANE
Effect: HKA 1d6 + knockout drug
Target: One character
Duration: Instant
Range: ouch
END Cost/Charges: 0 or sword, 8Charges or knockout drug
Breakability: 4 PD/4 EDDescription: A walking stick always adds a toucho elegance to a gentleman’s ensemble. Tis typeo cane also adds an element o sel-deense. Itconceals a long, slender, strong sword-blade.Inside the blade is a reservoir o knockout drugthe character can use to render opponents uncon-scious by stabbing or pricking them.
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124 n Weapons Hero System 6th Edition
Game Information:
Cost Power
12 Sword-Cane Blade: HKA 1d6 (up to 2d6 withSTR), Reduced Endurance (0 END; +½) (22 Active Points); IAF (-½), STR Minimum (8; -¼)
27 Sword-Cane Drug: Blast 8d6, NND (defense
is Life Support [appropriate Immunity]; +1)(80 Active Points); IAF Fragile (-¾), No Range(-½), Linked (-¼), 8 Charges (-½)
Total cost: 39 points.
Options:
1) Strong Knockout Drug: Increase to Blast 10d6.100 Active Points; total cost 33 points; totalcost o Sword-Cane 45 points.
2) Weak Knockout Drug: Decrease to Blast 6d6. 60Active Points; total cost 20 points; total cost oSword-Cane 32 points.
H TEAR GAS FOUNTAIN PEN
Effect: Sight Group Flash 4d6, DelayedRecovery
Target: One character
Duration: Instant
Range: No Range
Charges: 4 Charges
Breakability: 12 PD/12 ED
Description: Tis ountain pen is more than justan elegant writing implement. It also contains areservoir o tear gas. When the character gets closeto someone and triggers the weapon, it squirts apuff o tear gas right in the victim’s ace. (SomePulp heroes disguise their tear gas squirters ascigarettes instead o ountain pens.)
Game Information: Sight Group Flash 4d6, NND(deense is solid, sealed coverings over the eyesor appropriate Lie Support [Immunity]; +½),Delayed Recovery (each BODY equals 1 urn oeffect, see APG 99; +2) (70 Active Points); IAF(-½), No Range (-½), 4 Charges (-1). otal cost:23 points.
Options:
1) Strong Tear Gas: Increase to Sight Group Flash6d6. 105 Active Points; total cost 35 points.
2) Weak Tear Gas: Decrease to Sight Group Flash2d6. 35 Active Points; total cost 12 points.
SUPERHERO WEAPONSTis section covers weapons most oen
ound in the Comic Book Superheroes genre:blaster pistols, theme-shaped boomerangs, web-projecting gadgets, and much more. Many o theseweapons are also suitable or Space Opera ScienceFiction games or Pulp/Victorian era games witha minor change in appearance (and perhaps inPower Modifiers).
BlastersOne o the most popular weapons in the
Superheroes genre is the ubiquitous blaster — anenergy pistol or rifle. Wielded by everyone romcostumed super-agents to vigilantes, blasters playa part in many super-battles. Te “pulson weaponseries” described below represents the mostcommon types o blasters, but many others exist.
H BLASTER CANE
Effect: Blast 8d6
Target: One character
Duration: Instant
Range: 400m
Charges: 8 Charges
Breakability: 8 PD/8 ED
Description: Tis weapon looks like a more or lessordinary cane — but it conceals a powerul pulsonblaster!
Game Information: Blast 8d6 (40 Active Points);IAF (-½), 8 Charges (-½). otal cost: 20 points.
Options:1) Strong Cane: Increase to Blast 12d6. 60 Active
Points; total cost 30 points.
2) Weak Cane: Decrease to Blast 6d6. 30 ActivePoints; total cost 15 points.
3) Realistic Cane: Te Blaster Cane can’t pack apowerul enough battery or ocusing crystal tomaintain beam coherency over long distances.Add Reduced By Range (-¼). otal cost: 18points.
4) Experimental Cane: Due to the miniaturiza-tion necessary to fit a blaster into a cane, theweapon tends to burn out easily. Add Activa-
tion Roll 12-, Burnout (-¼). otal cost: 18points.
5) Disintegrator Cane: A Disintegrator Canepacks a much deadlier orm o blaster than thestandard model. Change to RKA 4d6, NND(deense is ED Resistant Protection defined asa orce-field, or the like; +1), Does BODY (+1)(180 Active Points); IAF (-½), 4 Charges (-1).otal cost: 72 points.
6) Undisguised Cane: Tis orm o Blaster Canedoesn’t look so much like an ordinary object;it’s obviously a weapon. Change to OAF (-1).otal cost: otal cost: 16 points.
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Hero System Equipment Guide n Chapter One 12
7) Better Battery: Tis orm o the Cane has anenhanced battery and can fire more shotsbeore it needs recharging. Change to 16Charges (-0). otal cost: 27 points.
H BLASTER GAUNTLET
Effect: Blast 8d6
Target: One characterDuration: Instant
Range: 400m
Charges: 32 Charges
Breakability: 10 PD/10 ED
Description: Tis weapon is a type o gauntlet,though some versions don’t cover the ull handand others reach all the way up to the elbow.When triggered cybernetically, it emits a powerulpulson blast.
Game Information: Blast 8d6, 32 Charges (+¼)(50 Active Points); OIF (-½). otal cost: 33 points.
Options:
1) Strong Blaster: Increase to Blast 10d6. 62Active Points; total cost 41 points.
2) Weak Blaster: Decrease to Blast 6d6. 37 ActivePoints; total cost 25 points.
3) Realistic Blaster I: Some types o BlasterGauntlet are bulky and awkward, making itdifficult or the wearer to use his hand properly.Add Side Effects (-2 to all DEX Rolls involvingthe manipulation o objects, automaticallyoccurs; -½). otal cost: 25 points.
4) Realistic Blaster II: Te Blaster Gauntlet can’t
pack a powerul enough battery to maintain
beam coherency over long distances. AddReduced By Range (-¼). otal cost: 28 points.
5) Experimental Blaster: Te Blaster Gauntlet isa prototype that doesn’t always work properly.Add Activation Roll 14- (-¼). otal cost: 29points.
6) Better Battery: Tis orm o the Gauntlet has
an enhanced battery and can fire more shotsbeore it needs recharging. Change to 64Charges (+½). 60 Active Points; total cost 40points.
H BLASTER GLOVE
Effect: Blast 8d6
Target: One character
Duration: Instant
Range: 400m
Charges: 12 Charges
Breakability: 8 PD/8 ED
Description: Tis glove has blaster circuitrywoven into its fibers, allowing the wearer to firedeadly bolts o energy by cybernetic command.
Game Information: Blast 8d6 (40 Active Points);OIF (-½), 12 Charges (-¼). otal cost: 23 points.
Options:
1) Strong Glove: Increase to Blast 12d6. 60 ActivePoints; total cost 34 points.
2) Weak Glove: Decrease to Blast 6d6. 30 ActivePoints; total cost 17 points.
3) Realistic Glove: Te Glove doesn’t work bycybernetic command. Instead, the character
must hold the hand wearing the gauntlet in
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126 n Weapons Hero System 6th Edition
the proper configuration, then use his otherhand to touch a trigger on the gauntlet to fireit. Add Gestures (both hands; -½). otal cost:18 points.
4) Experimental Glove: Sometimes the BlasterGauntlet doesn’t work as expected. Add Activa-tion Roll 12- (-¼). otal cost: 20 points.
5) Better Battery: Tis glove has a more efficientpower cell, so it can fire more times beore
running out o energy. Change to 20 Charges(+¼). 50 Active Points; total cost 33 points.
H BRACER BLASTER
Effect: Blast 8d6
Target: One character
Duration: Instant
Range: 500m
Charges: 30 Charges
Breakability: 10 PD/10 ED
Description: Tis weapon is a standard blasterbuilt into a bracer worn on the character’s wrist.
Game Information: Blast 8d6, 30 Charges (+¼)(50 Active Points); OIF (-½). otal cost: 33 points.
Options:
1) Strong Bracer Blaster: Increase to Blast 12d6.75 Active Points; total cost 50 points.
2) Weak Bracer Blaster: Decrease to Blast 6d6. 37Active Points; total cost 25 points.
3) Experimental Bracer Blaster: Te Bracer Blastersometimes ails to fire. Add Activation Roll 14-(-¼). otal cost: 28 points.
4) Bracer Auto-Blaster: Te Bracer Blaster iscapable o ully automatic fire. Add Autofire
(5 shots; +½). 70 Active Points; total cost 47points.
5) Focused Bracer Blaster: Te powerul beam othis orm o Bracer Blaster cuts through armoreasily. Add Armor Piercing (+¼). 60 ActivePoints; total cost 40 points.
6) Bracer Exploso-Blaster: Tis orm o BracerBlaster emits a beam with a powerul concus-sive effect. Add Area O Effect (18m RadiusExplosion; +½). 70 Active Points; total cost 47points.
7) Lethal Bracer Blaster: Change to RKA 2½d6. 50Active Points; total cost 33 points.
8) Bracer Gun: Instead o shooting bolts o energy,this bracer-based weapon is a firearm that fireshigh-caliber armor-piercing bullets. Change toRKA 2d6, Armor Piercing (+¼), 30 Charges(+¼) (45 Active Points); OIF (-½), Beam (-¼).otal cost: 26 points.
9) Bracer SMG: As the Bracer Gun, but add Auto-fire (5 shots; +½). 60 Active Points; total cost34 points.
H COMPRESSED AIR BLASTER
Effect: Blast 8d6, Double Knockback, plusother Attack Powers
Target: One character
Duration: Instant
Range: 400m/300m/450m/250m
Charges: 30 Charges or entire reserve
Breakability: 15 PD/15 ED
Description: Tis weapon is a blaster whoseeffects derive rom firing bursts o highly-pres-surized air. Te basic effect is a concussive blastthat tends to knock the victim head over heels, butthe user can can also eed into the firing chambersabots containing flechette darts, knockout gas,or flash powder. Te user chooses which typeo sabot to use (i any) with a thumb-activatedselector switch.
Characters must have the GM’s permission tobuy this gadget, because it uses the Charges Limi-tation in an unusual way. First, the entire Multi-power has 30 Charges, reflecting the amount o
compressed air carried in the pistol’s air cartridge.However, all the slots but the Air Blast have sepa-rate Charges Limitations to represent the numbero sabots the weapon carries or them. Tus, eachshot uses one Charge rom the reserve and one oits own Charges.
Game Information:
Cost Power
37 Compressed Air Blaster: Multipower, 60-pointreserve, 30 Charges for entire reserve (+¼);
all OAF (-1)
3f 1) Air Blast: Blast 8d6 (physical), Double Knock-back (+½); OAF (-1)
1f 2) Flechette Sabots: RKA 2d6, Armor Piercing
(+¼); OAF (-1), 4 Charges (-1)
1f 3) Flare Sabots: Sight Group Flash 9d6; OAF(-1), 4 Charges (-1)
2f 4) Knockout Gas Sabots: Blast 5d6, Area Of
Effect (1m Radius; +¼), NND (defense is LifeSupport [Self-Contained Breathing or appro-priate Immunity]; +1); OAF (-1), 4 Charges
(-1)
Total cost: 44 points.
Options:
1) Strong Blaster: Increase reserve to 79 points,
Slot 1 to Blast 10d6, Slot 2 to RKA 3d6, Slot 3to Sight Group Flash 12d6, and Slot 4 to Blast7d6. otal cost: 60 points.
2) Weak Blaster: Decrease to reserve to 45 points,Slot 1 to Blast 6d6, Slot 2 to RKA 1d6, Slot 3 toSight Group Flash 6d6, and Slot 4 to Blast 3d6.otal cost: 33 points.
3) Realistic Blaster: Compressed blasts o air can’ttravel too ar beore losing so much cohesionthat they have no offensive effect. Add ReducedBy Range (-¼) to reserve and all slots. otalcost: 40 points.
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4) Experimental Blaster: Te various switchingand firing systems in the Blaster sometimes get jammed up. Add Activation Roll 14- (-¼) toreserve and all slots. otal cost: 40 points.
H DEVOLUTIONIZER RAY
Effect: Major ransorm 9d6
Target: One character
Duration: Instant
Range: 900m
Charges: 5 Charges
Breakability: 22 PD/22 ED
Description: Tis energy rifle, one o the mostunusual weapons ever created, fires a beam thatcan cause a living being to spontaneously devolveto a more primitive state. Te GM, with inputrom the player, must determine the exact effectso “devolution energy” (also known as “D-rays”)on any given creature. ypically devolved beingsbecome less intelligent and more instinctual,stronger, tougher, and fiercer. Te standard rules
or removing or adding powers via ransormapply.
Game Information: Major ransorm 9d6 (anyliving being into a less evolved version o itsel,heals via another application o this power or alike power), Improved Results Group (+¼) (112Active Points); OAF (-1), Limited arget (livingbeings; -¼), 5 Charges (-¾). otal cost: 37 points.
Options:
1) Strong Ray: Increase to Major ransorm 12d6.150 Active Points; total cost 50 points.
2) Weak Ray: Decrease to Major ransorm 6d6.75 Active Points; total cost 25 points.
3) Realistic Devolution Ray: Te Ray has a veryshort range; beyond that point the energydissipates so much it’s totally ineffective. AddLimited Range (30m; -¼). otal cost: 34points.
4) Experimental Devolution Ray: D-rays are ahighly theoretical orm o energy, deyinghuman ability to create a weapon that can firethem flawlessly at all times. Add ActivationRoll 11- (-½). otal cost: 28 points.
5) Better Battery: Te Ray’s battery contains a lotmore energy, so it can fire more oen beoreit requires recharging. Change to 10 Charges
(-¼). otal cost: 45 points.
6) Age-Altering Ray: By changing the nature o theD-ray ransorm rom “devolution” to “artifi-cial aging,” you can convert this weapon intoan age-altering ray that can make the targetyounger or older.
H DISINTEGRATOR PISTOL
Effect: RKA 8d6, NND, Does BODY
Target: One character
Duration: Instant
Range: 120m
Charges: 6 Charges
Breakability: 72 PD/72 ED
Description: Tis terriyingly powerul energypistol emits a strange beam that disintegrates
anything it touches! Only a properly-tuned orce-field can prevent it rom harming a target.
Game Information: RKA 8d6, NND (deense isED Resistant Protection defined as a orce-field,or the like; +1), Does BODY (+1) (360 ActivePoints); OAF (-1), Limited Range (120m; -¼), 6Charges (-¾). otal cost: 120 points.
Options:
1) Strong Disintegrator: Increase to RKA 10d6.450 Active Points; total cost 150 points.
2) Weak Disintegrator: Decrease to RKA 6d6. 270Active Points; total cost 90 points.
3) Experimental Disintegrator: Sometimes theDisintegrator Ray “jams” due to its prototypetechnology, requiring a quick repair beoreit will work again. Add Activation Roll 14-Jammed (-½). otal cost: 103 points.
4) Wide-Beam Disintegrator: Add Area O Effect(1m Radius; +¼). 390 Active Points; total cost130 points.
5) Disintegrator Rifle: Tis orm o DisintegratorRay maintains the beam’s coherency, and thuseffectiveness, over long distances. RemoveLimited Range (-¼) and add wo-Handed
(-½). otal cost: 111 points.6) Weakening Disintegrator Ray: Tis orm o
the Ray has a long range, but gets weaker theurther it travels. Change Limited Range (-¼)to Reduced By Range (-¼). otal cost: 120points.
7) Stronger Battery: Increase to 10 Charges (-¼).otal cost: 144 points.
8) Weaker Battery: Decrease to 3 Charges (-1¼).otal cost: 103 points.
H HEAT RAY PISTOL
Effect: RKA 3d6, Penetrating (x2); RKA2d6, Penetrating, ignites flammableobjects; RKA 1d6
Target: One character/One character/AreaO Effect (up to a human-sizedsurace)
Duration: Instant/Constant/Constant
Range: 100m
Charges: 30 Charges
Breakability: 22 PD/22 ED
Description: Tis weapon is a blaster that emitsa beam o heat so concentrated and powerul thatit melts some objects (metals, plastics, glass, and
the like) and burns/ignites others (such as flesh,
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cloth, or wood). Ignited objects keep burning untilthey consumes all the uel, run out o oxygen, orsomeone smothers the flames; other flammableobjects touching them ignite as well. Alternately,the character can direct the beam at lower poweragainst a metal object to heat it up to the pointwhere it burns anyone who touches it.
When a character fires this pistol, he onlydeclares which slot he’s using i he wants to useSlot 3. Otherwise the GM determines which effect— Melting or Burning — applies based on thecomposition o the target object(s).
Game Information:
Cost Power
45 Heat Ray Pistol: Multipower, 90-point reserve,30 Charges for entire reserve (+¼); all OAF(-1), No Knockback (-¼), Limited Range
(100m; -¼)
4f 1) Melting: RKA 3d6, Penetrating (x2; +1);OAF (-1), No Knockback (-¼), Limited Range(100m; -¼)
2f 2) Burning: RKA 2d6, Penetrating (+½); OAF
(-1), No Knockback (-¼), Limited Range(100m; -¼) plus RKA 1 point, Constant (+½),Reduced Endurance (0 END; +½), Sticky
(only affects flammables; +¼), Uncontrolled(see text; +½); OAF (-1), No Knockback (-¼),Limited Range (100m; -¼), Linked (-½)
1f 3) Heat Metal: RKA 1d6, Area Of Effect (Surface
of any object up to human size; +¼), Constant(+½); OAF (-1), Limited Range (100m; -¼),Only Works On Metallic Objects (-½)
Total cost: 52 points.
Options:
1) Strong Heat Ray: Increase reserve to 120 points,Slot 1 to RKA 4d6, and Slot 2 to RKA 3d6.otal cost: 69 points.
2) Weak Heat Ray: Decrease to reserve to 60points, Slot 1 to RKA 2d6, and Slot 2 to RKA1d6. otal cost: 34 points.
3) Experimental Heat Ray: Te Heat Ray’s tech-nology doesn’t always unction properly; some-times the heat shielding ails and the weapon’sheat melts a crucial component. Add Activa-tion Roll 14- Jammed (-½) to reserve and allslots. otal cost: 47 points.
H ICE BLASTER
Effect: Various ice/cold-based AttackPowers
Target: Varies
Duration: Varies
Range: Varies
Charges: 60 Charges or entire reserve
Breakability: 18 PD/18 ED
Description: Tis pistol uses a supply o super-cooled fluid and various ultra-tech cooling andprojecting technologies to create various iceeffects. Depending on how the firer tunes theocusing crystal and eed mechanism, he can blast
his targets with icy bolts or darts, coat the groundwith slippery ice, or even encase his oes in blockso solid ice!
Game Information:
Cost Power
45 Ice Blaster: Multipower, 60-point reserve, 60Charges (+½) for entire reserve; all OAF (-1)
3f 1) Ice Blast I: Blast 12d6; OAF (-1)
2f 2) Ice Blast II: Blast 8d6, Area Of Effect (1mRadius; +¼); OAF (-1)
2f 3) Ice Blast III: Blast 8d6, Area Of Effect (18m
Radius Explosion; +½); OAF (-1), Requires 3Charges Per Use (-½)
2f 4) Icicle Dart: RKA 2d6, Armor Piercing (+¼);OAF (-1), Requires 2 Charges Per Use (-¼)
3f 5) Deep Freeze Blast: Blast 6d6, NND (defense
is Life Support [Safe Environment: IntenseCold]; +1); OAF (-1)
2f 6) Frozen In Ice: Entangle 6d6, 6 PD/6 ED; OAF
(-1), Vulnerable (Fire/Heat; -1), Requires 5Charges Per Use (-½)
1f 7) Ice Sheet: Change Environment (create icesheet), -4 to DEX Rolls to move on, Area Of
Effect (Surface 16m radius; +1), PersonalImmunity (+¼); OAF (-1), Can Only Be AppliedTo Horizontal Surfaces ( e.g., the ground andfloors; -0), Requires 4 Charges Per Use (-½)
Total cost: 60 points.
Options:
1) Strong Ice Blaster: Increase reserve to 75points, Slot 1 to Blast 15d6, Slot 2 to Blast 10d6,Slot 3 to Blast 10d6, Slot 4 to RKA 3d6, Slot 5to Blast 7d6, Slot 6 to Entangle 7d6, 7 PD/7 ED,and Slot 7 to 32m radius. otal cost: 74 points.
2) Weak Ice Blaster: Decrease reserve to 45 points,Slot 1 to Blast 9d6, Slot 2 to Blast 6d6, Slot 3to Blast 6d6, Slot 4 to RKA 1d6, Slot 5 to Blast4d6, Slot 6 to Entangle 4d6, 4 PD/4 ED, andSlot 7 to 8m radius. otal cost: 44 points.
3) Ice-Projecting Suit: Instead o using a pistol, thecharacter builds his ice weapon into a costume,suit o armor, or the like. Change OAF (-1) toOIF (-½) on all slots. otal cost: 79 points.
H LASER PISTOL
Effect: RKA 2½d6, Armor Piercing
Target: One character
Duration: Instant
Range: 800m
Charges: 12 Charges
Breakability: 12 PD/12 ED
Description: Tis energy pistol fires a beam ocoherent light with enough power to cut throughsolid steel.
Game Information: RKA 2½d6, Armor Piercing(+¼), Increased Maximum Range (+¼) (60 ActivePoints); OAF (-1), 12 Charges (-¼). otal cost: 27points.
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Options:
1) Strong Laser: Increase to RKA 3d6. 67 ActivePoints; total cost 30 points.
2) Weak Laser: Decrease to RKA 2d6. 45 ActivePoints; total cost 20 points.
3) Realistic Laser: oo much particulate matterin the air can “soak up” the power o the laserbeam. Add Blocked By Smoke Or Steam (-¼).otal cost: 24 points.
4) Experimental Laser: Gadgeteers have ound itdifficult to build a Laser Pistol small enoughto be carried easily but which retains enoughpower to inflict significant damage on thetarget; sometimes the beam ails to fire. AddActivation Roll 13- (-¼). otal cost: 24 points.
5) Laser Bracer: Tis orm o Laser Pistol isbuilt into a bracer, gauntlet, or other devicethat’s difficult to take away rom the character.Change OAF (-1) to OIF (-½). otal cost: 34points.
6) Larger Clip: Increase to 30 Charges (+¼). 70Active Points; total cost 35 points.
7) Smaller Clip: Decrease to 4 Charges (-1). otalcost: 20 points.
H LASER RIFLE
Effect: Blast and RKA in various orms
Target: One character
Duration: Instant
Range: Varies
Charges: 64 Charges or entire reserve
Breakability: 18 PD/18 ED
Description: Tis laser weapon uses beam ampli-fication, modulation, and alteration technology
to turn a simple laser rifle into a multi-unctionweapon adaptable to nearly any combat situationor oe. Most o its slots are scaled back in powerso they do Normal Damage instead o KillingDamage, but you can easily substitute the equiva-lent DCs in RKA i you preer.
Game Information:
Cost Power
45 Laser Rifle: Multipower, 60-point reserve, 64
Charges for entire reserve (+½); all OAF (-1)
3f 1) Primary Laser: Blast 12d6; OAF (-1), NoKnockback (-¼)
2f 2) Focused Laser: Blast 9d6, Armor Piercing(+¼); OAF (-1), No Knockback (-¼)
3f 3) X-Ray Laser: Blast 8d6, Invisible To SightGroup (source of power not invisible, only thebeam itself; +½); OAF (-1), No Knockback
(-¼)
3f 4) Sniping Laser: Blast 8d6, No Range Modifier(+½); OAF (-1), No Knockback (-¼)
3f 5) Pulse Laser: Blast 8d6, Autofire (5 shots,
+½); OAF (-1), No Knockback (-¼)
3f 6) Modulated Laser: Blast 6d6, NND (defenseis ED Resistant Protection defined as a force-field, or the like; +1); OAF (-1)
3f 7) High-Intensity Laser: RKA 4d6; OAF (-1), No
Knockback (-¼)
3f 8) Wide-Beam Laser: Sight Group Flash 12d6;OAF (-1)
Total cost: 68 points.
Options:
1) Strong Laser Rifle: Increase reserve to 75points, Slot 1 to Blast 15d6, Slot 2 to Blast 10d6,Slot 3 to Blast 10d6, Slot 4 to Blast 10d6, Slot 5to Blast 10d6, Slot 6 to Blast 7d6, Slot 7 to RKA5d6, and Slot 8 to Flash 15d6. otal cost: 81points.
2) Weak Laser Rifle: Decrease reserve to 45 points,Slot 1 to Blast 9d6, Slot 2 to Blast 6d6, Slot 3to Blast 6d6, Slot 4 to Blast 6d6, Slot 5 to Blast6d6, Slot 6 to Blast 4d6, Slot 7 to RKA 3d6, andSlot 8 to Flash 9d6. otal cost: 48 points.
3) Built-In Laser Rifle: Tis orm o the Laser Rifleis built into a backpack-mounted weapon, asuit o powered armor, or the like. Change OAF(-1) to OIF (-½) throughout. otal cost: 85points.
4) Larger Clip: Increase to 125 Charges (+¾).otal cost: 74 points.
5) Smaller Clip: Decrease to 32 Charges (+¼).otal cost: 59 points.
H MOLECULAR DESTABILIZATIONBLASTER
Effect: Blast 10d6, RKA 2d6
Target: One character
Duration: Instant
Range: 500m/50m
Charges: 12 Charges or entire reserve
Breakability: 18 PD/18 ED
Description: Although similar to the Disinte-grator Pistol (see above), this weapon is lower-powered and offers somewhat more tacticalflexibility. It emits a beam o energy that cancelsthe bonds between molecules, causing matter toall apart. On its low setting, the effect is rela-tively minor — painul, and potentially lethal, butsurvivable. Te high setting, on the other hand, isdeadly, though repeated shots may be required tocompletely disintegrate a large object.
Game Information:
Cost Power 36 Molecular Destabilization Blaster: Multipower,
90-point reserve; all OAF (-1), No Knockback
(-¼); 12 Charges (-¼) for entire reserve
3f 1) Low Setting: Blast 10d6, Penetrating (+½);OAF (-1), No Knockback (-¼)
4f 2) High Setting: RKA 2d6, NND (defense is ED
Resistant Protection defined as a force-field,or the like; +1), Does BODY (+1); OAF (-1), NoKnockback (-¼), Limited Range (50m; -¼)
Total cost: 43 points.
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130 n Weapons Hero System 6th Edition
Options:
1) Strong Blaster: Increase reserve to 135 points,Slot 1 to Blast 16d6, and Slot 2 to RKA 3d6.otal cost: 64 points.
2) Weak Blaster: Decrease to reserve to 60 points,Slot 1 to Blast 8d6, and Slot 2 to RKA 1d6+1.otal cost: 29 points.
3) Realistic Blaster: Te Destabilization beamwon’t unction properly in magnetic fields. Add
Does Not Work In Intense Magnetic Fields(-¼) to reserve and both slots. otal cost: 39points.
4) Experimental Blaster: Destabilization tech-nology remains experimental and prone tomalunction. Add Activation Roll 14- (-¼) toreserve and both slots. otal cost: 40 points.
5) Stronger Battery: Change to 20 Charges (+¼)or entire reserve. otal cost: 57 points.
6) Weaker Battery: Change to 6 Charges (-¾) orentire reserve. otal cost: 37 points.
H MUTANT NEUTRALIZATION BLASTER
Effect: Drain Mutant Powers 6d6
Target: One character
Duration: Instant
Range: 40m
Charges: 4 Charges
Breakability: 84 PD/84 ED
Description: Tis advanced weapon emits anenergy beam that, through biophysical means notyet ully understood, intereres with the use omutant powers. A mutant hit with this beam losessome, and possibly all, o his powers or an houror more.
Game Information: Drain Mutant Powers 6d6,Expanded Effect + Variable Effect (all MutantPowers simultaneously; +4), Delayed Return Rate(points return at the rate o 5 per 6 Hours; +2)(420 Active Points); OAF (-1), Limited Range(40m; -¼), 4 Charges (-1). otal cost: 129 points.
Options:
1) Strong Blaster: Increase to Drain MutantPowers 8d6. 560 Active Points; total cost 172points.
2) Weak Blaster: Decrease to Drain MutantPowers 4d6. 280 Active Points; total cost 86
points.3) Experimental Blaster: Te Mutant Neutraliza-
tion Blaster is a prototype that oen ails towork properly. Add Activation Roll 11- (-½).otal cost: 112 points.
4) Long-Term Blaster: Te effects o the MutantNeutralization Blaster last or months or years.Change to Delayed Return Rate (points returnat the rate o 5 per 3 Months; +3). 480 ActivePoints; total cost 148 points.
5) Stronger Battery: Increase to 8 Charges (-½).otal cost: 153 points.
6) Weaker Battery: Decrease to 1 Charge (-2).
otal cost: 99 points.
7) Other Neutralization Blasters: You can createa wide variety o Neutralization Blasters byreplacing “Mutant Powers” with any otherappropriate special effect. Examples include:
Arcane Neutralization Blaster: Magic Powers
Electronics Neutralization Blaster (a.k.a. EMPBlaster): Electronic Device Powers
Fire Neutralization Blaster: Fire Powers
Probability Neutralization Blaster: LuckPowers
Psionic Neutralization Blaster: Mental/PsionicPowers
Robot Neutralization Blaster: Automaton/ Robot Powers
H NEURO-INTERFERENCE RAY
Effect: Drain DEX/IN/EGO 6d6, Flash9d6
Target: One character
Duration: Instant
Range: 600m
Charges: 12 Charges
Breakability: 12 PD/12 ED
Description: Tis weapon projects a beam o“neural energy” that can adversely affect thetarget’s mind. Depending on the setting, it caninterere with his nervous system, reduce hiswill or his intelligence, or temporarily “blind”his senses by scrambling the synapthic pathwaysrelated to them.
Game Information:
Cost Power
27 Neuro-Interference Ray: Multipower, 60-pointreserve; all OAF (-1), 12 Charges for entirereserve (-¼)
3f 1) Reflex Scrambling: Drain DEX 6d6; OAF (-1)
3f 2) Intellect Interference: Drain INT 6d6; OAF(-1)
3f 3) Will-Sapping: Drain EGO 6d6; OAF (-1)
3f 4) Sensory Synaptic Scrambling: Sight,
Hearing, Smell/Taste, and Touch Group Flash9d6; OAF (-1)
Total cost: 39 points.
Options:
1) Strong Ray I: Increase Multipower reserve to 75points, all Drain-based slots to Drain 7d6, andSlot 4 to Flash 12d6. otal cost: 46 points.
2) Strong Ray II: Increase Multipower reserve to80 points, decrease each Drain to 4d6, and addDelayed Return Rate (points return at the rateo 5 per Minute; +1) to all Drain-based slots.otal cost: 50 points.
3) Weak Ray: Decrease Multipower reserve to 45points, all Drain-based slots to Drain 4d6, andSlot 4 to Flash 6d6. otal cost: 28 points.
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Hero System Equipment Guide n Chapter One 13
4) Experimental Ray: Neural energy is a new tech-nology, and devices designed to manipulate itremain balky. Add Activation Roll 12- (-¼) toreserve and all slots. otal cost: 36 points.
5) Stronger Battery: Increase to 24 Charges (+¼)or entire Multipower. otal cost: 49 points.
6) Weaker Battery: Decrease to 4 Charges (-1) orentire Multipower. otal cost: 32 points.
H PULSON PISTOLEffect: Blast 8d6
Target: One character
Duration: Instant
Range: 400m
Charges: 2 clips o 12 Charges
Breakability: 8 PD/8 ED
Description: One o the most popular blasterpistols ever created, the Pulson Pistol fires a bolto concentrated pulsons that hits the target with apowerul impact, oen knocking him back severaleet. Te appearance o the beam depends on the
color o the ocusing crystal and other actors.Available in gold, silver, black, red, blue, purple,and green; gold or silver highlights availableon some models. Master villains, ask the SalesDepartment about custom blaster color schemes!
Game Information: Blast 8d6 (40 Active Points);OAF (-1), 2 clips o 12 Charges (-0). otal cost: 20points.
Options:
1) Strong Pulson Pistol: Increase to Blast 9d6. 45Active Points; total cost 22 points
2) Weak Pulson Pistol: Decrease to Blast 6d6. 30Active Points; total cost 15 points.
3) Realistic Pulson Pistol: Realistically, low-strength pulson bursts such as the one emittedby this pistol have relatively little physicalimpact. Add No Knockback (-¼). otal cost:18 points.
4) Experimental Pulson Pistol: Unortunately,despite years o development, pulson tech-nology is not as reliable as one might like. AddActivation Roll 14- (-¼). otal cost: 18 points.
5) Focused Pulson Beam: Tis version o thePulson Pistol uses magnetic fields to moretightly ocus the pulson beam, resulting in amore intense impact. Add Armor Piercing
(+¼). 50 Active Points; total cost 25 points.
6) Wide-Beam Pulson Pistol: Te ocusing lensin the barrel o this orm o the Pulson Pistolspreads the beam out significantly with no losso power. Add Area O Effect (1m Radius; +¼).50 Active Points; total cost 25 points.
7) Boostable Pulson Pistol: Tis powerul versiono the Pulson Pistol has two settings, a standardone and a “boosted” one that is much deadlierbut uses more o the weapon’s energy.
Cost Power
42 Boostable Pulson Pistol: Multipower, 67-pointreserve, 30 Charges for entire reserve (+¼);all OAF (-1)
2f 1) Standard Setting: Blast 8d6, Armor Piercing
(+¼); OAF (-1)
2f 2) Boosted Setting: RKA 3d6, Penetrating(+½); OAF (-1), Requires 3 Charges Per Use(-1)
Total cost: 46 points.
H PULSON-RF PISTOL
Effect: Blast 7d6, Autofire (3 shots)
Target: One character
Duration: Instant
Range: 350m
Charges: 16 Charges
Breakability: 9 PD/9 ED
Description: Tis submachine gun-style pulsonblaster fires up to three energy beams with a single
pull o the trigger. Te firer controls the number oshots with a selector switch near the trigger.
Game Information: Blast 7d6, Autofire (3 shots;+¼) (44 Active Points); OAF (-1), 16 Charges (-0).otal cost: 22 points.
Options:
1) Strong Pulson-RF Pistol: Increase to Blast 8d6.50 Active Points; total cost 25 points.
2) Weak Pulson-RF Pistol: Decrease to Blast 6d6.37 Active Points; total cost 18 points.
3) Realistic Pulson-RF Pistol: Add No Knockback(-¼). otal cost: 19 points.
4) Experimental Pulson-RF Pistol: Add ActivationRoll 14- (-¼). otal cost: 19 points.
5) More Clips: Having problem with over-enthusi-astic agents firing at your enemies too quickly?Don’t hold them back — give them moreammo! Change to 4 clips o 16 Charges each(+¼). 52 Active Points; total cost 26 points.
6) Faster Fire: Increase to Autofire (5 shots; +½).52 Active Points; total cost 26 points.
7) Focused Pulson Beam: Add Armor Piercing(+¼). 52 Active Points; total cost 26 points.
8) Wide-Beam Pulson-RF Pistol: Decrease to Blast6d6, add Area O Effect (1m Radius; +¼) and
increase Autofire to (+1¼). 75 Active Points;total cost 37 points.
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132 n Weapons Hero System 6th Edition
H PULSON CARBINE
Effect: Blast 10d6
Target: One character
Duration: Instant
Range: 300m
Charges: 16 Charges
Breakability: 10 PD/10 ED
Description: Although similar in most respectsto the Pulson Rifle (see below), this weapon is
shorter, and thus easier to conceal. However, theshorter barrel diminishes the weapon’s effectiverange.
Game Information: Blast 10d6 (50 Active Points);OAF (-1), 16 Charges (-0), Limited Range (300m;-¼). otal cost: 22 points.
Options:
1) Strong Pulson Carbine: Increase to Blast 12d6.60 Active Points; total cost 27 points.
2) Weak Pulson Carbine: Decrease to Blast 8d6. 40Active Points; total cost 18 points.
3) Realistic Pulson Carbine: Add No Knockback(-¼). otal cost: 20 points.
4) Experimental Pulson Carbine: Add ActivationRoll 14- (-¼). otal cost: 20 points.
5) Larger Clip: Change to 30 Charges (+¼). 62Active Points; total cost 27 points.
6) Focused Pulson Beam: Add Armor Piercing(+¼). 62 Active Points; total cost 27 points.
7) Wide-Beam Pulson Carbine: Add Area O Effect(1m Radius; +¼). 62 Active Points; total cost27 points.
H PULSON RIFLE
Effect: Blast 10d6
Target: One character
Duration: Instant
Range: 500m
Charges: 30 Charges
Breakability: 12 PD/12 ED
Description: Tis is the ull-sized equivalent tothe Pulson Carbine, with greater standard ammocapacity and a longer effective range.
Game Information: Blast 10d6, 30 Charges (+¼)(62 Active Points); OAF (-1). otal cost: 31 points.
Options:
1) Strong Pulson Rifle: Increase to Blast 12d6. 75Active Points; total cost 37 points.
2) Weak Pulson Rifle: Decrease to Blast 8d6. 50Active Points; total cost 25 points.
3) Realistic Pulson Rifle: Add No Knockback (-¼).otal cost: 27 points.
4) Experimental Pulson Rifle: Add Activation Roll14- (-¼). otal cost: 27 points.
5) More Clips: Change to 2 clips o 30 Chargeseach (+½). 75 Active Points; total cost 37points.
6) Focused Pulson Beam: Add Armor Piercing(+¼). 75 Active Points; total cost 37 points.
7) Wide-Beam Pulson Rifle: Add Area O Effect(1m Radius; +¼). 75 Active Points; total cost37 points.
8) Pulson Sniper Rifle: Tis larger, better-built version o the Pulson Rifle comes equippedwith beam coherence technology and aimingsystems that make it easy to hit distant targets.
Add Increased Maximum Range (2,000m;+½) and No Range Modifier (+½). 112 ActivePoints; total cost 56 points.
9) Juryrigged Pulson Assault Rifle: Some userstinker with the Pulson Rifle to give it basicautomatic fire capabilities, though this maycause the rifle to misfire on occasion. AddAutofire (3 shots; +¼) and Activation Roll 14-(-¼). 75 Active Points; total cost 33 points.
10) Aim-By-Eye Pulson Rifle: Tis orm o thePulson Rifle has a small headset that attaches tothe rifle via a cable. Te rifle’s built-in targetingsystems track where the wearer o the headset
looks, and aims the rifle accordingly. Add LineO Sight (+½). 87 Active Points; total cost 43points.
H PULSON ASSAULT RIFLE
Effect: Blast 12d6, Autofire
Target: One character
Duration: Instant
Range: 600m
Charges: 60 Charges
Breakability: 24 PD/24 ED
Description: A avorite o law enorcement
commanders and master villains who want toequip their agents with the very best personalenergy weaponry available today, the PulsonAssault Rifle provides a potent combination opowerul energy bolts and rapid-fire capability.Armed with this firearm, an agent can makeprecisely-aimed single shots, or lay down a lethalbarrage o pulson beams!
Game Information: Blast 12d6, Autofire (5 shots;+½), 60 Charges (+½) (120 Active Points); OAF(-1). otal cost: 60 points.
Options:
1) Strong Pulson Assault Rifle: Increase to Blast
14d6. 140 Active Points; total cost 70 points.
2) Weak Pulson Assault Rifle: Decrease to Blast10d6. 100 Active Points; total cost 50 points.
3) Realistic Pulson Assault Rifle: Add No Knock-back (-¼). otal cost: 53 points.
4) Experimental Pulson Assault Rifle: Add Activa-tion Roll 14- (-¼). otal cost: 53 points.
5) Larger Clip: Increase to 120 Charges (+¾). 135Active Points; total cost 67 points.
6) More Clips: Increase to 2 clips o 60 Chargeseach (+¾). 135 Active Points; total cost 67points.
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Hero System Equipment Guide n Chapter One 13
7) Focused Pulson Beam: Add Armor Piercing(+¼). 135 Active Points; total cost 67 points.
8) Pulson Assault Rifle With Built-In Targeting
Computer: For just a ew hundred dollars more,the Pulson Assault Rifle comes equipped withan advanced targeting computer that automati-cally compensates or distance! Add No RangeModifier (+½). 150 Active Points; total cost 75points.
H PULSON CANNON
Effect: Blast 16d6
Target: One character
Duration: Instant
Range: 800m
Charges: 20 Charges
Breakability: 20 PD/20 ED
Description: When even a Pulson Assault Rifledoesn’t have the power you need, it’s time or thePulson Cannon! Mounted on a bipod or vehicle,the Cannon requires a crew o two or optimum
firing efficiency — but it’s worth it!Game Information: Blast 16d6, 20 Charges (+¼)(100 Active Points); OAF Bulky (-1½), RequiresMultiple Users (2 people; -¼). otal cost: 36points.
Options:
1) Strong Pulson Cannon: Increase to Blast 18d6.112 Active Points; total cost 41 points.
2) Weak Pulson Cannon: Decrease to Blast 14d6.87 Active Points; total cost 32 points.
3) Realistic Pulson Cannon: Add No Knockback(-¼). otal cost: 33 points.
4) Experimental Pulson Cannon: Add ActivationRoll 14- (-¼). otal cost: 33 points.
5) Automatic Fire Pulson Cannon: Tis orm othe Cannon has an automatic fire mode. AddAutofire (5 shots; +½). 140 Active Points; totalcost 51 points.
6) Larger Energy Module: Increase to 60 Charges(+½). 120 Active Points; total cost 44 points.
7) More Energy Modules: Increase to 2 clips o 20Charges each (+½). 120 Active Points; totalcost 44 points.
8) Focused Pulson Beam: Add Armor Piercing(+¼). 120 Active Points; total cost 44 points.
H PULSON MEGA-CANNON
Effect: Blast 20d6, Autofire
Target: One character
Duration: Instant
Range: 1500m
Charges: 32 Charges
Breakability: 30 PD/30 ED
Description: Te largest weapon in the pulsonamily, the Mega-Cannon needs a crew o our tounction properly, but its high-powered auto-matic-fire beam makes it worth the effort.
Game Information: Blast 20d6, Autofire (3 shots;+¼), 32 Charges (+¼) (150 Active Points); OAFBulky (-1½), Requires Multiple Users (4 people;-½). otal cost: 50 points.
Options:
1) Strong Pulson Mega-Cannon: Increase to Blast24d6. 180 Active Points; total cost 60 points.
2) Weak Pulson Mega-Cannon: Decrease to Blast16d6. 120 Active Points; total cost 40 points.
3) Realistic Pulson Mega-Cannon: Add No Knock-back (-¼). otal cost: 46 points.
4) Experimental Pulson Mega-Cannon: Add Activa-tion Roll 14- (-¼). otal cost: 46 points.
5) Automatic Fire Pulson Mega-Cannon: Tisupgraded version o the Mega-Cannon hasa ull-auto fire mode. Increase to Autofire (5shots; +½). 175 Active Points; total cost 58points.
6) Larger Energy Module: Increase to 64 Charges(+½). 175 Active Points; total cost 58 points.
7) More Energy Modules: Increase to 2 clips o 32
Charges each (+½). 175 Active Points; totalcost 58 points.
8) Focused Pulson Beam: Add Armor Piercing(+¼). 175 Active Points; total cost 58 points.
H SONIC BLASTER
Effect: Blast 10d6
Target: One character
Duration: Instant
Range: 500m
Charges: 15 Charges
Breakability: 10 PD/10 ED
Description: Easily recognizable by its wide-mouthed barrel, this weapon projects ocusedsound or a devastating concussive effect.
Game Information: Blast 10d6 (50 Active Points);OAF (-1), 15 Charges (-0). otal cost: 25 points.
Options:
1) Strong Sonic Blaster: Increase to Blast 12d6. 60Active Points; total cost 30 points.
2) Weak Sonic Blaster: Decrease to Blast 8d6. 40Active Points; total cost 20 points.
3) Realistic Sonic Blaster: Te secondary soundreleased when the user fires this weapon
deaens him or a short period. Add SideEffects (firer suffers Hearing Group Flash 4d6,always occurs; -½). otal cost: 20 points.
4) Experimental Sonic Blaster: Sometimes theblaster’s ocusing technology ails to workproperly, so that all it generates is a loud noise.Add Activation Roll 14- (-¼). otal cost: 22points.
5) Strong Battery: Increase to 30 Charges (+¼). 62Active Points; total cost 31 points.
6) Weak Battery: Decrease to 8 Charges (-½).otal cost: 20 points.
7) Multiple-Setting Sonic Blaster: Instead o
having just one blast effect, this orm o SonicBlaster has several. Change to:
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134 n Weapons Hero System 6th Edition
Cost Power
46 Sonic Blaster: Multipower, 62-point reserve, 60Charges (+½) for entire reserve; all OAF (-1)
3f 1) Basic Sonic Blast: Blast 12d6; OAF (-1)
3f 2) Deafening Sonic Blast: Hearing Group Flash12d6 (26m Radius Explosion; +½); OAF (-1)
2f 3) Stunning Sonic Blast: Blast 6d6, AVAD(defense is Hearing Flash Defense; +1); OAF
(-1), Requires 3 Charges Per Use (-½)
2f 4) Cutting Sonic Blast: RKA 3d6; OAF (-1),Requires 3 Charges Per Use (-½)
Total cost: 56 points.
H STUNNER PISTOL
Effect: Blast 6d6, NND; Drain SUN 6d6;Blast 12d6, SUN Only
Target: One character
Duration: Instant
Range: 300m/600m/600m
Charges: 24 Charges
Breakability: 15 PD/15 ED
Description: Tis weapon emits a tunable energybeam designed to stun and knock out targetswithout inflicting significant injury. Te weapon’slowest setting can’t cause so much as a bruise, buthas no effect against targets shielded by orce-fields. Te mid-range setting creates a beam thatcauses pain but still causes no bodily harm. Tehighest setting is a more or less standard energybeam specially reracted to diminish the physicalimpact to the point where it won’t cause injury.
Game Information:
Cost Power
37 Stunner Pistol: Multipower, 60-point reserve, 24Charges for entire reserve (+¼); all OAF (-1)
3f 1) Lowest Setting: Blast 6d6, NND (defense is
ED Resistant Protection defined as a force-field, or the like; +1); OAF (-1)
3f 2) Middle Setting: Drain STUN 6d6; OAF (-1)
3f 3) Highest Setting: Blast 12d6; OAF (-1), STUN
Only (-0)
Total cost: 46 points.
Options:
1) Stunner Rifle: Increase reserve to 80 points, Slot1 to Blast 8d6, Slot 2 to Drain SUN 8d6, and
Slot 3 to Blast 15d6. otal cost: 62 points.2) Weak Pistol: Decrease to reserve to 45 points,
Slot 1 to Blast 4d6, Slot 2 to Drain SUN 4d6,and Slot 3 to Blast 9d6. otal cost: 34 points.
3) Realistic Pistol I: Te pistol’s stun-beams dissi-pate aer a short distance, becoming useless.Add Limited Range (80m; -¼) to reserve andall slots. otal cost: 42 points.
4) Realistic Pistol II: Te pistol’s stun-beamsbecome less effective over a distance. AddReduced By Range (-¼) to reserve and all slots.otal cost: 42 points.
5) Experimental Pistol: Te pistol’s technology
doesn’t always work properly due to the
weapon’s experimental nature. Add ActivationRoll 14- (-¼) to reserve and all slots. otal cost:42 points.
6) Stronger Battery: Increase to 48 Charges (+½)or entire reserve. otal cost: 54 points.
7) Weaker Battery: Decrease to 12 Charges (-¼)or entire reserve. otal cost: 36 points.
H VARI-BLASTER
Effect: Various Blasts and RKAs Target: One character
Duration: Instant
Range: 750m/450m/500m/500m/350m
Charges: 4 Charges per slot
Breakability: 15 PD/15 ED
Description: Tis blaster looks like a high-tech version o an old-ashioned “pepperbox” pistol.It has five barrels arranged in a circular pattern,each able to fire a different kind o energy beam.Te user chooses the barrel he wants with a thumbselector switch and it rotates into place beore he
fires. Each barrel has its own battery with enoughpower or our shots beore it requires recharging.
Game Information:
Cost Power
37 Vari-Blaster: Multipower, 75-point reserve; allOAF (-1)
2f 1) Pulson Blast: Blast 15d6; OAF (-1), 4Charges (-1)
1f 2) Laser: RKA 3d6; OAF (-1), 4 Charges (-1)
2f 3) Concussion Beam: Blast 10d6 (physical),Double Knockback (+½); OAF (-1), 4 Charges
(-1)
2f 4) Focussed Magnetic Beam: Blast 10d6, Armor Piercing (+¼); OAF (-1), 4 Charges (-1)
2f 5) Sonic Blast: Blast 10d6, NND (defense is
Hearing Group Flash Defense; +½); OAF (-1),4 Charges (-1)
Total cost: 46 points.
Options:
1) Strong Vari-Blaster: Increase reserve to 90points, Slot 1 to Blast 18d6, Slot 2 to RKA 5d6,Slot 3 to Blast 12d6, Slot 4 to Blast 12d6, andSlot 5 to Blast 12d6. otal cost: 57 points.
2) Weak Vari-Blaster: Decrease reserve to 60points, Slot 1 to Blast 12d6, Slot 2 to RKA2½d6, Slot 3 to Blast 8d6, Slot 4 to Blast 8d6,and Slot 5 to Blast 8d6. otal cost: 38 points.
3) Experimental Vari-Blaster: Tis blaster containsexperimental technological components, andas a result sometimes ails to work. Add Activa-tion Roll 11- (-½) to reserve and all slots. otalcost: 38 points.
4) Strong Batteries: Change to 8 Charges (-½) oneach slot. otal cost: 49 points.
5) Weak Batteries: Change to 1 Charge (-2) oneach slot. otal cost: 44 points.
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Hero System Equipment Guide n Chapter One 13
H VEST BLASTER
Effect: Blast 10d6
Target: One character
Duration: Instant
Range: 60m
Charges: 10
Breakability: 10 PD/10 ED
Description: Part o the character’s costume isa vest, and built into that vest is a short-range
blaster.
Game Information: Blast 10d6 (50 Active Points);OIF (-½), Limited Range (60m; -¼), 10 Charges(-¼). otal cost: 25 points.
Options:
1) Strong Blaster: Increase to Blast 12d6. 60Active Points; total cost 30 points.
2) Weak Blaster: Decrease to Blast 8d6. 40 ActivePoints; total cost 20 points.
3) Realistic Blaster: A weapon mounted on one’schest isn’t easy to aim properly. Add Inaccurate(½ OCV; -¼). otal cost: 22 points.
4) Experimental Blaster: Fitting a blaster intoa vest without changing the lines o the vestsignificantly requires some technologicalwizardry... and sometimes wizardry ails. AddActivation Roll 14- (-¼). otal cost: 22 points.
5) Disguised Vest Blaster: Tis orm o VestBlaster isn’t obvious to casual inspection.Change OIF (-½) to IIF (-¼). otal cost: 29points.
6) Vest Arsenal: A blaster isn’t the only weaponbuilt into the vest. Change to:
Cost Power 40 Vest Arsenal: Multipower, 40-point reserve
2f 1) Blaster: Blast 8d6; OIF (-½), Limited Range(60m; -¼), 10 Charges (-¼)
2f 2) Gas Projector: Blast 4d6, NND (defense is
Life Support [Self-Contained Breathing orappropriate Immunity]; +1); IIF (-¼), LimitedRange (12m; -¼), 4 Charges (-1)
Total cost: 44 points.
H VIBRO-BLASTER
Effect: Blast 10d6 plus Drain DEX 3d6
Target: One characterDuration: Instant
Range: 300m
Charges: 10 Charges
Breakability: 10 PD/10 ED
Description: Tis weapon blasts the target with vibratory energy, which not only injures him butthrows off his sense o balance and coordination.
Game Information: Blast 10d6 (50 Active Points);OAF (-1), Limited Range (300m; -¼), 10 Charges(-¼) (total cost: 20 points) plus Drain DEX 4d6(40 Active Points); OAF (-1), Linked (-½), 10
Charges (-¼) (total cost: 14 points). otal cost: 34points.
Options:
1) Strong Blaster: Increase to Blast 12d6 plusDrain DEX 5d6. 60 + 50 = 110 Active Points;total cost 24 + 18 = 42 points.
2) Weak Blaster: Decrease to Blast 8d6 plus DrainDEX 3d6. 40 + 30 = 70 Active Points; total cost16 + 11 = 27 points.
3) Realistic Blaster: Te Blaster vibrates slightly asit generates the vibro-blast, making it diffi-
cult to aim. Add Side Effects (-1 OCV, alwaysoccurs; -½) to both powers. otal cost: 17 + 12= 29 points.
4) Experimental Blaster: Vibro-technologyremains experimental and prone to ailure.Add Activation Roll 14- (-¼) to both powers.otal cost: 18 + 13 = 31 points.
H WEAKNESS RAY
Effect: Drain SR 6d6
Target: One character
Duration: Instant
Range: 600m
Charges: 12 Charges
Breakability: 12 PD/12 ED
Description: Similar to the Neuro-IntererenceRay, this weapon projects a beam o energy thatweakens and intereres with the use o the target’smuscles, significantly reducing his ability to usehis Strength.
Game Information: Drain SR 6d6 (60 ActivePoints); OAF (-1), 12 Charges (-¼). otal cost: 27points.
Options:
1) Strong Ray: Increase to Drain SR 8d6. 80Active Points; total cost 35 points.
2) Weak Ray: Decrease to Drain SR 4d6. 40Active Points; total cost 18 points.
3) Experimental Ray: Te Weakness Ray is aprototype and doesn’t always work as intended.Add Activation Roll 14- (-¼). otal cost: 24points.
4) Strong Battery: Increase to 24 Charges (+¼). 75Active Points; total cost 37 points.
5) Weak Battery: Decrease to 8 Charges (-½).otal cost: 24 points.
6) Other Rays: You can use this gadget to Drain
any other Characteristic simply by changingthe name and type o Drain. Examples include:
Clumsiness Ray: Drain DEX 6d6
Feebleness Ray: Drain CON 6d6
Stupidity Ray: Drain IN 6d6
Will-Sapping Ray: Drain EGO 6d6
Cowardice Ray: Drain PRE 6d6
Slowness Ray: Drain SPD 6d6
Fragility Ray: Drain PD 6d6
Energy Weakness Ray: Drain ED 6d6
Enervation Ray: Drain END 6d6
Dazedness Ray: Drain SUN 6d6
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136 n Weapons Hero System 6th Edition
Gas WeaponsTese weapons all use some sort o gas (or
related chemical) to harm targets. Some o theMuscle-Powered Ranged Weapons describedbeginning on page 150 also use various orms ogas.
H CORROSIVE GAS PELLETPROJECTOR
Effect: RKA 2d6, NND, Does BODY
Target: 1m Radius
Duration: Instant
Range: 60m
Charges: 8
Breakability: 21 PD/21 ED
Description: Tis pistol-like weapon fires break-on-contact pellets that emit an acidic gas able toeat through flesh, plastic, and metal alike.
Game Information: RKA 2d6, NND (the deenseis a PD Resistant Protection defined as a orce-
field, or the like; +1), Does BODY (+1), Area OEffect (1m Radius; +¼) (97 Active Points); OAF(-1), Limited Range (60m; -¼), 8 Charges (-½).otal cost: 35 points.
Options:
1) Strong Gas: Increase to RKA 3d6. 146 ActivePoints; total cost 53 points.
2) Weak Gas: Decrease to RKA 1d6. 49 ActivePoints; total cost 18 points.
3) Experimental Gas: Sometimes a pellet is a dud,or ails to fire properly. Add Activation Roll 14-(-¼). otal cost: 32 points.
4) Attached Projector: Tis orm o PelletProjector is built into a gauntlet, bracer, orother device that’s difficult to take away romthe user. Change OAF (-1) to OIF (-½). otalcost: 43 points.
5) Long-Lasting Gas: Tis orm o the corrosivegas lingers in the area or twelve seconds.Change to: RKA 1½d6, NND (the deenseis a PD Resistant Protection defined as aorce-field, or the like; +1), Does BODY (+1),Constant (+½), Area O Effect (1m Radius;+¼) (94 Active Points); OAF (-1), LimitedRange (60m; -¼), 8 Continuing Charges lasting1 urn each (removed by winds or rain; -0).otal cost: 42 points.
H FEAR GAS
Effect: Drain PRE 4d6
Target: One character
Duration: Instant
Range: No Range
Charges: 4
Breakability: 8 PD/8 ED
Description: Tis weapon, which consists o a gasplus a small aerosol projection device, looks like
something completely ordinary, such as a pieceo jewelry. But within HH Combat range it canproject a gas that terrifies the victim. (Te char-acter usually immediately ollows the attack witha Presence Attack to make the target run away interror.)
Game Information: Drain PRE 4d6 (40 ActivePoints); IAF (-½), No Range (-½), 4 Charges (-1).otal cost: 13 points.
Options:
1) Strong Gas: Increase to Drain PRE 6d6. 60
Active Points; total cost 20 points.2) Weak Gas: Decrease to Drain PRE 3d6. 30
Active Points; total cost 10 points.
3) Realistic Squirter: I the character’s not careul,he may accidentally gas himsel instead! AddRequires A DEX Roll (-½) and Side Effects(character suffers the effects o the gas; -½).otal cost: 10 points.
4) Experimental Gas: Te gas doesn’t always workproperly; sometimes the victim doesn’t getproperly dosed or immediately shakes off theeffects. Add Activation Roll 14- (-¼). otalcost: 12 points.
5) Attached Squirter: Tis orm o the Fear Gassquirter is more firmly attached to the char-acter. Change to IIF (-¼). otal cost: 14 points.
6) Long-Range Squirter: Te aerosol projectionmechanism is strong enough to project thegas up to 8m away. Change No Range (-½) toLimited Range (8m; -¼). otal cost: 14 points.
7) More Gas: Te weapon holds a larger supply ogas. Change to 8 Charges (-½). otal cost: 16points.
8) Easily-Activated Squirter: Te character canactivate the gas projection mechanism bycybernetic command, making it an ideal
weapon to use when grappling with someoneor when one’s hands are restrained. Addrigger (cybernetic command, activatingrigger takes no time, rigger immediatelyautomatically resets; +1). 80 Active Points; totalcost 27 points.
9) Longer-Lasting Fear: Te effects o this orm oFear Gas linger or a long time. Add DelayedReturn Rate (points return at the rate o 5 perMinute; +1). 80 Active Points; total cost 27points.
10) Acclimated To The Gas: Te character hasacclimated himsel to the gas so it can’t affect
him. Add Personal Immunity (+¼). 50 ActivePoints; total cost 17 points.
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Hero System Equipment Guide n Chapter One 13
11) Variant Fear Gas: Tis gas affects virtuallyanyone who breathes it. Add NND (deenseis Lie Support [Sel-Contained Breathing orappropriate Immunity]; +1). 80 Active Points;total cost 27 points.
12) Obvious Squirter: Tis orm o the device isobviously a weapon designed to spray a gas.Change IAF (-½) to OAF (-1). otal cost: 11points.
H GAS PISTOL
Effect: Various gas-based attacks
Target: 1m Radius
Duration: Instant
Range: 20m
Charges: 10 Charges per slot
Breakability: 16 PD/16 ED
Description: Tis weapon, which resembles a
large pistol with several small, bulbous tanksattached to it, allows the user to fire a variety ogas attacks at targets within 20m.
Game Information:
Cost Power
35 Gas Pistol: Multipower, 80-point reserve; al l OAF
(-1), Limited Range (20m; -¼)
3f 1) Knockout Gas: Blast 6d6, Area Of Effect (1mRadius; +¼), NND (defense is Life Support
[Self-Contained Breathing or appropriateImmunity]; +1); OAF (-1), Limited Range(20m; -¼), 10 Charges (-¼)
3f 2) Tear Gas: Sight Group Flash 4d6, AreaOf Effect (1m Radius; +¼), NND (defenseis solid, sealed coverings over the eyes orappropriate Life Support [Immunity]; +½),
Delayed Recovery (each BODY equals 1 Turnof effect, see APG 99; +2); OAF (-1), LimitedRange (20m; -¼), 10 Charges (-¼)
3f 3) Paralysis Gas: Entangle 3d6, 4 PD/4 ED,
Area Of Effect (1m Radius; +¼), Takes NoDamage From Attacks (+1); OAF (-1), LimitedRange (20m; -¼), 10 Charges (-¼)
3f 4) Lethal Gas: RKA 1d6+1, Area Of Effect (1mRadius; +¼), NND (defense is Life Support[Self-Contained Breathing or appropriateImmunity]; +1), Does BODY (+1); OAF (-1),
Limited Range (20m; -¼), 10 Charges (-¼)
Total cost: 47 points.
Options:
1) Strong Gas Pistol: Increase Multipower reserve
to 112 points, Slot 1 to Blast 8d6, Slot 2 to SightGroup Flash 6d6, Slot 3 to Entangle 5d6, 5PD/5 ED, and Slot 4 to RKA 2d6. otal cost: 66points.
2) Weak Gas Pistol: Decrease Multipower reserveto 56 points, Slot 1 to Blast 5d6, Slot 2 to SightGroup Flash 3d6, Slot 3 to Entangle 2d6, 3PD/3 ED, and Slot 4 to RKA 1d6. otal cost:33 points.
3) More Gas: Change 10 Charges (-¼) to 15Charges (-0) on each slot. otal cost: 47 points.
4) Less Gas: Change 10 Charges (-¼) to 6Charges (-¾) on each slot. otal cost: 44points.
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138 n Weapons Hero System 6th Edition
H GAS SQUIRTER
Effect: Blast 4d6, NND
Target: One character
Duration: Instant
Range: No Range
Charges: 4
Breakability: 8 PD/8 ED
Description: Tis weapon looks like an ordi-nary piece o jewelry or accessory — a tie-tack,
a stickpin, a flower in the lapel, or the like. Butbesides looking good, it can project a burst oanaesthetic gas! It only works on targets close tothe character, so it’s oen a last-ditch weapon.
Game Information: Blast 4d6, NND (deense isLie Support [Sel-Contained Breathing or appro-priate Immunity]; +1) (40 Active Points); IAF(-½), No Range (-½), 4 Charges (-1). otal cost:13 points.
Options:
1) Strong Gas: Increase to Blast 6d6. 60 Active
Points; total cost 20 points.2) Weak Gas: Decrease to Blast 3d6. 30 Active
Points; total cost 10 points.
3) Realistic Gas Squirter: I the character’s notcareul, he may accidentally gas himselinstead! Add Requires A DEX Roll (-½) andSide Effects (character suffers the effects o thegas; -½). otal cost: 10 points.
4) Experimental Gas Squirter: Te aerosol projec-tion mechanism sometimes ails to work. AddActivation Roll 14- (-¼). otal cost: 12 points.
5) Attached Squirter: Tis orm o the GasSquirter is more firmly attached to the char-
acter. Change to IIF (-¼). otal cost: 14 points.6) Long-Range Squirter: Te aerosol projection
mechanism is strong enough to project thegas up to 8m away. Change No Range (-½) toLimited Range (8m; -¼). otal cost: 14 points.
7) More Gas: Te weapon holds a larger supply ogas. Change to 8 Charges (-½). otal cost: 16points.
8) Lethal Gas: Tis orm o the Squirter proj-ects a lethal gas. Change to RKA 2d6, NND(d deense is Lie Support [Sel-ContainedBreathing or appropriate Immunity]; +1), DoesBODY (+1). 90 Active Points; total cost 30
points.9) Easily-Activated Squirter: Te character can fire
the Squirter by cybernetic command, makingit an ideal weapon to use when grappling withsomeone or when one’s hands are restrained.Add rigger (cybernetic command, activatingrigger takes no time, rigger immediatelyautomatically resets; +1). 60 Active Points; totalcost 20 points.
H KNOCKOUT GAS PELLET PROJECTOR
Effect: Blast 6d6, NND
Target: 1m Radius
Duration: Instant
Range: 60m
Charges: 8
Breakability: 15 PD/15 ED
Description: Tis pistol-like weapon fires break-on-contact pellets that emit a soporific gas able to
render most people unconscious quickly.
Game Information: Blast 6d6, NND (deense isLie Support [Sel-Contained Breathing or appro-priate Immunity]; +1), Area O Effect (1m Radius;+¼) (67 Active Points); OAF (-1), Limited Range(60m; -¼), 8 Charges (-½). otal cost: 24 points.
Options:
1) Strong Gas: Increase to Blast 8d6. 90 ActivePoints; total cost 33 points.
2) Weak Gas: Decrease to Blast 4d6. 45 ActivePoints; total cost 16 points.
3) Experimental Gas: Sometimes a pellet is a dud,or ails to fire properly. Add Activation Roll 14-(-¼). otal cost: 22 points.
4) Attached Projector: Tis orm o PelletProjector is built into a gauntlet, bracer, orother device that’s difficult to take away romthe user. Change OAF (-1) to OIF (-½). otalcost: 30 points.
5) Long-Lasting Gas: Tis orm o the gas lingersin the area or twelve seconds. Change to:Blast 5d6, NND (deense is Lie Support[Sel-Contained Breathing or appropriateImmunity]; +1), Constant (+½), Area O Effect
(1m Radius; +¼) (69 Active Points); OAF(-1), Limited Range (60m; -¼), 8 ContinuingCharges lasting 1 urn each (removed by windsor rain; -0). otal cost: 31 points.
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Hero System Equipment Guide n Chapter One 13
Melee Weapons
H BILLY CLUB
Effect: HA +3d6, Blast 6d6, Swinging 20m,Clinging, +20 SR
Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: 6 PD/6 ED
Description: A popular multi-purpose weaponand tool among martial artists, weaponmasters,and costumed vigilantes, the billy club looks likean ordinary stick-like club about a oot long andan inch or so in diameter, but it has several otheruses and built-in devices. First, in addition tohitting people with it, the character can throw itat his oes; he must get it back (oen by devotinga single Combat Skill Level to making it bounceback to him) beore he can use the club or any
purpose again. Second, the club can project ahigh-strength line and hook, allowing the user toswing (but i he does so, he can’t use the club oranything else that Phase while the line retracts).Tird, the club can extend just the hook, allowingthe user to hold onto the club and hang rom anyprojection or niche on a wall or slippery surace.Fourth, the character can use it as a prybar orlever, tremendously boosting his SR or leverage-based purposes.
Game Information:
Cost Power
15 Billy Club: Multipower, 30-point reserve; all OAF(-1)
1f 1) Club: HA +3d6; OAF (-1), Hand-To-Hand Attack (-¼)
1f 2) Hurled Club: Blast 6d6; OAF (-1), RangeBased On STR (-¼), Lockout (cannot use any
slot in Multipower until Charge is recovered;-½), 1 Recoverable Charge (-1¼)
1f 3) Swingline: Swinging 20m; OAF (-1), Lockout(cannot use any other slot in same Phase inwhich Swinging is used; -½)
1f 4) Hanging Onto Projections: Clinging (normal
STR); OAF (-1), Requires A STR Roll (-½),Cannot Resist Knockback (-¼), No Movement Allowed (-½)
1f 5) Lever: +20 STR, Reduced Endurance (0
END; +½); OAF (-1), Only For Leverage-BasedTasks (-½)
Total cost: 20 points.
Options:1) Strong Billy Club: Increase reserve to 40 points,
and HA to +5d6, Blast to 8d6, and Swinging to40m. otal cost: 25 points.
2) Simple Billy Club: Tis orm o Billy Club lacksall the bells and whistles; it’s just intended oruse as a weapon. Remove Slots 3-5. otal cost:17 points.
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140 n Weapons Hero System 6th Edition
3) Inaccessible Multitool: Instead o a billy club,the character’s multitool is a bracer or someother gadget that’s an OIF instead o an OAF.(See the Multi-Bracer on page 179 or a similargadget.) Change OAF (-1) to OIF (-½) andremove Slots 4-5. otal cost: 23 points.
H BLADE-BOOTS
Effect: HKA 1d6
Target: One characterDuration: Instant
Range: ouch
END Cost: 1
Breakability: 3 PD/3 ED
Description: Tese boots have a six-inch-longblade, with a point like a needle and edges sharpas razors, projecting rom the toe. Tey turn asimply kick into a lethal attack.
Game Information: HKA 1d6 (plus SR) (15Active Points); OIF (-½). otal cost: 10 points.
Options:1) Large Blade: Increase to HKA 1d6+1. 20 Active
Points; total cost 13 points.
2) Small Blade: Decrease to HKA ½d6. 10 ActivePoints; total cost 7 points.
3) Realistic Boot-Blades: Wearing boots witha six-inch-long blade sticking out o thetoe makes it difficult to walk, run, or jump.Add Side Effects (-2 on all DEX-based rollsinvolving walking, running, jumping, and likeactivities, always occurs; -½). otal cost: 7points.
4) Sharp Blade: Te boot-blades are particularly
sharp. Add Armor Piercing (+½). 19 ActivePoints; total cost 13 points.
5) Retractable Blades: Te user can retract theboot’s blades into the sole o the boot to hidethem. Change OIF (-½) to IIF (-¼). otal cost:12 points.
H BLADED CAPE
Effect: RKA 1d6
Target: One character
Duration: Instant
Range: 4m
END Cost: 0
Breakability: 4 PD/4 ED
Description: Tis cape has cleverly concealedsharp blades along its hem. When the wearerlashes out with it he can cut anyone within 4m ohimsel.
Game Information: RKA 1d6, Reduced Endur-ance (0 END; +½) (22 Active Points); IAF (-½),Limited Range (4m; -¼). otal cost: 12 points.
Options:
1) Small Blades: Decrease to RKA ½d6. 15 ActivePoints; total cost 8 points.
2) Realistic Bladed Cape: Fighting with a BladedCape is difficult — i the wielder doesn’t flickthe blade at his target just right, not only doeshe miss, he may cut himsel ! Add Requires APS: Use Bladed Cape Roll (-¼) and Side Effects(character takes cape’s damage himsel; -¼).otal cost: 10 points.
3) Weighted Cape: Instead o blades, the cape’shem conceals weights that hit like a club.
Change RKA 1d6 to Blast 3d6. 22 ActivePoints; total cost 12 points.
H BLASTER STAFF
Effect: HA +4d6/Blast 9d6
Target: One character
Duration: Instant
Range: ouch/450m
END Cost: 2 END/10 Charges
Breakability: 9 PD/9 ED
Description: Tis metallic fighting staff, typicallyabout our to five and a hal eet long, looks like a
simple hand-to-hand combat weapon... until younotice that one end o it is open, like a gun barrel.From that end the wielder can fire a powerul blasto energy.
Alternately, this device may come in the ormo a cane, rather than a staff, or even some othermelee weapon (such as a high-tech morningstarthat can fire bolts o energy rom its spikes).
Game Information:
Cost Power
22 Blaster Staff: Multipower, 45-point reserve; allOAF (-1)
1f 1) Staff: HA +4d6; OAF (-1), Hand-To-Hand
Attack (-¼) plus Reach +2m; OAF (-1)
2f 2) Blaster: Blast 9d6; OAF (-1), 10 Charges(-¼)
Total cost: 25 points.
Options:
1) Strong Blaster: Increase reserve to 60 pointsand second slot to Blast 12d6. otal cost: 34points.
2) Weak Blaster: Decrease reserve to 30 pointsand second slot to Blast 6d6. otal cost: 17points.
3) Experimental Blaster: While the staff itsel
always remains a useul melee weapon, theblaster sometimes ails to work. Add to thesecond slot Activation Roll 14- (-¼). otal cost:25 points.
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Hero System Equipment Guide n Chapter One 14
H BUZZSAW GAUNTLET
Effect: RKA 1d6, Armor Piercing, DamageShield (hands only)
Target: One character
Duration: Constant
Range: ouch
END Cost: 0
Breakability: 7 PD/7 ED
Description: Tis device consists o a heavymetallic gauntlet (or sometimes bracer) with abuzzsaw blade placed horizontally on top and aflat micro-motor inside to provide the power tospin it. While the Gauntlet’s working, a punchor slap rom the wearer can inflict lethal injurieson other people, cut through walls, and so orth.Saety locks prevent the wearer rom flexing hiswrist in such a way that he would accidentally cuthimsel.
Tis weapon uses the Damage Shield Advan-tage in an unusual way, and thereore requires theGM’s permission. Te Gauntlet’s spinning blade
is defined as an HKA Damage Shield that workswhen the character punches or touches anotherperson. However, the Damage Shield it only coversthe wearer’s hands — so it’s possible to Grab ortouch the wearer without suffering the DamageShield’s effects, provided the character doing sodoesn’t touch the wearer’s hands.
Game Information:
Cost Power
21 Buzzsaw Gauntlet: Multipower, 37-point
reserve; all OIF (-½), No Knockback (-¼)
2f 1) Spinning Buzzsaw: RKA 1d6, Armor Piercing
(+¼), Constant (+½), Area Of Effect (personalSurface — Damage Shield, hands only, see
text; +¼), Reduced Endurance (0 END; +½);OIF (-½), No Knockback (-¼), No Range (-½)
1f 2) Still Buzzsaw: HKA 1d6 (plus STR), ArmorPiercing (+¼), Reduced Endurance (0 END;
+½); OIF (-½), No Knockback (-¼)
Total cost: 24 points.
Options:
1) Strong Buzzsaws: Increase reserve to 75 pointsand both slots to KA 2d6. otal cost: 49 points.
2) Weak Buzzsaws: Decrease reserve to 25 pointsand both slots to KA ½d6. otal cost: 16
points.3) Realistic Buzzsaws: Te Gauntlet’s motor can
only run or a short period o time. Add 60Charges (+½) to Slot 1 and remove ReducedEndurance (0 END; +½). otal cost: 24 points.
4) Experimental Buzzsaws: Sometimes theGauntlet’s motor jams up — flat micro-motortechnology remains a highly experimentalfield. Add Activation Roll 14- (-¼) to Slot 1.otal cost: 23 points.
H CLAWED GLOVE
Effect: HKA 1d6
Target: One character
Duration: Instant
Range: ouch
END Cost: 1
Breakability: 3 PD/3 ED
Description: Tis glove has claws built intothe tips o the fingers, the back o the hand, the
knuckles, or the like. Depending on the design,the claws may be affixed to the glove permanently,or they may retract. Some versions have bladesalong the sides o the wrist instead, so that acharacter slashes with them instead o punchingor slicing.
Game Information: HKA 1d6 (plus SR) (15Active Points); OIF (-½). otal cost: 10 points.
Options:
1) Large Claws: Increase to HKA 1d6+1. 20Active Points; total cost 13 points.
2) Small Claws: Decrease to HKA ½d6. 10 ActivePoints; total cost 7 points.
3) Realistic Claws: Having claws attached tohis hand makes it hard or the characterto perorm certain tasks. Add Side Effects(character suffers a -2 penalty on all DEX Rollsinvolving fine manipulation, always occurs;-½). otal cost: 7 points.
4) Razor-Sharp Claws: Add Armor Piercing (+¼).19 Active Points; total cost 13 points.
5) Venomous Claws: Te claws contain tinyreservoirs o poison which the character caninject into the target’s bloodstream. Add RKA
½d6, NND (deense is appropriate Lie Support[Immunity]; +1), Does BODY (+1), DamageOver ime (5 increments, one per minute or5 Minutes, deenses only apply once; +2½),Personal Immunity (+¼) (57 Active Points);OIF (-½), No Range (-½), HKA Must DoBODY (-½), Linked (-¼), 4 Charges (-1) (totalcost: 15 points). otal cost: 25 points.
6) Electro-Claws: Te character can electriy hisclaws, thus increasing the damage they do.Add HKA +1d6 (15 Active Points); OIF (-½), 8Charges (-½) (total cost: 7 points). otal cost:17 points.
H COMPRESSED AIR GAUNTLET
Effect: HA +4d6
Target: One character
Duration: Instant
Range: ouch
Charges: 12
Breakability: 4 PD/4 ED
Description: Tis gauntlet has a built-in supplyo compressed air. When activated by a punchingmotion and simultaneous cybernetic command,the compressed air fires backwards, increasing the
power o the punch.
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142 n Weapons Hero System 6th Edition
Game Information: HA +4d6 (20 Active Points);OIF (-½), Hand-o-Hand Attack (-¼), 12 Charges(-¼). otal cost: 10 points.
Options:
1) Strong Gauntlet: Increase to HA +6d6. 30Active Points; total cost 15 points.
2) Weak Gauntlet: Decrease to HA +2d6. 10 ActivePoints; total cost 5 points.
3) Experimental Gauntlet: Sometimes the gauntlet’sair jets ail to fire. Add Activation Roll 13- (-¼).
otal cost: 9 points.
4) More Air: Te gauntlet has a larger air supply,and thus can activate more times beorerunning out o “uel.” Change to 20 Charges(+¼). 25 Active Points; total cost 14 points.
H ELECTRIFIED LARIAT
Effect: elekinesis (40 SR), Only o GrabAnd Possibly Squeeze
Target: One character
Duration: Constant
Range: 12mEND Cost: 0
Breakability: 18 PD/18 ED
Description: Tis device is a lariat, similar toones used by cowboys in the Old West, but madeout o a metallic fiber instead o rope. Aerlassoing someone with it, the wielder can activatea battery in the device to send an electrical pulsethrough the lariat to harm the victim. Te batteryis powerul enough that it allows or essen-tially unlimited use, though it requires periodicrecharging rom any standard electrical outlet.
Te Lariat has a 40 SR or purposes o Grab-
bing, but it can only Grab objects o roughlyhuman size or smaller. Aer Grabbing a victim,the character can then “squeeze” him or 8d6Normal Damage, the special effect o which is“electricity.” However, the wielder can only Grabone person at once.
Although elekinesis ordinarily doesn’t allowor action/reaction — a character can’t teleki-netically Grab a moving person or object and bedragged along — the GM should waive that rule inthe interest o common sense when one characterlassos another, or lassos a moving vehicle. Tus,lassoing Grond may not be a very good idea, since
he can still leap....Game Information: elekinesis (40 SR), ReducedEndurance (0 END; +½) (90 Active Points); OAF(-1), Limited Range (12m; -¼), Only AffectsHuman-Sized Or Smaller Objects (-¼), Only oGrab And Possibly Squeeze (-¼), Can Only AffectOne arget At Once (-¼). otal cost: 30 points.
Options:
1) Strong Lariat: Increase to elekinesis (50 SR).112 Active Points; total cost 37 points.
2) Weak Lariat: Decrease to elekinesis (30 SR).67 Active Points; total cost 22 points.
3) Realistic Lariat: Wielding a Lariat isn’t easy,especially in combat. Add Requires A PS: UseLariat Roll (-¼). otal cost: 28 points.
4) Deadly Lariat: Te electrical charge o thelariat is deadly. Change to: elekinesis (40SR), Reduced Endurance (0 END; +½) (90Active Points); OAF (-1), Affects Whole Object(-¼), Limited Range (12m; -¼), Only AffectsHuman-Sized Or Smaller Objects (-¼), Only
o Grab (-1), Can Only Affect One arget AtOnce (-¼) (total cost: 22 points) plus RKA2½d6, Reduced Endurance (0 END; +½) (60Active Points); OAF (-1), Only Works OnGrabbed argets (-1), No Knockback (-¼)(total cost: 18 points). otal cost: 40 points.
5) Constrictor Gauntlets: Instead o a lariat, thisweapon takes the orm o gauntlets that caneach project a whip-like metallic “constrictioncoil” that wraps around targets within 6m othe wielder. Change OAF (-1) to OIF (-½), CanOnly Affect One arget At Once (-¼) to CanOnly Affect A Maximum O wo argets AtOnce (-¼), and decrease Limited Range to 6m.
otal cost: 36 points.
H ELECTRIFIED SWORD
Effect: HKA 1½d6, Armor Piercing, +2Increased SUN Multiplier
Target: One character
Duration: Instant
Range: ouch
END Cost: 0
Breakability: 12 PD/12 ED
Description: Tis weapon is a sword with an elec-trification field generator built into the hilt. Tegenerator causes an aura o electricity to surroundthe blade, which gives it greater cutting and stun-ning power.
Game Information: HKA 1½d6, Armor Piercing(+¼), +2 Increased SUN Multiplier (+½),Reduced Endurance (0 END; +½) (56 ActivePoints); OAF (-1). otal cost: 28 points.
Options:
1) Strong Sword: Increase to HKA 2d6. 67 ActivePoints; total cost 33 points.
2) Weak Sword: Decrease to HKA 1d6. 34 ActivePoints; total cost 17 points.
3) Realistic Sword: Te sword has relatively littlephysical impact. Add No Knockback (-¼).otal cost: 25 points.
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Hero System Equipment Guide n Chapter One 14
H ENERGY WHIP
Effect: RKA 2d6, Penetrating
Target: One character
Duration: InstantRange: 6m
END Cost: 4
Breakability: 9 PD/9 ED
Description: Tis unusual weapon uses magneticfields to harness a stream o energy in the ormo a whip, allowing the wielder to inflict deadlyenergy damage on targets within 6m. Te char-acter can define the exact type o energy whenhe buys the whip; fire and electricity are bothpopular.
Game Information: RKA 2d6, Penetrating (+½)
(45 Active Points); OAF (-1), Limited Range (6m;-¼). otal cost: 20 points.
Options:
1) Strong Whip: Increase to RKA 3d6. 67 ActivePoints; total cost 30 points.
2) Weak Whip: Decrease to RKA 1d6. 22 ActivePoints; total cost 10 points.
3) Realistic Whip: Te magnetic fields that allowthe whip to unction can’t orm properly inenvironmental magnetic fields, rendering thewhip useless. Add Will Not Work In StrongMagnetic Fields (-¼). otal cost: 18 points.
4) Experimental Whip: Te technology in the whip
is highly experimental; sometimes the energy
lash flickers out. Add Activation Roll 13- (-¼).otal cost: 18 points.
5) Multi-Energy Whip: Te wielder can manipulatecontrols in the handle o the whip to change
the orm o energy it uses. Add Variable SpecialEffects (electricity, fire, pulson, or sonic energy;+¼). 52 Active Points; total cost 23 points.
H MANIPULATORY CAPE
Effect: Extra Limb plus Reach +1m
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Tanks to special wires and cyber-
netic circuitry woven into his cape, a character cancontrol the cape’s motion. He can use it to pick upor hold objects and perorm other crude tasks, butcan only hurt other people with it i he bunchesit up and hits people next to him (i.e., when hedoesn’t use the extra Reach).
Game Information: Extra Limb (1) (5 ActivePoints); Limited Manipulation (-¼), Nonpersis-tent (-¼) (total cost: 3 points) plus Reach +1m (1Active Point); OAF (-1), Only With Extra Limb(-½), Cannot Do Damage (-½) (total cost: 1point). otal cost: 4 points.
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144 n Weapons Hero System 6th Edition
H MONOMOLECULAR SWORD
Effect: HKA 2d6, Armor Piercing (x2),Penetrating (x2)
Target: One character
Duration: Instant
Range: ouch
END Cost: 0
Breakability: 21 PD/21 ED
Description: Forged using super-science tech-niques so that it’s only one molecule (or perhapseven one atom!) thick, this sword can cut throughanything.
With a change in special effects, you canalso use this write-up or a Sonic Sword, a meleeweapon with a blade o ocused sonic energy.
Game Information: HKA 2d6 (plus SR), ArmorPiercing (x2; +½), Penetrating (x2; +1), ReducedEndurance (0 END; +½) (90 Active Points); OAF(-1), No Knockback (-¼). otal cost: 40 points.
Options:
1) Monomolecular Sword Variant: Tis ormo Monomolecular Sword can cut throughanything except energy fields. Change to HKA2d6 (plus SR), NND (deense is PD ResistantProtection defined as a orce-field, or the like;+1), Does BODY (+1), Reduced Endurance (0END; +½) (105 Active Points); OAF (-1), NoKnockback (-¼). otal cost: 47 points.
2) Realistic Monomolecular Sword: Because it’sso thin in one dimension, the MonomolecularSword is prone to breakage — i the wielderdoesn’t strike the blow exactly edge-on, thesword takes damage and may break. Add
Requires A Use Monomolecular Sword Roll(-½) and Side Effects (sword takes 1d6 KillingDamage; -¼). otal cost: 30 points.
H POWER HAMMER
Effect: HA +10d6
Target: One character
Duration: Instant
Range: ouch
END Cost: 5
Breakability: 10 PD/10 ED
Description: Tis weapon — sometimes sledge-
hammer-like, sometimes more akin to a mace —uses an energy field o some sort to augment theorce o the blow. Even the puniest character cansmash down walls with a Power Hammer!
Game Information: HA +10d6 (50 Active Points);OAF (-1), Hand-o-Hand Attack (-¼). otal cost:22 points.
Options:
1) Strong Hammer: Increase to HA +12d6. 60Active Points; total cost 27 points.
2) Weak Hammer: Decrease to HA +8d6. 40Active Points; total cost 18 points.
3) Realistic Hammer: Te Power Hammer is anawkward weapon; the wielder has to makea SR Roll to he and hit with it properly.Add Requires A SR Roll (-½). otal cost: 18points.
4) Hammer Gauntlet: Tis orm o the PowerHammer is attached to a gauntlet so that it’sdifficult to take away rom a character. Changeto OIF (-½). otal cost: 28 points.
H QUESTIONITE CLAWS
Effect: HKA 1d6, Armor Piercing, Pene-trating (x2)
Target: One character
Duration: Instant
Range: ouch
END Cost: 0
Breakability: Unbreakable
Description: Te character has claws made ounbreakable questionite that never lose their edgeand can cut through virtually anything. Tey
project rom his fingertips, the back o his hands,or the like at will. Because they’re a part o thecharacter, the claws don’t qualiy as a Focus; itwould require surgery to remove them.
Game Information: HKA 1d6 (plus SR), ArmorPiercing (+¼), Penetrating (x2; +1), ReducedEndurance (0 END; +½). otal cost: 41 points.
Options:
1) Large Claws: Increase to HKA 1½d6. otalcost: 69 points.
2) Small Claws: Decrease to HKA ½d6. otal cost:27 points.
3) Realistic Claws I: Te character’s claws projectrom his hands in such a way that it’s airly easyto prevent him rom activating and using themby grabbing his hands, or positioning themin such a way that the character has to hurthimsel to project them. Add Restrainable (-½).41 Active Points; total cost 27 points.
4) Realistic Claws II: Te character cannot retracthis claws; they’re always “out,” and that makesit hard to handle some objects or perorm sometasks requiring manual dexterity. Add SideEffects (-2 penalty on all DEX Rolls involvingmanual dexterity, always occurs; -½). 41 ActivePoints; total cost 27 points.
5) Realistic Claws III: Te character’s claws aren’tnatural; they’re attached to his flesh and/orbones artificially. I he tries to cut objects thatare too hard or dense, they can rip partially orwholly ree rom their housings, hurting him.Add Side Effects (character takes ½d6 KillingDamage to the hands [no deense applies] i heuses his Claws on large inanimate objects withmore than 9 PD, always occurs; -½). 41 ActivePoints; total cost 27 points.
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Hero System Equipment Guide n Chapter One 14
H SHOCK GLOVE
Effect: Various Attack Powers
Target: One character
Duration: Instant
Range: ouch
Charges: 30 Charges or entire reserve
Breakability: 15 PD/15 ED
Description: Tis glove has a built-in battery.Te wearer can activate the battery by cybernetic
command, sending power to conductive fiberswoven into the glove. Depending on which fibersand circuits the wearer activates, he can create awide variety o offensive effects: a taser-like touch;paralysis; or a deadly shock.
Game Information:
Cost Power
37 Shock Gloves: Multipower, 60-point reserve, 30
Charges for entire reserve (+¼); all OIF (-½),No Range (-½)
3f 1) Taser Touch I: Blast 8d6, NND (defense is
insulated rED covering the entire body; +½);OIF (-½), No Range (-½)
2f 2) Taser Touch II: Blast 6d6, NND (defense isinsulated rED covering the entire body; +½),
Constant (+½); OIF (-½), Lockout (-½), NoRange (-½), Must Maintain Touch To MaintainEffect (-¼), Costs 1 Charge Per Phase ToMaintain (-¼)
2f 3) Paralytic Grip: Entangle 3d6, 3 PD/3 ED,Takes No Damage From Attacks (+1); OIF(-½), No Range (-½), Lockout (-½), MustMaintain Touch To Maintain Effect (-¼), Costs
1 Charge Per Phase To Maintain (-¼)
3f 4) Deadly Touch I: RKA 4d6; OIF (-½), NoRange (-½), Requires 2 Charges Per Use (-¼)
1f 5) Deadly Touch II: RKA 2d6, Constant (+½);
OIF (-½), No Range (-½), Requires 2 ChargesPer Use, And 1 Charge Per Phase To Maintain(-½), Lockout (-½), Must Maintain Touch To
Maintain Effect (-¼)
Total cost: 48 points.
Options:
1) Strong Shock Glove: Increase reserve to 80points, Slot 1 to Blast 10d6, Slot 2 to Blast 8d6,Slot 3 to Entangle 4d6, 4 PD/4 ED, Slot 4 toRKA 5d6, and Slot 5 to RKA 3d6. otal cost:65 points.
2) Weak Shock Glove: Decrease reserve to 45points, Slot 1 to Blast 6d6, Slot 2 to Blast 4d6,Slot 3 to Entangle 2d6, 2 PD/2 ED, Slot 4 toRKA 3d6, and Slot 5 to RKA 1d6+1. otal cost:39 points.
3) Realistic Shock Glove: Instead o having abuilt-in battery, the Shock Glove attaches to abattery pack worn on the belt (or elsewhere) via a cable. An attacker can easily cut or detachthe cable, rendering the Glove useless untilrepaired. Change to OAF (-1). otal cost: 40points.
4) Experimental Shock Glove: Te Shock Glovedoesn’t always work on command. Add Activa-tion Roll 14- (-¼) to reserve and all slots. otalcost: 43 points.
5) Bigger Battery: Te Shock Glove have a muchlarger battery with more power capacity.Change to 60 Charges (+½) or reserve. otalcost: 56 points.
H STEEL WHIPEffect: HKA 1d6+1, Armor Piercing plus
Reach +5m
Target: One character
Duration: Instant
Range: ouch (Reach +5m)
END Cost: 3
Breakability: 5 PD/5 ED
Description: Tis weapon is a whip made owoven steel mesh, high-flexibility steel cable, orthe like. It can inflict deadly wounds on any targetwithin 6m; the wielder can also use it to Grab
objects and the like. (Ordinarily Reach boughtor a weapon takes the Limitation Only o CauseDamage, but the Reach or the Steel Whip doesnot.)
Game Information: HKA 1d6+1, Armor Piercing(+¼) (25 Active Points); OAF (-1), No SR Bonus(-½) (total cost: 10 points) plus Reach +5m (5Active Points); OAF (-1) (total cost: 5 points).otal cost: 15 points.
Options:
1) Strong Whip: Increase to HKA 1½d6. 31 + 5=59 Active Points; total cost 12 + 5 = 17 points.
2) Weak Whip: Decrease to HKA 1d6. 19 + 5= 24Active Points; total cost 8 + 5 = 13 points.
3) Longer Whip: Increase to Reach +9m. 25 + 9 =34 Active Points; total cost 10 + 9 = 19 points.
4) Cutting Whip: Te whip is so powerul it cancut through nearly anything. Change ArmorPiercing to (x2; +½) and add Penetrating (+½)to HKA. 40 + 5 = 45 Active Points; total cost 16+ 5 = 21 points.
5) Bullet Deflection: Te user can cause the whipto spin around in a circle at high enoughspeeds to deflect any physical missile. Changeto a Multipower with a 41-point reserve, allOAF (-1), one slot as the standard powerabove, one slot Barrier 8 PD, 8 BODY (5mlong, 5m high, and ½m thick), Non-Anchored(41 Active Points); OAF (-1), Costs Endurance(to maintain; -½), No Range (must center onuser; -½), Sel Only (-½). otal cost: 22 points.
6) Electrification: I the character can wrap thewhip around a target — use the Reach to Grabthe target instead o hitting him with the HKA,in other words — he can deliver a powerulelectric jolt to the target. Depending upon theamount o power used, the jolt can simply stunthe target, or it can kill. Character also buys:
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146 n Weapons Hero System 6th Edition
Cost Power
13 Whip Electrification: Multipower, 40 pointreserve; all OAF (steel whip; -1), Only VersusTargets Grabbed By Whip (-1)
1f 1) Standard Electrification: Blast 8d6; OAF(-1), Only Versus Targets Grabbed By Whip(-1), No Knockback (-¼)
1f 2) Taser Electrification: Blast 5d6, NND
(defense is rED covering the entire body; +½);
OAF (-1), Only Versus Targets Grabbed ByWhip (-1)
1f 3) Deadly Electrification: RKA 2½d6; OAF (-1),
Only Versus Targets Grabbed By Whip (-1) NoKnockback (-¼)
Total cost: 16 points (in addition to cost of Steel Whip)
H WRECKING BALL
Effect: HA +8d6
Target: One character
Duration: Instant
Range: ouch (Reach +1m)
END Cost: 4Breakability: 8 PD/8 ED
Description: Tis weapon is nothing more thana large, solid iron wrecking ball on the end o asturdy chain. It’s a avored weapon o some “brick”characters; it weighs 3,200 kilograms, so onlycharacters o SR 40 and above can effectivelywield it.
Game Information: HA +8d6 (40 Active Points);OAF (-1), Hand-o-Hand Attack (-¼), Can OnlyBe Used By Characters With SR 40 Or Above(-0) (total cost: 18 points) plus Reach +1m (1
Active Point); OAF (-1) (total cost: 1 point). otalcost: 19 points.
Options:
1) Strong Wrecking Ball: Increase to HA +10d6.50 + 1 = 51 Active Points; total cost 22 + 1 = 23points.
2) Weak Wrecking Ball: Decrease to HA +5d6. 25+ 1 = 26 Active Points; total cost 11 + 1 = 12points.
3) Realistic Ball: Te Wrecking Ball is an awkwardweapon; the wielder has to make a SR Roll tohe and hit with it properly. Remove Can OnlyBe Used By Characters With SR 40 Or Above
(-0) and add Requires A SR Roll (-½) to theHA. otal cost 14 + 1 = 15 points.
4) Spinning The Ball: Te character’s so skilled atwhirling the Wrecking Ball around to build upmomentum beore he hits with it that he cansometimes do extra damage. Character alsobuys HA +2d6 (10 Active Points); OAF (-1),Hand-o-Hand Attack (-¼), Requires A UseWrecking Ball Roll (-½) (total cost: 3 points).40 + 1 + 10 = 51 Active Points; total cost 186 +1 + 4 = 23 points.
Mind-Affecting WeaponsTese devices affect the victim’s mind in some
way — they take control o it, psychically assaultit, or the like. Most, but not all, are psionic innature.
H EMOTION MANIPULATOR
Effect: Mind Control 8d6
Target: One characterDuration: Constant
Range: LOS
END Cost: 5
Breakability: 10 PD/10 ED
Description: Tis sophisticated neuro-manipu-lation device, usually built in a rod- or box-likeorm, allows the wielder to control the emotionso others.
Game Information: Mind Control 8d6, elepathic(+¼) (50 Active Points); OAF (-1), Only o Alter/Inflict Emotional States (-½). otal cost: 20
points.
Options:
1) Strong Manipulator: Increase to Mind Control12d6. 75 Active Points; total cost 30 points.
2) Weak Manipulator: Decrease to Mind Control6d6. 37 Active Points; total cost 15 points.
3) Experimental Manipulator: Tis orm otechnology remains highly experimental anddoesn’t always work properly. Add ActivationRoll 14- (-¼). otal cost: 18 points.
4) Restricted Manipulator I: Tis orm o theManipulator can only affect one emotion,
defined when the character buys the gadget.Change to Only o Alter/Inflict One EmotionalState (-1). otal cost: 17 points.
5) Restricted Manipulator II: Tis orm o theManipulator can only affect three emotions,defined when the character buys the gadget.Change to Only o Alter/Inflict TreeEmotional States (-¾). otal cost: 18 points.
6) Disguised Manipulator: Tis orm o theManipulator looks like an ordinary object, suchas a piece o jewelry or a ountain pen. ChangeOAF (-1) to IAF (-½). otal cost: 25 points.
7) Group Emotion Manipulator I: Tis powerul
version o the Manipulator can affect multiplepersons’ emotions at once. Add Area O Effect(30m Radius Selective; +1¼). 100 ActivePoints; total cost 40 points.
8) Group Emotion Manipulator II: As GroupEmotion Manipulator I, but the device onlyaffects persons near the user. Add PersonalImmunity (+¼) and No Range (-½). 110 ActivePoints; total cost 37 points.
9) Neuromanipulator: Tis device can take controlo the victim’s mind totally, not just manipulatehis emotions. Remove Only o Alter/InflictEmotional States (-½). otal cost: 25 points.
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Hero System Equipment Guide n Chapter One 14
H HALLUCINATION SPRAY
Effect: Mental Illusions 12d6
Target: One character
Duration: Instant
Range: 6m
Charges: 6 Charges
Breakability: 12 PD/12 ED
Description: Tis weapon is a hallucinogenicgas or mist the character sprays on other people,
causing them to experience vivid visions indis-tinguishable rom reality. Te character has nocontrol over the victim’s hallucination (it couldeven help the victim, though that sort o reac-tion is very rare), and cannot change or affect thecourse o the hallucination.
Game Information: Mental Illusions 12d6 (60Active Points); IIF (-¼), Based On CON (PDapplies; -1), No Conscious Control (-1), LimitedRange (6m; -¼), 6 Charges (-¾). otal cost: 14points.
Options:1) Strong Spray: Increase to Mental Illusions
15d6. 75 Active Points; total cost 18 points.
2) Weak Spray: Decrease to Mental Illusions 9d6.45 Active Points; total cost 10 points.
3) Realistic Spray: I the winds are wrong or thecharacter doesn’t use the spray properly, it mayaffect him instead. Add Requires A DEX Roll
(-½) and Side Effects (spray affects character;-1). otal cost: 10 points.
4) Experimental Spray: Some people seem to beimmune to the effects o the spray, or don’talways get enough o a dose or it to affectthem. Add Activation Roll 14- (-¼). otal cost:13 points.
5) Obvious Spray: Te nature o the spray weaponis apparent to any who see it. Change IIF (-¼)
to OIF (-½). otal cost: 13 points (or 12 pointsor OAF [-1]).
6) Variant Spray: Tis orm o the spray caneasily affect opponents with high PDs. AddNND (deense is Lie Support [Sel-ContainedBreathing or appropriate Immunity]; +1). 120Active Points; total cost 28 points.
7) More Spray: Increase to 12 Charges (-¼). otalcost: 16 points.
8) Less Spray: Decrease to 3 Charges (-1¼). otalcost: 13 points.
H HYPNOTIC MUSICAL INSTRUMENT
Effect: Mind Control 12d6, Gestures,Requires A Skill Roll
Target: 32m Radius
Duration: Instant
Range: No Range
END Cost: 0
Breakability: 33 PD/33 ED
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148 n Weapons Hero System 6th Edition
Description: Tis unusual musical instrument,possibly the creation o a mad musician or a girom the aerie-olk, allows the person playing itto take control o the minds o people who hearhim (defined, or these purposes, as anyone within48m o him). He can affect multiple people atonce, and even choose to affect only some peoplewithin the Area O Effect, but must issue the sameorder to everyone affected (usually by singing thecommands).
Although Mind Control is an Instant Power,the character must keep playing the instrumentas long as he wants the Mind Control to remainin effect. I he ever stops playing or any reason,the Mind Control effect effect stops immediately,returning the victims’ sel-will. Just drowningout the music won’t necessarily stop the MindControl as long as the character keeps playing, butin the GM’s option may allow the victims anotherBreakout Roll (or impose a small penalty on MCVAttack Rolls to use the power).
Game Information: Mind Control 12d6, AreaO Effect (32m Radius Selective; +1¼), ReducedEndurance (0 END; +½) (165 Active Points); OAF(-1), Gestures (two hands throughout; -1), EffectEnds Immediately I Character Stops Playing (-½),No Range (-½), Requires A PS: [Play Instrument]Roll (-¼). otal cost: 39 points.
Options:
1) Strong Instrument: Increase to Mind Control15d6. 206 Active Points; total cost 48 points.
2) Weak Instrument: Decrease to Mind Control9d6. 124 Active Points; total cost 29 points.
3) Unspoken Commands: Te character cantransmit orders to the victims through his
music alone. Add elepathic (+¼). 180 ActivePoints; total cost 42 points.
H HYPNOTIC SPINNER
Effect: Mind Control 10d6
Target: One character
Duration: Constant
Range: 20m
END Cost: 5
Breakability: 10 PD/10 ED
Description: Tis device, sometimes built intoan item o jewelry (or the like) or a hat but always
obvious because o the spiral pattern on it, canalmost instantly hypnotize other people. Whenactivated, the device spins the spiral pattern, andthat and the neuro-energy it projects allows thewielder to take control o the victim’s mind.
Game Information: Mind Control 10d6 (50 ActivePoints); OAF (-1), Limited Normal Range (20m;-¼). otal cost: 22 points.
Options:
1) Strong Hypnosis: Increase to Mind Control12d6. 60 Active Points; total cost 27 points.
2) Weak Hypnosis: Decrease to Mind Control 8d6.
40 Active Points; total cost 18 points.
3) Realistic Hypnosis: Hypnotizing someone withthis device takes a lot o time. Add Extra ime(1 urn; -1¼). otal cost: 14 points.
4) Experimental Hypnosis: Te neuro-energyprojector in this device is prone to unexpectedailure. Add Activation Roll 14- (-¼). otalcost: 20 points.
5) Easy Hypnosis: Using this device doesn’t tire acharacter out at all. Add Reduced Endurance
(0 END; +½). 75 Active Points; total cost 33points.
6) Telepathic Hypnosis: Te device can projecttelepathic commands rom the user’s mind tothe victim’s. Add elepathic (+¼). 62 ActivePoints; total cost 27 points.
7) Ocular Hypnosis: o make the device work,the wielder must establish eye contact with his victim. Change Limited Normal Range (-¼)to Eye Contact Required (-½). otal cost: 20points.
8) Attached Spinner: aking the character’sspinner away isn’t easy. Change OAF (-1) to
OIF (-½). otal cost: 28 points.
H MINDBLASTER HEADBAND
Effect: Mental Blast 4d6
Target: One character
Duration: Instant
Range: LOS
END Cost: 4
Breakability: 8 PD/8 ED
Description: Tis device is a headband made osome gold-colored metal with a gem-like crystal(usually red or green) set into it in the center o
the orehead. While wearing it, a character canattack his oes with powerul blasts o psionicorce.
Game Information: Mental Blast 4d6 (40 ActivePoints); OAF (-1). otal cost: 20 points.
Options:
1) Strong Headband: Increase to Mental Blast 6d6.60 Active Points; total cost 30 points.
2) Weak Headband: Decrease to Mental Blast 3d6.30 Active Points; total cost 15 points.
3) Realistic Headband: Te Headband has aninternal battery that only has enough energy
or a ew mind-blasts beore it requiresrecharging. Add 8 Charges (-½). otal cost: 16points.
4) Experimental Headband: Psionic technology isa new field, and devices created with it don’talways perorm as expected. Add ActivationRoll 14- (-¼). otal cost: 18 points.
5) Attached Headband: Tis orm o the Headbandisn’t so easily taken away rom the character. Itmay be built into a helmet, a ring, or the like— or it may simply fit very firmly around hishead. Change OAF (-1) to OIF (-½). otal cost:27 points.
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150 n Weapons Hero System 6th Edition
(30 Active Points); OAF (-1), Linked (-½) (totalcost: 12 points). otal cost: 25 points.
Options:
1) Strong Inducer: Increase to Mental Blast 5d6plus Drain 4d6. 50 + 40 = 90 Active Points;total cost 22 + 16 = 38 points.
2) Weak Inducer: Decrease to Mental Blast 2d6plus Drain 2d6. 20 + 20 = 40 Active Points;total cost 9 + 8 = 17 points.
3) Realistic Inducer: Te Inducer has a built-inbattery that only provides enough power ora ew Feedback blasts. Add 8 Charges (-½) toeach power. otal cost 11 + 10 = 21 points.
4) Experimental Inducer: Te psionic technologyused to build the Inducer is experimental, andthus unreliable. Add Activation Roll 14- (-¼)to each power. otal cost 12 + 11 = 23 points.
5) Attached Inducer: Te Inducer is built into ahelmet, or otherwise more firmly attached tothe character’s person. Change OAF (-1) to OIF(-½). otal cost 17 + 15 = 32 points.
6) Ongoing Feedback: Tis orm o the devicecontinues generating painul eedback as longas the user concentrates on the target ( i.e., paysEND). Add Constant (+½) to both powers. 45+ 45 = 90 Active Points; total cost 20 + 18 = 38points.
7) Variant Psionic Feedback Inducer: Tis type oInducer works on a Line O Sight basis. Changeto: Mental Blast 3d6 (30 Active Points); OAF(-1) (total cost: 15 points) plus Drain DEX3d6, Line O Sight (+½) (45 Active Points);OAF (-1), Linked (-¼) (total cost: 20 points).otal cost: 35 points.
Muscle-PoweredRanged Weapons
H ARMOR-WEAKENING CAPSULES
Effect: Drain Armor 4d6
Target: One character
Duration: Instant
Range: RBSCharges: 4
Breakability: 34 PD/34 ED
Description: Tis weapon is a capsule containinga chemical or nanotechnological compound thatweakens metal, ceramic, cloth, leather, and othersubstances used to construct suits o armor. Whenit hits a target, it breaks, spreading the substanceover the armor and thus diminishing the protec-tive qualities o that armor. (In HERO System terms, this power has Variable Effect so it canDrain whatever Power’s used to create a suit oarmor: Resistant Protection, Damage Negation,
Damage Reduction, ordinary PD/ED, or the like.)
Game Information: Drain Armor 4d6, VariableEffect (any one technological armor power atonce; +½), Delayed Return Rate (points return atthe rate o 5 per Month; +2¾) (170 Active Points);OAF (-1), Only Works On echnological Armors(-¼), Range Based On SR (-¼), 4 Charges (-1).otal cost: 48 points.
Options:
1) Strong Capsules: Increase to Drain Armor 5d6.212 Active Points; total cost 60 points.
2) Weak Capsules: Decrease to Drain Armor 3d6.
127 Active Points; total cost 36 points.3) Realistic Capsules: Te capsules are prone
to breaking. Add Fragile (-¼). otal cost: 45points.
4) Experimental Capsules: Sometimes the capsulesdon’t break, or the substance in them hasexpired and ails to work. Add Activation Roll14- (-¼). otal cost: 45 points.
5) Capsule Gun: Te character doesn’t throw thecapsules, he shoots them rom a small gun.Remove Range Based On SR (-¼). 170 ActivePoints; total cost 52 points.
6) More Capsules: Increase to 8 Charges (-½).
otal cost: 57 points.7) Fewer Capsules: Decrease to 2 Charges (-1½).
otal cost: 42 points.
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Hero System Equipment Guide n Chapter One 15
H GRENADES, MINI-GRENADES, AND THROWING PELLETS
Effect: Various Attack Powers
Target: Varies
Duration: Varies
Range: Varies
Charges: Varying Charges
Breakability: Varies
Description: Many characters carry grenades orsimilar thrown weapons, such as mini-grenades orthrowing pellets. ypically these weapons explode,or carry substances that expand to cover an areawhen the weapon bursts open. In many casescharacters manuacture them in specific shapes tobetter match a costume or “theme.”
Each weapon below comes in grenade, mini-grenade, and pellet orm in descending level opower or effectiveness. O course, many otheroptions are appropriate; you could, or example,adapt some o the super-arrows described belowor use as grenade-like weapons. Each grenade-
like weapon is listed as having 6 Charges, butcould easily have more or less i desired.
For throwing purposes, grenades weigh .8 kg,mini-grenades .4 kg, and throwing pellets .2 kg.
Game Information:
CONCUSSIVECost Power
20 Concussive Grenade: Blast 8d6, Area Of Effect
(18m Radius Explosion; +½) (60 ActivePoints); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
12 Concussive Mini-Grenade: Blast 6d6, Area Of
Effect (14m Radius Explosion; +¼) (37 ActivePoints); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
10 Concussive Throwing Pellet: Blast 5d6 (12m
Radius Explosion; +¼) (31 Active Points); OAF(-1), Range Based On STR (-¼), 6 Charges(-¾)
EMPCost Power
70 EMP Grenade: Drain Electronic Device Powers
4d6, Expanded Effect + Variable Effect (allElectronic Device powers simultaneously; +4), Area Of Effect (8m Radius Explosion; +¼)
(210 Active Points); OAF (-1), Range Based OnSTR (-¼), 6 Charges (-¾)
52 EMP Mini-Grenade: Drain Electronic DevicePowers 3d6, Expanded Effect + Variable
Effect (all Electronic Device powers simul-taneously; +4), Area Of Effect (6m RadiusExplosion; +¼) (157 Active Points); OAF (-1),Range Based On STR (-¼), 6 Charges (-¾)
35 EMP Throwing Pellet: Drain Electronic DevicePowers 2d6, Expanded Effect + VariableEffect (all Electronic Device powers simul-taneously; +4), Area Of Effect (4m Radius
Explosion; +¼) (105 Active Points); OAF (-1),
Range Based On STR (-¼), 6 Charges (-¾)
FLARECost Power
20 Flare Grenade: Sight Group Flash 8d6 (18mRadius Explosion; +½) (60 Active Points); OAF(-1), Range Based On STR (-¼), 6 Charges(-¾)
12 Flare Mini-Grenade: Sight Group Flash 6d6, Area Of Effect (14m Radius Explosion; +¼)(37 Active Points); OAF (-1), Range Based On
STR (-¼), 6 Charges (-¾)10 Flare Throwing Pellet: Sight Group Flash 5d6
(10m Radius Explosion; +¼) (31 ActivePoints); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
FRAGMENTARYCost Power
20 Frag Grenade: RKA 2½d6 (18m Radius Explo-sion; +½) (60 Active Points); OAF (-1), RangeBased On STR (-¼), 6 Charges (-¾)
12 Frag Mini-Grenade: RKA 2d6, Area Of Effect
(14m Radius Explosion; +¼) (37 ActivePoints); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
10 Frag Throwing Pellet: RKA 1½d6 (10m Radius
Explosion; +¼) (31 Active Points); OAF (-1),Range Based On STR (-¼), 6 Charges (-¾)
INCENDIARYCost Power
15 Incendiary Grenade: RKA 2d6, Armor Piercing(+¼), Area Of Effect (14m Radius Explosion;
+¼) (45 Active Points); OAF (-1), RangeBased On STR (-¼), 6 Charges (-¾)
12 Incendiary Mini-Grenade: RKA 1½d6, ArmorPiercing (+¼), Area Of Effect (12m Radius
Explosion; +¼) (37 Active Points); OAF (-1),Range Based On STR (-¼), 6 Charges (-¾)
10 Incendiary Throwing Pellet: RKA 1d6+1, ArmorPiercing (+¼), Area Of Effect (8m Radius
Explosion; +¼) (30 Active Points); OAF (-1),Range Based On STR (-¼), 6 Charges (-¾)
KNOCKOUT GASCost Power
21 Knockout Gas Grenade: Blast 5d6, NND(defense is Life Support [Self-Contained
Breathing or appropriate Immunity]; +1), Area Of Effect (8m Radius; +½) (62 ActivePoints); OAF (-1), Range Based On STR (-¼),
6 Charges (-¾)
17 Knockout Gas Mini-Grenade: Blast 4d6, NND(defense is Life Support [Self-ContainedBreathing or appropriate Immunity]; +1),
Area Of Effect (8m Radius; +½) (50 ActivePoints); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
11 Knockout Gas Throwing Pellet: Blast 3d6,
NND (defense is Life Support [Self-ContainedBreathing or appropriate Immunity]; +1), Area Of Effect (1m Radius; +¼) (34 ActivePoints); OAF (-1), Range Based On STR (-¼),
6 Charges (-¾)
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152 n Weapons Hero System 6th Edition
PARALYSIS GASCost Power
37 Paralysis Gas Grenade: Entangle 5d6, 5 PD/5ED, Takes No Damage From Attacks (+1), Area Of Effect (4m Radius; +¼) (112 Active
Points); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
30 Paralysis Gas Mini-Grenade: Entangle 4d6,4 PD/4 ED, Takes No Damage From Attacks
(+1), Area Of Effect (2m Radius; +¼) (90 Active Points); OAF (-1), Range Based On STR(-¼), 6 Charges (-¾)
22 Paralysis Gas Throwing Pellet: Entangle 3d6,
3 PD/3 ED, Takes No Damage From Attacks(+1), Area Of Effect (1m Radius; +¼) (67 Active Points); OAF (-1), Range Based On STR(-¼), 6 Charges (-¾)
PASTECost Power
25 Paste Grenade: Entangle 5d6, 5 PD/5 ED, AreaOf Effect (20m Radius Explosion; +½) (75 Active Points); OAF (-1), Range Based On STR
(-¼), 6 Charges (-¾)17 Paste Mini-Grenade: Entangle 4d6, 4 PD/4 ED,
Area Of Effect (16m Radius Explosion; +¼)(50 Active Points); OAF (-1), Range Based OnSTR (-¼), 6 Charges (-¾)
12 Paste Throwing Pellet: Entangle 3d6, 3 PD/3ED, Area Of Effect (12m Radius Explosion;+¼) (37 Active Points); OAF (-1), RangeBased On STR (-¼), 6 Charges (-¾)
SMOKECost Power
24 Smoke Grenade: Darkness to Sight Group 12m
radius (60 Active Points); OAF (-1), RangeBased On STR (-¼), 6 Continuing Chargeslasting 1 Turn each (removed by high winds or
rain; -¼)
16 Smoke Mini-Grenade: Darkness to Sight Group8m radius (40 Active Points); OAF (-1), RangeBased On STR (-¼), 6 Continuing Charges
lasting 1 Turn each (removed by high winds orrain; -¼)
12 Smoke Throwing Pellet: Darkness to Sight
Group 6m radius (30 Active Points); OAF(-1), Range Based On STR (-¼), 6 ContinuingCharges lasting 1 Turn each (removed by highwinds or rain; -¼)
TEAR GASCost Power
33 Tear Gas Grenade: Sight Group Flash 5d6, Area
Of Effect (8m Radius; +½), NND (defenseis solid, sealed coverings over the eyes orappropriate Life Support [Immunity]; +½),
Delayed Recovery (each BODY equals 1Turn of effect, see APG 99; +2) (100 ActivePoints); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
27 Tear Gas Mini-Grenade: Sight Group Flash4d6, Area Of Effect (8m Radius; +½), NND(defense is solid, sealed coverings over the
eyes or appropriate Life Support [Immunity];+½), Delayed Recovery (each BODY equals1 Turn of effect, see APG 99; +2) (80 ActivePoints); OAF (-1), Range Based On STR (-¼),
6 Charges (-¾)
20 Tear Gas Throwing Pellet: Sight Group Flash
3d6, Area Of Effect (8m Radius; +½), NND(defense is solid, sealed coverings over the
eyes or appropriate Life Support [Immunity];+½), Delayed Recovery (each BODY equals1 Turn of effect, see APG 99; +2) (60 Active
Points); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
H HURLED LIGHTNING
Effect: RKA 3d6
Target: One character
Duration: Instant
Range: RBS
Charges: 10 Charges
Breakability: Unbreakable
Description: Tis weapon is a quiver o 10 boltso electricity, each encased in some sort o energyfield that allows the character to handle and throwthem without harm. When they’re thrown, thefield dissolves and they strike with deadly orce.
For throwing purposes, each bolt o Lightningweighs 1 kilogram.
Game Information: RKA 3d6 (45 Active Points);OAF (-1), Range Based On SR (-¼), 10 Charges(-¼). otal cost: 18 points.
Options:
1) Strong Lightning: Increase to RKA 4d6. 60Active Points; total cost 24 points.
2) Weak Lightning: Decrease to RKA 2d6. 30Active Points; total cost 12 points.
3) Experimental Lightning: Sometimes one o thebolts is a dud that dissipates beore striking thetarget. Add Activation Roll 14- (-¼). otal cost:16 points.
4) Boom Lightning: Add Area O Effect (20mRadius Explosion; +½). 67 Active Points; totalcost 27 points.
5) Cutting Lightning: Add Armor Piercing (+¼).56 Active Points; total cost 22 points.
6) Cutting Lightning II: Tis orm o HurledLightning strikes with even greater effect. AddArmor Piercing (+¼) and +2 Increased SUNMultiplier (+½). 79 Active Points; total cost 32points.
7) Thunderclap Lightning: When it strikes thetarget, the bolt also emits a tremendous thun-derclap. Add Hearing Group Flash 6d6 (18mRadius Explosion; +½), Personal Immunity(+¼) (31 Active Points); OAF (-1), Linked(-½), Range Based On SR (-¼), 10 Charges(-¼) (total cost: 10 points). 45 + 31 = 76 Active
Points; total cost 18 + 10 = 28 points.
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Hero System Equipment Guide n Chapter One 15
8) More Lightning Bolts: Change to 15 Charges(-0). otal cost: 20 points.
9) Fewer Lightning Bolts: Change to 5 Charges(-¾). otal cost: 15 points.
H POISON DUST
Effect: RKA 3d6, NND, Does BODY
Target: One character
Duration: Instant
Range: 6m
Charges: 4
Breakability: 1 PD/1 ED
Description: Tis weapon is a handul o dustwith poisonous properties. When thrown in a victim’s ace or onto his skin, it poisons him.
Te character can define the secondaryphysical effects o the Poison Dust when he buysit. It might discolor the victim’s skin, contort the victim’s acial eatures, cause all the victim’s hair toall out, wither the victim’s body and leave his acewith a skull-like appearance, or the like. It oen
depends on the character’s name, theme, or otherpowers.
Game Information: RKA 3d6, NND (deense isLie Support [Sel-Contained Breathing or appro-priate Immunity]; +1), Does BODY (+1) (135Active Points); OAF Fragile (-1¼), Limited Range(6m; -¼), 4 Charges (-1). otal cost: 38 points.
Options:
1) Strong Dust: Increase to RKA 4d6. 180 ActivePoints; total cost 51 points.
2) Weak Dust: Decrease to RKA 2d6. 90 ActivePoints; total cost 26 points.
3) Realistic Dust: I the character’s not careul,he may accidentally expose himsel to thedust! Add Requires A DEX Roll (-½) and SideEffects (character suffers the effects o the dust;-1). otal cost: 27 points.
4) Long-Range Dust: Instead o throwing thedust, the character projects it with some sort osprayer or similar device. Change to LimitedRange (24m; -¼). otal cost: 38 points.
5) More Dust: Te character carries a larger supplyo dust. Change to 8 Charges (-½). otal cost:45 points.
6) Knockout Dust: Tis orm o the Dust only
knocks the victim out. Change to Blast 8d6,NND (deense is Lie Support [Sel-ContainedBreathing or appropriate Immunity]; +1). 80Active Points; total cost 23 points.
7) Paralysis Dust: Tis orm o the Dust onlyrenders the victim unable to move. Change toEntangle 6d6, 6 PD/6ED, akes No DamageFrom Attacks (+1). 120 Active Points; total cost34 points.
8) Dust Cloud: When thrown, the dust expandsinto a cloud. Add Area O Effect (2m Radius;+¼). 146 Active Points; total cost 42 points.
9) Immune To The Dust: Te character’s dust won’taffect him. Add Personal Immunity (+¼). 146Active Points; total cost 42 points.
H RETURNING THROWING WEAPON
Effect: Blast 12d6
Target: One character
Duration: Instant
Range: RBS
END Cost: 6
Breakability: Not applicable (see text)
Description: Te character possesses a throwingweapon, such as a hammer or metal disk,containing a technological system o some sort —a gravitic manipulator or directed magnetic beam,or example — that returns it to his hand aer hethrows it. (It could instead be a mystic weaponwith an enchantment o returning cast upon it.)When he throws it, it automatically returns to hishand whether it hits or misses the target, and noone but him can pick it up or wield it.
In HERO System terms, this is a rare example oa gadget without the Focus Limitation. Althoughthe special effect is “a thrown object,” becausethe object returns to the character every time hethrows it, and no one can stop it or use it againsthim, it doesn’t unction like a Focus in gameterms. Tereore it gets no Limitation or beingan object. Given the special effect, the GM couldoccasionally have someone snatch the weapon outo the air as a “plot device,” but in most situationsno one can take the weapon away rom its user —i anyone tries to, it automatically returns to thewielder’s hand. As an added bonus, since it’s not aFocus, no one can break it.
Game Information: Blast 12d6 (60 Active Points);Range Based On SR (-¼). otal cost: 48 points.
Options:
1) Powerful Weapon: Increase to Blast 15d6. 75Active Points; total cost 60 points.
2) Weak Weapon: Decrease to Blast 10d6. 50Active Points; total cost 40 points.
3) Throwing Arsenal: Te character has not onereturning throwing weapon, but several. Hecan throw them all at one character, or oneapiece at multiple targets. Decrease to Blast8d6 and add Autofire (5 shots; +½). 60 Active
Points; total cost 48 points.4) Long-Range Weapon: Te device that causes
the weapon to return to the character can alsopropel it urther than he can throw it. RemoveRange Based On SR (-¼). otal cost: 60points.
5) Lethal Weapon: Te character’s weapon has anedge or a point that makes it deadly. Change toRKA 4d6. 60 Active Points; total cost 48 points.
6) Breakable Throwing Weapon: Since this “gadget”is really just a power, it can’t be taken awayrom the character or broken as i it were aFocus. I the character wants his Returning
Trowing Weapon to be accessible and
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154 n Weapons Hero System 6th Edition
breakable, add the Limitation Physical Mani- estation (-¼), which means it’s treated as i itwere a Breakable Focus. otal cost: 40 points.
H SUPER-BOOMERANGS
Effect: Various Attack Powers
Target: Varies
Duration: Varies
Range: Varies
Charges: Varying Charges
Breakability: Varies
Description: From Australia with love, theseboomerangs do more than hit the target romunusual angles. Tey carry explosives, knockoutgases, and other advanced weaponry that givesthem much greater “punch” than a standardwooden boomerang. (For HERO System statisticson real-world boomerangs and the like, includingrules or how a character can get them to return tohis hand i he misses the target, see the “TrowingClub” on page 35.)
Game Information:
STANDARD BOOMERANGCost Power
12 Boomerang: Blast 5d6, Indirect (Source Pointis always the character, but Path can change
from use to use; +½) (37 Active Points); OAF(-1), Range Based On STR (-¼), Beam (-¼), 4Recoverable Charges (-½)
15 Large Boomerang: Blast 6d6, Indirect (Source
Point is always the character, but Path canchange from use to use; +½) (45 ActivePoints); OAF (-1), Range Based On STR (-¼),Beam (-¼), 4 Recoverable Charges (-½)
7 Small Boomerang: Blast 3d6, Indirect (SourcePoint is always the character, but Path canchange from use to use; +½) (22 ActivePoints); OAF (-1), Range Based On STR (-¼),
Beam (-¼), 4 Recoverable Charges (-½)
BLADERANGCost Power
12 Basic Bladerang: RKA 1½d6, Indirect (SourcePoint is always the character, but Path canchange from use to use; +½) (37 Active
Points); OAF (-1), Range Based On STR (-¼),Beam (-¼), 4 Recoverable Charges (-½)
15 Large Bladerang: RKA 2d6, Indirect (SourcePoint is always the character, but Path can
change from use to use; +½) (45 ActivePoints); OAF (-1), Range Based On STR (-¼),Beam (-¼), 4 Recoverable Charges (-½)
7 Small Bladerang: RKA 1d6, Indirect (Source
Point is always the character, but Path canchange from use to use; +½) (22 ActivePoints); OAF (-1), Range Based On STR (-¼),
Beam (-¼), 4 Recoverable Charges (-½)
15 Sharp Bladerang: RKA 1½d6, Armor Piercing(+¼), Indirect (Source Point is always thecharacter, but Path can change from use to
use; +½) (44 Active Points); OAF (-1), RangeBased On STR (-¼), Beam (-¼), 4 Recover-able Charges (-½)
BOOM!ERANGCost Power
27 Basic BOOM!erang: Blast 8d6, Area Of Effect
(18m Radius Explosion; +½), Indirect (SourcePoint is always the character, but Path canchange from use to use; +½) (80 ActivePoints); OAF (-1), Range Based On STR (-¼),
6 Charges (-¾)
30 Large BOOM!erang: Blast 9d6, Area Of Effect(18m Radius Explosion; +½), Indirect (SourcePoint is always the character, but Path can
change from use to use; +½) (90 ActivePoints); OAF (-1), Range Based On STR (-¼),6 Charges (-¾)
17 Small BOOM!erang: Blast 6d6, Area Of Effect
(14m Radius Explosion; +¼), Indirect (Source
Point is always the character, but Path canchange from use to use; +½) (52 ActivePoints); OAF (-1), Range Based On STR (-¼),
6 Charges (-¾)
17 Lethal BOOM!erang: RKA 2d6 (14m RadiusExplosion; +¼), Indirect (Source Point is
always the character, but Path can changefrom use to use; +½) (52 Active Points); OAF(-1), Range Based On STR (-¼), 6 Charges(-¾)
20 Shrapnelrang: RKA 2d6, Armor Piercing (+¼), Area Of Effect (14m Radius Explosion; +¼),Indirect (Source Point is always the character,
but Path can change from use to use; +½)(60 Active Points); OAF (-1), Range Based OnSTR (-¼), 6 Charges (-¾)
GRABBERANG
Telekinesis (10 STR) (15 Active Points); OAF (-1),
Only To Pick Up Small Objects And Bring ThemBack To Character (-½), Affects Whole Object(-¼), Range Based On STR (-¼), 1 Recover-able Charge (-1¼). Total cost: 3 points.
SMOKERANGCost Power
16 Basic Smokerang: Darkness to Sight Group
8m radius (40 Active Points); OAF (-1), RangeBased On STR (-¼), 6 Continuing Chargeslasting 1 Turn each (removed by high winds or
rain; -¼)
24 Large Smokerang: Darkness to Sight Group12m radius (60 Active Points); OAF (-1),Range Based On STR (-¼), 6 Continuing
Charges lasting 1 Turn each (removed by highwinds or rain; -¼)
12 Small Smokerang: Darkness to Sight Group6m radius (30 Active Points); OAF (-1), Range
Based On STR (-¼), 6 Continuing Chargeslasting 1 Turn each (removed by high winds orrain; -¼)
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Hero System Equipment Guide n Chapter One 15
32 Variant Smokerang I: Darkness to Sight Group16m radius, Area Of Effect (32m Line; +0)(80 Active Points); OAF (-1), Range Based On
STR (-¼), 6 Continuing Charges lasting 1 Turneach (removed by high winds or rain; -¼)
5 Variant Smokerang II: Change Environment(create smoke), -3 to Sight Group PER Rolls,
Area Of Effect (8m Radius; +½) (13 ActivePoints); OAF (-1), Range Based On STR (-¼),
6 Continuing Charges lasting 1 Turn each(removed by high winds or rain; -¼)
SLEEPERANGCost Power
24 Basic Sleeperang: Blast 4d6, NND (defense
is Life Support [Self-Contained Breathing orappropriate Immunity]; +1), Area Of Effect(6m Radius; +½), Constant (+½) (60 Active
Points); OAF (-1), Range Based On STR (-¼),6 Continuing Charges lasting 1 Turn each(removed by high winds or rain; -¼)
30 Large Sleeperang: Blast 5d6, NND (defense
is Life Support [Self-Contained Breathing or
appropriate Immunity]; +1), Area Of Effect(8m Radius; +½), Constant (+½) (75 ActivePoints); OAF (-1), Range Based On STR (-¼),
6 Continuing Charges lasting 1 Turn each(removed by high winds or rain; -¼)
16 Small Sleeperang: Blast 3d6, NND (defense
is Life Support [Self-Contained Breathing orappropriate Immunity]; +1), Area Of Effect(1m Radius; +¼), Constant (+½) (41 ActivePoints); OAF (-1), Range Based On STR (-¼),
6 Continuing Charges lasting 1 Turn each(removed by high winds or rain; -¼)
22 Variant Sleeperang: Blast 4d6, NND (defense
is Life Support [Self-Contained Breathing orappropriate Immunity]; +1), Area Of Effect(16m Line; +¼), Constant (+½) (55 ActivePoints); OAF (-1), Range Based On STR (-¼),
6 Continuing Charges lasting 1 Turn each(removed by high winds or rain; -¼)
H SUPER-BOW AND ARROWS I
Effect: Various Attack Powers
Target: Varies
Duration: Varies
Range: Varies
Charges: Varying Charges
Breakability: Varies
Description: With super-technology around,why should an archer character settle or ordinary bows and arrows? Here’s an extensive selection ogimmicked arrows or characters to use.
Each o the arrows described below has a“basic” orm, with various optional orms. ypi-cally archer characters buy a hal-dozen or morearrows in a Multipower. Each arrow comes with6 Charges, but you can easily alter this (see alsoSuper-Bow And Arrows II, below). I you’d like toknow more about bows and arrows generally, seepage 27.
For characters who use high-tech firearms, youcan convert these arrows to “gimmicked bullets.”
Game Information:
BROADHEAD ARROWCost Power
10 Basic Broadhead Arrow: RKA 2d6 (30 ActivePoints); OAF (-1), Beam (-¼), 6 Charges (-¾)
15 Large Broadhead Arrow: RKA 3d6 (45 Active
Points); OAF (-1), Beam (-¼), 6 Charges (-¾)10 Extra-Sharp Broadhead Arrow: RKA 1½d6,
Armor Piercing (+¼) (31 Active Points); OAF
(-1), Beam (-¼), 6 Charges (-¾)
17 Extra-Sharp Large Broadhead Arrow: RKA2½d6, Armor Piercing (+¼) (50 Active Points);OAF (-1), Beam (-¼), 6 Charges (-¾)
CHISEL-POINT ARROWCost Power
12 Basic Chisel-Point Arrow: RKA 2d6, ArmorPiercing (+¼) (37 Active Points); OAF (-1),Beam (-¼), 6 Charges (-¾)
17 Large Chisel-Point Arrow: RKA 2½d6, Armor
Piercing (+¼) (50 Active Points); OAF (-1),Beam (-¼), 6 Charges (-¾)
ACID ARROW (SEE 6E2 147-48)Cost Power
12 Basic Acid Arrow: RKA 1d6, Constant (+½),Penetrating (+½), Uncontrolled (+½) (37
Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
21 Strong Acid Arrow I: RKA 1½d6, Constant(+½), Penetrating (+½), Uncontrolled (+½)
(62 Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
15 Strong Acid Arrow II: RKA 1d6, Constant (+½),Penetrating (x2; +1), Uncontrolled (+½)
(45 Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
15 Acid Bomb Arrow: RKA 1d6, Constant (+½), Area Of Effect (12m Radius Explosion; +¼),
Penetrating (+½), Uncontrolled (+½) (41 Active Points); OAF (-1), 6 Charges (-¾)
15 Acid Sprayer Arrow: RKA 1d6, Area Of Effect
(32m long, 4m wide Line; +¾), Constant(+½), Penetrating (+½), Uncontrolled (+½)(49 Active Points); OAF (-1), No Range (-½), 6Charges (-¾)
BLUNT ARROWCost Power
13 Basic Blunt Arrow: Blast 8d6 (40 Active Points);
OAF (-1), Beam (-¼), 6 Charges (-¾)
20 Powerful Blunt Arrow: Blast 12d6 (60 ActivePoints); OAF (-1), Beam (-¼), 6 Charges (-¾)
10 Weak Blunt Arrow: Blast 6d6 (30 Active Points);
OAF (-1), Beam (-¼), 6 Charges (-¾)
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156 n Weapons Hero System 6th Edition
BOLO ARROWCost Power
17 Basic Bolo Arrow: Entangle 4d6, 4 PD/4 ED,Entangle And Character Both Take Damage(+¼) (50 Active Points); OAF (-1), Beam (-¼),
6 Charges (-¾)
21 Strong Bolo Arrow: Entangle 5d6, 5 PD/5 ED,Entangle And Character Both Take Damage(+¼) (62 Active Points); OAF (-1), Beam (-¼),
6 Charges (-¾)12 Weak Bolo Arrow: Entangle 3d6, 3 PD/3 ED,
Entangle And Character Both Take Damage(+¼) (37 Active Points); OAF (-1), Beam (-¼),
6 Charges (-¾)
19 Variant Bolo Arrow I: Entangle 4d6, 5 PD/5 ED,Entangle And Character Both Take Damage(+¼) (56 Active Points); OAF (-1), Beam (-¼),
6 Charges (-¾)
15 Variant Bolo Arrow II: Entangle 4d6, 4 PD/4 ED,Entangle And Character Both Take Damage(+¼) (50 Active Points); OAF (-1), Beam (-¼),
Can Be Deflected (-¼), 6 Charges (-¾)
BOOMERANG ARROWCost Power
15 Basic Boomerang Arrow: RKA 2d6, Indirect(Source Point is always the character, but Pathcan change from use to use; +½) (45 Active
Points); OAF (-1), Beam (-¼), 6 Charges (-¾)
20 Strong Boomerang Arrow: RKA 2½d6, Indirect(Source Point is always the character, but Pathcan change from use to use; +½) (60 Active
Points); OAF (-1), Beam (-¼), 6 Charges (-¾)
10 Weak Boomerang Arrow: RKA 1d6+1, Indirect(Source Point is always the character, but Pathcan change from use to use; +½) (30 Active
Points); OAF (-1), Beam (-¼), 6 Charges (-¾)
20 Blunt Boomerang Arrow: Blast 8d6, Indirect(Source Point is always the character, but Path
can change from use to use; +½) (60 ActivePoints); OAF (-1), Beam (-¼), 6 Charges (-¾)
BOOMERANG GRABBER ARROWCost Power
9 Basic Boomerang Grabber Arrow: Telekinesis(20 STR) (30 Active Points); OAF (-1), 6Charges (-¾), Affects Whole Object (-¼), Only
Works On Limited Types Of Objects (objectssmall enough to be grabbed by the pincer onthe arrow; -½)
13 Strong Boomerang Grabber Arrow: Teleki-nesis (30 STR) (45 Active Points); OAF (-1), 6Charges (-¾), Affects Whole Object (-¼), OnlyWorks On Limited Types Of Objects (objects
small enough to be grabbed by the pincer onthe arrow; -½)
4 Weak Boomerang Grabber Arrow: Telekinesis(10 STR) (15 Active Points); OAF (-1), 6
Charges (-¾), Affects Whole Object (-¼), OnlyWorks On Limited Types Of Objects (objectssmall enough to be grabbed by the pincer on
the arrow; -½)
ELECTRO-ARROWCost Power
50 Basic Electro-Arrow: Dispel Electronic DevicePowers 10d6, Expanded Effect + VariableEffect (all Electronic Device powers simultane-
ously; +4) (150 Active Points); OAF (-1), Beam(-¼), 6 Charges (-¾)
75 Strong Electro-Arrow: Dispel Electronic DevicePowers 15d6, Expanded Effect + Variable
Effect (all Electronic Device powers simultane-ously; +4) (225 Active Points); OAF (-1), Beam(-¼), 6 Charges (-¾)
40 Weak Electro-Arrow: Dispel Electronic Device
Powers 8d6, Expanded Effect + VariableEffect (all Electronic Device powers simultane-ously; +4) (120 Active Points); OAF (-1), Beam(-¼), 6 Charges (-¾)
EXPLODING ARROW ( A.K.A. BOMB ARROW)Cost Power
22 Basic Exploding Arrow: Blast 8d6, Area OfEffect (18m Radius Explosion; +½) (60 ActivePoints); OAF (-1), 6 Charges (-¾)
33 Strong Exploding Arrow: Blast 12d6, Area OfEffect (26m Radius Explosion; +½) (90 ActivePoints); OAF (-1), 6 Charges (-¾)
13 Weak Exploding Arrow: Blast 6d6, Area OfEffect (14m Radius Explosion; +¼) (37 Active
Points); OAF (-1), 6 Charges (-¾)
18 Low-Yield Exploding Arrow: Blast 8d6, AreaOf Effect (1m Radius; +¼) (50 Active Points);OAF (-1), 6 Charges (-¾)
22 Variant Exploding Arrow: RKA 2½d6, Area OfEffect (18m Radius Explosion; +½) (60 ActivePoints); OAF (-1), 6 Charges (-¾)
22 Shaped-Charge Exploding Arrow: RKA 2½d6,
Area Of Effect (16m Cone; +½) (60 ActivePoints); OAF (-1), 6 Charges (-¾)
22 Shrapnel Arrow: RKA 2½d6, Armor Piercing(+¼), Area Of Effect (14m Radius Explosion;
+¼) (60 Active Points); OAF (-1), 6 Charges(-¾)
EXTINGUISHER ARROWCost Power
50 Basic Extinguisher Arrow: Dispel Fire Powers10d6, Expanded Effect + Variable Effect (all
Fire powers simultaneously; +4) (150 ActivePoints); OAF (-1), Beam (-¼), 6 Charges (-¾)
75 Strong Extinguisher Arrow: Dispel Fire Powers15d6, Expanded Effect + Variable Effect (all
Fire powers simultaneously; +4) (225 ActivePoints); OAF (-1), Beam (-¼), 6 Charges (-¾)
40 Weak Extinguisher Arrow: Dispel Fire Powers
8d6, Expanded Effect + Variable Effect (allFire powers simultaneously; +4) (120 ActivePoints); OAF (-1), Beam (-¼), 6 Charges (-¾)
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Hero System Equipment Guide n Chapter One 15
FLARE ARROWCost Power
13 Basic Flare Arrow: Sight Group Flash 8d6(40 Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
20 Strong Flare Arrow: Sight Group Flash 12d6
(60 Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
10 Weak Flare Arrow: Sight Group Flash 6d6
(30 Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
22 Flare Explosion Arrow: Sight Group Flash8d6 (18m Radius Explosion; +½) (60 Active
Points); OAF (-1), 6 Charges (-¾)
17 Screamer Flare Arrow: Sight and HearingGroup Flash 9d6 (50 Active Points); OAF (-1),Beam (-¼), 6 Charges (-¾)
22 Screamer Flare Explosion Arrow: Sight andHearing Group Flash 7d6 (18m RadiusExplosion; +½) (60 Active Points); OAF (-1), 6Charges (-¾)
GLUE ARROWCost Power
13 Basic Glue Arrow: Entangle 4d6, 4 PD/4 ED(40 Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
20 Strong Glue Arrow: Entangle 6d6, 6 PD/6 ED
(60 Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
10 Weak Glue Arrow: Entangle 3d6, 3 PD/3 ED(30 Active Points); OAF (-1), Beam (-¼), 6
Charges (-¾)
20 Sticky Glue Arrow: Entangle 4d6, 4 PD/4 ED,Sticky (+½) (60 Active Points); OAF (-1), Beam(-¼), 6 Charges (-¾)
18 Variant Glue Arrow I: Entangle 8d6, 4 PD/4 ED(60 Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
12 Variant Glue Arrow II: Entangle 4d6, 4 PD/4 ED
(40 Active Points); OAF (-1), Beam (-¼), CanBe Deflected (-¼), 6 Charges (-¾)
20 Glue-Bomb Arrow I: Entangle 4d6, 4 PD/4 ED, Area Of Effect (1m Radius; +¼) (50 Active
Points); OAF (-1), 6 Charges (-¾)
22 Glue-Bomb Arrow II: Entangle 4d6, 4 PD/4 ED, Area Of Effect (18m Radius Explosion; +½)(60 Active Points); OAF (-1), 6 Charges (-¾)
GRAPNEL ARROWCost Power
7 Basic Grapnel Arrow: Swinging 40m (20 ActivePoints); OAF (-1), 6 Charges (-¾)
11 Long-Line Grapnel Arrow: Swinging 60m (30 Active Points); OAF (-1), 6 Charges (-¾)
9 More Grapnel Arrows: Swinging 40m (20 ActivePoints); OAF (-1), 12 Charges (-¼)
INCENDIARY ARROWCost Power
10 Basic Incendiary Arrow: RKA 1½d6, ArmorPiercing (+¼) (31 Active Points); OAF (-1),Beam (-¼), 6 Charges (-¾)
15 Strong Incendiary Arrow: RKA 2d6+1, Armor
Piercing (+¼) (44 Active Points); OAF (-1),Beam (-¼), 6 Charges (-¾)
6 Weak Incendiary Arrow: RKA 1d6, Armor
Piercing (+¼) (19 Active Points); OAF (-1),Beam (-¼), 6 Charges (-¾)
15 Extra-Hot Incendiary Arrow: RKA 1½d6, ArmorPiercing (+¼), Penetrating (+½) (44 Active
Points); OAF (-1), Beam (-¼), 6 Charges (-¾)
16 Long-Burning Incendiary Arrow: RKA 1½d6, Armor Piercing (+¼), Constant (+½) (44 Active Points); OAF (-1), Beam (-¼), 6
Continuing Charges lasting 1 Extra Phaseeach (removed by dousing the flames/heat;-½)
13 Firebomb Arrow I: RKA 1½d6, Area Of Effect
(1m Radius; +¼), Armor Piercing (+¼) (37
Active Points); OAF (-1), 6 Charges (-¾)13 Firebomb Arrow II: RKA 1½d6 (12m Radius
Explosion; +¼), Armor Piercing (+¼) (37
Active Points); OAF (-1), 6 Charges (-¾)
KNOCKOUT GAS ARROWCost Power
20 Basic Knockout Gas Arrow: Blast 5d6, NND(defense is Life Support [Self-ContainedBreathing or appropriate Immunity]; +1), Area
Of Effect (1m Radius; +¼) (56 Active Points);OAF (-1), 6 Charges (-¾)
24 Strong Knockout Gas Arrow: Blast 6d6, NND(defense is Life Support [Self-Contained
Breathing or appropriate Immunity]; +1), AreaOf Effect (1m Radius; +¼) (67 Active Points);OAF (-1), 6 Charges (-¾)
16 Weak Knockout Gas Arrow: Blast 4d6, NND
(defense is Life Support [Self-ContainedBreathing or appropriate Immunity]; +1), AreaOf Effect (1m Radius; +¼) (45 Active Points);
OAF (-1), 6 Charges (-¾)
20 Large-Area Knockout Gas Arrow: Blast 5d6,NND (defense is Life Support [Self-ContainedBreathing or appropriate Immunity]; +1), Area
Of Effect (12m Radius Explosion; +¼) (56 Active Points); OAF (-1), 6 Charges (-¾)
18 Long-Term Effect Knockout Gas Arrow: Blast3d6, NND (defense is Life Support [Self-
Contained Breathing or appropriate Immunity];+1), Constant (+½), Area Of Effect (8mRadius Explosion; +¼) (41 Active Points); OAF
(-1), 6 Continuing Charges lasting 1 Turn each(removed by high winds or rain; -¼)
18 Variant Knockout Gas Arrow: Blast 4d6, NND(defense is Life Support [Self-Contained
Breathing or appropriate Immunity]; +1), AreaOf Effect (8m Radius; +½) (50 Active Points);OAF (-1), 6 Charges (-¾)
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158 n Weapons Hero System 6th Edition
NET ARROWCost Power
22 Basic Net Arrow: Entangle 4d6, 4 PD/4 ED, Area Of Effect (1m Radius; +¼), Entangle AndCharacter Both Take Damage (+¼) (60 Active
Points); OAF (-1), 6 Charges (-¾)
27 Strong Net Arrow: Entangle 5d6, 5 PD/5 ED, Area Of Effect (1m Radius; +¼), Entangle AndCharacter Both Take Damage (+¼) (75 Active
Points); OAF (-1), 6 Charges (-¾)16 Weak Net Arrow: Entangle 3d6, 3 PD/3 ED,
Area Of Effect (1m Radius; +¼), Entangle AndCharacter Both Take Damage (+¼) (45 Active
Points); OAF (-1), 6 Charges (-¾)
22 Large Net Arrow I: Entangle 4d6, 4 PD/4 ED, Area Of Effect (2m Radius; +¼), Entangle AndCharacter Both Take Damage (+¼) (60 Active
Points); OAF (-1), 6 Charges (-¾)
22 Large Net Arrow II: Entangle 4d6, 4 PD/4 ED, Area Of Effect (8m Radius Explosion; +¼),Entangle And Character Both Take Damage
(+¼) (60 Active Points); OAF (-1), 6 Charges
(-¾)20 Variant Net Arrow: Entangle 4d6, 4 PD/4 ED,
Area Of Effect (1m Radius; +¼), Entangle And
Character Both Take Damage (+¼) (60 ActivePoints); OAF (-1), Can Be Deflected (-¼), 6Charges (-¾)
OIL SLICK ARROWCost Power
8 Basic Oil Slick Arrow: Change Environment, -4
to all DEX-based Rolls to move on/through, Area Of Effect (Surface 8m radius; +¾) (21 Active Points); OAF (-1), Can Only Be Applied
To Horizontal Surfaces ( e.g., the ground and
floors; -0), 6 Charges (-¾)11 Strong Oil Slick Arrow: Change Environment,
-6 to all DEX-based Rolls to move on/through,
Area Of Effect (Surface 8m radius; +¾) (31 Active Points); OAF (-1), Can Only Be AppliedTo Horizontal Surfaces ( e.g., the ground andfloors; -0), 6 Charges (-¾)
4 Weak Oil Slick Arrow: Change Environment, -2to all DEX-based Rolls to move on/through, Area Of Effect (Surface 8m radius; +¾) (10 Active Points); OAF (-1), Can Only Be Applied
To Horizontal Surfaces ( e.g., the ground andfloors; -0), 6 Charges (-¾)
9 Large Oil Slick Arrow: Change Environment, -4to all DEX-based Rolls to move on/through, Area Of Effect (Surface 16m radius; +1) (24 Active Points); OAF (-1), Can Only Be AppliedTo Horizontal Surfaces ( e.g., the ground and
floors; -0), 6 Charges (-¾)
SMOKE ARROWCost Power
18 Basic Smoke Arrow: Darkness to Sight Group8m radius (40 Active Points); OAF (-1), 6Continuing Charges lasting 1 Turn each
(removed by high winds or rain; -¼)
27 Strong Smoke Arrow: Darkness to Sight Group12m radius (60 Active Points); OAF (-1),6 Continuing Charges lasting 1 Turn each
(removed by high winds or rain; -¼)
13 Weak Smoke Arrow: Darkness to Sight Group6m radius (30 Active Points); OAF (-1), 6Continuing Charges lasting 1 Turn each
(removed by high winds or rain; -¼)
35 Smoke Trail Arrow: Darkness to Sight Group
16m radius (32m long, 4m wide Line; +0) (80 Active Points); OAF (-1), 6 Continuing Charges
lasting 1 Turn each (removed by high winds orrain; -¼)
SONIC ARROWCost Power
22 Basic Sonic Arrow: Blast 8d6, Area Of Effect(8m Radius; +½) (60 Active Points); OAF (-1),
6 Charges (-¾)
27 Strong Sonic Arrow: Blast 10d6, Area Of Effect(8m Radius; +½) (75 Active Points); OAF (-1),6 Charges (-¾)
16 Weak Sonic Arrow: Blast 6d6, Area Of Effect
(8m Radius; +½) (45 Active Points); OAF (-1),6 Charges (-¾)
24 Deafening Sonic Arrow: Blast 6d6, Area Of
Effect (8m Radius; +½) (45 Active Points);OAF (-1), 6 Charges (-¾) (total cost: 16points) plus Hearing Group Flash 6d6, AreaOf Effect (8m Radius; +½) (27 Active Points);
OAF (-1), Linked (-½), 6 Charges (-¾) (totalcost: 8 points)
22 Variant Sonic Arrow I: Blast 6d6, NND (defenseis Hearing Group Flash Defense; +½), Area
Of Effect (8m Radius; +½) (60 Active Points);OAF (-1), 6 Charges (-¾)
30 Variant Sonic Arrow II: Blast 6d6, NND (defenseis Hearing Group Flash Defense; +½), Area
Of Effect (8m Radius; +½) (60 Active Points);OAF (-1), 6 Charges (-¾) (total cost: 22points) plus Hearing Group Flash 6d6, Area
Of Effect (8m Radius; +½) (27 Active Points);OAF (-1), Linked (-½), 6 Charges (-¾) (totalcost: 8 points)
TASER ARROWCost Power
15 Basic Taser Arrow: Blast 6d6, NND (defense
is insulated rED covering entire body; +½)(45 Active Points); OAF (-1), Beam (-¼), 6
Charges (-¾)
20 Strong Taser Arrow: Blast 8d6, NND (defense
is insulated rED covering entire body; +½)(60 Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
10 Weak Taser Arrow: Blast 4d6, NND (defense
is insulated rED covering entire body; +½)(30 Active Points); OAF (-1), Beam (-¼), 6Charges (-¾)
20 Variant Taser Arrow: Blast 12d6 (60 Active
Points); OAF (-1), STUN Only (-0), Beam (-¼),6 Charges (-¾)
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Hero System Equipment Guide n Chapter One 15
TEAR GAS ARROWCost Power
34 Basic Tear Gas Arrow: Sight Group Flash5d6, Area Of Effect (4m Radius; +¼), NND(defense is solid, sealed coverings over the
eyes or appropriate Life Support [Immunity];+½), Delayed Recovery (each BODY equals1 Turn of effect, see APG 99; +2) (94 ActivePoints); OAF (-1), 6 Charges (-¾)
44 Strong Tear Gas Arrow: Sight Group Flash6d6, Area Of Effect (8m Radius; +½), NND(defense is solid, sealed coverings over theeyes or appropriate Life Support [Immunity];
+½), Delayed Recovery (each BODY equals 1Turn of effect, see APG 99; +2) (120 ActivePoints); OAF (-1), 6 Charges (-¾)
27 Weak Tear Gas Arrow: Sight Group Flash
4d6, Area Of Effect (2m Radius; +¼), NND(defense is solid, sealed coverings over theeyes or appropriate Life Support [Immunity];
+½), Delayed Recovery (each BODY equals1 Turn of effect, see APG 99; +2) (75 ActivePoints); OAF (-1), 6 Charges (-¾)
44 Wide-Area Tear Gas Arrow I: Sight Group Flash
6d6, Area Of Effect (24m Radius Explosion;+½), NND (defense is solid, sealed coveringsover the eyes or appropriate Life Support[Immunity]; +½), Delayed Recovery (each
BODY equals 1 Turn of effect, see APG 99;+2) (120 Active Points); OAF (-1), 6 Charges(-¾)
31 Wide-Area Tear Gas Arrow II: Sight Group Flash4d6, Area Of Effect (16m Radius; +¾), NND(defense is solid, sealed coverings over theeyes or appropriate Life Support [Immunity];
+½), Delayed Recovery (each BODY equals
1 Turn of effect, see APG 99; +2) (85 ActivePoints); OAF (-1), 6 Charges (-¾)
38 Lingering Tear Gas Arrow: Sight Group Flash
4d6, Area Of Effect (4m Radius; +¼), NND(defense is solid, sealed coverings over theeyes or appropriate Life Support [Immunity];+½), Constant (+½), Delayed Recovery (each
BODY equals 1 Turn of effect, see APG 99;+2) (85 Active Points); OAF (-1), 6 ContinuingCharges lasting 1 Turn each (removed by high
winds or rain; -¼)
H SUPER-BOW AND ARROWS II
Effect: Various Attack Powers Target: Varies
Duration: Varies
Range: Varies
Charges: Varying Charges per slot
Breakability: 15 PD/15 ED
Description: Tis orm o super-archeryweaponry presents a slightly different way oconstructing a quiver o gimmicked arrows thanthe method above. Instead o carrying a definednumber o each type o arrow, the charactercarries 60 arrow shas with no heads, plus an
assortment o gimmicked arrowheads. When he
wants to use a particular type o arrow, he drawsa sha, attaches the right arrowhead to it, andlets fly. Tis gives him more flexibility in combat,but at the cost o taking more time to shoot — itrequires a Full Phase to prepare and fire andarrow.
Since the typical Charge with these arrows isnot a Continuing Charge, or the Smoke Arrow(Slot 6), which needs to last or 1 urn, the“Continuing Charge” is bought with the Uncon-trolled Advantage with a defined duration.
At the GM’s option, a character using this typeo super-archery may have to define how manyo each arrowhead he carries; it’s not “realistic”to carry 60 arrowheads or each o eight types oarrows (that’s 480 arrowheads!). ypically thisdoes not merit a Limitation (or, at most, a -0 Limi-tation), but the GM might allow a -¼ Limitation,Defined Allocation, i appropriate.(Alternately,a character could, with the GM’s permission,apply 60 Charges to the reserve, then a separateCharges Limitation to each slot, as is done with theCompressed Air Blaster on page 126.)
Game Information:
Cost Power
36 Super-Bow And Arrows: Multipower, 60-pointreserve, 60 Charges (+½) for entire reserve;all OAF (-1), Extra Time (Full Phase; -½)
2f 1) Broadhead Arrow: RKA 3d6; OAF (-1), Extra
Time (Full Phase; -½)
1f 2) Chisel-Point Arrow: RKA 2d6, ArmorPiercing (+¼); OAF (-1), Extra Time (FullPhase; -½)
2f 3) Taser Arrow: Blast 12d6; OAF (-1), STUNOnly (-0), Extra Time (Full Phase; -½)
2f 4) Explosion Arrow: Blast 8d6, Area Of Effect(18m Radius Explosion; +½); OAF (-1), Extra
Time (Full Phase; -½)
2f 5) Glue Arrow: Entangle 4d6, 4 PD/4 ED, Sticky(+½); OAF (-1), Extra Time (Full Phase; -½)
2f 6) Flare Arrow: Sight and Hearing Group Flash
11d6; OAF (-1), Extra Time (Full Phase; -½)
2f 7) Smoke Arrow: Darkness to Sight Group8m radius, Time Limit (ends after 1 Turn or ifexposed to high winds or rain; +¼); OAF (-1),
Extra Time (Full Phase; -½)
2f 8) Knockout Gas Arrow: Blast 4d6, NND(defense is Life Support [Self-Contained
Breathing] or appropriate Immunity; +1), AreaOf Effect (8m Radius; +½); OAF (-1), ExtraTime (Full Phase; -½)
Total cost: 51 points.
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160 n Weapons Hero System 6th Edition
H THROWING BLADES
Effect: HKA ½d6
Target: One character
Duration: Instant
Range: RBS
Charges: 10 Charges
Breakability: 2 PD/2 ED
Description: Tis time-proven classic is a bladedesigned or throwing. Many villains and supervil-
lains use throwing blades. Some are run-o-the-mill throwing knives or the equivalent (shuriken,needles, and so on); they tend not to be o toomuch use against supers, but are sometimes usedby supers against normal targets. Others are scaledup in power and versatility to be o use againstsupers. Depending on the character’s costume,powers, theme, or the like, the blade can have justabout any shape: a crescent moon; a bat; a spider’sweb; a star; or even an ordinary throwing dagger.
Game Information: HKA ½d6 (up to 1d6+1with SR), Range Based On SR (+¼) (12 ActivePoints); OAF (-1), 10 Charges (-¼). otal cost: 5points.
Options:
1) Large Blades: Increase to HKA 1d6. 19 ActivePoints; total cost 8 points.
2) Small Blades: Decrease to HKA 1 point. 6Active Points; total cost 3 points.
3) Sharp Blades: Add Armor Piercing (+¼):
Standard: 15 Active Points; total cost 7 points.
Large: 22 Active Points; total cost 10 points.
Small: 7 Active Points; total cost 3 points.
4) Multiple Blades: Te character can throwmultiple blades at once. Add Autofire (5 shots;
+½):
Standard: 17 Active Points; total cost 7 points.
Large: 26 Active Points; total cost 11 points.
Small: 9 Active Points; total cost 4 points.
5) Sharp, Multiple Blades: Add Armor Piercing(+¼) and Autofire (5 shots; +½):
Standard: 20 Active Points; total cost 9 points.
Large: 30 Active Points; total cost 13 points.
Small: 10 Active Points; total cost 4 points.
6) More Blades: Change to 20 Charges (+¼):
Standard: 15 Active Points; total cost 7 points.
Large: 22 Active Points; total cost 11 points.
Small: 7 Active Points; total cost 3 points.
7) Poisoned Blades: Te blades are coated with adeadly poison. Add to any blade: RKA ½d6,NND (deense is appropriate Lie Support[Immunity]; +1), Does BODY (+1), DamageOver ime (5 increments, one per minute or5 Minutes, deenses only apply once; +2½),Personal Immunity (+¼) (57 Active Points);OAF (-1), RKA Must Do BODY (-½), Linked(-¼), 4 Charges (-1). otal cost: +15 points tocost o blades.
8) Throwing Disk: Tis thrown weapon is a bluntdisk intended to knock the victim out, ratherthan a deadly blade. Change to Blast 6d6 (30Active Points); OAF (-1), Range Based On SR(-¼), 4 Charges (-1). otal cost: 9 points.
Restraining WeaponsTese gadgets all restrict, confine, or restrain
targets, or otherwise prevent the target romtaking actions or moving. See also the ElectrifiedLariat (page 142).
H BOLA GUN
Effect: Entangle 4d6, 4 PD/4 ED, EntangleAnd Character Both ake Damage
Target: One character
Duration: Instant
Range: 500m
Charges: 4
Breakability: 10 PD/10 ED
Description: Tis carbine-sized weapon firesa bola with high-tech monofilament cordconnecting the weights. Te missile wraps itselaround the target, neatly hog-tying him.
Game Information: Entangle 4d6, 4 PD/4 ED,Entangle And Character Both ake Damage (+¼)(50 Active Points); OAF (-1), 4 Charges (-1). otalcost: 17 points.
Options:
1) Stronger Bolas: Increase to Entangle 5d6, 5PD/5 ED. 62 Active Points; total cost 21 points.
2) Weaker Bolas: Decrease to Entangle 3d6, 3
PD/3 ED. 37 Active Points; total cost 12 points.3) Realistic Bola Gun: Tis orm o the Bola Gun
has the same effect, but can only fire one shotbeore it needs reloading. Change 4 Charges(-1) to 4 clips o 1 Charge each (-1¼). otalcost: 15 points.
4) Experimental Bola Gun: Sometimes the BolaGun doesn’t work as intended. I it jams, thecharacter must spend a Full Phase unjammingit. Add Activation Roll 14- Jammed (-½). otalcost: 14 points.
5) Larger Clip: Change to 8 Charges (-½). otalcost: 20 points.
6) Thrown Bolas: Instead o firing the bolas roma launcher, the character throws them in thetraditional manner. Change 4 Charges (-1) to 2Recoverable Charges (-1) and add Range BasedOn SR (-¼). otal cost: 15 points.
7) Wire Gun: Tis weapon doesn’t fire bolas — itshoots a stream o high-tensile strength wirethat wraps around the target. However, it’smuch less effective against distant targets, sincethe wire begins to coil up on itsel in flight.Increase to Entangle 5d6, 5 PD/5 ED and addReduced By Range (-¼). 62 Active Points; totalcost 19 points.
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Hero System Equipment Guide n Chapter One 16
H CAPTUREFOAM PROJECTOR
Effect: Entangle 4d6, 4 PD/4 ED
Target: 1m Radius
Duration: Instant
Range: 40m
Charges: 32
Breakability: 12 PD/12 ED
Description: Tis weapon is a rifle with a largecylindrical cannister mounted underneath the
barrel. When the character squeezes the trigger,the weapon projects a stream o oam that coversan entire area and then hardens almost instantly.Although tough enough to restrain people easily,the oam is porous and thereore poses no dangero suffocating the victim(s). Te stream canonly travel about 40m beore spreading out andbreaking up to the point where it’s not effective.
Game Information: Entangle 4d6, 4 PD/4 ED,Area O Effect (1m Radius; +¼), 32 Charges (+¼)(60 Active Points); OAF (-1), Limited Range (40m;-¼). otal cost: 27 points.
Options:
1) Stronger Foam: Increase to Entangle 6d6, 6PD/6 ED. 90 Active Points; total cost 40 points.
2) Weaker Foam: Decrease to Entangle 3d6, 3PD/3 ED. 45 Active Points; total cost 20 points.
3) Experimental Capturefoam Projector: TeProjector is only a prototype; sometimesthe ammunition tank explodes, coating thecharacter with oam. Add Activation Roll 13-,Burnout (-¼) and Side Effects (character andthe area he’s in are affected by Entangle; -1).otal cost: 17 points.
4) Coherent Stream: Te weapon’s projectionsystem and improved oam ormula allow it toproject a stream o captureoam over a muchlonger distance. Remove Limited Range (-¼).otal cost: 30 points.
5) Stream Spreader Attachment: Tis orm o theProjector can spread its oam over a larger area.Change to Area O Effect (8m Radius; +½). 70Active Points; total cost 31 points.
6) Capturefoam Grenade Launcher: Tis weaponfires a grenade filled with pressurized capture-oam instead o a stream. Remove LimitedRange (-¼), replace 32 Charges (+¼) with 2
clips o 8 Charges each (-¼), and replace AreaO Effect (1m Radius; +¼) with Area O Effect(10m Radius Explosion; +¼). 50 Active Points;total cost 22 points.
7) Capturefoam Projector Variant: Tis orm othe Projector simulates stream breakup witha different Limitation. Change Limited Range(-¼) to Reduced By Range (-¼). otal cost: 27points.
8) Capturefoam Mask Projector: Te oam romthe Projector invariably gets all over the target’sace, clogging his ears and blinding him.Add Stops A Given Sense (Sight and HearingGroups). 90 Active Points; total cost 40 points.
9) Capturefoam Projector Pack: Tis version othe projector replaces the under-barrel ueltank with a backpack containing two tanks thathave three times the ammunition capacity. Terifle connects to the pack with a flexible hose.Change to 96 Charges (+¾). 80 Active Points;total cost 35 points.
H ENERGY NET
Effect: Entangle 4d6, 4 PD/4 ED Target: 1m Radius
Duration: Instant
Range: RBS
Charges: 1 Recoverable Charge
Breakability: 10 PD/10 ED
Description: Tis weapon resembles an ordi-nary net — except that its strands and meshesare woven o pulson energy, not rope! Te small“weights” around the edge o the net are thebatteries and field projectors that orm the energyinto the proper shape and give the net weight so
the wielder can throw it.Game Information: Entangle 4d6, 4 PD/4 ED,Area O Effect (1m Radius; +¼) (50 ActivePoints); OAF (-1), Range Based On SR (-¼), 1Recoverable Charge (-1¼). otal cost: 14 points.
Options:
1) Strong Net: Increase to Entangle 6d6, 6 PD/6ED. 75 Active Points; total cost 21 points.
2) Weak Net: Decrease to Entangle 3d6, 3 PD/3ED. 37 Active Points; total cost 10 points.
3) Realistic Net: Using a normal net as a weaponin combat isn’t easy, and using one ormed oenergy is even more difficult! Add Requires A
PS: Use Energy Net Roll (-¼). otal cost: 13points.
4) Experimental Net: Sometimes the net’s fieldprojectors ail to unction properly. Add Acti- vation Roll 14- (-¼). otal cost: 13 points.
5) Deadly Net: Tis orm o the net inflicts energydamage on anyone it captures. Change toEntangle 4d6, 4 PD/4 ED, Area O Effect (1mRadius; +¼), akes No Damage From LinkedAttack (+¼) (60 Active Points); OAF (-1),Range Based On SR (-¼), 1 RecoverableCharge (-1¼) (total cost: 17 points) plus RKA2d6, Area O Effect (1m Radius; +¼), Constant
(+½), rigger (when Entangle succeeds; +¼),Reduced Endurance (0 END; +½), Uncon-trolled (remains in effect until captured victimsare reed; +½) (90 Active Points); OAF (-1),Does Not Affect Persons Who Enter AreaAer Attack Begins Or ry o Free EntangledVictims (-¼), Linked (-¼), No Knockback(-¼), Range Based On SR (-¼), 1 RecoverableCharge (-1¼) (total cost: 21 points). otal cost:38 points.
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162 n Weapons Hero System 6th Edition
H GLUE GRENADES
Effect: Entangle 5d6, 5 PD/5 ED
Target: Explosion
Duration: Instant
Range: RBS
Charges: 4
Breakability: 12 PD/12 ED
Description: Upon impact, these thrown grenadesburst open, splattering a large area with extremely
sticky, ast-drying glue. Everyone within 10m isaffected, but the urther a target is away rom thepoint o impact, the less glue that covers him.
Game Information: Entangle 5d6, 5 PD/5 ED,Area O Effect (10m Radius Explosion; +¼) (62Active Points); OAF (-1), Range Based On SR(-¼), 4 Charges (-1). otal cost: 19 points.
Options:
1) Strong Grenades: Increase to Entangle 6d6, 6PD/6 ED. 75 Active Points; total cost 23 points.
2) Weak Grenades: Decrease to Entangle 4d6, 4PD/4 ED. 50 Active Points; total cost 15 points.
3) Realistic Grenades: Te glue rom the grenadeonly covers a small area; beyond that it won’taffect anyone, though they might get a ewsplatters o glue on their clothes. Change toArea O Effect (1m Radius; +¼). 62 ActivePoints; total cost 19 points.
4) Experimental Grenades: Since they’re stillexperimental technology, some grenades areduds. Add Activation Roll 13- (-¼). otal cost:18 points.
5) Broad-Area Grenades: Tese grenades containextra glue under high pressure, so the stickystuff covers its burst area more effectively.Change Area O Effect (10m Radius Explosion;+¼) to Area O Effect (10m Radius; +¾). 87
Active Points; total cost 27 points.6) Improved Glue Grenades: Te glue rom these
grenades hardens enough to trap targets,but remains sticky enough that anyone whotouches a victim gets trapped, too! Add Sticky(+½). 87 Active Points; total cost 27 points.
7) Glue Grenade Launcher: Instead o throwinghis grenades, the character fires them rom apistol-like launcher. Remove Range Based OnSR (-¼). otal cost: 21 points.
8) Glue Grenade Bandolier: Te character carriesa whole bandolier o grenades. Change to 12Charges (-¼). otal cost: 25 points.
9) Mini-Glue Grenade Wrist Launcher: Te char-acter fires miniature glue grenades rom awrist-mounted launcher. Change to Entangle4d6, 4 PD/4 ED, Area O Effect (1m Radius;+¼) (50 Active Points); OIF (-½), LimitedRange (60m; -¼), 6 Charges (-¾). otal cost:20 points.
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Hero System Equipment Guide n Chapter One 16
H GLUE GUN
Effect: Entangle 5d6, 5 PD/5 ED
Target: One character
Duration: Instant
Range: 60m
Charges: 15
Breakability: 10 PD/10 ED
Description: Tis weapon, a gun about the sizeo a large submachine gun, projects a stream
o quick-drying glue that restrains targets. Testream only remains coherent, and thus able toaffect targets, or 60m.
Game Information: Entangle 5d6, 5 PD/5 ED (50Active Points); OAF (-1), Limited Range (60m;-¼), 15 Charges (-0). otal cost: 22 points.
Options:
1) Strong Gun: Increase to Entangle 6d6, 6 PD/6ED. 60 Active Points; total cost 27 points
2) Weak Gun: Decrease to Entangle 4d6, 4 PD/4ED. 40 Active Points; total cost 18 points.
3) Experimental Gun: Because it’s a prototype, thegun’s hermetic-sealing systems don’t alwayswork properly — meaning that sometimes theglue is exposed to air too quickly and dries inthe barrel. Add Activation Roll 14- Jammed(-½). otal cost: 18 points.
4) Improved Glue Gun: Te glue rom this GlueGun remains sticky enough to restrain otherpeople who touch the victim. Add Sticky (+½).75 Active Points; total cost 33 points.
5) Broad Glue-Stream I: Tis orm o Glue Gunprojects the glue in a stream broad enoughto capture more than one person, i they’re
standing close together. Add Area O Effect(1m Radius; +¼). 62 Active Points; total cost27 points.
6) Broad Glue-Stream II: Tis orm o Glue Guncreates an even broader stream o glue. AddArea O Effect (32m Line; +½) and changeLimited Range (-¼) to No Range (-½). 75Active Points; total cost 30 points.
7) Larger Glue Reservoir: Change to 30 Charges(+¼). 62 Active Points; total cost 27 points.
8) Smaller Glue Reservoir: Change to 10 Charges(-¼). otal cost: 20 points.
H GLUE RIFLEEffect: Entangles o various sorts
Target: Varies
Duration: Instant
Range: 60m
Charges: 32 Charges or entire reserve
Breakability: 22 PD/22 ED
Description: Tis rifle fires a quick-drying gluethat prevents the target rom moving. Te size othe area covered by the glue depends on how theuser varies the flow and shape o the glue-stream(which he controls with a thumb selector switch).
Te glue-stream only remains coherent, and thusable to affect targets, or 60m.
Game Information:
Cost Power
48 Glue Rifle: Multipower, 87-point reserve, 32Charges for entire reserve (+¼); all OAF (-1),Limited Range (60m; -¼)
4f 1) Narrow Glue-Beam: Entangle 6d6, 8
PD/8 ED, Entangle And Character Both TakeDamage (+¼); OAF (-1), Limited Range (60m;-¼)
3f 2) Wide Glue-Beam: Entangle 4d6, 4 PD/4 ED, Area Of Effect (12m Radius; +¾), Entangle And Character Both Take Damage (+¼); OAF(-1), Limited Range (60m; -¼)
3f 3) Glue-Stream: Entangle 4d6, 4 PD/4 ED, Area Of Effect (32m Line; +½), Entangle AndCharacter Both Take Damage (+¼); OAF (-1),Limited Range (60m; -¼)
3f 4) Glue-Blob: Entangle 5d6, 5 PD/5 ED, AreaOf Effect (1m Radius; +¼), Entangle And
Character Both Take Damage (+¼); OAF (-1),Limited Range (60m; -¼)
Total cost: 61 points.
Options:
1) Attached Rifle: Tis orm o the Glue Rifle isbuilt into a suit o powered armor or a back-pack, attaches to the character via a lanyard,or is otherwise much harder to take away romthe character. Change OAF (-1) to OIF (-½)throughout. otal cost: 80 points.
H GRAVITY GLOBES
Effect: Entangle 4d6, 4 PD/4 ED, Indirect
Target: One character
Duration: Instant
Range: 60m
Charges: 4 Boostable Charges
Breakability: 12 PD/12 ED
Description: Tese tennis ball-sized flying spherescome in packs o twelve. o use them, the char-acter releases three spheres, which fly toward thetarget and then begin flying in a pattern aroundhim. As they surround the target, they generate agravitic field that prevents him rom moving. Techaracter can make the gravitic field stronger by
releasing more than three Globes at once, but hemust release them in multiples o three to main-tain the harmonic o the gravitic field.
Game Information: Entangle 4d6, 4 PD/4 ED,Indirect (Source Point is always the character, butPath can vary rom use to use; +½) (60 ActivePoints); OIF (difficult to grasp spheres; -½),Limited Range (60m; -¼), 4 Boostable Charges(-¾). otal cost: 24 points.
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164 n Weapons Hero System 6th Edition
Options:
1) Strong Gravity Globes: Increase to Entangle6d6, 6 PD/6 ED. 90 Active Points; total cost 36points.
2) Weak Gravity Globes: Decrease to Entangle3d6, 3 PD/3 ED. 45 Active Points; total cost 18points.
3) Reusable Gravity Globes: Te character onlyhas one set o three Gravity Globes, but he can
recover them and use them again aer a targetbreaks ree rom the gravitic field. Change4 Boostable Charges (-¾) to 1 RecoverableCharge (-1¼). otal cost: 20 points.
4) Experimental Gravity Globes: Te GravityGlobes don’t always work quite right. Add Acti- vation Roll 14- (-¼). otal cost: 22 points.
H NET RIFLE
Effect: Entangle 4d6, 4 PD/4 ED, EntangleAnd Character Both ake Damage
Target: 4m Radius
Duration: Instant
Range: 50m
Charges: 4
Breakability: 12 PD/12 ED
Description: Tis weapon fires a metal-mesh netthat expands as it travels. It covers the target area,entangling and trapping anyone caught beneath it.
Game Information: Entangle 4d6, 4 PD/4 ED,Area O Effect (2m Radius; +¼), Entangle AndCharacter Both ake Damage (+¼) (60 ActivePoints); OAF (-1), wo-Handed (-½), LimitedRange (50m; -¼), 4 Charges (-1). otal cost: 16points.
Options:
1) Stronger Nets: Increase to Entangle 5d6, 5PD/5 ED. 75 Active Points; total cost 20 points.
2) Weaker Nets: Decrease to Entangle 3d6, 3 PD/3ED. 45 Active Points; total cost 12 points.
3) Realistic Net Rifle: Tis orm o the Net Guncan only fire one shot beore it needs reloading.Change 4 Charges (-1) to 4 clips o 1 Chargeeach (-1¼). otal cost: 15 points.
4) Experimental Net Rifle: Sometimes the NetGun doesn’t work as intended. I it jams, thecharacter must spend a Full Phase unjamming
it. Add Activation Roll 14- Jammed (-½). otalcost: 14 points.
5) Larger Clip: Change to 8 Charges (-½). otalcost: 18 points.
6) Long-Range Net Rifle: Tis version o the NetRifle encases the net in a discarding sabot so itcan travel urther beore expanding. RemoveLimited Range (-¼). otal cost: 17 points.
H PARALYSIS BEAM
Effect: Entangle 4d6, 4 PD/4 ED, akes NoDamage From Attacks
Target: One character
Duration: Instant
Range: 100m
Charges: 6
Breakability: 16 PD/16 ED
Description: Tis pistol emits a beam o energythat intereres with a target’s neural impulses,paralyzing him. It has no effect on robots, cars, orother beings without nervous systems.
Game Information: Entangle 4d6, 4 PD/4 ED,akes No Damage From Attacks (+1) (80 ActivePoints); OAF (-1), Limited Range (100m; -¼), 6Charges (-¾). otal cost: 27 points.
Options:
1) Strong Paralysis Beam: Increase to Entangle6d6, 6 PD/6 ED. 120 Active Points; total cost40 points.
2) Weak Paralysis Beam: Decrease to Entangle3d6, 3 PD/3 ED. 60 Active Points; total cost 20points.
3) Experimental Paralysis Beam: Tis orm oParalysis Beam doesn’t always work properly.Add Activation Roll 11- (-½). otal cost: 23points.
4) Built-In Paralysis Beam: Instead o being anAccessible pistol, the Paralysis Beam is builtinto a gauntlet, ring, or similar device. ReplaceOAF (-1) with OIF (-½). otal cost: 32 points.
H PARALYSIS DART PROJECTOR
Effect: Entangle 4d6, 4 PD/4 ED, akes NoDamage From Attacks
Target: One character
Duration: Instant
Range: 40m
Charges: 8
Breakability: 16 PD/16 ED
Description: Tis device, worn on the wrist, proj-ects small darts filled with a paralytic venom.
Game Information: Entangle 4d6, 4 PD/4 ED,akes No Damage From Attacks (+1) (80 Active
Points); OIF (-½), Limited Range (40m; -¼), 8Charges (-½). otal cost: 35 points.
Options:
1) Strong Dart Projector: Increase to Entangle 6d6,6 PD/6 ED. 120 Active Points; total cost 53points.
2) Weak Dart Projector: Decrease to Entangle3d6, 3 PD/3 ED. 60 Active Points; total cost 27points.
3) Realistic Dart Projector: Te standard orm oParalysis Dart Projector assumes the characteralways hits a location that lets the dart takeeffect — he can do so effortlessly, without
suffering any OCV penalties or the like. With
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Hero System Equipment Guide n Chapter One 16
the vicious candy corn caltrops, to the entanglinglicorice whips, these fiendish devices can definitelyspoil your dinner.
Game Information:
Cost Power
40 Candy-Shaped Weapons: Multipower, 60-pointreserve; OIF (multiple OAFs; -½)
2f 1) Chocolate-Covered Cherry Bombs: Blast
8d6, Area Of Effect (18m Radius Explosion;+½); OAF (-1), Range Based On STR (-¼), 8Charges (-½)
1f 2) Candy Cane: HA +4d6; OAF (-1), Hand-To-Hand Attack (-¼)
2f 3) Licorice Whips: Entangle 5d6, 4 PD/4 ED,Entangle And Character Both Take Damage
(+¼); OAF (-1), Range Based On STR (-¼), 8Charges (-½)
1f 4) Cookie Shuriken: RKA 1d6, Autofire (3shots; +¼); OAF (-1), Range Based On STR
(-¼), 8 Charges (-½)
1f 5) Candy Corn Caltrops: RKA 1d6, Area Of
Effect (2m Radius Surface; +¼), Constant(+½), Uncontrolled (removable by spendinga Full Phase to sweep them aside; +½); OAF(-1), Activation Roll 14- (-¼), Only On Hori-zontal Surfaces (-0), DEX Roll Cancels Effect
(-¼), Range Based On STR (-¼), AutomaticallyTargets Hit Location 18 (-0), 2 RecoverableCharges (-1)
Total cost: 47 points.
Options:
1) Accessible Weaponry: Te character carries allo his weapons in a bag or other easy-to-Grabobject, making it a simpler matter to disarm
him. Change to OAF (-1) on reserve. otalcost: 37 points.
H COMBAT YO-YO
Effect: Blast 8d6; RKA 2d6; HKA 1 point,NND, Does BODY
Target: One character
Duration: Instant/Instant/Constant
Range: 6m/6m/ouch
END Cost: 0
Breakability: 12 PD/12 ED
Description: A avorite o characters with oy
Weapons (see below), this device looks and unc-tions like an ordinary yo-yo... except that the“wooden” parts are made o super-hard plastic andcan project deadly buzzsaw blades! Furthermore,the character can use the string as a garrote.
Game Information:
Cost Power
30 Combat Yo-Yo: Multipower, 60-point reserve; all
OAF (-1)
3f 1) Buzzsaw Blades Retracted: Blast 8d6(physical), Reduced Endurance (0 END; +½);OAF (-1), Limited Range (6m; -¼)
2f 2) Buzzsaw Blades Activated: RKA 2d6,Reduced Endurance (0 END; +½); OAF (-1),Limited Range (6m; -¼)
1f 3) Garrote: HA +3d6, NND (defense is rigid
Resistant PD on the neck or not needingto breathe; +1), Constant (+½) (37 ActivePoints); OAF (-1), Hand-To-Hand Attack (-¼),Lockout (-½), Must Follow Grab (-½), Must Be
Aimed At Head (-1), Real Weapon (-¼), STR
Minimum (5; -¼), Two-Handed (-½)Total cost: 36 points.
H HALLOWEEN ARSENAL
Effect: Various Attack Powers
Target: Varies
Duration: Varies
Range: Varies
Charges: Varying Charges
Breakability: Varies
Description: rick or treat? With this collectiono weapons shaped to look like Halloween icons —
jack o’lantern grenades, poison-tipped darts in theorm o pitchorks, bat-shaped boomerang, andso orth — there are no treats, and the tricks arelikely to prove lethal.
Game Information:
Cost Power
34 Halloween Arsenal: Multipower, 60-pointreserve; OIF (multiple OAFs; -½) on entirereserve, all Range Based On STR (-¼)
2f 1) Jack O’Lantern Grenades: Blast 8d6, Area
Of Effect (18m Radius Explosion; +½); OAF(-1), Range Based On STR (-¼), 8 Charges
(-½)2f 2) Skull Grenades: RKA 2d6, Armor Piercing
(+¼), Area Of Effect (18m Radius Explosion;+½); OAF (-1), Range Based On STR (-¼), 8Charges (-½)
3f 3) Black Cat Bomb: Darkness to Sight Group
12m radius; OAF (-1), Range Based On STR(-¼), 8 Continuing Charges lasting 1 Turneach (-0)
2f 4) Devil’s Pitchfork Darts: Blast 6d6, NND
(defense is rPD covering the entire body orappropriate Life Support [Immunity]; +1); OAF(-1), Range Based On STR (-¼), 8 Charges
(-½)2f 5) Jack O’Lantern Bolos: Entangle 5d6, 4
PD/4 ED, Entangle And Character Both TakeDamage (+¼); OAF (-1), Range Based On STR
(-¼), 8 Charges (-½)
1f 6) Vesperang: Blast 8d6 (physical); OAF (-1),Range Based On STR (-¼), 1 RecoverableCharge (-1¼)
1f 7) Vesperine Throwing Blade, Large: HKA 1d6(plus STR), Armor Piercing (+¼), Range BasedOn STR (+¼); OAF (-1), 1 Recoverable Charge(-1¼)
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168 n Weapons Hero System 6th Edition
1f 8) Vesperine Throwing Blades, Small: HKA½d6 (plus STR), Armor Piercing (+¼), Autofire(5 shots; +½), Range Based On STR (+¼);
OAF (-1), 6 Recoverable Charges (-¼)
2f 9) Banshee Bomb: Blast 6d6, NND (defenseis Hearing Group Flash Defense; +½), AreaOf Effect (8m Radius; +½); OAF (-1), Range
Based On STR (-¼), 8 Charges (-½)
2f 10) Witch’s Candle Grenade: Sight and
Hearing Group Flash 5d6, Area Of Effect (8mRadius; +½); OAF (-1), Range Based On STR
(-¼), 8 Charges (-½)
2f 11) Phantom Gas Grenade: Blast 4d6, NND(defense is Life Support [Self-ContainedBreathing]; +1), Area Of Effect (8m Radius;
+½); OAF (-1), Range Based On STR (-¼), 8Charges (-½)
Total cost: 54 points.
Options:
1) Accessible Arsenal: Te character carries allo his weapons in a bag or other easy-to-Grabobject, making it a simpler matter to disarm
him. Change to OAF (-1) on reserve. otalcost: 47 points.
H TOY WEAPONS
Effect: Various Attack Powers
Target: Varies
Duration: Varies
Range: Varies
Charges: Varying Charges
Breakability: Varies
Description: Pleasant childhood memories turnhorriying when heroes encounter villains armed
with these weapons. Shaped like various toys andnovelty items, they can cause all sorts o harm.
Game Information:
Cost Power
40 Toy Weapons: Multipower, 60-point powers; OIF(multiple OAFs; -½) on entire reserve
1f 1) Jack-In-The-Box: Blast 8d6 (physical); OAF(-1), Extra Time (Full Phase; -½), Gestures
(must turn crank; -¼), Limited Range (6m;-¼), 1 Recoverable Charge (-1¼)
1f 2) Bouncy Ball: Blast 8d6 (physical); OAF (-1),Range Based On STR (-¼), 1 Recoverable
Charge (-1¼)
2f 3) Caustic Confetti: Sight Group Flash 12d6;OAF (-1), Does Not Work Against DesolidifiedCharacters (-¼), Limited Range (4m; -¼), 8
Charges (-½)
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Hero System Equipment Guide n Chapter One 16
1f 4) Sharpened Jacks: RKA 1d6, Area Of Effect(2m Radius Surface; +¼), Constant (+½),Uncontrolled (removable by spending a Full
Phase to sweep them aside; +½); OAF (-1), Activation Roll 14- (-¼), Only On HorizontalSurfaces (-0), DEX Roll Cancels Effect (-¼),Range Based On STR (-¼), Automatically
Targets Hit Location 18 (-0), 2 RecoverableCharges (-1)
2f 5) Not-So-Silly String: Entangle 6d6, 6 PD/6ED; OAF (-1), Limited Range (40m; -¼), 8
Charges (-½)
Total cost: 47 points.
Options:
1) Accessible Weapons: Te character carries allo his weapons in a bag or other easy-to-Grabobject, making it a simpler matter to disarmhim. Change to OAF (-1) on reserve. otalcost: 37 points.
Miscellaneous Weapons
H ACID SQUIRTER
Effect: RKA 1d6, Penetrating, Uncontrolled
Target: One character
Duration: Uncontrolled
Range: 8m
Charges: 12 Charges
Breakability: 9 PD/9 ED
Description: Tis device projects a stream oconcentrated acid at a target within 8m o theuser. While the nature and unction o the weaponare normally obvious, some people (particularlysupervillains) preer versions that looks like some-thing else — a button, a watch, a harmless-lookingflower in the lapel, a ring, or the like.
See 6E2 147-48 or more inormation abouthow acids unction in HERO System terms.
Game Information: RKA 1d6, Constant (+½),Penetrating (+½), Uncontrolled (see 6E2 147-48;+½) (37 Active Points); OAF (-1), Limited Range(8m; -¼), 12 Charges (-¼). otal cost: 15 points.
Options:
1) Strong Acid: Increase to RKA 1½d6. 62 ActivePoints; total cost 25 points.
2) Weak Acid: Decrease to RKA ½d6. 25 ActivePoints; total cost 10 points.
3) Experimental Squirter: Tis orm o the devicedoesn’t always work properly; sometimesthe acid leaks out and ruins the mechanism,requiring the character to make repairs beorehe can use it again. Add Activation Roll 13-Burnout (-¼). otal cost: 13 points.
4) Attached Squirter: Tis orm o Acid Squirter isfirmly attached to the character. Change OAF(-1) to OIF (-½). otal cost: 18 points.
5) Disguised Squirter I: Tis orm o Acid Squirterlooks like some ordinary object. Change OAF
(-1) to IAF (-½). otal cost: 18 points.
6) Disguised Squirter II: Tis orm o Acid Squirterboth looks ordinary and is firmly attached tothe character. Change OAF (-1) to IIF (-¼).otal cost: 21 points.
7) Expanded Reservoir: Increase to 25 Charges(+¼)
OAF: 41 Active Points; total cost 18 points.
OIF: 41 Active Points; total cost 23 points.
IAF: 41 Active Points; total cost 23 points.
IIF: 41 Active Points; total cost 27 points.
H ALLURE PERFUME
Effect: +20 PRE and Charm 16-, OnlyVersus Men
Target: Varies
Duration: Constant
Range: Sel
Charges: 2 Continuing Charges
Breakability: 4 PD/4 ED
Description: Tis device is a perume enhanced
by human pheromones. When worn by a woman,it makes her extremely attractive to men —indeed, perhaps irresistible — or the space o onehour.
Game Information: +20 PRE (20 Active Points);OAF (perume spritzer; -1), Only o Attract TeAttention O Men (-1), 2 Continuing Chargeslasting 1 Hour each (-0) (total cost: 7 points) plus Charm 16- (17 Active Points); OAF (perumespritzer; -1), Only Versus Men (-1), 2 ContinuingCharges lasting 1 Hour each (-0) (total cost: 6points). otal cost: 13 points.
Options:
1) Strong Perfume: Increase to +30 PRE andCharm 20-. 30 + 25 = 55 Active Points; totalcost 10 + 8 = 18 points.
2) Weak Perfume: Decrease to +15 PRE andCharm 14-. 15 + 13 = 28 Active Points; totalcost 5 + 4 = 9 points.
3) Experimental Perfume: Pheromones and theirunctions remain poorly understood and diffi-cult to use; sometimes the perume evaporatesalmost instantly, or somehow interacts with theuser’s biochemistry in such a way that it has noeffect (or reduced effect). Add Activation Roll14- (-¼) to both powers. otal cost 6 + 5 = 11
points.4) More Perfume: Increase to 4 Continuing
Charges lasting 1 Hour each (+0 [the value iscapped because this power already costs noEND]). 20 + 17 = 37 Active Points; total cost 7+ 6 = 13 points.
5) Less Perfume: Decrease to 1 ContinuingCharge lasting 1 Hour (-¼). otal cost: 6 + 5 =11 points.
6) Allure Cologne: Men can take advantage opheromone technology, too. Change all reer-ences to “Men” in the Limitations to “Women.”otal cost: 13 points.
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170 n Weapons Hero System 6th Edition
H ARSENAL STAFF
Effect: Various Attack Powers
Target: Varies
Duration: Instant
Range: Varies
Charges: Varies
Breakability: 12 PD/12 ED
Description: Tis weapon looks like an ordinarymetallic staff — but it’s actually got an arsenal o
high-tech weaponry built into it! It can projectbeams o orce, fire micro-missiles or flare blasts,and even project tangleweb.
Game Information:
Cost Power
30 Arsenal Staff: Multipower, 60-point reserve; allOAF (-1)
2f 1) Electro-Blast: Blast 12d6; OAF (-1), 8
Charges (-½)
2f 2) Micro-Missiles: Blast 8d6, Area Of Effect
(18m Radius Explosion; +½); OAF (-1), 4Charges (-1)
2f 3) Flare Blast: Sight Group Flash 12d6; OAF(-1), 4 Charges (-1)
2f 4) Tangleweb: Entangle 6d6, 6 PD/6 ED; OAF(-1), Limited Range (20m; -¼), 4 Charges (-1)
Total cost: 38 points.
Options:
1) Strong Staff: Increase reserve to 75 points, Slot1 to Blast 15d6, Slot 2 to Blast 10d6, Slot 3 toFlash 15d6, and Slot 4 to Entangle 7d6, 6 PD/6ED. otal cost: 46 points.
2) Weak Staff: Decrease reserve to 45 points, Slot1 to Blast 9d6, Slot 2 to Blast 6d6, Slot 3 to
Flash 9d6, and Slot 4 to Entangle 5d6, 4 PD/4ED. otal cost: 27 points.
H BLADESHOOTER
Effect: RKA 1d6, Armor Piercing
Target: One character
Duration: Instant
Range: 150m
Charges: 10
Breakability: 4 PD/4 ED
Description: Tis blaster-like weapon doesn’t fireenergy beams or bullets — its rounds are razor-sharp circular blades! Depending on the designer,the blades may look like miniature buzzsaws,throwing stars, eatureless disks, or just about anyother aerodynamic shape.
Game Information: RKA 1d6, Armor Piercing(+¼) (19 Active Points); OAF (-1), 10 Charges(-¼). otal cost: 8 points.
Options:
1) Strong Bladeshooter: Increase to RKA 2d6. 37Active Points; total cost 16 points.
2) Weak Bladeshooter: Decrease to RKA ½d6. 12Active Points; total cost 5 points.
3) Realistic Bladeshooter: Aerodynamic or not,the blades can’t fly very ar. Add Limited Range(60m; -¼). otal cost: 8 points.
4) Experimental Bladeshooter: Sometimes theBladeshooter malunctions. Add ActivationRoll 14- (-¼). otal cost: 8 points.
5) Auto-Bladeshooter: Tis orm o Bladeshooter
can fire multiple rounds at once. Add Autofire(3 shots; +¼) and change to 32 Charges (+¼).25 Active Points; total cost 12 points.
H BOOSTER PILL
Effect: +30 SR, +10 DEX, +10 CON, +5PD, +5 ED
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Charge
Breakability: 14 PD/14 ED
Description: Tis super-drug radically enhancesa character’s physical capabilities... but only ora period o one hour rom the time he takes it.Characters typically use it to augment themselvesduring a battle or crisis situation.
Te Characteristics added by this pill are allbought as one big Characteristics power or easeo use. While technically they could be boughtseparately and Linked together, many GMs wouldconsider that abusive given the special effectsinvolved and the like.
Te pill is bought as an IAF, rather than anOAF, or two reasons. First, while obviously a pill,it’s not obviously a Booster Pill; another char-acter might mistake it or an ordinary medicine.Second, since it’s so small it’s easy or the characterto hide in his clothes or elsewhere.
Game Information: +30 SR, +10 DEX, +10CON, +5 PD, +5 ED (70 Active Points); IAF (-½),1 Continuing Charge lasting 1 Hour (-¼). otalcost: 40 points.
Options:
1) Strong Pill: Increase to +40 SR, +15 DEX, +15CON, +10 PD, +10 ED. 105 Active Points; totalcost 60 points.
2) Weak Pill: Decrease to +20 SR, +5 DEX, +5
CON, +3 PD, +3 ED. 41 Active Points; totalcost 24 points.
3) Realistic Pill I: It takes time or the pill’s effectsto work. Add Extra ime (5 Minutes to acti- vate; -1). otal cost: 26 points.
4) Realistic Pill II: Te pill is easy to break, crush,or ruin. Add Fragile (-¼). otal cost: 34 points.
5) Experimental Pill I: Te drugs in the pill don’talways react positively with the character’smetabolism. Add Activation Roll 14- (-¼).otal cost: 34 points.
6) Experimental Pill II: As Experimental Pill I, buti the pill ails to work it causes cramps and
intestinal pain. Add Side Effects (Drain 4d6,
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Hero System Equipment Guide n Chapter One 17
SR, DEX, and CON simultaneously, DelayedReturn Rate (points return at the rate o 5 per 5Minutes); -1). otal cost: 22 points.
7) Mindbooster Pill: Tis pill enhances the char-acter’s mental acuity instead o his physicalprowess. Change to +20 IN, +20 EGO. 40Active Points; total cost 22 points.
8) More Pills: Te character has more than oneBooster Pill he can take per day. Te GM
should evaluate this power careully, since theability to use it more than once may effectivelyeliminate the hindrance posed by the ChargesLimitation.
2 Charges (-0): otal cost 46 points.
3 Charges (+¼): 77 Active Points; total cost 51points.
9) Short-Term Pill: Te pill’s effects only last or aew minutes
1 Continuing Charge lasting 20 Minutes (-½): otal cost 34 points.
1 Continuing Charge lasting 5 Minutes (-¾): otal cost 30 points.
10) Variant Pill: Tis orm o the pill uses the lesspredictable Aid. Change to Aid Characteristics6d6, Expanded Effect (SR, DEX, CON, andPD simultaneously; +2), Delayed Return Rate(points ade at the rate o 5 per 20 Minutes;+1½) (162 Active Points); IAF (-½), Only AidSel (-1), 1 Charge (-2). otal cost: 36 points.
11) Booster Belt: Te product o some ultra-advanced science (perhaps alien technology,or even quasi-mystical tech), this belt draws on“ambient energy” to boost the wearer’s physicalcapabilities as long as he wears it. Change to: +30SR, +10 DEX, +10 CON, +5 PD, +5 ED (70
Active Points); OIF (-½). otal cost: 47 points.
H COMBAT ANALYZER
Effect: +3 with All Combat, +3 versusRange Modifier with All Attacks,actics 16-
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 3 PD/3 ED
Description: Ordinarily built into a helmet, a suit
o powered armor, or the like, this device usesmicrosensors and ultra-ast waer-thin computersto analyze a battlefield situation and advise theuser on the best tactics. It warns him o incomingattacks so he can dodge them, helps him aim atdesignated targets, and so orth.
Game Information:
Cost Power
13 Combat Analyzer: +2 with All Combat; OIF (-½)
6 Combat Analyzer: +3 versus Range Modifierwith All Attacks; OIF (-½)
11 Combat Analyzer: Tactics 16-; OIF (-½)
Total cost: 30 points.
Options:
1) Strong Analyzer: Increase to +3 with AllCombat, +5 versus Range Modifier with AllAttacks, and actics 18-. otal cost 20 + 10 + 14= 44 points.
2) Weak Analyzer: Decrease to +1 with AllCombat, +2 versus Range Modifier with AllAttacks, and actics 14-. otal cost 7 + 4 + 9 =20 points.
3) Realistic Analyzer: Te Analyzer has its ownbattery and requires periodic rechargingwith special equipment. Add to each power 1Continuing Fuel Charge lasting 1 Hour (-0).otal cost: 30 points.
4) Experimental Analyzer: Te Analyzer isn’t yetsophisticated enough to keep up with everyactor in a rapidly-evolving battle; sometimesit ails to account or a variable and leaves theuser exposed. Add Activation Roll 14- (-¼) toeach power. otal cost 11 + 5 + 10 = 26 points.
H COMBAT GAUNTLETS
Effect: Blast 8d6, Variable Advantage, Vari-able Special Effects; elekinesis (40SR); HA +8d6
Target: Varies
Duration: Instant/Constant/Instant
Range: Varies
END Cost: Varies
Breakability: 20 PD/20 ED
Description: Built with multiphasic energy tech-nology, these gauntlets can produce a wide varietyo offensive effects, thus allowing the wearer toproject many different orms o ranged attack.
Game Information:
Cost Power
67 Combat Gauntlets: Multipower, 100-pointreserve; all OIF (-½)
7f 1) Multiphasic Blasts: Blast 8d6, Variable
Advantage (+½ Advantages; +1), VariableSpecial Effects (+½); OIF (-½)
6f 2) Graviton Manipulators: Telekinesis (40 STR),Reduced Endurance (0 END; +½); OIF (-½)
3f 3) Smashing Punch: HA +8d6, ReducedEndurance (0 END; +½); OIF (-½), Hand-To-Hand Attack (-¼)
Total cost: 83 points.
Options:
1) Strong Gauntlets: Increase reserve to 125points, Slot 1 to Blast 10d6, Slot 2 to elekinesis(50 SR), and Slot 3 to HA +10d6. otal cost:102 points.
2) Weak Gauntlets: Decrease to reserve to 75points, Slot 1 to Blast 6d6, Slot 2 to elekinesis(30 SR), and Slot 3 to HA +6d6. otal cost: 62points.
3) Realistic Gauntlets I: Te Gauntlets only havea limited supply o energy. Add 10 Charges
(-¼) or entire reserve and remove Reduced
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172 n Weapons Hero System 6th Edition
Endurance (+½) rom Slots 2 and 3. otal cost:70 points.
4) Realistic Gauntlets II: Te Gauntlets are sobig and bulky they interere with the wearer’sability to use his hands. Add Side Effects (-2to DEX Rolls to handle objects, always occurs;
-½) to reserve. otal cost: 66 points.5) Experimental Gauntlets: Te Gauntlets are
prototypes and don’t always work properly.Add Activation Roll 14- (-¼) to reserve and allslots. otal cost: 71 points.
H COSMIC GEM
Effect: Various Powers
Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: Unbreakable
Description: Tis strange device, probably theproduct o a long-dead Galaxy-spanning alienempire or entity o cosmic power, resemblesa gem. Some are small enough to wear on theorehead, while others fit comortably in the fist;it may be that the owner can control the size andappearance o a Gem to suit himsel. A CosmicGem is a ont o cosmic power that the owner canuse or a variety o effects — it projects powerulenergy bolts, allows the user to fly, protects theuser rom harm, and so orth.
Game Information:
Cost Power
50 Cosmic Gem: Multipower, 100-point reserve; allOAF (-1)
6v 1) Standard Gem-Blast: Blast 12d6; OAF (-1)
6v 2) Deadly Gem-Blast: RKA 2d6, ACV (usesOMCV against DMCV; +¼), AVAD (MentalDefense; +1), Does BODY (+1); OAF (-1),
Increased Endurance Cost (x3 END; -1)
6v 3) Nonlethal Gem-Blast: Mental Blast 6d6;OAF (-1)
8v 4) Protection Field: Resistant Protection (25PD/25 ED), Hardened (+¼); OAF (-1), Costs
Endurance (-½)
6v 5) Atmospheric Flight: Flight 60m; OAF (-1)
8v 6) Spaceflight: FTL Travel (1 LY/15 Minutes),Usable By Nearby (+1); OAF (-1)
8 Protection Field: Life Support (Self-Contained
Breathing; Safe Environments: all); OAF (-1),Linked (to Protection Field; -½)
Total cost: 98 points.
Options:
1) Attached Gem: Te Gem firmly attaches itsel tothe owner, making it difficult to take away romhim. Change OAF (-1) to OIF (-½). otal cost:125 points.
2) Powered Gem: Te Gem also contains aninternal source o power that it draws on,instead o using the owner’s energy. Characteralso buys: Endurance Reserve (200 END, 51REC); OAF (-1) (total cost: 42 points). otalcost: 140 points.
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Hero System Equipment Guide n Chapter One 17
3) True Cosmic Gem: Tis orm o the CosmicGem can do almost anything. Change to Vari-able Power Pool, 90 Pool + 90 Control Cost,No Skill Roll Required (+1), Powers Can BeChanged As A Zero Phase Action (+1); OAF(-1). otal cost: 157 points (or 180 points orOIF [-½]).
H CYCLONE GAUNTLETS
Effect: Various Attack Powers Target: Varies
Duration: Instant
Range: Varies
Charges: 32 Charges or entire reserve
Breakability: 22 PD/22 ED
Description: Tis gauntlet-based weapon useshighly-compressed air to create several differentoffensive effects. In addition to simply enhancinghis punch or blasting a target with compressed air,the user can create a wide-beam blast or a cyclone-like effect that slams into the target and throws
him in a random direction.Game Information:
Cost Power
75 Cyclone Gauntlets: Multipower, 90-pointreserve, 32 Charges (+¼) for entire reserve;all OIF (-½)
6f 1) Cyclone Blast (Focused): Blast 12d6,Double Knockback (+½); OIF (-½)
4f 2) Cyclone Blast (Wide-Beam): Blast 10d6, Area Of Effect (30m Cone; +¾); OIF (-½), No
Range (-½)
4f 3) Cyclone Effect: Blast 12d6, Area Of Effect
(26m Radius Explosion; +½); OIF (-½),Requires A DEX Roll (-½), Random Knockback
(-0)
1f 4) Cyclone Punch: HA +2d6; OIF (-½), Hand-To-Hand Attack (-¼)
Total cost: 90 points.
Options:
1) Strong Cyclone Gauntlets: Increase reserve to105 points, Slot 1 to Blast 14d6, Slot 2 to Blast12d6, Slot 3 to Blast 14d6, and Slot 4 to HA+4d6. otal cost: 105 points.
2) Weak Cyclone Gauntlets: Decrease reserve to 75
points, Slot 1 to Blast 10d6, Slot 2 to Blast 7d6,Slot 3 to Blast 10d6, and Slot 4 to HA +1d6.otal cost: 76 points.
3) Cyclone Rifle: Instead o Gauntlets, this weaponis a rifle that an enemy can easily take awayrom a character. Remove Slot 4 and changeOIF (-½) to OAF (-1) and wo-Handed (-½)throughout. otal cost: 55 points.
4) More Air: Increase to 64 Charges (+½) orentire reserve. otal cost: 105 points.
5) Less Air: Decrease to 16 Charges (-0) or entirereserve. otal cost: 75 points.
H DARKNESS RAY
Effect: Darkness to Sight Group
Target: 20m Cone
Duration: Constant
Range: No Range
Charges: 1 Continuing Charge
Breakability: 10 PD/10 ED
Description: Tis unusual device is somethinglike a flashlight or flare-beam blaster, but instead
o projecting a beam o bright light, it projects oneo utter darkness! When the user turns it on, itcreates a cone o darkness 20m on a side; anyonewithin the cone cannot see. Te weapon’s internalbattery has 5 minutes o power, and can only berecharged in a special recharging device.
Game Information: Darkness to Sight Group 10mradius (20m Cone) (50 Active Points); OAF (-1),No Range (-½), 1 Continuing Fuel Charge lasting5 Minutes (-½). otal cost: 17 points.
Options:
1) Strong Ray: Increase to Darkness to SightGroup 12m radius (24m Cone). 60 ActivePoints; total cost 20 points.
2) Weak Ray: Decrease to Darkness to SightGroup 8m radius (16m Cone). 40 ActivePoints; total cost 13 points.
3) Experimental Ray: Darkness technologyremains highly experimental and prone tomalunction. Add Activation Roll 14- (-¼).otal cost: 15 points.
4) Stronger Battery: Increase to 1 Continuing FuelCharge lasting 20 Minutes (-¼). otal cost: 18points.
5) Attached Ray: Te Ray generator is built into agauntlet, helmet, powered armor suit, ring, orthe like, making it much harder or anyone totake it away rom the character. Change OAF(-1) to OIF (-½). otal cost: 20 points.
6) Advanced Ray: Te character’s eyes are espe-cially tuned to his Darkness Ray so that itdoesn’t affect him, only his oes. Add PersonalImmunity (+¼). 62 Active Points; total cost 21points.
H DIMENSION-SHIFTER RAY
Effect: Extra-Dimensional Movement,
Usable As Attack Target: One character
Duration: Instant
Range: 400m
Charges: 8
Breakability: 10 PD/10 ED
Description: Tis highly dangerous weaponprojects a beam o energy that negates the “dimen-sional vibration” that keeps the target in his homedimension. Tis has the effect o thrusting himinto another dimension, thus possibly exiling himrom his home plane or lie.
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174 n Weapons Hero System 6th Edition
Tis weapon requires the GM’s permission,since it has a strong potential to unbalance thecampaign.
Game Information: Extra-Dimensional Move-ment (one location in one dimension, chosenwhen the Ray is built), Usable As Attack (does notwork on characters with Desolidification, Extra-Dimensional Movement, Power Deense, or ele-portation; +1¼), Ranged (+½) (55 Active Points);
OAF (-1), 8 Charges (-½). otal cost: 22 points.
Options:
1) Strong Ray: Increase to any location in anydimension. 124 Active Points; total cost 50points.
2) Weak Ray: Change Ranged (+½) to LimitedRange (20m; +¼). 50 Active Points; total cost20 points.
3) Experimental Ray: Tis technology is highlyexperimental and prone to requent ailure.Add Activation Roll 11- (-½). otal cost: 20points.
4) Uncontrollable Ray: Te character has nocontrol over which dimension his Ray sendsthe target to. As Strong Ray, but add NoConscious Control (character controls activa-tion o the Ray but not the target’s destination;-1). otal cost: 35 points.
5) Attached Ray: Te Ray is built into a gauntlet,powered armor suit, or the like; it’s muchharder to take away rom the character. ChangeOAF (-1) to OIF (-½). otal cost: 27 points.
H DISTRACTING COSTUME
Effect: +20 PRE, Only For SeductivePurposes
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 4 PD/4 ED
Description: Te character’s costume is particu-larly flattering and revealing, making it harder orhis opponents to fight effectively.
Game Information: +20 PRE (20 Active Points);OIF (-½), Only o Make Seductive/FriendlyPresence Attacks Solely For Purposes O Causing
arget o Delay His Actions In Combat (-1), OnlyVersus argets O Appropriate Sexual Orientation(-1), Only Works Once Per arget Per Scene (-½).otal cost: 5 points.
H EELSKIN COSTUME
Effect: Blast 6d6, NND; Resistant Protec-tion (4 PD/4 ED); +30 SR, OnlyVersus Grabs; +5 to Contortionist,Only Versus Grabs
Target: One character/Sel
Duration: Instant/Persistent/Persistent/Constant
Range: ouch/Sel END Cost: Varies
Breakability: 12 PD/12 ED
Description: Tis costume is made out o anextremely slippery super-material and coated withspecial oils so that it not only protects the wearer,it makes it very difficult or anyone to Grab him.Additionally, it contains a built-in power pack thatlets the wearer deliver a powerul electric shockattack by touch.
Game Information:
Cost Power
24 Electric Eel Touch: Blast 6d6, NND (defense isinsulated rED covering the entire body, or EDResistant Protection defined as a force-field orthe like; +1) (60 Active Points); OIF (-½), No
Range (-½), 8 Charges (-½)
8 Eelskin Costume: Resistant Protection (4 PD/4ED) (12 Active Points); OIF (-½)
18 Eelskin Costume: +30 STR, Reduced Endur-
ance (0 END; +½) (45 Active Points); OIF (-½),Only To Escape From Grabs (-1)
5 Eelskin Costume: +5 to Contortionist (10 ActivePoints); OIF (-½), Only To Escape From Grabs
(-½)
Total cost: 55 points.
Options:
1) Strong Touch: Increase Electric Eel ouch toBlast 8d6. 80 Active Points; total cost 32 points;total cost o gadget 63 points.
2) Weak Touch: Decrease Electric Eel ouch toBlast 4d6. 40 Active Points; total cost 16 points;total cost o gadget 47 points.
3) Tough Costume: Increase to Resistant Protec-tion (6 PD/6 ED). 18 Active Points; total cost12 points; total cost o gadget 59 points.
4) Even Slipperier Costume: Increase to +40 SR
and +7 to Contortionist. 60 and 14 ActivePoints; total cost 24 and 7 points; total cost ogadget 63 points.
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Hero System Equipment Guide n Chapter One 17
H ELECTRO-LIMPET
Effect: Dispel Electronic Device Powers25d6
Target: One electronic device
Duration: Instant
Range: ouch
Charges: 1
Breakability: 75 PD/75 ED
Description: When attached to an electronicdevice, this small weapon emits a ocused elec-tromagnetic pulse that ries the device’s circuits,rendering it inoperable. Getting it back in workingcondition requires the replacement or repair omany parts o the device, which usually takes timeand skill.
Game Information: Dispel Electronic DevicePowers 25d6, Expanded Effect + Variable Effect(all Electronic Device powers simultaneously; +4)(375 Active Points); OAF (-1), No Range (-½), 1Charge (-2). otal cost: 83 points.
Options:1) Strong Electro-Limpet: Increase to Dispel Elec-
tronic Device Powers 30d6. 450 Active Points;total cost 100 points.
2) Weak Electro-Limpet: Decrease to Dispel Elec-tronic Device Powers 20d6. 300 Active Points;total cost 67 points.
3) Realistic Electro-Limpet: Te pulse isn’tocused; it spreads outward rom itsel in alldirections, rying all nearby circuitry. Add AreaO Effect (32m Radius; +1). 450 Active Points;total cost 100 points.
4) Experimental Electro-Limpet: Te technology
needed to shrink an EMP generator down tothe size o a limpet mine isn’t always reliable.Add Activation Roll 14- (-¼). otal cost: 79points.
5) Triggered Electro-Limpet: A character can usethis orm o Electro-Limpet as a threat againstthe owner o an electronic device. Aer heattaches the Limpet to the device, he rig-gers it by remote control whenever he wants(removing the Limpet requires destroyingthe device it’s attached to, or destroying theLimpet, which has 75 DEF). Add rigger (radiosignal aer being attached to device; +¼). 394Active Points; total cost 87 points.
H ENERGY BRACERS
Effect: Blast 12d6, Flight 30m, ResistantProtection (20 PD/20 ED)
Target: One character/Sel/Sel
Duration: Instant/Constant/Constant
Range: 600m/Sel/Sel
END Cost: 6/3/4
Breakability: 15 PD/15 ED
Description: Tese bracers are built with tech-nology that allows them to harness and manipu-
late energy or various effects. Tey can project
deadly blasts, shield the wearer with a orce-field,or even propel the wearer through the air. Tewearer can use two or more unctions at once, butnot all at ull power.
Game Information:
Cost Power
50 Energy Bracers: Multipower, 75-point reserve;
all OIF (-½)
8v 1) Blast: Blast 12d6; OIF (-½)4v 2) Fly: Flight 30m; OIF (-½)
8v 3) Shield: Resistant Protection (20 PD/20 ED);OIF (-½)
Total cost: 70 points
Options:
1) Strong Bracers: Increase reserve to 90 points,Slot 1 to Blast 15d6, Slot 2 to Flight 50m, andSlot 3 to Resistant Protection (30 PD/30 ED).otal cost: 89 points.
2) Weak Bracers: Decrease to reserve to 60 points,Slot 1 to Blast 8d6, Slot 2 to Flight 20m, and
Slot 3 to Resistant Protection (15 PD/15 ED).otal cost: 54 points.
3) Realistic Bracers: Te Bracers have only alimited supply o energy. Add 64 Charges (+½)or entire reserve. otal cost: 91 points.
4) Experimental Bracers: Te technology in theBracers is not ully understood and doesn’talways work properly. Add Activation Roll14- (-¼) to reserve and all slots. otal cost: 60points.
5) Solar Bracers: Te Bracers’ power depends onchanneling sunlight; at night or when shieldedrom sunlight, they won’t work. Add Only
Works In Sunlight (-½) to reserve and all slots.otal cost: 52 points.
6) Star-Bracers: Te Bracers’ power depends onchanneling the light o stars (be it the sun orother stars); when shielded rom stellar light,they won’t work. Add Only Works In StellarLight (-¼) to reserve and all slots. otal cost:60 points.
7) Untiring Bracers: Using the Bracers doesn’t tirethe character out at all. Increase reserve to 90points and add Reduced Endurance (0 END;+½) to all slots. otal cost: 86 points.
H GRAVITIC CONTROL ROD
Effect: Varies
Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: Unbreakable
Description: Tis powerul weapon, possibly thecreation o some ultra-advanced alien civilization,allows the character to manipulate gravity or awide variety o attacks and effects.
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176 n Weapons Hero System 6th Edition
Game Information:
Cost Power
31 Gravitic Powers: Multipower, 63-point powers;all OAF (-1)
3f 1) Gravitic Manipulation: Telekinesis (40 STR);OAF (-1)
3f 2) Gravitic Blast I: Blast 12d6; OAF (-1)
3f 3) Gravitic Blast II: Blast 8d6, Reduced Endur-
ance (0 END; +½); OAF (-1)3f 4) Crushing And Rending: RKA 2d6, Pene-
trating (+½), Reduced Endurance (0 END;
+½); OAF (-1)
3f 5) Technology Destruction: Dispel Technology14d6, Variable Effect (any one technology-
based power at a time; +½); OAF (-1)
3f 6) The Big Squeeze: Blast 6d6, NND (defenseis PD Resistant Protection defined as a force-field, or the like; +1); OAF (-1)
3f 7) Altered Individual Gravity: Flight 22m,
Usable As Attack (does not affect anyone withDesolidification, Power Defense, or gravity-
manipulation abilities; +1¼), Ranged (+½);OAF (-1)
Total cost: 52 points.
Options:
1) Strong Gravitic Control Rod: Increase reserve to90 points, Slot 1 to elekinesis (60 SR), Slot2 to Blast 18d6, Slot 3 to Blast 12d6, Slot 4 toRKA 3d6, Slot 5 to Dispel 20d6, Slot 6 to Blast9d6, and Slot 7 to Flight 32m. otal cost: 73points.
2) Weak Gravitic Control Rod: Decrease reserve to45 points, Slot 1 to elekinesis (30 SR), Slot 2to Blast 9d6, Slot 3 to Blast 6d6, Slot 4 to RKA2d6 without Reduced Endurance, Slot 5 toDispel 10d6, Slot 6 to Blast 4d6, and Slot 7 toFlight 16m. otal cost: 36 points.
3) Gravitic Control Gauntlet/Ring/Helmet: Tisorm o gravitic control device is not so easilyremoved rom the character’s possession.
Change OAF (-1) to OIF (-½) throughout.otal cost: 70 points.
4) Returning Gravitic Control Rod: I someoneattempts to take the Rod away rom its owner,the Rod automatically returns to the char-acter o its own “volition.” Remove OAF (-1)throughout. otal cost: 105 points.
H GRENADE LAUNCHER BACKPACK
Effect: Various Attack Powers
Target: Varies
Duration: Varies
Range: Varies
Charges: 4 Charges per slot
Breakability: 15 PD/15 ED
Description: Tis weapon is worn on the backand has a barrel or launching tube that mountson the wearer’s shoulder or the like. It allows himto fire a variety o grenades; he selects which typehe wants by cybernetic command or with a handcontrol. Te Backpack carries 32 grenades, oureach o eight types. A character who buys it could,i desired, change the number o Charges on various slots to reflect personal preerence, but thetotal number o grenades cannot exceed 32.
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Hero System Equipment Guide n Chapter One 17
affect multiple senses through the use o odorgenerators, sound broadcast units, and the like.
Game Information:
Cost Power
64 Illusions: Multipower, 80-point reserve; all IIF(-¼)
6f 1) Hologram Generator: Sight, Hearing, and
Smell/Taste Group Images, -3 to PER Rolls,
Area Of Effect (16m Radius; +¾), ReducedEndurance (0 END; +½), Persistent (+¼); IIF(-¼)
4f 2) Cloak Of Illusion: Invisibility to Sight,Hearing, and Smell/Taste Groups, ReducedEndurance (0 END; +½), Persistent (+¼); IIF
(-¼)
Total cost: 74 points.
Options:
1) Strong Holograms: Increase reserve to 114points, and Images to Sight, Hearing, andSmell/aste Group Images, -5 to PER Rolls,
Area O Effect (64m Radius; +1¼), and add NoFringe to Invisibility. otal cost: 105 points.
2) Weak Holograms: Decrease reserve to 60 pointsand Images to Sight, Hearing, and Smell/asteGroup Images, -2 to PER Rolls, Area O Effect(8m Radius; +½). otal cost: 57 points.
3) Realistic Holograms: Tese holograms onlyaffect sight and are easily perceived as akeimages. Change to Sight Group Images, AreaO Effect (16m Radius; +¾), Reduced Endur-ance (0 END; +½), Persistent (+¼); IIF (-¼).25 Active Points; total cost 20 points.
4) Experimental Holograms: Sometimes the holo-gram flickers, suffers intererence, or otherwisedoesn’t work properly. Add Activation Roll 14-(-¼) to the reserve and both slots. otal cost:61 points.
5) Accessible Projector: Although still difficult toperceive, this orm o the Projector is easy toremove rom the user once detected. Change toIAF (-½). otal cost: 61 points.
H MATTER CONDENSER
Effect: Blast 12d6, RKA 2d6 (ArmorPiercing x2), Entangle 6d6, 6 PD/6ED
Target: One characterDuration: Instant
Range: 600m/450m/600m
Charges: 12 Charges or entire reserve
Breakability: 12 PD/12 ED
Description: Tis device condenses the particu-late matter in the air into solid objects, usingthe energy created by the condensing process toproject those objects at a target. It can create threetypes o objects: large boulder-like ones to smashinto the target; sharp knie- or dart-like ones tocut the target; and wire- or ring-like ones to tie thetarget up.
Game Information:
Cost Power
50 Grenade Launcher Backpack: Multipower,
75-point powers; OIF (-½)
3f 1) Blast Grenade: Blast 15d6; OIF (-½), 4Charges (-1)
3f 2) Fire Grenade: Blast 10d6 (22m Radius
Explosion; +½); OIF (-½), 4 Charges (-1)
3f 3) Frag Grenade: RKA 3d6 (20m Radius Explo-sion; +½); OIF (-½), 4 Charges (-1)
3f 4) Concussor Grenade: Blast 10d6 (22m
Radius Explosion; +½); OIF (-½), Stun Only(-0), 4 Charges (-1)
3f 5) Flashbang Grenade: Sight and HearingGroup Flash 9d6 (20m Radius Explosion; +½);
OIF (-½), 4 Charges (-1)
3f 6) Smoke Grenade: Darkness to Sight Group12m radius; OIF (-½), 4 Continuing Chargeslasting 1 Turn each (-½)
3f 7) Enhanced Smoke Grenade: Darkness toSight, Radio, and Mental Groups 10m radius;
OIF (-½), 4 Continuing Charges lasting 1 Turneach (-½)
3f 8) Tranq Gas Grenade: Blast 5d6, NND(defense is Life Support [Self-ContainedBreathing] or appropriate Immunity; +1),
Area Of Effect (10m Radius; +1); OIF (-½), 4Charges (-1)
Total cost: 74 points.
Options:
1) Strong GLB: Increase reserve to 90 points, Slot1 to Blast 18d6, Slot 2 to Blast 12d6, Slot 3 toRKA 4d6, Slot 4 to Blast 12d6, Slot 5 to Flash11d6, Slot 6 to Darkness 18m, Slot 7 to Dark-ness 16m, and Slot 8 to Blast 6d6. otal cost:91 points.
2) Weak GLB: Decrease reserve to 60 points, Slot 1to Blast 12d6, Slot 2 to Blast 8d6, Slot 3 to RKA2d6, Slot 4 to Blast 8d6, Slot 5 to Flash 7d6, Slot6 to Darkness 10m, Slot 7 to Darkness 8m, andSlot 8 to Blast 4d6. otal cost: 56 points.
3) Grabbable GLB: Tis orm o GLB is easilytaken away rom the character. Change OIF(-½) to OAF (-1) throughout. otal cost: 53points.
H HOLOGRAM PROJECTOR
Effect: Sight, Hearing, and Smell/asteGroup Images, Invisibility to Sight,Hearing, and Smell/aste Groups
Target: 16m Radius/Sel
Duration: Constant
Range: 320m/Sel
END Cost: 0
Breakability: 16 PD/16 ED
Description: Tis device, built into the abrico a costume so cleverly that no one can detectit without a detailed out-o-combat examina-tion, generates convincing holograms able to
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178 n Weapons Hero System 6th Edition
Game Information:
Cost Power
27 Matter Condenser: Multipower, 60-pointreserve; all OAF (-1), 12 Charges for entirereserve (-¼)
3f 1) Particulate Boulders: Blast 12d6; OAF (-1)
2f 2) Particulate Darts: RKA 2d6, Armor Piercing(x2; +½); OAF (-1)
3f 3) Particulate Rings/Wire: Entangle 6d6, 6PD/6 ED; OAF (-1)
Total cost: 35 points.
Options:
1) Strong Condenser: Increase reserve to 75points, Slot 1 to Blast 15d6 and Slot 3 toEntangle 8d6, 7 PD/7 ED. otal cost: 43 points.
2) Weak Condenser: Decrease reserve to 45 points,Slot 1 to Blast 9d6, Slot 2 to Armor Piercing(+¼), and Slot 3 to Entangle 5d6, 4 PD/4 ED.otal cost: 26 points.
3) Attached Condenser: Te Condenser is built
into a gauntlet, powered armor suit, or thelike; it’s much harder to take away rom thecharacter. Change OAF (-1) to OIF (-½). otalcost: 45 points.
H MINI-MISSILE LAUNCHER
Effect: RKA 3d6, Indirect, No RangeModifier
Target: Explosion
Duration: Instant
Range: 450m
Charges: 4
Breakability: 22 PD/22 ED
Description: Tis weapon looks like a large, bulkyenergy pistol with our barrels mounted two-by-two. But it actually fires mini-missiles insteado energy beams! Te missiles can track targetsaround obstacles and the like.
Game Information: RKA 3d6, Area O Effect(20m Radius Explosion; +½), Indirect (SourcePoint is always the character, but Path can alterrom use ot use to strike the target rom any direc-tion; +½), No Range Modifier (+½) (112 ActivePoints); OAF (-1), 4 Charges (-1). otal cost: 37points.
Options:1) Strong Mini-Missiles: Increase to RKA 4d6. 150
Active Points; total cost 50 points.
2) Weak Mini-Missiles: Decrease to RKA 2d6. 75Active Points; total cost 25 points.
3) Realistic Mini-Missiles: Te missiles are sosmall that they don’t have enough uel to fly very ar, and they take time to reach theirtarget. Add Extra ime (Extra Segment; -½)and Limited Range (400m; -¼). otal cost: 30points.
4) Experimental Mini-Missiles: Sometimes one othe missiles is a dud. Add Activation Roll 14-
(-¼). otal cost: 34 points.
5) Improved Mini-Missiles: Increase to Area OEffect (54m Radius Explosion; +¾). 124 ActivePoints; total cost 41 points.
6) More Mini-Missiles: Increase to 8 Charges (-½).otal cost: 45 points.
7) Attached Launcher: Te Launcher is built intoa gauntlet, powered armor suit, or the like; it’smuch harder to take away rom the character.Change OAF (-1) to OIF (-½). otal cost: 45
points.
H MIST GENERATOR
Effect: Darkness to Sight Group, ChangeEnvironment (-4 to Sight Group),and various gas-based AttackPowers
Target: 16m radius
Duration: Constant, Instant
Range: No Range
Charges: 60 Charges, 12 Charges
Breakability: 30 PD/30 ED
Description: Tis device is built into a costumeand is almost impossible to detect without detailedexamination o the garb. It consists o variouschemicals stored in suspension, plus a network ominiaturized release nozzles that allow the char-acter to project clouds o gas and smoke aroundhimsel. Tese may simply give him cover... butsometimes he laces the smoke with knockout gas,poison gas, or the like! Te user is immune tothese effects, and the GM should have the cloud osmoke and gas move with him as he moves.
ypically a character only uses the DangerousGasses part o this device when using theConcealing Mist Generator, thus hiding the gas inthe mists and smokes. Tis constitutes making aMultiple Attack.
Game Information:
Cost Power
86 Concealing Mist Generator: Multipower,100-point reserve, 60 Charges for entirereserve (+½); all IIF (-¼), No Range (-½)
5f 1) Thick Mist: Darkness to Sight Group 16mradius, Personal Immunity (+¼); IIF (-¼),Requires 2 Charges Per Use (-¼), No Range(-½)
1f 2) Thin Mist: Change Environment,-4 to Sight
Group PER Rolls, Area Of Effect (8m Radius;+½), Personal Immunity (+¼); IIF (-¼), NoRange (-½)
51 Dangerous Gasses: Multipower, 90-pointreserve; all IIF (-¼), No Range (-½)
5f 1) Knockout Gas: Blast 4d6, NND (defenseis Life Support [Self-Contained Breathing or
appropriate Immunity]; +1), Area Of Effect(16m Radius; +¾), Constant (+½), PersonalImmunity (+¼), 100 Charges (+¾); IIF (-¼),
No Range (-½)
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Hero System Equipment Guide n Chapter One 17
4f 2) Deadly Gas: Blast 4d6, NND (defense is LifeSupport [Self-Contained Breathing or appro-priate Immunity]; +1), Does BODY (+1), Area
Of Effect (16m Radius; +¾), Constant (+½),Personal Immunity (+¼); IIF (-¼), No Range(-½), 12 Charges (-¼)
Total cost: 152 points.
Options:
1) Obvious Generator: Te Generator technologycan be perceived as part o the character’s
costume without difficulty. Change to OIF (-½)throughout. otal cost: 133 points.
H MULTI-BRACER
Effect: Swinging 24m and various AttackPowers
Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: 10 PD/10 ED
Description: Much like the Billy Club (page 139),the Multi-Bracer is a combination weapon/toolpopular with martial artists, “trained normals,”and costumed vigilante-style heroes. Te bracerhas five sections, each with a specific device builtinto it: a blaster; a swingline; a knockout gas pelletprojector; a tangleweb pellet projector; and a flashpellet projector.
Game Information:
Cost Power
33 Multi-Bracer: Multipower, 50-point reserve; all
OIF (-½)
1f 1) Swingline: Swinging 24m; OIF (-½)
2f 2) Blaster: Blast 8d6; OIF (-½), 8 Charges (-½)
2f 3) Knockout Gas Pellets: Blast 4d6, NND
(defense is Life Support [Self-ContainedBreathing or appropriate Immunity]; +1), AreaOf Effect (16m Radius Explosion; +¼); OIF(-½), 8 Charges (-½)
2f 4) Tangleweb Pellets: Entangle 5d6, 5 PD/5ED; OIF (-½), 8 Charges (-½)
2f 5) Flash Pellets: Sight Group Flash 6d6 (12mRadius Explosion; +¼); OIF (-½), 8 Charges
(-½)
Total cost: 42 points.
Options:
1) Strong Bracer: Increase reserve to 62 points,Slot 1 to Swinging 40m, Slot 2 to Blast 12d6,Slot 3 to Blast 5d6, Slot 4 to Entangle 6d6, 6PD/6 ED, and Slot 5 to Flash 8d6. otal cost:53 points.
2) Weak Bracer: Decrease reserve to 40 points,Slot 1 to Swinging 20m, Slot 3 to Blast 3d6, Slot4 to Entangle 4d6, 4 PD/4 ED, and Slot 5 toFlash 5d6. otal cost: 35 points.
3) Multi-Pistol: Tis orm o the weapon is a pistol,not a bracer. Change OIF (-½) to OAF (-1)throughout. otal cost: 33 points.
H PAINT GUN
Effect: Cosmetic ransorm 6d6, SightGroup Flash 6d6
Target: One character
Duration: Instant
Range: 60m
Charges: 15 Charges or entire reserve
Breakability: 9 PD/9 ED
Description: Tis gun fires streams or pellets opaint or two effects. First, i fired at the target’seyes, it blinds him until he can wipe the paintaway. Second, it can mark the target or easyidentification. In this case, the Partial ransormAdvantage on the Cosmetic ransorm allows itto work without doing ransorm damage equalto twice the victim’s BODY — the amount oransorm damage inflicted relative to the amounto BODY the victim has tells you how much o hisphysical orm has been colored by the paint.
Game Information:Cost Power
13 Paint Gun: Multipower, 30-point reserve; all OAF(-1), Limited Range (60m; -¼), 15 Charges forentire reserve (-0)
1f 1) Change Color: Cosmetic Transform 6d6
(being or object to differently-colored beingor object; heals back by washing thoroughly),Partial Transform (+½); OAF (-1), LimitedRange (60m; -¼)
1f 2) Blinding Paint: Sight Group Flash 6d6; OAF(-1), Limited Range (60m; -¼)
Total cost: 15 points.
H PORCUPINE COSTUME
Effect: Resistant Protection (6 PD/6 ED);RKA 1d6, Damage Shield
Target: Sel/One character
Duration: Persistent/Constant
Range: Sel/ouch
END Cost: 0
Breakability: 10 PD/10 ED
Description: Tis costume not only provides thecharacter with protection rom attacks, it makesit difficult or others to Grab him — because it’scovered with sharp, porcupine-like “quills”! While
some areas, such as the joints, aren’t coveredby the quills (hence the Activation Roll or theDamage Shield), most people who touch the char-acter are going to regret it.
Game Information:
Cost Power
12 Porcupine Costume: Resistant Protection (6
PD/6 ED) (18 Active Points); OIF (-½)
16 Porcupine Quills: RKA 1d6, Constant (+½), Area Of Effect (personal Surface — DamageShield; +¼), Reduced Endurance (0 END;
+½), Persistent (+¼) (37 Active Points); OIF(-½), No Range (-½), Activation Roll 14- (-¼)
Total cost: 28 points.
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180 n Weapons Hero System 6th Edition
Options:
1) Strong Quills: Add Armor Piercing (+¼) orthe RKA. 41 Active Points; total cost 18 points;total cost o costume 30 points.
2) Weak Quills: Decrease to RKA ½d6. 25 ActivePoints; total cost 11 points; total cost ocostume 23 points.
3) Realistic Costume: All those quills make ithard or the character to move graceully or
handle things. Add Side Effects (-2 to DEXRolls, always occurs; -½) to RKA. otal cost 13points; total cost o costume 25 points.
4) Shooting Quills I: Te character can also shootquills rom his costume at his enemies — butthe more quills he shoots, the ewer he has toprotect himsel. Character also buys: RKA1d6, Armor Piercing (+¼), 55 Charges (+½)(26 Active Points); OIF (-½), No Knockback(-¼), Side Effects (every 5 quills shot reducesthe Activation Roll o the Damage Shield by 1,always occurs; -½). otal cost 11 points; totalcost o costume 39 points.
5) Shooting Quills II: As Shooting Quills I, butadd Autofire (5 shots; +½) to the RKA. 34Active Points; total cost 15 points; total cost ocostume 43 points.
H POWER AUGMENTOR
Effect: Aid 5d6, all powers o a definedSpecial Effect at once
Target: Sel
Duration: Instant
Range: Sel
END Cost: 0
Breakability: 30 PD/30 ED
Description: Tis device — possibly the producto terrestrial super-science, possibly the creation oan advanced alien species, possibly o mysteriousorigin — has the effect o significantly enhancingall o a character’s powers, provided they belong toa defined special effect. Te character must choosewhat special effect the device Aids when he buysthe gadget; he cannot change this thereaer. Tus,a Fire Power Augmentor would help Feuermacher,but do nothing or Durak or Ultrasonique.
Game Information: Aid 5d6, Expanded Effect +Variable Effect (all powers o a defined Special
Effect at once; +4) (150 Active Points); OAF (-1),Only Aid Sel (-1). otal cost: 50 points.
Options:
1) Strong Augmentor: Increase to Aid 6d6. 180Active Points; total cost 60 points.
2) Weak Augmentor: Decrease to Aid 4d6. 120Active Points; total cost 40 points.
3) Experimental Augmentor: Sometimes theAugmentor ails to work, burning itsel out inthe process. Add Activation Roll 14- Jammed(-½). otal cost: 43 points.
4) Extended Augmentor: Te Augmentor’s effectsdon’t wear off or a while. Add Delayed Return
Rate (points ade at the rate o 5 per Minute;+1). 180 Active Points; total cost 60 points.
H POWER STAFF
Effect: Various powers
Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: Unbreakable
Description: Tis gadget looks like a quarterstaffmade o metal, perhaps with various small devices
and energy crystals attached to it. It may be a tech-nological item developed by a super-genius or ahighly-advanced alien race, or it may be some sorto mystic artiact. Regardless o its origin, it has vast energy powers which its wielder can controlwith his thoughts alone. It can project varioustypes o energy beams, create different types oprotective energy shields, fly, move objects withouttouching them, and so orth.
Te character may, i he wishes, define thisdevice as any other orm o OAF. It could be aPower Crystal, Power Sword, Power Wand, Power
Lantern, or the like.Game Information:
Cost Power
60 Power Staff: Multipower, 120-point reserve; allOAF (-1)
5v 1) Power Hands/Power Fields: Telekinesis (40STR); OAF (-1), Affects Whole Object (-¼)
6v 2) Power Blast: Blast 12d6; OAF (-1)
8v 3) Power Fist: Blast 8d6, Indirect (Source Pointand Path can vary from use to use; +1); OAF(-1)
6v 4) Power Blast Fusillade: Blast 8d6, Autofire (5
shots; +½); OAF (-1)
6v 5) Power Shackles: Entangle 4d6, 8 PD/8 ED;OAF (-1)
6v 6) Power Spear: RKA 4d6; OAF (-1)
5v 7) Strangulation Bubble: RKA 1d6, NND(defense is Life Support [Self-ContainedBreathing] or not needing to breathe; +1),
Does BODY (+1), Constant (+½); OAF (-1)
2v 8) Power Point Defense: Deflection; OAF (-1)
7v 9) Power Shield I: Resistant Protection (30PD/30 ED); OAF (-1), Costs Endurance (-½)
7v 10) Power Shield II: Resistant Protection (25
PD/25 ED); OAF (-1), Costs Endurance (-½)plus Life Support (Self-Contained Breathing);OAF (-1), Costs Endurance (-½), Linked (-½)
7v 11) Power Shield III: Resistant Protection (15PD/15 ED/10 Mental Defense/10 PowerDefense/10 Sight Group Flash Defense); OAF(-1), Costs Endurance (-½)
6v 12) Power Wall: Barrier 10 PD/10 ED, 10 BODY(up to 12m long, 4m high, and ½m thick),Non-Anchored, Dismissable; OAF (-1), CostsEndurance (to maintain; -½)
6v 13) Power Flight: Flight 40m, Reduced Endur-ance (0 END; +½); OAF (-1)
Total cost: 137 points.
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Hero System Equipment Guide n Chapter One 18
Options:
1) Power Ring/Helmet/Bracers/Torc/Etc.: Tis ormo the device is not so easily taken away romthe character. Change to OIF (-½). otal cost:180 points.
2) Utter Control: Te character’s control over thePower Staff is so great that it teleports or fliesback to him i it’s involuntarily taken awayrom him. Remove OAF (-1). otal cost: 261
points.3) Inherent Weakness: Te Power Staff suffers
rom two drawbacks. First, it runs out oenergy aer a day, so the wielder has torecharge it at a recharging station created espe-cially or it. I he does not do so, the item losesall power 24 hours aer it was last charged, andcannot unction at all until recharged. (Tisis represented with a -¼ Limitation, 24 HourPower Supply, on the Multipower reserve.)Second, due to a flaw in the item’s construction,its powers do not work against some substanceor phenomenon that the character must definewhen he buys the item. Tis is represented witha -¼ Limitation, Powerless Against X, taken onthe reserve and each slot (except Slot 13). Techaracter must define “X,” keeping the value othe Limitation in mind (the GM can increaseit, i desired). Some possibilities include: anyperson or item o a particular color (“You takeon the Purple Prowler — thanks to that stupidlavender-colored costume o his, my PowerStaff can’t affect him!”); any being or item madeo a particular substance (stone, wood, metal, aspecific type o metal) (“Oakman again? Whobuilt this lousy Power Staff?”); or any being oritem possessing a certain type o powers (fire
powers, sonic powers, water powers). otalcost: 118 (OAF version); 147 (OIF version).
4) Power Staff II: Instead o being built as a largeMultipower o ultra slots, this orm o thePower Staff is built as a VPP, thus increasingthe flexibility o the device’s powers. Change toVariable Power Pool, 120 Pool + 120 ControlCost. otal cost: 150 points (OAF version); 160points (OIF version); 147 points (OAF versionwith 24 Hour Power Supply (-¼)); 154 points(OIF version with 24 Hour Power Supply (-¼)).
5) Power Staff III: Tis version o the Power Staffis much more limited; it unctions primarily asa weapon.
Cost Power
35 Power Staff III: Multipower, 70-point reserve; al lOAF (-1)
3f 1) Power Hands/Power Fields: Telekinesis (40
STR); OAF (-1), Affects Whole Object (-¼)
3f 2) Power Blast: Blast 12d6; OAF (-1)
3f 3) Power Fist: Blast 9d6, Indirect (Source Pointis always the character, but Path can varyfrom use to use; +½); OAF (-1)
3f 4) Power Blast Fusillade: Blast 8d6, Autofire (5shots; +½); OAF (-1)
3f 5) Power Shackles: Entangle 4d6, 8 PD/8 ED;OAF (-1)
3f 6) Power Spear: RKA 4d6; OAF (-1)
1f 7) Power Point Defense: Deflection; OAF (-1),
Costs Endurance (-½)
Total cost: 54 points.
6) Powered Power Staff: Te Power Staff alsohas its own reserve o power. Character alsobuys Endurance Reserve (200 END, 33 REC).72 Active Points; total cost: 36 points (OAF version) or 48 points (OIF version).
H POWER SUPPRESSIONFIELD GENERATOR
Effect: Suppress 10d6
Target: 32m Radius
Duration: Uncontrolled
Range: No Range
END Cost: 0
Breakability: 150 PD/150 ED
Description: When activated, this device gener-ates a field that intereres with the use o allsuperpowers o a particular special effect withina 50m radius. Te character must speciy whichspecial effect the Suppress affects when he buysthe gadget. Alternately, at the GM’s option, charac-ters may use this device as i it were a sort o VPP,by allowing them to make appropriate Skill Rollsto set the device to the special effect they want toSuppress. I the characters miss the Skill Roll, theSuppression Field ails to work.
Game Information: Suppress 10d6, ExpandedEffect + Variable Effect (all Powers o one specialeffect simultaneously, must be defined whendevice is built; +4), Area O Effect (32m Radius;+1), Constant (+½), Reduced Endurance (0 END;+½), Uncontrolled (deactivated by destroying orturning off device; +½) (750 Active Points); OAF(-1), No Range (-½). otal cost: 300 points.
Options:
1) Strong Generator: Increase to Suppress 12d6.900 Active Points; total cost 360 points.
2) Weak Generator: Decrease to Suppress 8d6. 600Active Points; total cost 240 points.
3) Large Generator: Tis orm o the Generator isso large it’s difficult to move into position. Add
Bulky (-½). otal cost: 250 points.4) Suppression Rifle: Tis orm o the Generator
is a rifle-like weapon that can project theSuppression Field at a distance. Remove NoRange (-½) but add wo-Handed (-½). otalcost: 300 points.
5) Advanced Power Suppression Field Generator: Te character can change what special effectthe Generator affects by making some altera-tions to the device. Change to: Variable PowerPool, 750 Pool + 750 Control Cost; OAF (-1),No Range (-½), Only o Create SuppressionField Effect (see above; -2). otal cost: 833
points.
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182 n Weapons Hero System 6th Edition
H SHRINKING RAY
Effect: Shrinking, Usable As Attack plusrelated Linked powers
Target: One character
Duration: Uncontrolled
Range: 100m
Charges: 4 Charges
Breakability: 75 PD/75 ED
Description: Tis insidious device projects abeam that shrinks a human being down to thesize o an insect! It also reduces a normal human victim’s SR and Running to insect-like levels(persons stronger and aster than normal sufferthe same effect, but retain more overall SR andRunning because they had more than normal tobegin with). Te victim returns to normal sizeaer a month, or i he’s exposed to the ShrinkingRay a second time.
Game Information:
Cost Power
45 Shrinking Ray: Shrinking (.032 m tall [about1 inch], .0004 kg mass, -12 to PER Rolls toperceive character, +12 DCV, takes +36m
KB), Usable As Attack (does not work againstcharacters who have Density Increase,Desolidification, Growth, or Shrinking; +1¼),
Limited Range (100m; +¼), Reduced Endur-ance (0 END; +½), Persistent (+¼), Uncon-trolled (effects wear off after a month, or if thevictim is exposed to the Shrinking Ray while
shrunk; +½) (153 Active Points); OAF (-1), 4Charges (-1)
107 Shrinking Ray: Drain STR 15d6 (standard Effect:-45 STR), Constant (+½), Reduced Endur-
ance (0 END; +½), Uncontrolled (effectswear off after a month, or if the victim isexposed to the Shrinking Ray while shrunk;+½) (375 Active Points); OAF (-1), 4 Charges
(-1), Limited Range (100m; -¼), Linked (toShrinking; -¼), Victim Always Has MinimumOf 1 STR (-0)
28 Shrinking Ray: Drain Running 4d6 (standard
Effect: -10m), Constant (+½), ReducedEndurance (0 END; +½), Uncontrolled (effectswear off after a month, or if the victim is
exposed to the Shrinking Ray while shrunk;+½) (100 Active Points); OAF (-1), 4 Charges(-1), Limited Range (100m; -¼), Linked(to Shrinking; -½), Victim Always Retains
Minimum Of 1m Running (-0)
Total cost: 180 points.
Options:
1) Attached Shrinking Ray: Tis orm o the Rayis more difficult to take rom the character.
Change OAF (-1) to OIF (-½) throughout.otal cost 54 + 125 + 33 = 212 points.
2) Variant Shrinking Ray: GMs who preer a morepredictable effect or this weapon, and whodon’t mind bending the rule about substitutingransorm or other Powers, can build theShrinking Ray this way instead: Severe rans-orm 10d6 (normal-sized person or object toperson or object one inch tall with SR -35[but no less than 1 SR], Running 1m, andother relevant abilities appropriately reduced;heals back aer one month or when exposed toShrinking Ray a second time), Constant (+½),Reduced Endurance (0 END; +½) (300 ActivePoints); OAF (-1), 4 Charges (-1), LimitedRange (100m; -¼). otal cost: 92 points.
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Hero System Equipment Guide n Chapter One 18
H SOUND MIMICRY SYSTEM
Effect: Hearing Group Images, -3 to PERRolls
Target: 112m Radius
Duration: Constant
Range: 180m
END Cost: 3
Breakability: 6 PD/6 ED
Description: Tis device, which is built into ahelmet, suit o powered armor, or the like, allowsthe user to create a wide variety o sound effects.
Game Information: Hearing Group Images, -3 toPER Rolls, Area O Effect (32m Radius; +1) (28Active Points); OIF (-½). otal cost: 19 points.
Options:
1) Strong System: Increase to -6 to PER Rolls. 46Active Points; total cost 31 points.
2) Weak System: Decrease to -2 to PER Rolls. 22Active Points; total cost 15 points.
3) Realistic System: Te System has its ownbuilt-in battery with enough energy or a shortperiod o use. Add 60 Charges (+½). 35 ActivePoints; total cost 23 points.
4) Experimental System: Te System uses someexperimental components that don’t alwayswork properly. Add Activation Roll 14- (-¼).otal cost: 16 points.
H STEEL TENTACLES
Effect: Automaton Follower
Target: N/A
Duration: N/A
Range: N/A
END Cost: N/A
Breakability: Special
Description: Te character has a set o our steeltentacles that attach to a harness he wears on hisbody. Longer, stronger, and more durable than hisown arms, they give him a significant advantage inHH Combat.
In game terms, the tentacles-and-harness aredefined as an Automaton which the characterbuys as a Follower. Tat way they can act, and areaffected by attacks, separately rom the character— an RKA or Drain SR used on the tentacleswon’t injure the character or reduce his SR, orexample. As a Follower, the tentacles are techni-cally ree-willed, but or the sake o commonand dramatic sense it’s best to treat them like an
STEEL TENTACLES Val Char Cost Roll Notes50 STR 40 19- Lift 25 tons; 10d6 HTH damage [0]
20 DEX 20 13-10 CON 0 11-10 INT 0 11- PER Roll 11-0 EGO 0 —
25 PRE 15 14- PRE Attack: N/A
7 OCV 20
7 DCV 200 OMCV 00 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12
20 PD 57 Total: 20 PD (20 rPD)20 ED 57 Total: 20 ED (20 rED)
10 REC 60 END -420 BODY 10
— STUN — Total Characteristics Cost: 271
Movement: Running: 22m
Cost Powers END
15 Robot Body: Does Not Bleed 0
45 Robot Body: Takes No STUN 0
25 Tireless: Reduced Endurance (0 END; +½) on 50 STR 0
6 Tireless: Reduced Endurance (0 END; +½) on baseRunning 0
1 Tireless: Reduced Endurance (0 END; +½) on Leaping 0
1 Tireless: Reduced Endurance (0 END; +½) onSwimming 0
5 Four Tentacles: Extra Limbs (“feet” limbs as manipula-tory as “hands”) 0
9 Long Tentacles: Reach +9m 0
60 Steel Body: Resistant (+½) for 20 PD/20 ED 0
35 Robot Body: Life Support: Total 0
15 Long “Legs”: Running +10m (22m total) 0
Reduced Endurance (0 END; +½)
5 Neural Link: Mind Link (with character) 0
Skills32 +4 HTH
Total Powers & Skills Cost: 254
Total Cost: 525
400 Matching Complications (75)
10 Physical Complication: Affected By Cyberkinesis (hasEGO 25 for purposes of cyberkinetic powers, and canbe affected by cyberkinesis-based Presence Attacks)
(Infrequently, Slightly Impairing)
10 Physical Complication: Cannot Make Presence Attacks(Infrequently, Slightly Impairing)
25 Psychological Complication: Must Obey Wearer’s
Commands (Very Common, Total)Total Complications Points: 45
Experience Points: 155
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ordinary device and let the character control themabsolutely (the device’s Psychological Complica-tions reflect this).
Te entacles has our limbs like other Autom-atons. However, instead o being defined as “legs”and “arms,” they’re defined as the our tentacles,with two o them bought as Extra Limbs so the“eet” are as dexterous as the “hands.”
For ease o game play, it oen works best ithe entacles have the same DEX and SPD as thecharacter wearing them. I necessary, adjust thedevice’s DEX and SPD. Te GM may also want thecharacter to “synch up” other aspects o the twocharacters, such as Combat Skill Levels or IN.
Game Information: See character sheet. otal costto character: 105 points.
Options:
1) Simplified Steel Tentacles: A simpler, albeit lessaccurate, way to buy Steel entacles is simply asExtra Limbs with some Stretching and SR:
Cost Power
3 Steel Tentacles: Extra Limbs (4); OIF (-½)8 Steel Tentacles: Stretching 10m, Reduced
Endurance (0 END; +½); OIF (-½), LimitedBody Parts (Extra Limbs only; -¼)
15 Steel Tentacles: +30 STR; OIF (-½), Only With
Extra Limbs (-½)
Total cost: 26 points.
2) Multiple Tentacles: Instead o buying all ourtentacles as one Follower, a character could buythe Follower with just one tentacle, then buyour times the number o Followers or +10Character Points. Tat way each tentacle couldact independently.
H STUN DART PROJECTOR
Effect: Drain SUN 4d6
Target: One character
Duration: Instant
Range: 400m
Charges: 10
Breakability: 8 PD/8 ED
Description: Tis pistol uses compressed air tofire tiny darts tipped with a powerul knockoutdrug. Te darts must penetrate the skin tointroduce the drug into the victim’s bloodstream;
thereore the shooter must target unprotectedparts o the body.
Game Information: Drain SUN 4d6 (40 ActivePoints); OAF (-1), Must arget Unprotected HitLocations (-¼), 10 Charges (-¼). otal cost: 16points.
Options:
1) Strong Darts: Increase to Drain SUN 6d6. 60Active Points; total cost 24 points.
2) Weak Darts: Decrease to Drain SUN 2d6. 20Active Points; total cost 8 points.
3) Realistic Darts: Te darts aren’t heavy enough,
or the compressed air powerul enough, or the
Projector to fire them very ar. Add LimitedRange (50m; -¼). otal cost: 14 points.
4) Experimental Darts: Sometimes the DartProjector jams or misfires. Add Activation Roll14- (-¼). otal cost: 14 points.
5) Long-Lasting Darts: Te drug on the darts hasan extended effect on the victim. Add DelayedReturn Rate (points return at the rate o 5 perMinute; +1). 80 Active Points; total cost 32
points.6) Variant Dart Projector I: Tis orm o Dart
Projector is built as an NND Blast, makingcertain potential victims immune. Change toBlast 5d6, NND (deense is appropriate LieSupport [Immunity] or not having a circula-tory system; +1). 50 Active Points; total cost 20points.
7) Variant Dart Projector II: Instead o DrainingSUN, you can use this same writeup or aDart Projector that fires other types o darts,such as:
Weakness Darts: Drain SR
Numbness Darts: Drain DEX Neurodarts: Drain IN
Paralytic Darts: Drain SPD
You could even build the weapon as a Multipowerwith different types o darts the user can selectrom; a five-slot Multipower where each slotis like the writeup above but targets a differentCharacteristic would cost 26 points.
8) Bigger Clip: Tis orm o Dart Pistol has a lotmore darts. Change to 25 Charges (+¼). 50Active Points; total cost 22 points.
9) Dart Projector Bracer: Tis orm o the weaponis built as a bracer worn on the wrist, not a
pistol. Change OAF (-1) to OIF (-½). otalcost: 20 points.
H SUPER-FLAMETHROWER
Effect: Various Fire-based Attack Powers
Target: Varies
Duration: Varies
Range: Varies
Charges: 125 Charges or entire reserve
Breakability: 16 PD/16 ED
Description: Tis weapon is a high-tech versiono a standard flamethrower. It has a variety o
settings the user controls by pressing buttons withhis thumb or careully squeezing the variable-usetrigger. It can fire a concentrated stream o flame,larger balls or cones o flame, or a series o largegouts o flame. Perhaps most interestingly, theuser can soak a person in unburned uel, thenwith the tiniest flick o the trigger, send a sparkdown the uel stream to immolate the target. (Tisis bought as a Continuous Uncontrolled attack,with Reduced Endurance even though the Super-Flamethrower uses Charges, to represent how the victim keeps burning until the fire is put out.)
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Hero System Equipment Guide n Chapter One 18
Te Super-Flamethrower uses a special orm ohighly-concentrated jet uel contained in a reser- voir built into the weapon. At the GM’s option,a character could reuel with ordinary gasoline(which reduces each slot’s damage by 2 DCs, orperhaps more).
Game Information:
Cost Power
39 Super-Flamethrower: Multipower, 45-pointreserve, 125 Charges for entire reserve (+¾);
all OAF (-1)
2f 1) Concentrated Firestream: RKA 2d6, ArmorPiercing (+¼); OAF (-1)
1f 2) Fireball: RKA 2d6 (14m Radius Explosion;
+¼); OAF (-1), Requires 3 Charges Per Use(-½)
2f 3) Rapid-Fire Mini-Fireballs: RKA 1d6, ArmorPiercing (+¼), Area Of Effect (1m Radius;
+¼), Autofire (5 shots; +1½); OAF (-1),Requires 2 Charges Per Use (-¼)
1f 4) Cone Of Fire: RKA 2d6, Area Of Effect
(16m Cone; +½); OAF (-1), No Range (-½),Requires 3 Charges Per Use (-½)
2f 5) Fuel Stream: RKA 1d6, Armor Piercing (x2;+½), Constant (+½), Uncontrolled (remov-able by any means that snuffs the fire; +½),
Reduced Endurance (0 END; +½); OAF (-1),Limited Range (20m; -¼), Requires 3 ChargesPer Use (-½)
Total cost: 47 points.
Options:
1) Strong Flamethrower: Increase reserve to 67points, Slots 1, 2, and 4 to RKA 3d6, and Slots 3and 5 to RKA 1d6+1. otal cost: 70 points.
2) Realistic Flamethrower: Unortunately, theweapon can be as dangerous to the user asto his enemies. I it takes even a single pointo BODY damage past its deenses rom anenergy attack (or any other attack that couldignite the uel), it bursts into flame, causingthe user to take 2d6 damage every Phase (nodeense) until the flames are extinguished. Youcan represent this with a -¼ Limitation on thereserve. otal cost: 43 points.
3) Larger Reservoir: Tis orm o the Super-Flamethrower has more uel and thus requiresless requent refilling. Change to 250 Charges
or entire reserve (+1). otal cost: 53 points.4) Smaller Reservoir: Decrease to 64 Charges or
entire reserve (+½). otal cost: 41 points.
5) Attached Flamethrower: Tis orm o the Super-Flamethrower is built into a gauntlet, poweredarmor suit, or the like; it’s much harder to takeaway rom the character. Change OAF (-1) toOIF (-½) throughout. otal cost: 64 points.
H TITANOBELT
Effect: Growth (32 m tall)
Target: Sel
Duration: Constant
Range: Sel
END Cost: 12
Breakability: 24 PD/24 ED
Description: Tis belt emits an energy field or gasthat causes the wearer to grow to a height o about
100 eet, making him proportionately stronger andtougher as well.
Game Information: Increase to Growth (+60SR, +20 CON, +20 PRE, +12 PD, +12 ED, +12BODY, +24 SUN, +15m Reach, +48m Running,-24m KB, +8 to others’ OCV to hit character, +8 toothers’ PER Rolls to perceive character, 32m tall,16m wide, 400,000 kg) (120 Active Points); OIF(-½). otal cost: 80 points.
Options:
1) Strong Titanobelt: Increase to Growth (+75
SR, +25 CON, +25 PRE, +15 PD, +15 ED,+15 BODY, +30 SUN, -30m, +31m Reach,+60m Running, -30m KB, +10 to others’ OCVto hit character, +10 to others’ PER Rolls toperceive character, 64m [about 200 eet] tall,32m wide, 3,200,000 kg). 150 Active Points;total cost 100 points.
2) Weak Titanobelt: Decrease to Growth (+45 SR,+15 CON, +15 PRE, +9 PD, +9 ED, +9 BODY,+18 SUN, +7m Reach, +36m Running,-18mKB, +6 to others’ OCV to hit character, +6 toothers’ PER Rolls to perceive character, 16mtall, 8m wide, 50,000 kg). 90 Active Points; total
cost 60 points.3) Experimental Titanobelt: Te energies (or gas)
that allow this belt to unction don’t alwaysinterace properly with the human biosystem;fluctuations may cause the character to sponta-neously revert to normal size on occasion. AddActivation Roll 14- (-¼). otal cost: 68 points.
H TRACTOR BEAM GENERATOR
Effect: elekinesis (30 SR)
Target: One character
Duration: Constant
Range: 450m
END Cost: 4Breakability: 9 PD/9 ED
Description: Tis handheld device manipulatesgravitons and magnetism to move objects at adistance. Te user can only move objects, notcrush or “punch” them.
Game Information: elekinesis (30 SR) (45Active Points); OAF (-1), Affects Whole Object(-¼). otal cost: 20 points.
Options:
1) Strong Generator: Increase to elekinesis (40
SR). 60 Active Points; total cost 27 points.
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186 n Weapons Hero System 6th Edition
2) Weak Generator: Decrease to elekinesis (20SR). 30 Active Points; total cost 13 points.
3) Realistic Generator: Te Generator’s built-inbattery only has enough power or a shorttime; aer that the character must plug it intoa special recharger. Add 1 Continuing FuelCharge lasting 30 Seconds (-¾). otal cost: 15points.
4) Experimental Generator: Te miniaturized
tractor beam technology is still balky andprone to sudden ailure. Add Activation Roll14- (-¼). otal cost: 18 points.
5) Attached Generator: Te Generator is built intoa costume, gauntlet, suit o armor, or the like,making it difficult to take it away rom the user.Change OAF (-1) to OIF (-½). otal cost: 26points.
6) Advanced Tractor Beam: Tis tractor beam is sosophisticated it can affect different parts o thesame object differently, allowing it to “squeeze”or “punch” a target instead o just moving it.Remove Affects Whole Object (-¼). otal cost:
22 points.
H TRICK UMBRELLA
Effect: RKA 2-3d6/Gliding 12m
Target: 1m Radius/16m Cone/Sel
Duration: Instant/Instant/Constant
Range: 40m/No Range/Sel
END Cost: 10 Charges/0 END
Breakability: 11 PD/11 ED
Description: Tis seemingly ordinary umbrellaactually contains a sophisticated weapon — aflamethrower with adjustable blast size — and
supports the user as i it were a parachute whenopened.
Game Information:
Cost Power
25 Umbrella Flamethrower: Multipower, 56-point
reserve; OAF (-1), 10 Charges (-¼) for entireMultipower
2f 1) Narrow Flame Blast: RKA 3d6, Area OfEffect (1m Radius; +¼); OAF (-1), Limited
Range (40m; -¼)
2f 2) Wide Flame Blast: RKA 2d6, Area Of Effect(16m Cone; +½); OAF (-1), No Range (-½)
3 Umbrellachute: Flight 12m (12 Active Points);OAF (-1), Gliding (-1), Gestures (charactermust hold the umbrella upward with onehand, throughout; -½), Limited Movement(character cannot gain altitude, and must
move at least 12m downward for every 1mforward; -½), Lockout (cannot use UmbrellaFlamethrower while parachuting; -½)
Total cost: 32 points.
Options:
1) Helicopter Mode: Instead o working as asimple parachute, the umbrella has a helicoptermode — the vanes and cloth spin at tremen-
dous speed, allowing the user to fly. Replace
Umbrellachute with (or buy in addition) Flight16m (16 Active Points); OAF (-1), Gestures(character must hold the umbrella upward withone hand, throughout; -½), Lockout (cannotuse Umbrella Flamethrower while parachuting;-½) (total cost: 5 points). otal cost o rickUmbrella: 34 points (or 37 points i HelicopterMode is bought in addition to Umbrellachute).
2) Bumbershooter: Instead o a flamethrower, the
rick Umbrella conceals a simple but effec-tive machine gun. (Alternately, the charactercan buy this ability in addition to the flame-thrower.) Replace Umbrella Flamethrowerwith RKA 2d6, Autofire (3 shots; +¼), ArmorPiercing (+¼), 30 Charges (+¼) (52 ActivePoints); OAF (-1), No Knockback (-¼), Beam(-¼) (total cost: 21 points). otal cost o rickUmbrella: 24 points (or 26 points i Bumber-shooter is bought in addition to UmbrellaFlamethrower).
H UTILITY BELT
Effect: Various
Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: 6 PD/6 ED
Description: A utility belt is a way to carrynumerous small devices a character may finduseul in crimefighting situations (they’re particu-larly popular with weaponmasters, martial artists,costumed vigilantes, and the like). I a belt is notto the character’s taste, other possibilities include a vest, a harness or bandolier with cartridge belt-like
pockets, or the like.Te Utility Belt listed below carries an enor-
mous number o gadgets, and creative players canundoubtedly think o many more. A charactermay buy any or all o these gadgets, as desired. TeGM may preer to have a character pick a limitednumber o them — say, 15 or 20 at most — to keepthings rom getting out o hand.
Game Information:
Cost Power
20 Utility Belt: Multipower, 30-point reserve; OIF
(-½)
1f 1) Advanced Lockpick Set: +2 to Lockpicking;OAF (-1)
1f 2) Billy Club: HA +3d6, Reduced Endurance
(0 END; +½); OAF (-1), Hand-To-Hand Attack(-¼)
1f 3) Bomb Defusing Kit: +2 to Demolitions; OAF(-1), Only To Defuse Bombs (-¼)
1f 4) Boomerang: Blast 4d6, Reduced Endurance(0 END; +½); OAF (-1)
1f 5) Calculator: Lightning Calculator; OAF (-1)
1f 6) Crime Scene Kit: +2 to Criminology; OAF
(-1), 8 Charges (-½)
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2f 3) Webbed Up: Entangle 5d6, 5 PD/5 ED;OIF (-½), Requires 3 Charges Per Use (-½),Limited Range (40m; -¼)
2f 4) Web-Ball/Web-Blast: Blast 6d6; OIF (-½),
Limited Range (40m; -¼)
1f 5) Web Wall/Bubble: Barrier 6 PD/6 ED, 8BODY (up to 4m long, 4m high, ½m thick);
OIF (-½), Restricted Shape (must join ends toform a bubble or dome, or must be anchored
on all sides; -¼), Requires 8 Charges Per Use(-¾), Limited Range (40m; -¼)
3f 6) Here’s Webs In Your Eye: Sight Group Flash10d6, NND (defense is STR 30+ or web-proofeye coverings; +0); OIF (-½), Limited Range(40m; -¼)
1f 7) Web Gag: Darkness to Hearing Group 1mradius, Usable As Attack (does not workagainst persons with STR 30+, web-proofmasks or skin, or the like; +1¼), Ranged
(+½); OIF (-½), Only Affects One Person (-½),Only Prevents Speech, Not Hearing (-1)
1f 8) Web Shield: Resistant Protection (6 PD/6
ED); OIF (-½), Activation Roll 14- (-¼), Ablative(-½)
1f 9) Webchute: Flight 12m; OIF (-½), Gliding (-1),Requires 3 Charges Per Use (-½), Limited
Movement (character cannot gain altitude,and must move at least 12m downward forevery 1m forward; -½)
1f 10) Web-Footfloats: Flight 4m; OIF (-½),
Requires 3 Charges Per Use (-½), Only OnThe Surface Of Calm Waters (-1), Extra Time(Full Phase; -½)
Total cost: 61 points.
Options:
1) Web-Pistol: Instead o being a worn device,this is a hand-held pistol-shaped weapon. Changeto OAF (-1). otal cost: 48 points.
H WRIST-ROCKETS
Effect: Blast 8d6 with Explosion orPenetrating
Target: 18m Radius Explosion/Onecharacter
Duration: Instant
Range: 400m
Charges: 4 per slot
Breakability: 12 PD/12 ED
Description: Tis bracer-like device is worn onthe wrist. It mounts eight micro-rockets, our eacho Explosive and Shaped-Charge types, whichthe user fires through arm-pointing and galvanicresponse (or cybernetic) command.
Game Information:
Cost Power
40 Wrist-Rockets: Multipower, 60-point reserve; all
OIF (-½)
2f 1) Explosive Rocket: Blast 8d6, Area Of Effect(18m Radius Explosion; +½); OIF (-½), 4Charges (-1)
2f 2) Shaped-Charge Rocket: Blast 8d6,
Penetrating (+½); OIF (-½), 4 Charges (-1)Total cost: 44 points.
Options:
1) Strong Wrist-Rockets: Increase reserve to 75points and both slots to 10d6. otal cost: 56points.
2) Weak Wrist-Rockets: Decrease reserve to 45points and both slots to 6d6. otal cost: 34points.
3) Realistic Wrist-Rockets: Te micro-rocketsdon’t have enough uel to fly very ar. AddLimited Range (100m; -¼) to reserve and bothslots. otal cost: 38 points.
4) Experimental Wrist-Rockets: Some micro-rockets are duds. Add Activation Roll 14- (-¼)to reserve and both slots. otal cost: 38 points.
5) Indirect-Fire Rockets: Te micro-rockets canstrike the target rom any angle thanks to theirbuilt-in cybernetic guidance system. Increasereserve to 80 points and add Indirect (SourcePoint is always the character, but Path can alterrom use to use to strike target rom any angle;+½) to both slots. otal cost: 59 points.
6) Other Types Of Rockets: Here are some othertypes o micro-rockets, each built on 60 ActivePoints, that a character could fire rom a Wrist-
Rocket. Characters can replace an existingMultipower slots with one o these, or addslots — but i he adds slots, the total number orockets should never exceed eight, so he’ll haveto change the Charges and recalculate the slot values.
Capturefoam Rocket: Entangle 4d6, 4 PD/4 ED,Area O Effect (18m Radius Explosion; +½);OIF (-½), 4 Charges (-1)
Flare Rocket: Sight Group Flash 8d6 (18mRadius Explosion; +½); OIF (-½), 4 Charges(-1)
Frag Rocket: RKA 2½d6 (18m Radius Explo-
sion; +½); OIF (-½), 4 Charges (-1)
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Hero System Equipment Guide n Chapter One 18
SCIENCE FICTION
WEAPONS
Weapons are among Humanity’s oldesttechnology, and are an area whereprogress tends to be rapid no matterwhat type o Science Fiction setting
the game takes place in. In theory the numbero weapons in a Science Fiction campaign couldbe larger than in any other type o game, due toeach species having its own version o each typeo weapon, variations based on the number omanipulatory limbs a species has, and so orth. Inpractice, though, or gaming purposes it’s usuallysufficient to define a relatively small number oweapons and assume that the myriad variationsaren’t important in HERO System terms.
In Space Opera Science Fiction games, andothers where technology is extremely advanced,many o the weapons rom the SuperheroicWeapons section o this chapter, above, areappropriate. Tey’re not reprinted here, but youcan easily adapt them to a Star Hero game simplyby changing a weapon’s name to something moresuitable to the genre. Similarly, weapons rom the
Modern era aren’t reprinted here, though theymay be common in some Science Fiction settings.
MELEE WEAPONSAs advanced as weapons may get, sometimes
nothing beats a good, old-ashioned club oraxe. Melee weapons crop up in Science Fictionrequently, both in the fists o primitive nativesand in the hands o characters also versed in theuse o blasters and teleporters.
ALIEN BLADES
It’s become common in recent film and televi-sion SF to give alien cultures their own uniquebladed weapons. Tis usually allows or a certainamount o “ethnic bad-ass” effect — someonerom another culture armed with a weird orarchaic weapon is always more effective than aregular guy with a regular sword or knie.
Most alien weapons are simply varieties oHKA with spiky bits or added coolness. Tereare some principles to keep in mind, however.One is that size matters — an alien species usesweapons appropriate to its members’ averagesize and strength (see 6E2 203 or more inorma-tion; the data in the accompanying table assumes
a roughly human-sized user). Another actor
is alien anatomy. Boneless or tentacled aliensgo or swinging weapons like axes and broad-swords; short-limbed species may preer thrustingweapons. It’s also worth considering the anatomyo what the aliens usually fight. Aliens with naturalbody armor may develop armor-piercing handweapons like rapiers and daggers, or whips andgarrotes to entangle and strangle.
Here are some examples taken rom HeroGames’s erran Empire setting:
Ackálian Sickle: Te traditional hand weapon othe Ackálians, this is a one-handed sharp bladecurved orward to strike point-first. Te outeredge is sometimes sawtoothed or backhandslashes. Ackálians are strong enough to fight withone in each hand, and normally carry sickles inscabbards strapped to the thighs.
Mon’dabi Cha’shur : Te cha’shur is a weaponsimilar to an axe, but with a slightly downward-curving spike attached to the upper outer edgeo the blade, pointing orward. Heavy, and oen
unwieldy, the weapon was originally designed topunch through the thick skins o Mon’da’s manyearsome reptilian predators.
Se’ecra Wrist-Blades: Worn by the insectoidSe’ecra, this weapon consists o a heavy leatheror metal wrist-band with one or more bladesprojecting outward. Te shape and number oblades varies, but most have one to three bladesthat curve orward.
CHAINSWORD
A stereotypical weapon in some Science Fictionsettings, the chainsword is a chainsaw converted
into a sword-like weapon, with a razor-sharpcutting chain rotating around the blade at highspeed. It can cut through armor with ease, andis particularly useul or broad sweeping attacks(i.e., Multiple Attacks) against masses o robots,zombies, or other simple oes.
A chainsword has the No SR Bonus (-½)Limitation, since the user’s strength isn’t a primaryactor in how much damage it does. Strictlyspeaking it should have a Fuel Charge (repre-senting how long its motor can keep it running),but this rarely seems to be a actor in fiction soit simply has Reduced Endurance (0 END; +½)instead.
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190 n Weapons Hero System 6th Edition
SCIENCE FICTION HAND-TO-HAND WEAPONS TABLE
Weapon OCV Dam STUNxSTRMin BODY Def Mass
A/RCost Length Origin Notes
Ackálian Sickle +0 1d6 +0 12 4 4 0.7 22/8 S Ackál
Chainsword I +0 3d6 AP2 +0 15 6 5 3.0 92/27 M Various
Chainsword II +0 1d6 AP2 +0 15 6 5 3.0 47/14 M Various AF5 (single target
only)Energy Sword +0 3d6 NND +0 — 6 6 0.3 349/122 M RKA 3d6 DS if struck
Force Blade +0 3d6 NND +0 — 6 6 0.3 373/134 M RKA 3d6 DS if
struck, ResP (6
PD/10 ED)
Intertial Gloves +0 5d6 N — — 3 3 0.1 56/22 S Various
Mon’dabi
Cha’shur
+0 2d6 +0 15 6 4 2.1 47/16 M Mon’da
Se’ecra
Wrist-Blades
+0 ½d6 +0 7 3 3 0.4 15/5 S Se’ecra
Stun Rod +0 6d6 NND — — 4 4 0.3 75/27 S
See the Key and Notes or the Fantasy Hand-o-Hand Weapons able on page 15 or an explanation o abbreviations and terms.Te “N” in the damage column stands or “Normal Damage.”
ENERGY BLADES
A mainstay o Space Opera SF ever since StarWars, energy blades have a variety o names:lightsabers, orce swords, laser-blades, photonicrapiers, and so orth. ypically, they’re rare, diffi-cult to build, and/or restricted to a limited groupo warriors. Possible explanations or them includemolecularly-thin orce-fields or energy fields,molecularly-thin wire stiffened by an internal
orce-field, and orce-fields containing a laser boltor superheated plasma. Te blade can cut throughany matter with its subatomically sharp “edge”;only another energy blade, or a orce-field o somesort, can stop an energy blade.
A character armed with an energy blade canoen use it to do other things besides cut, slash,and block. He may be able to Block energy bolts,or even fire them himsel rom his blade (Blast,RKA). A skilled user can weave such a “web”around himsel that anyone who comes closegets hurt (similar to the “Weapon Flourish” or“Whirling Spear Strike” abilities on HSMA 130,152).
Presented below are two examples. One is abasic Energy Sword, which damages not only thatwhich it strikes, but any matter which strikes it.Te other is a more sophisticated Force Blade,that can also project a protective orce screenaround its wielder. Both require WF: EnergyBlades. Strictly speaking either type should havea Fuel Charge (representing how long its batterycan maintain the blade), but this rarely seems tobe a actor in fiction so they simply have ReducedEndurance (0 END; +½) instead.
ENERGY SWORDCost Power
122 Energy Sword: RKA 3d6, NND (defense is EDResistant Protection defined as a force-field,
or the like, an ED Barrier, or being blockedby another energy blade; +1), Does BODY(+1), Reduced Endurance (0 END; +½) (157 Active Points); OAF (-1), No Range (-½), Real
Weapon (-¼) (total cost: 57 points) plus RKA3d6, NND (defense is ED Resistant Protection
defined as a force-field, or the like, an EDBarrier, or being blocked by another energyblade; +1), Does BODY (+1), Area Of Effect(personal Surface — Damage Shield; +¼),Constant (+½), Reduced Endurance (0 END;
+½) (191 Active Points); OAF (-1), Linked(-¼), Only Affects Material Objects WhichStrike Blade (-½), Real Weapon (-¼) (total
cost: 64 points) plus Reach +1m (1 ActivePoint); OAF (-1), Real Weapon (-¼) (total cost:1 point)
FORCE BLADECost Power
122 Force Blade: As Energy Sword, above
12 Force Screen: Resistant Protection (6 PD/10 ED)
(24 Active Points); OAF (-1)
Total cost: 134 points.
MISCELLANEOUS SCIENCEFICTION MELEE WEAPONS
Here are a ew more example melee weapons.Each requires its own WF to use properly.
Inertial Gloves: Tese are heavy gauntletsequipped with rubber science inertia-enhancinggenerators. Te user triggers the effect in mid-swing, so the gloves hit like a reight train. Tisweapon requires its own WF to use properly.
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Hero System Equipment Guide n Chapter One 19
Stun Rod: Law enorcement agents and soldierson peacekeeping missions have long wished ora reliable way to subdue people without deadlyorce. Stun rods are the answer — a short batonwith a contact-triggered neural stun pulse. Te victim eels no pain, only numbness and weak-ness. Stun Rods are part o WF: Clubs, thougha ew moments’ instruction on how the controlbuttons work is helpul.
RANGED WEAPONSAs popular as melee weapons may be, in most
cases they can’t beat a Ranged weapon, whether it’sa chemical-propellant gun or the most advanceddisintegrator available. Here are some o the typeso Ranged weapons available in Star Hero settings.(See also Firearms O Te Future on page 87.)
NOTES
1) Te first-generation electron weapon, anElectron Rifle is reasonably robust, and can be
boosted or extra effect. Its pilot beam acts as alaser sight. Te pistol version o the same weaponhas 16 Boostable Charges and SR Min 10; it’s amore refined development o the electron rifle,commonly used as a law-enorcement weapon.
ELECTRON RIFLECost Power
10 Electron Rifle: Multipower, 30-point reserve, 20Boostable Charges (+½) for entire Multipower;
all OAF (-1), Real Weapon (-¼), STR Minimum(14; -¾), Two-Handed (-½)
1f 1) Standard Setting: Blast 6d6; commonLimitations (-2½), Beam (-¼), Does Not Work
In Vacuum, In Water, In Magnetic Fields, Or Against Targets Encased In Metal (-¾)
1f 2) Stun Setting: Blast 3d6, NND (defense is
being in vacuum, water, a magnetic field, or ametal casing, or having ED Resistant Protec-tion defined as a force-field or the like; +1);common Limitations (-2½)
1 Laser Pilot Beam: +1 OCV; OAF (-1), RealWeapon (-¼)
3 Well-Made Rifle: +3 versus Range; OAF (-1),Real Weapon (-¼)
Total cost: 16 points
ELECTRON PISTOLCost Power
13 Electron Pistol: Multipower, 30-point reserve,16 Boostable Charges (+¼) for entire Multi-power; all OAF (-1), Real Weapon (-¼), STR
Minimum (10; -½)
1f 1) Standard Setting: Blast 6d6; commonLimitations (-1¾), Beam (-¼), Does Not WorkIn Vacuum, In Water, In Magnetic Fields, Or
Against Targets Encased In Metal (-¾)
1f 2) Stun Setting: Blast 3d6, NND (defense isbeing in vacuum, water, a magnetic field, or ametal casing, or having ED Resistant Protec-
tion defined as a force-field or the like; +1);common Limitations (-1¾)
1 Laser Pilot Beam: +1 OCV; OAF (-1), RealWeapon (-¼)
Total cost: 16 points
2) Te Multi-Purpose Energy Weapon is apowerul pistol-sized blaster device ound in someSpace Opera and Pulp Science Fiction settings.It has various offensive and utilitarian unctions:stunning, blasting, disintegration, even projectinga low-power burst at a rock or metal wall to
provide heat in cold climates. It’s so high-tech andsophisticated it doesn’t qualiy as a Real Weaponor have a SR Minimum — even a small childcan pick it up, press the trigger-button, and wreakhavoc.
In HERO System terms, this weapon is built asa Multipower with three primary slots (stun, blast,disintegrate) plus a ourth slot that’s a naked AreaO Effect (Radius) that can be applied to any othe three slots. Te Multipower’s reserve is largeenough to account or applying the Advantage toany o those slots. Te Radius’s size equals 2m per1d6 in the Blast slots, and 1m or the Disintegrateslot. (Ordinarily this sort o construction is illegal.It’s used here to make the weapon easier to writeup and and read during game play.) Te weaponhas 1,000 Boostable Charges, and each slot has theRequires Multiple Charges Limitation. Each slotcosts 1 Charge or each 1d6 o Normal Damageused (or each DC o Killing Damage), andapplying the “Wide-Beam” (Area O Effect) modedoubles that number. Tus, firing Slot 2 at 8d6strength costs 8 Charges; i it’s fired in Wide-Beammode it costs 16 Charges.
MULTI-PURPOSE ENERGY WEAPONCost Power
495 Multi-Purpose Energy Weapon: Multipower,360-point reserve, 1,000 Boostable Chargesfor entire reserve (+1¾); all OAF (-1)
5f 1) Stun Setting: Blast 12d6, NND (defense isED Resistant Protection defined as a force-field, or the like; +1); OAF (-1), Requires
Multiple Charges (see text; -½)
2f 2) Blast Setting: Blast 12d6; OAF (-1), RequiresMultiple Charges (see text; -½)
9f 3) Disintegration Setting: RKA 6d6, NND(defense is ED Resistant Protection defined
as a force-field, or the like; +1), Does BODY(+1); OAF (-1), -1 Decreased STUN Multiplier(-¼), Limited Range (50m; -¼), Reduced By
Range (-¼), Requires Multiple Charges (seetext; -½)
4f 4) Wide-Beam Mode: Area Of Effect (Radius,see text; +1) for any of Slots 1-3; OAF (-1),
Requires Multiple Charges (doubles regularnumber of Charges used, see text; -½)
1f 5) Heat Rocks/Metal: RKA ½d6, Area Of Effect(Surface of any object up to human size; +¼),
Constant (each Charge’s effect lasts for 1Minute; +½); OAF (-1), Requires AppropriateSubstance To Be Heated (-¼)
Total cost: 516 points.
3) Te Early Plasma Rifle is a good “ultimateweapon” or Cyberpunk-period and “early
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192 n Weapons Hero System 6th Edition
interstellar exploration” campaigns. Its chiedisadvantage is that mishaps are catastrophic orbystanders: i the Activation Roll ails, it creates aBlast 6d6 in a 24m Radius area.
4) Te Early Gauss Cannon is a heavy gauss“assault cannon” intended or Cyberpunk-eragames. It’s not commercially available, but may bea top-secret military prototype or the latest rom amegacorporation’s laboratories. It has a very high
rate o fire but requires large ammunition clipsand an external power pack which pumps out alot o waste heat. (In game terms it has Side Effect(automatic Change Environment +3 emperatureLevels over a 12m radius area, -1 emperatureLevel per 4m; -¼).)
Science FictionPistols And Rifles
Te ollowing weapon types are oen reerredto generically as “blasters” in either pistol or rifleorm.
DISINTEGRATORS
Disintegrators are a beloved weapon in ScienceFiction, with almost no basis in reality. Most othem work by somehow suppressing the atomicorces which hold matter together — one hit, andthe target flies apart! Other seem to apply energydamage on an atomic level uniormly to a target tothoroughly destroy it. Te phasers o the old Starrek series are, in part, a type o disintegrator; soare the disintegrator “tools” in Niven’s Ringworld. In a campaign with disintegrators, GMs mustconsider the problems they create — murdererscould literally make their victims disappear!
ELECTRON BEAMS
Tese are real technology — every televisionset has an electron beam generator inside it. Apowerul beam o electrons traveling along a laser“pilot beam” (to create an ionized pathway or theelectrons) would damage the target by heat andelectrical effects. Magnetic fields deflect electronbeams, and any kind o closed metal protectionlets the charge pass around the target withoutdoing any harm. In a vacuum the electrons repelone another, turning the deadly beam into aharmless spray; water also disperses the blast.
Electron beams can be fired on both lethal and“stun” settings, with the latter delivering a shockstrong enough to knock out opponents withoutdoing permanent damage. All electron blastershave Boostable Charges.
GAUSS WEAPONS
Gauss weapons, or electromagnetic slugth-rowers, use powerul magnetic fields to launchmetal projectiles at high speeds. Tey have theadvantange o being much quieter than chemical-propellant rifles, and can sustain very high rateso fire. Gauss weapons typically use very smallcaliber rounds, making their attacks Armor
Piercing.
Te chie disadvantage o Gauss weaponry isthat like lasers and other energy weapons, theyrequire a lot o energy. Early gauss weapons havedisposable chemical-energy cartridges in a powerpack; later ones have highly efficient batteriesor capacitors. Heavy gauss guns use dedicatedgenerators to achieve really massive rates o fire.
ION BEAMS
Tese weapons fire a beam o ionized gas atthe target, doing damage by heat, impact, andsecondary electrical effects. Tey are very close tothe cinematic blaster weapon in terms o specialeffects. Te ionized beam does glow brightly as itfires, and the bolts, while ast, do not travel at thespeed o light. A disadvantage is that ion beamsneed both a supply o gas (usually argon or neon)to ionize and a power supply; most ion guns usespecial cartridges which are not compatible withother energy weapons or electrical devices. Teycannot be “set to stun” and have no pilot beam asa sighting aid. At the GM’s option, characters cansubstitute the equivalent DC in Killing Damage
or the weapons’ standard Normal Damage.LASERS
Lasers are real technology; probably all HEROSystem players have lasers in their homes, in theorm o CD players or laser pointers. As o 2010,the Pentagon is developing real laser antimissilesystems, and laser rangefinders and target designa-tors are standard military gear. Lasers emit beamso coherent light, in which all the light waves arein phase with one another. Tey are perectlystraight, and remain tightly concentrated overlong distances. Higher-powered lasers use moreenergetic photons, like ultraviolet light, x-rays, or
gamma rays.As weapons, lasers do damage by suddenlysuperheating the surace o whatever they hit. Teenergies are modest, but concentrated into so tinyan area that they cause significant damage. Solidmaterials melt and shatter, and living tissue burns.More powerul lasers pierce better, and x-raysdo additional damage rom radiation effects. Incombat, lasers are useul because it is very hard todetect where they were fired rom (they only showup in the air i smoke or other particulates renderthem visible), there is no recoil, and they can fireas long as the power holds out.
Te main limitation or lasers (as with any
directed-energy weapon) is power. Early opticallasers use chemical reactions or sudden burstso energy; later ultraviolet ones are powered byadvanced capacitors. Hand-held X-ray lasersdepend on micro-usion powercells (in otherwords, “rubber science” power). Most laserweapons have built-in laser sights, using a low-power beam to paint a spot on the target beorefiring.
In game terms, lasers are Killing Attacks withthe Beam Limitation. Ultraviolet lasers are ArmorPiercing, and X-Ray or Gamma-Ray lasers areArmor Piercing and Penetrating. Early lasers arebulky and ragile, but over time they become morecompact and durable.
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Hero System Equipment Guide n Chapter One 19
SCIENCE FICTION PISTOLS
Name Caliber OCV RMod Dam STUNxMax
ShotsSTRMin Mass Range
A/RCost Notes
Disintegrator Pistol — +2 +2 6d6 NND -1 8 BC 10 1.2 100m 276/76 LR(100m), RR
Electron Pistol — +1 +1 Text — 10 BC 10 1.3 Text Text Beam, 1
Ion Blaster, Mk I — +0 +1 8d6 N — 12 9 1.1 100m 51/17 AF2, LR (100m)
Ion Blaster, Mk II — +1 +2 10d6 N — 10 10 1.2 80m 65/21 AF2, LR (80m)Ion Blaster, Pocket — +0 +0 6d6 N — 10 8 0.7 60m 37/12 AF2, LR (60m), PER
Mod +2
Gauss Pistol .42 +1 +1 1½d6 AP +0 15 10 1.5 250m 34/13 AF3
Laser Pistol — +1 +2 1d6+1 +0 16 8 0.9 200m 24/9 BBS, Beam, Fragile
Laser Pistol, UV — +1 +2 1d6+1 +0 12 8 1.0 200m 29/11 AP, BBS, Beam
Multipurpose Energy
Weapon
— +0 +0 Text Text 1000
BC
— 0.6 Text Text 2
Plasma Pistol — +0 +0 9d6 NX — 12 10 1.2 50m 67/21 LR(50m)
Proton Blaster-Alpha — +1 +1 6d6 N AP — 10 10 1.0 300m 40/14
Proton Blaster-Beta — +1 +1 8d6 N AP — 10 12 1.1 400m 53/19
Rocket Pistol — +1 +1 2d6+1 X +0 6 11 1.6 350m 55/17
Rocket Pistol, Military — +1 +2 2½d6 X +0 6 12 1.8 400m 64/20
Sonic Pistol — +0 +0 9d6 N — 12 9 1.0 450m 45/15
Sonic Stunner — +0 -1 7d6 N
NND
— 8 7 1.0 20m 52/13 LR (20m), PER Mod +
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Hero System Equipment Guide n Chapter One 19
ACCESSORIES KEY/NOTES
2H: Two-Handed (a -½ Limitation)
Act: Activation Roll (a “J” after the roll indicates
Jammed)
AE: Area Of Effect (Radius); the number following
indicates the size of the Radius in meters.
AF: Autofire; the number after the letters indicates
the maximum number of shots AP: Armor Piercing (“AP2” indicates Armor Piercing
(x2; +½))
BBS: Blocked By Smoke Or Steam (a -¼ Limitation)
BC: Boostable Charges
DS: Damage Shield
IMR: Increased Maximum Range (the number
indicates the multiplier)
IPE: Invisible Power Effects
LR(Xm): Limited Range (number indicates range)
NRM: No Range Modifier
NUV: Not Underwater Or In A Vacuum (a -¼
Limitation)RBS: Range Based On STR
ResP: Resistant Protection
RR: Reduced By Range
SFW: Shoulder-fired weapon (characters need
WF: Shoulder-Fired Weapons to use one of these
properly)
X: Area Of Effect (Radius Explosion, assumed to be
of a size to give the Advantage a final value of +½)
Name: The name of the weapon. This may include a
manufacturer and/or model number.
Caliber: The weapon’s caliber (where appropriate).
See page 83 for more information.
OCV: This is applied as a bonus or penalty against
all attacks made with the weapon. OCV bonuses
are bought as a 2-point Combat Skill Level with the
Limitations OAF, Required Hands, and Real Weapon.
OCV penalties are a minor Side Effect (automatically
occurs; -½) for the weapon. Until the penalties on
a weapon reach the 30 Active Point level (which
is highly unlikely to ever occur), the Side Effect
remains at this value. Even if a weapon has both
OCV and RMod penalties, it takes only one Side
Effect until the penalties exceed 30 points.
RMod: This represents a modifier to the weapon’s
accuracy at Range. Positive values (bought as
1-point Penalty Skill Levels versus the Range Groupwith the Focus and Required Hands Limitations)
help to offset the standard Range Modifier; negative
values (a minor Side Effect (automatically occurs;
-½)) add to it. RMod can never raise a character’s
base OCV, it can only negate penalties.
Damage: The amount of damage the weapon does.
An “N” indicates Normal Damage; otherwise the listed
damage is Killing.
STUNx: This is the STUN Multiplier for Killing Damage
weapons (a +0 means “no modification”; use thestandard ½d6 STUN Multiplier). Apply the STUNx
modifier to the STUN Multiplier roll (or to the STUNx
for the Hit Location struck, if the campaign uses Hit
Location rules). For example, if a character with a .45
Gauss Rifle (STUNx +1) hits an opponent in the Head,
the total STUNx would be 6.
Shots: The number of shots in the gun’s cylinder or
magazine, or the amount of shots’ worth of energy
in its battery or power source (in game terms, how
many Charges the gun has). Each gun comes with one
“clip” of ammunition/energy unless noted otherwise.
If a gun can use more than one size clip, the largest
or most common clip is listed. Guns with a “clip” of 1
shot are single-shot guns (often for target shooting)
that the user must reload after each shot. In the
case of weapons like missiles and bombs, often the
Charges have the “Never Recover” modifier.
STR Min: The STR Min necessary to use the weapon
effectively; see 6E2 199 for rules. Remember firearms
and related weapons (which are built as RKAs or
Blasts) don’t get bonus damage or other benefits
from exceeding the STR Minimum. The STR Minimum
simply indicates the STR needed to effectively use the
weapon — to hold, draw, and/or cock it.
Mass: The weight of the gun, in kilograms. Typically
this is the unloaded weight; inserting a clip of ammu-
nition or a power-pack adds a few grams.Max Range: The weapon’s maximum Range in
meters according to the HERO System rules. (Of
course, its effective range — the range over which
it’s likely to hit a target — is much less, thanks to the
Range Modifier.) Typically this means Base Points x
10 meters, but Advantages or Limitations may change
that. “NR” means No Range; “RBS” means Range
Based On STR.
A/R Cost: The Active Point/Real Point Cost of the
weapon, in Character Points. For greater variation,
these costs use the expanded Killing Attack costs
on APG 56 (thus, an RKA 1d6-1 costs 12 Character
Points).Notes: This catch-all category includes any informa-
tion not listed elsewhere. All notes and abbreviations
are explained at the end of the tables.
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196 n Weapons Hero System 6th Edition
Optical and ultraviolet lasers are blockedby smoke and steam (reflected by a Limitation,since these phenomena are common); X-ray andgamma ray lasers are not, but special anti-laseraerosols do interere with them normally.
PARTICLE GUNS
Particle guns are small hand-held protonaccelerators. Tey unction in much the same wayelectron beams do, but the proton beam has morepenetrating power, and cannot be set to stun. Likeelectron beams, proton beams use a laser pilotbeam to create an ionized pathway through theair. In vacuum and water the protons disperse intoa harmless stream. Te proton rifle and particleblaster depend on as-yet-undiscovered powersources.
Particle guns cause damage through suraceblasting and radiation effects. Characters maysubstitute equivalent DCs in Killing Damage withthe GM’s permission.
PLASMA GUNS
Plasma weapons are an outgrowth o usionpower technology. Tey generate a tiny usionreaction which releases superhot plasma; the gunthen directs this plasma at the target via magneticfields. Te plasma spreads quickly over a widearea, which gives it a large area effect but limits theweapon’s range. Designers can’t scale them downto pistol size easily, but they’re quite powerul asbattlefield weapons. Plasma guns use deuteriumpellets, similar to those used in usion rockets, astheir uel — in pre-usion societies the weaponscannot be reueled. Assuming portable usiongenerators are possible at all, plasma weaponsdon’t involve any major violations o the laws o
physics.SONIC WEAPONS
Sonic weapons project ocused sound or various tactical effects. Te standard sonic blasterdoes Normal Damage, but some are tuned toknock the target unconscious without inflictingpermanent harm. (See the Sonic Blaster on page133 or another example o a sonic weapon.)
Other ScienceFiction Weapons
Te types o weapons employed by ScienceFiction characters is practically endless. Here are aew examples.
COMBAT DRUGS
In some Science Fiction settings, soldiers and
other characters use drugs to enhance their abilityto fight. Here are two examples; on page 282 youcan find two deensive drugs.
H BRAWN SERUM
Effect: Aid SR 3d6
Target: One character
Duration: Instant
Range: No Range
Charges: 4 Charges
Breakability: 1 PD/1 ED
Description: Tis drug boosts the recipient’s
strength or a short period — long enoughto finish a fight or accomplish a specific task.However, it doesn’t always work, and when it ailsto work, it actually weakens the user.
Game Information: Aid SR 3d6, Delayed ReturnRate (points ade at the rate o 5 per Minute; +1)(36 Active Points); OAF Fragile (-1¼), Requires ACON Roll (-½), Side Effects (Drain SR 3d6; -½),4 Charges (-1). otal cost: 8 points.
Options:
1) Strong Serum: Increase to Aid SR 4d6. 48Active Points; total cost 11 points.
2) Weak Serum: Decrease to Aid SR 2d6. 24Active Points; total cost 6 points.
3) Long-Lasting Serum: Increase to DelayedReturn Rate (points ade at the rate o 5 per 5Minutes; +1¼). 40 Active Points; total cost 9points.
H QUICKJUICE
Effect: +1 SPD
Target: One character
Duration: Instant
Range: No Range
Charges: 4 Charges
Breakability: 1 PD/1 ED
Description: On the field o battle, swiness oaction is oen the deciding actor. o gain theupper hand, soldiers sometimes use Quickjuice,a drug that enhances reaction time. Aer thedrug expires, the user suffers a temporary neuralslowdown
Game Information: +1 SPD (10 Active Points);OAF Fragile (-1¼), Side Effect (-1 SPD or 24hours aer Charge stops working, automaticallyoccurs; -½), 1 Continuing Charge lasting 1 Hour(-¼). otal cost: 3 points.
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Hero System Equipment Guide n Chapter One 19
Options:
1) Strong Serum: Decrease Side Effect so that itonly lasts 12 hours (-½). otal cost: 3 points.
2) Stronger Serum: Te drug also enhances thecharacter’s reflexes and agility. Add +3 DEXand Linked (-½). 6 Active Points; total cost 2points; total cost o drug 5 points.
GRENADES AND ROCKETS
Hand grenades are reaching the limit oimprovement as o the early twenty-first century— since they must be thrown, they can’t be toopowerul or they injure the user. Although aew Science Fiction settings do eature energygrenades — which through rubber science meansemit contained energy fields similar to thosecreated by blasters — or like weapons, or themost part the emphasis is on nonlethal grenadesand rocket grenades. Te ultimate development othe rocket-propelled grenade is the Rocket Gun,which appears as a rival to firearms in many SFsettings (particularly Low SF, or stories set in theearly days o interplanetary exploration). Rocket
guns launch tiny solid-uel missiles with a varietyo warheads. Improvements in electronics makethem highly accurate, and their larger size makesthem ar deadlier than bullets (or allows them tocarry other, nonlethal, payloads).
HEAVY WEAPONS
Most o the types o weapons described abovehave their battlefield-scale equivalents. A “quickand dirty” way to make an artillery version o apersonal weapon is to add the MegaScale Advan-tage to range (and perhaps the Area O Effect, iapplicable) and make it Immobile. Gamemasterswilling to do a little more work can make Autom-aton weapons, such as artillery launchers with
built-in AI computers and the ability to drive, fly,or even teleport themselves.
Even in the early twenty-first century, there’salready almost no upper limit to the destructivepower o battlefield weapons — high explosiveshells lead to uel-air explosive bombs, which canbe as powerul as low-end nuclear weapons. Inthe worlds o Science Fiction, this trend can easilycontinue, as basic nukes evolve into smaller andmore powerul versions. Other possible weaponso mass destruction include new explosives basedon high-tech chemistry, biological and chemicalweapons that make today’s gases and plagues lookmild, FL kinetic weapons, antimatter bombs,
teleporting weapons and weapon launchers,black hole generators, and more. Te problem,as on modern Earth, is not how how to destroysomething, but how to find it and hit it. Deensivetechnology may become less a matter o brute-orce protection and more a matter o either (a)preventing the attack rom being launched in thefirst place, (b) interering with it so that it misses,or (c) hiding rom the attacker.
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198 n Weapons Hero System 6th Edition
MILITARY NANOTECHNOLOGY
Nanotechnology is a term coined by uturistEric Drexler to describe a new field o engineeringdealing with extremely tiny machines — deviceson the same scale as cells or viruses. Te advan-tage to such miniscule machinery is it can workwith and manipulate single molecules o material.As it’s moved rom being just a neat theoreticalidea toward practicality, “nanotech” has become
synonymous with “magic” in some circles —perhaps because o inflated gee-whiz claims byenthusiasts.
When used as weapons, “nanobots” (nano-sized robots) plow through solid matter, breakingarmor, weapons, and flesh down to their basiccomponents (and sometimes using the componentmatter to construct more nanobots). Fortunately,nanobot manuacturers have also created counter-measures or such weapons.
Nanobots usually come into contact with thetarget object(s) in one o two ways. First, they canbe released into the environment to find the targetby blundering into it, or by using whatever sensors
they possess to track it down. In some cases,personnel leave nanobots where they think they’llbe needed (such as by coating a suit o battlearmor with them) so they can attack or take actionwhen necessary. Second, they can be fired orprojected at it, usually in spheres that shatter uponcontact. Te examples below using this methodassume a our-shot pistol.
All military and espionage nanotechnology iskept heavily secured. Usually it’s not even availableor sale on the black market.
H ATTACK NANOBOTS (AGING)
Effect: RKA 1d6, Penetrating (x2) Target: 1m Radius
Duration: Constant
Range: 150m
Charges: 4 Continuing Charges lasting 1urn each
Breakability: 8 PD/8 ED
Description: Tese nanobots disassemble mate-rials they come into contact with into componentmolecules and atoms. However, they cannotreproduce themselves, so in military engineeringparlance they “age” and “die,” causing the effect to
cease.Game Information: RKA 1d6, Area O Effect (1mRadius; +¼), Constant (+½), Penetrating (x2;+1) (41 Active Points); OAF (-1), 4 ContinuingCharges lasting 1 urn each (neutralized by deen-sive nanobots, fire, or any other area-affectingdamage-causing phenomenon; -½). otal cost: 16points.
H ATTACK NANOBOTS (IMMORTAL)
Effect: RKA 1d6 plus Aid 6d6 (hal toincrease the size o the Area OEffect, hal to the Aid itsel)
Target: 8+ meter Radius (see text)
Duration: Constant
Range: 150m
Charges: 4 Charges
Breakability: 18 PD/18 ED
Description: Unlike “aging” nanobots, this typeo nanobot has the ability to build more o itsel.Te more matter it disassembles, the more oitsel it can build, and the more it destroys. I le
unchecked, a single use o this type o nanotech-nology could ravage an entire ship or planet,which is why ew species dare to use it.
Because this attack uses an Aid to increasethe size o an Area O Effect (which is againstthe rules), and lets an Aid increase itsel (whichmay cause game balance problems in manycampaigns), it requires the GM’s permission.
Game Information: RKA 1d6, Area O Effect (8mRadius; +½), Constant (+½), Penetrating (x2; +1),Uncontrolled (stopped by deensive nanobots,fire, or any other area-affecting damage-causingphenomenon; +½), Reduced Endurance (0 END;
+½) (60 Active Points); OAF (-1), 4 Charges(-1) (total cost: 20 points) plus Aid 6d6 (hal toincrease the size o the Area O Effect, hal to theAid itsel), Constant (+½), Uncontrolled (stoppedby deensive nanobots, fire, or any other area-affecting damage-causing phenomenon; +½),Reduced Endurance (0 END; +½) (90 ActivePoints); OAF (-1), 4 Charges (-1), Only Aid Sel(-1) (total cost: 22 points). otal cost: 42 points.
H NANOMINE
Effect: RKA 1d6, NND, Does BODY,Penetrating (x2), rigger
Target: 16m Radius
Duration: Constant
Range: No Range
Charges: 4 Continuing Charges lasting 1urn each
Breakability: 16 PD/16 ED
Description: Oen placed in abandoned buildingsor on the battlefield, this trap scatters destructivenanobots over a large area. Programmed simplyto rapidly deconstruct living matter, the bots haveno effect on metallic armor, weapons, or any othernon-organic material.
Game Information: RKA 1d6, Area O Effect(16m Radius; +¾), NND (deense is ED ResistantProtection defined as a orce-field, or the like,being made o or encased in fire or energy, orbeing in a hermetically-sealed non-organic suito armor; +1), Does BODY (+1), Constant (+½),Penetrating (x2; +1), rigger (when stepped on orotherwise activated by pressure; +¼) (82 ActivePoints); OAF (-1), No Range (-½), Only AffectsOrganic Matter (-½), 4 Continuing Chargeslasting 1 urn each (neutralized by deensivenanobots, fire, or any other area-affecting damage-causing phenomenon; -½). otal cost: 23 points.
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Hero System Equipment Guide n Chapter One 19
MISCELLANEOUS
WEAPONS
Besides guns and melee weapons, manyother implements o destruction are avail-able to HERO System characters.
EXPLOSIVESAn explosive is a substance which rapidly
creates tremendous heat and pressure when prop-erly activated. Explosives are generally dividedinto “low” and “high” types, as explained below.In the HERO System, working with explosives is aunction o the Skill Demolitions (see 6E1 75; oradvanced and expanded rules or Demolitions, seeHSS 170).
Te accompanying table lists suggesteddamage ratings or explosives (each o whichhas the Advantage Area O Effect (Radius Explo-sion) at the +½ level [or sometimes more, i theGM preers]). However, because determining aparticular bomb’s power depends upon how it’s
constructed and other variables, these figuresshould be considered guidelines the GM can alteror adapt as he sees fit.
LOW EXPLOSIVES
Low explosives, also known as deflagratingexplosives, do not really explode — they burn very, very quickly. Tey create relatively low pres-sure and more o an effect o “heaving” than oshattering (or “brisance”). However, using a suffi-cient quantity o low explosive causes a detonatingeffect similar to high explosives (see below).
Te low explosive most commonly used todayis black powder (and its modern improvement,
smokeless powder), a mixture o carbon (char-coal, 15%), sulur (10%), and potassium nitrate(saltpetre, 75%). It’s basically insensitive to impactand riction, requiring a flame and/or heat toinitiate the explosion. For bullets, an impact-sensitive explosive charge ignites the powder; orpipe bombs and other improvised munitions, ause o some sort is required. Working with blackpowder is easy; the GM should add +1 to +3to a character’s Demolitions roll in appropriatecircumstances.
HIGH EXPLOSIVES
High, or detonating, explosives have such arapid chemical reaction when activated that theyproduce immense pressure and shattering orce(brisance). Detonation waves rom high explosivesoen exceed 20,000 eet per second.
High explosives can be urther divided intotwo types. Te first is primary or initiating
explosives. Fire/heat, impact, or riction canreadily detonate these substances. Because o thissensitivity, they’re rarely used or actual demoli-tions — instead, they’re used in initiating devices(such as blasting caps) to set off saer explosives.Primary explosives include diazodinitrophenol(DDNP), ulminate-chlorate mixtures, lead azide,lead styphnate, mercury ulminate, silver azide,and silver ulminate.
Te second type o high explosive is thesecondary (or noninitiating) explosive. Tese aremixed together to produce the right combinationo sensitivity, brisance, and stability or particular jobs. Te most important secondary explosives
include ammonium picrate, cyclonite (RDX andHMX), dynamite, and N.
DETONATION METHODS
Tere are five main types o uses, or methodso detonating the primer charge that sets off abomb:
n flame uses
n chemical uses
n electric uses (including radio-controlled uses)
n mechanical uses (including impact uses and“tremblers” that trigger a bomb i it’s moved)
n pressure uses (which go off when a certainamount o pressure is applied, whether by oot[as with land mines] or by reaching a certainbarometric pressure [as with some terroristbombs placed on airplanes]).
Te type o use chosen depends on the explo-sive used and the type o bomb. Flame works orblack powder, or example, but not or plastique.An elaborate radio-controlled electrical use or apressure use isn’t needed or a kamikaze bombingrun with a truckul o dynamite, but would beideal or many types o terrorist bombings.
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200 n Weapons Hero System 6th Edition
Simple uses impose no penalty to Demolitionsrolls to disarm the explosive. Complex electrical,chemical, mechanical, or pressure uses couldimpose a -1 to -4 penalty to Demolitions.
TYPES OF EXPLOSIVES
Here are some o the common types o explo-sives used in the modern world or various indus-trial, military, criminal, and terrorist activities.
AMMONIUM PICRATEAmmonium picrate (or explosive D) is made o
picric acid and ammonium. It’s used in situationscalling or an explosive that’s particularly resistantto impact. For example, ammonium picrate issometimes used in anti-tank shells because o itsability to pierce armor without exploding — testshave shown it can be fired through twelve incheso armor and detonate on the other side! Picricacid itsel is explosive, but is no longer used mili-tarily because o its sensitivity. Tere is no modi-fier to Demolitions or working with ammoniumpicrate.
ANFOANFO, a combination o ammonium nitrateand uel oil, is a avorite o terrorists because itsingredients are all legally available — the Okla-homa City bombing, or example, involved anANFO bomb. ANFO’s legitimately used in mining,construction, and other industries. Tere is nomodifier to Demolitions or working with ANFO.
Ammonoium nitrate absorbs water easily. I it’snot stored in a watertight container or environ-ment, it may not detonate as well (reduce damageby 25-50%).
DYNAMITE
Invented by Alred Nobel in 1867, dynamiteis a combination o nitroglycerin and varioussubstances which absorb large amounts o thenitroglycerin, making it relatively sae to handle(it’s still sensitive to fire/heat and extreme impact,and i it gets wet tends to break down andbecomes as volatile as nitroglycerine). Te manu-acturing process incorporates antacids and otherstabilizers to make dynamite even saer to use.oday, demolitions experts use various mixtureso explosives and bases to achieve different results.For example, there’s gelatin dynamite which hasgreat water resistance and more blasting powerthan comparable dynamites, and can be molded
into crude shapes. Another development is low-reezing dynamite, which works well in extremelycold conditions. Using dynamite adds +1 or +2to a character’s Demolition roll in appropriatecircumstances.
Dynamite has many commercial uses (such asthe construction industry). Tat means it’s widelyavailable (though it usually requires a license orother authorization to purchase); it’s generally soldin sticks.
FOAM EXPLOSIVE
Foam explosive is an explosive substance withthe appearance and consistency o shaving creamor the like. Designed primarily or detonatinglandmines, it can stick to objects and delivers alow-powered blast — but one that’s strong enoughto make a mine go off, or open a door. Comparedto other explosives, it makes very little noise, soit’s ideal or some o the covert missions charactersperorm. Working with it entails no Demolitionspenalty.
INITIATORS
Initiators are explosive devices used to startlarger explosions. Tey include blasting caps anddetonating cord.
Blasting caps, both basic and electric, aresmall cylindrical devices used to initiate explo-sions. Tey consist o a base charge (usually RDXor PEN), a priming charge (usually lead azideor silver azide), and a flash charge (usually leadstyphnate), all contained in an aluminum orcopper shell. Mercury ulminate used to be animportant blasting cap ingredient, but is no longercommonly used. A basic blasting cap is set offby a use, whereas an electrical blasting cap hastwo wires running through it that let the demo-litionist detonate it with electricity (allowing orprecise timing o an explosion). Working withblasting caps (e.g., crimping them onto a timinguse and detonating cord) can be quite dangerous,imposing a -2 to the Demolitions roll.
Detonating cord (detcord, also called prima-cord) is a cord made with a core o sensitive explo-sive (such as PEN or RDX) surrounded by aplastic or cloth covering. It’s usually used togetherwith blasting caps, and enables the demolitionist
to time explosions precisely. Working with itentails no Demolitions penalty.
LEAD AZIDE
Lead azide (Pb(N3)
2) is a primary explosive
used in a variety o military explosives and ininitiators. It tends to be more stable than manyother primary explosives, particularly at highertemperatures, so a cover charge o lead styphnate(or another more sensitive explosive) is oenadded to ensure detonation. A related chemical,silver azide, is more powerul and is used similarly,but is more sensitive to heat. Tere’s no modifierto Demolitions or working with lead azide.
MERCURY FULMINATEMercury ulminate (mercuric cyanate,
HgC2N
2O
2) is a grey-white powder that explodes
at 160o C (320o F). It’s both a primary and asecondary explosive, and is sensitive to electricity,fire/heat, impact, and riction (-2 to Demolitionsrolls in appropriate circumstances). It was discov-ered in the late 1600s, and was used or manyyears in initiators and commercial explosives.Because cheaper and better replacements wereound, it ell out o use in the 1970s, but charactersmay still chance across some here and there, oreven discover an illegal lab manuacturing it orterrorists.
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Hero System Equipment Guide n Chapter One 20
NITROGLYCERIN
Tis explosive oil or liquid was discovered byAscanio Sobrero in 1846. It’s one o the principalingredients in dynamite. By itsel, nitroglycerin isextremely sensitive and very dangerous to handle(-3 or more to Demolitions rolls), so it’s rarelyused without stabilizers.
PETN
PEN (pentaerythritol tetranitrate) was
invented in 1891. It’s cheaply and easilyproduced, and is as strong as nitroglycerin butsaer to handle. Because it’s almost insoluble, it’scommonly used or underwater demolitions work.Tere’s a -1 modifier to Demolitions or workingwith PEN.
RDX AND HMX
RDX (cyclonite) is one o the most commonmilitary explosives in use today. HMX is similar,but denser and with a higher melting point andexplosion temperature. Both are white crystallinesolids that are extremely stable. Tey’re usuallymixed with N to desensitize them. RDX is as
powerul as nitroglycerin, HMX is slightly morepowerul.
RDX is used to produce plastique, or plasticexplosive (PE), o which Semtex (a combination oRDX and PEN, in varying ratios) is one variety.PEs are about 80% RDX and 20% oils, waxes, andplastics. Tey’re very stable, requiring both heatand impact to detonate — a blasting cap or otherinitiator will do it, but by itsel an electrical charge,fire, or impact won’t set plastique off. Plastiquecan be saely molded into an infinite number oorms, and is extremely powerul, even in smallamounts — a single block (0.56 kg) can create a 30cm square hole in 10mm thick steel plate! Tus,
PEs are a avorite o the military, terrorists, andcriminals. Te American military uses our typesdesignated C1 through C4, each o which is useulin a different temperature range. C4, or example,remains plastic down to -70o F, and does not leakup to 170o F.
RDX is also the primary ingredient in manymilitary composite explosives, such as CompositeA3 and Composition B4.
Working with RDX, HMX, plastique, or othercomposite explosives including RDX or HMXadds +1 to +2 to Demolitions rolls in appropriatecircumstances.
TNTN (trinitrotoluene), which differs rom
dynamite, is one o the principal military explo-sives. Made rom toluene and nitric acid, it’s stableand insensitive to impact, riction, and electricity(+1 to +2 to Demolitions rolls). It does not readilyabsorb water, and may be stored indefinitely intemperate areas.
N is usually melted and used to fill bombs,either by itsel or in combination with othersubstances (binary explosives): ammoniumnitrate (amatol); ammonium picrate (picratol);HMX (octol); PEN (pentolite); RDX (cyclotol);RDX and ammonium (torpex); tetryl (tetrytol);
and so orth. N binary explosives can be verypowerul — or example, cyclotol and pentolitehave detonation pressures as high as 4,000,000pounds per square inch.
IncendiariesIncendiaries are chemicals designed to start
fires and/or burn people. Tey’re usually used in
firebombs and flamethrowers, but characters mayalso want to build incendiary grenades, pellets,and other weapons. Working with incendiaries is aunction o the Demolitions Skill.
FIRE BOTTLE/MOLOTOV COCKTAIL
A fire bottle is a primitive incendiary grenade— a bottle filled with gasoline and suluric acid,then wrapped in a rag or piece o paper. Just priorto use, the wrapper is soaked with a sugar-potas-sium chlorate mixture (which is very sensitive).Upon impact, the chemicals mix and the reactionignites the gasoline. Te Molotov cocktail, a bottlefilled with some flammable liquid and with a rag
stuffed in the top and lit, counts as a crude firebottle.
GELLED GASOLINE
Gelled gasoline is ordinary gasoline which hasbeen gelled by the use o chemicals or improvisedsubstances (such as soap powder, lye, wax, oranimal blood). Charcoal may be added to increasethe mixture’s flammability. Essentially, gelledgasoline is a primitive orm o napalm (see below),and like napalm it sticks to suraces. Working withit imposes a -1 penalty to Demolitions rolls.
INCENDIARY BRICK
Tis object looks like an ordinary brick, but
is made o potassium chlorate, sulur, sugar, ironfilings, and wax. It burns relatively slowly and isnormally used to set fire to buildings and otherflammable objects. Creating or using one imposesno Demolitions penalty.
MAGNESIUM
Te metallic element magnesium is an incen-diary substance which burns at very high temper-atures and is easily manuactured and handled. Itcan get hot enough to melt mild steels, and oenscatters molten bits o metal about, increasing the
SHAPED CHARGES A shaped charge allows the force of an explosion to be aimed, roughly. Pressure
waves are emitted by an explosion at right angles to the explosive, so by shaping
the explosive, a bomber can provide some direction to the force of the explosion. A
shaped charge typically uses a cone of metal or glass surrounded by a high-stren
explosive (such as TNT or RDX). The detonation vaporizes the cone and projects it
in the desired direction as an immensely hot and powerful “jet” of particles. This
jet strikes the target and literally forces it to “flow” away from the point of impact
However, a shaped charge only uses a small percentage of the force of the explos
(about 15%), so the explosion is not totally contained or channeled.
Setting up a shaped charge requires a Demolitions roll at -0 to -3, depending upon
the circumstances and the materials available.
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202 n Weapons Hero System 6th Edition
chances o setting secondary fires. Even worse,using water to try to put out a magnesium fire maycreate an explosive mix o hydrogen and someother gases. Working with magnesium imposes noDemolitions penalty.
NAPALM
Modern napalm is made o gasoline, benzene,and polystyrene thickener. Earlier orms onapalm were advanced orms o gelled gaso-
line, but modern napalm is a liquid. It’s used bymilitaries or many different kinds o weapons. By varying the amount o thickener and the additives,a demolitionist can impart different propertiesto it (such as increased burning time, increasedfluidity, and so orth). Napalm sticks to suraces(even vertical ones), so the victim cannot simplywipe it off.
Napalm is not sel-igniting — it requires somesort o initiating heat (such as rom an electricspark or another incendiary substance) to set off.Working with it imposes no Demolitions penalty.
PARAFFIN-SAWDUST
Tis incendiary is a simple mix o paraffin waxor beeswax and sawdust. It burns slowly and isused to set fire to flammable objects and buildings.It can be carried and stored saely; working with itprovides a +2 Demolitions bonus.
THERMITE
Termite is made o powdered erric oxideand powdered or granular aluminum. When litit creates molten iron aluminum oxide, and canproduce temperatures as high as 2,400o C underproper conditions. It has many commercial uses
(such as welding) in addition to its militaryapplications.
Termite requires strong heat to ignite it(more than a match), so igniter materials (suchas magnesium, white phosphorus, or depleteduranium flakes) are added when it’s used ormilitary purposes. (In game terms, working withit involves no Demolitions penalty.) However, itsstability also means characters can saely carry andstore it, and that it burns strongly once lit. It’s easyto use in cold and windy situations, and can burnthrough metal containers to ignite any flammableobjects they hold.
Demolitionists can mix thermite with pyro-technic agents to orm a more volatile compoundcalled thermate. Neither thermite and thermatecan be doused with water.
WHITE PHOSPHORUS
White phosphorus (WP, or “Willie Pete”) ismost oen used to ignite other incendiaries, butcan be used on its own. It is pyrophoric (sel-igniting) — it burns on contact with air. It’s storedunderwater. Working with it entails a -2 Demoli-tions penalty.
A WP incendiary consists o white phos-phorus dissolved in carbon disulfide (or someother solvent to keep it away rom air). o use it,a demolitionist pours it on the item he wants toburn. Once the solvent evaporates, the WP burstsinto flame, creating large clouds o dense whitesmoke. For military purposes, sometimes plasticwhite phosphorus (PWP) is used; this is a rubberysolution that binds the WP together so it cannotdisperse reely. WP cannot be doused with water.
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EXPLOSIVES AND INCENDIARIES
Name Suggested Effect Scaling
EXPLOSIVES
Ammonium Picrate (1 liter) Blast 9d6 Explosion +1d6 per +1 liter
ANFO (0.45 kg) Blast 10d6 Explosion +1d6 per +0.45
Black powder (0.45 kg) Blast 2d6 Explosion +1d6 per +0.45 kg
Dynamite (one .25 kg stick) Blast 5d6 Explosion +1d6 per +1 stick
Foam explosive (one .25 kg can) Blast 4d6 Explosion per quarter-can used +1d6 per +quarter can
HMX (0.45 kg) Blast 13d6 Explosion +2d6 per +0.45 kg
Initiator
Blasting cap RKA 1 point +1 point per +1 cap
Detonating cord (.3 m) RKA ½d6 +½d6 per +.3 meter
Lead azide (0.45 kg) Blast 12d6 Explosion +2d6 per +0.45 kg
Mercury fulminate (0.45 kg) Blast 9d6 Explosion +1d6 per +0.45 kg
Nitroglycerin (1 liter) Blast 12d6 Explosion +2d6 per +1 liter
PETN (1 liter) Blast 13d6 Explosion +2d6 per +1 liter
RDX (0.45 kg) Blast 12d6 Explosion +2d6 per +0.45 kg Plastique (one 0.56 kg block) Blast 15d6 Explosion +5d6 per +1 block
TNT (0.45 kg) Blast 12d6 Explosion +1d6 per +0.45 kg
Amatol (0.45 kg) Blast 12d6 Explosion +1d6 per +0.45 kg
Cyclotol (0.45 kg) Blast 14d6 Explosion +1d6 per +0.45 kg
Pentolite (0.45 kg) Blast 14d6 Explosion +1d6 per +0.45 kg
Tetrytol (0.45 kg) Blast 13d6 Explosion +1d6 per +0.45 kg
Torpex (0.45 kg) Blast 10d6 Explosion +1d6 per +0.45 kg
INCENDIARIES
Fire bottle/Molotov cocktail RKA 1-2d6, 1m Radius, 1 Turn/Charge N/A
Gelled gasoline (1 liter) RKA 3d6, Explosion, 1 Turn/Charge Increase size of Explosion by roughly a
+¼ Advantage for each +2 liters
Incendiary brick RKA 1d6, 1 Turn/Charge N/A
Magnesium (0.25 kg) RKA ½d6, 1 Turn/Charge RKA +1 point per +.25 kg, to a
maximum of +10 points
Napalm (1 liter) RKA 2d6, Explosion, 1 Turn/Charge Increase size of Explosion by roughly a
+¼ Advantage for each +1 liter
Paraffin-Sawdust RKA 1½d6, 1 Turn/Charge
Thermite (one 0.10 kg pellet) RKA 2d6, Armor Piercing, 1m Radius, 1
Turn/Charge
RKA +1 point per +.10 kg, to a
maximum of +10 points
Thermate (one 0.10 kg pellet) RKA 2½d6, Armor Piercing, 1m Radius, 1
Turn/Charge
RKA +1 point per +.10 kg, to a
maximum of +10 pointsWhite Phosphorus (0.25 liter) RKA 3d6, Armor Piercing; Trigger (on
contact with air), 1 Turn/Charge; plus
Change Environment (smoke cloud), -3 to
Sight Group PER Rolls, AE (4m Radius), 1
Turn/Charge
RKA +1 point per +0.25 li ter, to a
maximum of +10 points
For explosives, the GM may substitute the equivalent DCs in Killing Damage, if preferred.
Incendiary devices, and many explosives, set flammable objects on fire (sometimes their heat alone ignites nearby
objects). The GM can apply the incendiary effect from Incendiary bullets (page 93) if desired.
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204 n Weapons Hero System 6th Edition
POISONSAlthough not “weapons,” precisely, poisons are
commonly used in many gaming settings. Besidesthe threat o venomous animals, characters mayhave to deal with unscrupulous courtiers intro-ducing poison into their ood and drink at theKing’s east, assassins wielding poison-smearedblades, jungle tribesmen with poisoned blowgundarts, and the like. See 6E2 210 or general rulesabout poisons and HSB 32-33 or animal venomsthat you can easily adapt as blade poisons.
In HERO System terms, lethal poisons aretypically built as RKAs, NND Does BODY (thedeense being the appropriate Lie Support[Immunity]), that typically do Damage Overime. Tey’re OAF Fragile, No Range, and haveCharges. Nonlethal poisons, such as knockoutdrugs, are usually bought as Drains (oen withNND as well), and sometimes lethal poisons havea Linked Drain CON effect (since even i someonesurvives the poison, it makes him weak and ill).
Extra ime is a common Limitation; it representsan onset time beore the Damage Over ime startsto occur.
Using PoisonHere’s how characters use poisons in the game.
INTRODUCING THE POISON
An attacker can introduce a poison into a char-acter’s body in one o three ways.
INJECTED POISONS
Te first is injection — the poison is violently
placed into the body by means o an animal’sstinger, a bladed or pointed weapon, or the like.Tis type o poison takes the Limitation HKA Must Do BODY Damage (-½), since it’s Linked orrelated to an HKA o some sort that must piercethe skin. Charges is another common Limitation,representing the contents o a poison reservoir, theamount o poison smeared on a blade, or the like.
Venomous animals obviously don’t need tomake any Skill Rolls or the like to ready their venoms. Applying poison to a blade or use againstan enemy normally doesn’ require a Skill Roll,either, provided the character has plenty o time(at least 5 Minutes) and a peaceul environment
in which to do the job. I the character has toapply the poison more quickly, crisis conditionsexist (such as being in the middle o a battle),or the GM wants to restrict the use o poison, acharacter who’s applying poison to a weapon mustmake a DEX Roll. I the roll succeeds, he appliesthe poison without difficulty. I it ails by 1-3, thepoison was improperly applied and has no effect;the character has simply wasted the poison. Iit ails by 4 or more, the character accidentallypoisons himsel and takes damage (either ulldamage, or something less, depending on theGM’s judgment).
Animals’ venoms do not expire or becomeweakened as long as the animal lives. However,at the GM’s option, a poison placed on a bladeor the like wears off i not used (every successuluse o it consumes a Charge, o course). For everyhour that passes since the poison was applied,either remove one Charge, or reduce all remainingCharges by 1 Damage Class.
In most cases, the poison on a blade is visible,and has an odor; characters may make a PERRoll to perceive it. Poisons built with the InvisiblePower Effects Advantage don’t suffer rom thisdrawback.
INGESTED POISONS
Second, characters can ingest a poison, eitherby eating/drinking it, or in the case o poison gasinhaling it. An attacker has to get the poison tothe victim some way — hide it in his wine, pumpit into the room he’s in — so he can take it into hisbody. Gaseous poisons take no Limitation (exceptperhaps one reflecting the act that they don’twork in high winds or rain), but GMs may allowother ingested poisons to take a -½ Limitation, Must Be Ingested.
Introducing poison into someone’s oodrequires planning and skill. Either the attackermust have access to the character’s ood as it’sbeing cooked/prepared, or he has to put thepoison in it right beore he gives it to the char-acter. o do the latter, he has to hide his actionsrom the character in some way — either concealthe ood/drink behind something or a second,or make a Sleight O Hand roll (opposed by thecharacter’s PER Roll).
When a character conronts ood and drinkhe suspects may be poisoned, he can ask or a
PER Roll to try to detect the toxin. (In the caseo poisons so strong they’re difficult to conceal inood, the GM may allow a PER Roll regardless owhether the character asks or one.) I the poisonmatches or blends in with the color o the ood/drink, the character receives no bonus to his PERRoll (and may even suffer a penalty); i the twodon’t match, he may receive a +1 or +2 bonus. Techaracter may also taste a tiny amount o the ood/drink in the hope o detecting the poison withoutexposing himsel to a damaging dose. I the ood/drink has a strong flavor, he receives no bonus(and may even suffer a penalty); i the poisonoverpowers the flavor o the ood/drink, he gets a
+1 (or higher) bonus.
CONTACT POISONS
Lastly, some poisons are so lethal that simplytouching them can kill a character — even thetiniest amount seeps through the skin and intothe body. Contact poisons don’t take any unusualComplications, though they sometimes haverigger (when character touches poisoned object;+¼). Characters can apply and detect contactpoisons as they do injected poisons.
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Hero System Equipment Guide n Chapter One 20
CLASSIFYING POISONS
Since the deense against most poisons isLie Support (Immunity), you should classiyany poison you create (thus defining the properImmunity or it). You have two options.
First, you can use the categories already definedor Immunity (see APG 104). Although simpleand easy, this method lacks sufficient “flavor” ormany campaigns and isn’t setting-specific.
Second, you can create categories specific toyour campaign based on the source o the poison,who makes it, and other actors. Te accompa-nying text box provides an example system ora Fantasy Hero campaign, using as a guideline acost o 2 Character Points or poisons specific to arace, group, or location, and 3 Character Points orpoisons rom specific types o animals or plants.
EFFECTS OF POISON
ypically, the purpose o poison is to kill.However, not all poisons have atal effects; some just make the victim sick or dizzy, or knock himout.
In the real world, poisons generally make the victim eel ill, then cause cramps, convulsions,and eventually death. Sometimes they have otherminor effects, like raising (or lowering) bodytemperature, causing drowsiness or drunkenness-like effects, impairing the senses slightly, or mildlydiscoloring some part o the body. But in a gamingsetting, poisons can have many horrific effects thatheighten the drama o the situation. Tey could,or example, cause extreme insanity prior to death,strongly discolor the victim’s body, make the victim bleed rom the pores, or the like. Playersand GMs should be fiendishly clever in theirdescriptions o a poison’s effects.
CREATING POISONS
HERO System characters who want to maketheir own poisons must buy the Proessional SkillBrew Poison. (Alternaly, the optional Poisoning Skill rom HSS 367-70 is used or this purpose.)Making poisons requires the proper equipment —kettles, glassware, ingredients, and the like. Manyalchemists brew poisons, since they’ve already gotthe supplies.
o brew a poison, a character must make a SkillRoll. Tis takes a minimum o 1 Minute per 10Active Points in the poison, and may take muchlonger. Te character suffers a penalty o -1 per 10
Active Points to his Skill Roll, but may gain extratime bonuses or taking longer than the prescribedamount o time. Te GM may impose otherbonuses or penalties as he sees fit.
I the character’s roll succeeds, he has brewedthe poison properly, and now has a number o“doses” equal to the Charges in the poison’s HEROSystem write-up. I the roll ails by 1-3, he ails tocreate the poison — or, in the GM’s discretion,may create a much weaker toxin. I the roll ails by4 or more, the character not only does not createany poison at all, but in the GM’s discretion hemay have suffered some calamity (a laboratoryexplosion or the like).
HARVESTING POISON
Characters who fight venomous animals andmonsters may have the chance to “harvest” poisonrom the corpses o their deeated oes. Te GMmust first determine i the creature has any poisonle; it may have used it all up in battle, or thecharacters’ attacks could have pierced its reservoirand spilled all the venom. (I necessary, determinethis randomly; on a roll o 11-, the animal’s venomreservoir is intact.)
o harvest the poison reservoir, a character
must make a roll. I he has an appropriate Knowl-edge Skill (such as KS: Animals), he only has tosucceed with a DEX Roll to do the job properly.I he lacks an appropriate KS, he must make an8- roll (to judge where to find the reservoir) and make a DEX Roll. I any o these rolls ail, thecharacter loses all the poison.
Once a character has extracted a venom reser- voir, he must store it properly, or else the venomevaporates, expires, or weakens. Use the rules orinjected poisons, above, but diminish the venomper day, rather than per hour.
POISON IN THE CAMPAIGN
In Heroic-level games, typically characterscan buy poisons with money instead o CharacterPoints. Tis may cause problems in the game.Eager or its potent offensive power, charactersmay suddenly invest heavily in poisons and usethem constantly, throwing off campaign balance.
Gamemasters who want to restrict the useo poison in the campaign have several options.First, make poisons difficult to create and obtain.Lengthen the creation time (and increase theperils o poison-brewing). Make poison so rarethat it’s difficult to find in the market, and incred-ibly expensive to purchase. Possession o poisonmay also be illegal, causing characters urtherproblems when they try to buy or carry it.
EXAMPLE FANTASYIMMUNITIES
Cost Poison
3 Animal Poisons (other than
serpent and spider poisons)
2 Deep Elf Poisons
2 Orcish Poisons
3 Plant Poisons of the Eastern
Realms
3 Plant Poisons of the Western
Realms
3 Serpent Poisons
2 Poisons of the Silverleaf Guild
3 Spider Poisons
2 Tornathian Ingested Poisons
2 Toxins of Thûn
3 Turakian Poisons
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206 n Weapons Hero System 6th Edition
Second, make poisons difficult to use. Increasethe speed with which they weaken or evaporate.Require a character to make a DEX Roll in everyPhase he uses a poisoned weapon, with ailuremeaning he has accidentally poisoned himsel.Give poison-using characters a Negative Reputa-tion Complication that makes it hard or them tolive or work with olk who object to poison use.
Tird, i necessary, orbid characters to usepoison altogether. Aer all, it’s not heroic — it’ssomething assassins, thieves, and other Evil peopledo. While heavy-handed, this method may provethe best and easiest or many campaigns.
Example Fictional PoisonsHere are our example poisons created specifi-
cally or use in Fantasy campaigns.
JEKKARA’S WINE
Named or the God o Death, this ingestablepoison works well with beer or ale, whose taste itresembles (-2 PER to detect in those substances;+0 to detect in any other ood). Te victim eels noeffect or the first hour, giving the poisoner timeto escape. Tereaer he becomes ill, and typicallydies within the next ew minutes, though a strong(i.e., high BODY) victim may survive.
RKA 1d6, NND (deense is Lie Support[appropriate Immunity]; +1), Does BODY (+1),Damage Over ime (five increments, one per Minute or 5 Minutes, deense only applies once,cannot be used again on same victim until allincrements accrue; +2) (75 Active Points); OAFFragile (easily spilled or diluted poison; -1¼), NoRange (-½), Must Be Ingested (-½), Extra ime(onset time begins 1 Hour afer victim consumes poison; -3), 1 Charge (-2). Total cost: 9 points.
RED TEARS
A contact poison typically used or traps, Redears takes its name rom the effect it has on the victim. Within a ew minutes o getting it on hisskin or in his bloodstream, the victim becomes violently ill (oen vomiting), and blood beginsto ooze rom his eyes as i he were crying bloodytears (it may also ooze rom the mouth, nose, andunder the fingernails). Death almost inevitably
ollows shortly thereaer.RKA: 1d6, NND: (deense is Lie Support[appropriate Immunity]; +1), Does BODY (+1),Damage Over ime (five increments, one per Minute or 5 Minutes, deense only applies once,cannot be used again on same victim until allincrements accrue; +2), rigger (when charactertouches poisoned object, resetting rigger requires1 urn; +¼) (79 Active Points); OAF Fragile(easily spilled or diluted poison; -1¼), No Range(-½), Extra ime (onset time begins 5 Minutesafer victim touches poisoned object; -2), 4Charges (-1). Total cost: 14 points.
SILVERLEAF CHUMETHA POISON
One o many poisons developed by the earedSilverlea Guild (a notorious band o assassins),chumetha is an injected poison used primarilyon throwing blades and daggers. It causes almostinstant pain, i not death.
RKA 1d6, NND (deense is Lie Support[appropriate Immunity]; +1), Does BODY (+1),Damage Over ime (five increments, one per 6Segments or 30 Segments, deense only appliesonce, cannot be used again on same victim untilall increments accrue; +3) (90 Active Points);
OAF Fragile (easily spilled or diluted poison;-1¼), No Range (range, i any, must be suppliedby thrown weapon; -½), HKA Must Do BODY(-½), 4 Charges (-1). otal cost: 21 points.
ZAEL DUST
Made by alchemists and assassins rom thepowdered skulls o skeletons once animated bynecromancers, manticore blood, and certainmushrooms rom the southern jungles groundinto a fine powder, Zael dust (named or itscreator) creates a cloud o poisonous umes lethalenough to kill any who breathe it.
RKA 1d6, NND (deense is Lie Support [appro- priate Immunity]; +1), Does BODY (+1), Area OEffect (8m Radius; +½), Constant (+½), DamageOver ime (five increments, one per 6 Segments or 30 Segments, deense only applies once,cannot be used again on same victim until allincrements accrue; +3) (105 Active Points); OAFFragile (easily spilled or diluted poison; -1¼), NoRange (range, i any, must be supplied by thrownweapon; -½), 1 Continuing Charge lasting 1 urn(dust cloud lingers this long, but victims can onlybe poisoned once; -1¼). Total cost: 26 points.
HEALING AND POISONSIn most cases, use of the Paramedics Skill should have little, if any, effect on
a poison that’s already in a character’s system. The GM should only allow
a character to make Paramedics rolls to diminish the effect of poison if he
has special knowledge of the subject — such as KS: Poisons or the like. Of
course, the GM can always make exceptions; for example, if a character got
to a snakebite victim right after he was bit, perhaps he could use his Para-
medics Skill to put a torniquet on the wound, make an incision, and suck out
some of the poison. But once the poison starts to degrade a person’s flesh,internal organs, and/or nervous system, the chances of helping him diminish.
Usually there’s nothing Fantasy-era medicine can do to help him, and even
Modern and Science Fiction medical procedures may be useless (at the
very least, stopping the poison from continuing to affect the victim and then
healing the damage it caused may take a very long time).
A spell or ability using the Healing Power can heal damage already taken
from poison, but it doesn’t stop further damage from accruing if the poison
does Damage Over Time. However, at the GM’s option, a character could use
a Healing-based spell to counteract “future” poison damage from a poison
already in the character’s system. Alternately, this may require a Transform
(poisoned person to non-poisoned person).
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Hero System Equipment Guide n Chapter One 20
America, Europe, Asia, and northern Arica,and is most toxic when flowering. It’s an ingestedneurotoxin which causes gradual paralysis andweakness, ending in death rom respiratoryailure. Water hemlock, one o the most toxicplants on Earth, grows in temperate regions and isalso an ingested neurotoxin; its symptoms includestomach pains, nausea, vomiting, excessive saliva-tion, diarrhea, convulsions, and death. Immunityto hemlock (both varieties) costs 1 point.
Poison Hemlock: RKA 1d6, NND (deense isLie Support [appropriate Immunity]; +1), DoesBODY (+1), Damage Over ime (6 increments,one per hour or 6 Hours, deenses only applyonce; +1) (60 Active Points); OAF Fragile (-1¼),No Range (-½), Extra ime (onset time begins noearlier than 1 Minute aer victim ingests poison;-1½), Must Be Ingested (-½), 4 Charges (-1). otalcost: 10 points.
Water Hemlock: RKA 2d6, NND (deense isLie Support [appropriate Immunity]; +1), DoesBODY (+1), Damage Over ime (6 increments,
one per 10 minutes or 1 Hour, deenses only applyonce; +2) (150 Active Points); OAF Fragile (-1¼),No Range (-½), Extra ime (onset time begins noearlier than 1 Minute aer victim ingests poison;-1½), Must Be Ingested (-½), 4 Charges (-1). otalcost: 26 points.
INSULIN
Insulin is a hormone oen used to treatdiabetes. In excessive quantities it causes hypo-glycemia, atigue, irreversible brain damage, anddeath. Doctors can’t detect its during an autopsywithout the use o sophisticated radioimmuno-assay tests. Immunity to insulin costs 1 point.
Insulin: RKA 1d6, NND (deense is Lie Support[appropriate Immunity]; +1), Does BODY (+1),Invisible Power Effects (can’t be detected withautopsy; +¼) (49 Active Points); OAF Fragile(-1¼), Extra ime (onset time begins no earlierthan 1 Hour aer victim is exposed to poison; -3),Damage Over ime (3 increments, one every eighthours or 1 Day, deenses only apply once; -½), NoRange (-½), HKA Must Do BODY (-½), 4 Charges(-1). otal cost: 6 points.
MUSHROOMS
Te Amanita genus o mushrooms is deadly
poisonous to humans. Unortunately, these mush-rooms closely resemble several edible species. Iingested, they cause abdominal pain and cramps,nausea, vomiting, diarrhea, and possibly liverdamage or jaundice. Te victim seems to improveor about two days, but then ongoing damage tohis nervous system finally kills him; there may beweakness or hallucinations prior to death. Deathisn’t automatic; depending upon the species omushroom the atality rate ranges rom 15-90%.Immunity to poisonous mushrooms costs 2points.
Poisonous Mushroom: RKA ½d6, NND (deense
is Lie Support [appropriate Immunity]; +1),
Does BODY (+1), Damage Over ime (5 incre-ments, one approximately every day or 1 Week,deenses only apply once; +0) (30 Active Points);OAF Fragile (-1¼), No Range (-½), Extra ime(onset time begins no earlier than 1 Hour aer victim ingests poison; -3), Must Be Ingested (-½),4 Charges (-1). otal cost: 4 points.
NICOTINE
Nicotine, one o the principal substances incigarettes (and thus easily obtained by strainingit rom tobacco), is extremely toxic. It can worki inhaled or ingested; it can also be absorbedthrough the skin. A ew drops o pure nicotinecan kill an adult human within an hour by causingrespiratory ailure; symptoms include nausea, vomiting, diarrhea, conusion, dizziness, anddifficulty breathing. Immunity to nicotine costs 2points.
Nicitine: RKA 1d6, NND (deense is Lie Support[appropriate Immunity]; +1), Does BODY (+1),Damage Over ime (6 increments, one per 10minutes or 1 Hour, deenses only apply once; +2)
(75 Active Points); OAF Fragile (-1¼), No Range(-½), Extra ime (onset time begins no earlierthan 1 Minute aer victim ingests poison; -1½),Must Be Ingested (-½), 4 Charges (-1). otal cost:13 points.
RICIN
Ricin is a phytotoxin derived rom the seeds othe castor oil plant (Ricinus communis), which isound in the United States and the tropics. Eventiny amounts o pure ricin can be atal. Whenused as a poison, it acts slowly, over the course oseveral days, but its symptoms are indistinguish-able rom many illnesses. Tey include: burningo the mouth, throat and stomach; abdominal painand vomiting; diarrhea; convulsions; paralysis;and death rom respiratory ailure. Immunity toricin costs 1 point.
Ricin: RKA 1d6, NND (deense is Lie Support[appropriate Immunity]; +1), Does BODY (+1),Damage Over ime (7 increments, one every dayor 1 Week, deenses only apply once; +½) (52Active Points); OAF Fragile (-1¼), No Range (-½),Extra ime (onset time o 2 hours to 2 days; -3),Must Be Ingested (-½), 4 Charges (-1). otal cost:7 points.
ROBINRobin is a phytotoxin derived rom the bark
o the North American locust tree (Robinia pseudacacia). It is effective when ingested, andkills within days dues to paralysis o the centralnervous system. Immunity to robin costs 1 point.
Robin: RKA 1d6-1, NND (deense is Lie Support[appropriate Immunity]; +1), Does BODY (+1),Damage Over ime (7 increments, one every dayor 1 Week, deenses only apply once; +½) (42Active Points); OAF Fragile (-1¼), No Range (-½),Extra ime (onset time o 2 hours to 2 days; -3),Must Be Ingested (-½), 4 Charges (-1). otal cost:
6 points.
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210 n Weapons Hero System 6th Edition
STRYCHNINE
Strychnine is an alkaloid phytotoxin derivedrom the seeds o the nuxvomica tree (Strychnosnux-vomica) o India and Hawaii. Fiy to 100milligrams is enough to kill a human being(usually by injection or ingestion [it has a bittertaste]). Death can occur in a minute or two, butmay take up to two hours.
Strychnine attacks the central nervous system,
increasing its sensitivity. Symptoms generallyappear within five to 15 minutes. At first, the victim experiences muscle twitches and difficultybreathing, but then suffers extremely violentconvulsions in which all the body’s musclescontract at once. Convulsive fits last 1-2 minutes,and usually aer about three or our o them the victim dies rom respiratory and cardiac distress.Any sound or light can trigger another convulsion.Te victim remains alert between attacks. Aerdeath the acial muscles contort so the victim hasa risus sardonicus, or sardonic rictus grin. Te grinsoon ades, and thereaer doctors must perormspecial blood tests to detect the use o strychnine.
Immunity to strychnine costs 3 points.
Strychnine: RKA 1d6, NND (deense is LieSupport [appropriate Immunity]; +1), DoesBODY (+1), Invisible Power Effects (can’t bedetected with autopsy; +¼), Damage Over ime(5 increments, one per minute or 5 Minutes,deenses only apply once; +2½) (86 Active Points);OAF Fragile (-1¼), No Range (-½), Extra ime(onset time o 1 Minute to 2 hours; -1½), MustBe Ingested (-½), 4 Charges (-1). otal cost: 15points.
TETRODOTOXIN
etrodotoxin (or tetraodontoxin) is anextremely potent zootoxin derived rom the ugu, or puffer fish. Puffer fish is a delicacy in Japan, buti improperly prepared is deadly poisonous. Tedangers o tetrodotoxin are also known in Haiti,where it is one o the ingredients in the powderused to turn people into “zombies” (see Te Ulti-mate Mystic, page 120).
A neurotoxin, tetrodotoxin can kill in mereminutes in even tiny doses (.01 mg) i injectedor ingested — but or unknown reasons it’s onlylethal about 60% o the time (pure tetrodotoxin,such as an assassin might use, might be 100%atal). Te victim experiences tingling sensations,
loss o coordination, excessive salivation, weak-ness, nausea, vomiting, convulsions, and deathrom respiratory paralysis. Tere is no knownantidote. Immunity to tetrodotoxin costs 1 point(3 points or Japanese people or others whorequently consume puffer fish).
Tetrodotoxin: RKA 1d6, NND (deense is LieSupport [appropriate Immunity]; +1), DoesBODY (+1), Damage Over ime (5 increments,one per minute or 5 Minutes, deenses only applyonce; +2½) (82 Active Points); OAF Fragile (-1¼),No Range (-½), Extra ime (onset time o at least1 Minute; -1½), Must Be Ingested (-½), 4 Charges
(-1). otal cost: 14 points.
THALLIUM
Tallium is a poisonous metal. ypically, it’sused as a poison aer being irradiated, becauseradiation breaks it down into a microscopicpowder that can’t be removed rom the bodyonce ingested. Te victim slowly dies o radiationpoisoning. Immunity to thallium costs 1 point.
Thallium: Drain CON and BODY 1d6, ExpandedEffect (two Characteristics simultaneously; +½),Delayed Return Rate (points return at the rate o5 per Month; +2¾), NND (deense is Lie Support[appropriate Immunity]; +0), Does BODY (+1),Damage Over ime (6 increments, one approxi-mately every day or 1 Week, deenses only applyonce; +0) (52 Active Points); OAF Fragile (-1¼),Extra ime (onset time o at least 1 Minute; -1½),HKA Must Do BODY (-½), 4 Charges (-1). otalcost: 10 points.
Tailoring PoisonsCharacters can tailor poisons to their specific
needs in many ways.
CONVERTING AN INGESTED POISON TO AN INJECTED POISON
Since HKA Must Do BODY (-½) and Must BeIngested (-½) both have the same Limitation value,you can easily change an ingested poison to aninjected one (or vice-versa) simply by switchingLimitations, i appropriate.
BINARY POISONS
Tis is a variety o poison the user administersin two or more parts. None o the parts is lethalon its own — they can only kill when brought
together. For example, an assassin might eed his victim the first part with dinner, then coat the victim’s aer-dinner cigar with the other part.In HERO System terms, you can build a binarypoison by applying the Advantage rigger (poisontakes effect when all parts have been successullyadministered; +¼) to a standard poison.
DMSO
DMSO (dimethyl suloxide) isn’t a poison, it’s amethod o poison delivery. It converts ingested orinjectable poisons into contact poisons — it allowssuch chemicals to transmit through the skin. Ingame terms, a poison + DMSO “cocktail” changes
to a contact poison, which involves addingthe rigger Advantage and removing relevantLimitations.
TIME-RELEASE METHODS
It’s possible to coat an ingested poison withother chemicals or place it inside tiny beads. Tishas the effect o delaying the onset o the poisonby as much as two days (depending upon thepoison and the time-release mechanism used).Characters may buy this as the Advantage rigger (the passage o a specified amount o time; +¼) orthe poison.
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Hero System Equipment Guide n Chapter One 21
RESTRAINING ANDNON-LETHAL WEAPONSNot every weapon needs to kill or injure the
target. Sometimes it’s sufficient — even desirable— to simply incapacitate an enemy.
H BLINDING LASER
Effect: Sight Group Flash 4d6
Target: One character
Duration: Instant
Range: 200m
Charges: 12 Charges
Breakability: 4 PD/4 ED
Description: Although portable laser weaponsable to deliver enough energy to kill a target arenot (yet) technologically easible in the Modernday, military engineers have developed laserweapons intended to blind an opponent or visualsensor (either temporarily or permanently). Tere
are two models: a small model which mountsunderneath the barrel o an assault rifle; and alarger model with much greater range and power.
Game Information: Sight Group Flash 4d6 (20Active Points); OAF (-1), Real Weapon (-¼), 12Charges (-¼). otal cost: 8 points.
Options:
1) Handheld Blinding Laser: Te writeup above isor the underbarrel blinding laser; here’s theindependent version:
BLINDING LASER
Cost Power 41 Blinding Laser: Multipower, 90-point base, 32
Charges for entire Multipower (+¼); all OAF
Bulky (-1½), Real Weapon (-¼)
1f 1) Dazzling Setting: Sight Group Flash 6d6,Increased Maximum Range (600m; +¼); OAFBulky (-1½), Real Weapon (-¼)
3f 2) Blindness Setting: Severe Transform 6d6(sighted person or sensor to blind person orsensor); OAF Bulky (-1½), All Or Nothing (-½),
Limited Target (sighted beings/objects; -¼),Real Weapon (-¼)
Total cost: 45 points.
H HANDCUFFS
Effect: Entangle 3d6 (standard effect:3 BODY), 6 PD/6 ED, akes NoDamage From Attacks, Hands Only,Does Not Prevent Use O AccessibleFoci
Target: One character
Duration: Instant
Range: No Range
Charges: 1 Recoverable Charge
Breakability: 6 PD/6 ED
Description: Handcuffs and various relatedrestraints (such as thumbcuffs, legcuffs, and flex-ible plastic-strip restraints) are bought as Entan-gles with several Complications. See APG 96-97or HSS 138 or more inormation and rules aboutescaping Entangles with Contortionist.
Game Information: Entangle 3d6 (standard effect:3 BODY), 6 PD/6 ED, akes No Damage FromAttacks (+½) (67 Active Points); OAF (-1), Set
Effect (hands only; -1), Does Not Prevent Use OAccessible Foci (-1), No Range (-½), Must FollowGrab Or arget Must Be Willing (-½), Can BeEscaped Automatically With Modified Lock-picking Or Contortionist Roll (-½), 1 RecoverableCharge (-1¼). otal cost: 10 points.
Options:
1) Strong Handcuffs: Tese cuffs enclose thehands entirely, making escape much harder.Remove Does Not Prevent Use O AccessibleFoci (-1) and Can Be Escaped AutomaticallyWith Modified Lockpicking Or ContortionistRoll (-½). otal cost: 13 points.
H MACE/PEPPER SPRAY
Effect: Sight Group Flash 5d6, NND,Delayed Recovery plus Blast 3d6,NND
Target: One character
Duration: Instant
Range: No Range
Charges: 12 Charges
Breakability: 15 PD/15 ED
Description: Mace and pepper spray are chemicalagents designed to blind an attacker (and in the
process cause some discomort and pain). Teycome in small spray canisters, and are oencarried by women and corrections officers. Tespray may be liquid, or it may be a oam. In eithercase, it can get around glasses and other ormso eye protection that do not offer total protec-tion; only solid eye coverings, such as goggles or asealed helmet, offer a deense against this weapon.
Game Information: Sight Group Flash 5d6,NND (deense is solid eye covering, see text; +0),Delayed Recovery (each BODY equals 1 urno effect, see APG 99; +2) (75 Active Points);OAF (-1), No Range (-½), Real Weapon (-¼), 12
Charges (-¼) (total cost: 25 points) plus Blast3d6, NND (deense is solid eye covering; +1) (30Active Points); OAF (-1), No Range (-½), RealWeapon (-¼), 12 Charges (-¼) (total cost: 10points). otal cost: 35 points.
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212 n Weapons Hero System 6th Edition
H PNUEGUN
Effect: Blast 6d6
Target: One character
Duration: Instant
Range: 44m
Charges: 1 Charge
Breakability: 6 PD/6 ED
Description: Te PnueGun is a small tube whichuses compressed carbon dioxide to fire a small,
hard beanbag up to 150 eet. Te orce o theimpact is enough to stun a man and knock himdown.
Game Information: Blast 6d6 (30 Active Points);OAF (-1), Limited Range (44m; -¼), Real Weapon(-¼), 1 Charge (-2). otal cost: 7 points.
H SHOCKBATON
Effect: HA +2d6; Blast 8d6, NND
Target: One character
Duration: Instant
Range: No Range
END Cost: 1/12 Charges
Breakability: 16 PD/16 ED
Description: Tis riot control baton containsa small battery capable o providing a localizedhigh-voltage shock. It also emits a loud cracklingnoise to righten off attackers.
Game Information:
Cost Power
4 Shockbaton — Baton: HA +2d6 (10 Active
Points); OAF (-1), Hand-To-Hand Attack (-¼),
Real Weapon (-¼)27 Shockbaton — Incapacitating Touch: Blast
8d6, NND (defense is insulated ED; +1) (80
Active Points); OAF (-1), No Range (-½), RealWeapon (-¼), 12 Charges (-¼)
Total cost: 31 points.
H SLICKNESS SPRAY
Effect: Change Environment (create slickarea), -4 to DEX Rolls to move on
Target: 16m radius horizontal Surace
Duration: Constant
Range: No RangeCharges: 1 Continuing Charge lasting 5
Minutes
Breakability: 5 PD/5 ED
Description: Tis is a chemical spray or oam,such as the product Riotril, which coats hardsuraces (stairs, roads, floors, and the like) so thatthey become too slick to stand on. Criminals andrioters can’t keep their eet, and cars that driveacross slicked-up roads lose traction and control.Aer the substance dries, it can be peeled upeasily.
Game Information: Change Environment (createslick area), -4 to DEX Rolls to move on, Area OEffect (Surace 16m radius; +1), Personal Immu-nity (+¼) (27 Active Points); OAF (sprayer; -1),Can Only Be Applied o Horizontal Suraces(e.g., the ground and floors; -0), No Range (-½),Real Weapon (-¼), 1 Continuing Charge lasting 5Minutes (-¾). otal cost: 8 points.
H SONIC AND ACOUSTIC WEAPONS
Effect: Blast 2d6, NND; RKA ½d6; DrainDEX 1d6
Target: One character
Duration: Constant
Range: 40m
Charges: 100 Charges
Breakability: 9 PD/9 ED
Description: Te US military has experimentedwith sonic weapons and riot-control devices ormany years. High-pitched, high-decibel sound cancause headaches, eelings o nausea, conusion,
vertigo, and similar symptoms with no visiblecause. Sound below the pitch o human hearingis also dangerous — it can shake buildings andrupture internal organs in some cases. Sonic (oracoustic) weapons could be set or low-intensityor high-intensity (in other words, nonlethal orlethal effects). Tey can be used offensively, ordeensively (or example, to set up a “barrier”which would effect anyone walking into it). Tissort o sonic weapon can even penetrate buildingsto affect the occupants (in HERO System terms,they’re Indirect).
Game Information:
Cost Power 15 Sonic Cannon: Multipower, 25-point reserve,
100 Charges for entire reserve (+¾); all OAFBulky (-1½), Limited Range (40m; -¼), Real
Weapon (-¼)
1f 1) Nonlethal Pain Effect: Blast 2d6, NND(defense is Hearing Flash Defense, earplugs,or solid coverings over the ears; +½),
Constant (+½), Indirect (Source Point isalways the generator, but Path can changeso effect penetrates walls; +½); OAF Bulky
(-1½), Limited Range (40m; -¼), Real Weapon(-¼)
1f 2) Lethal Effect: RKA ½d6, Constant (+½), Indi-rect (Source Point is always the generator, but
Path can change so effect penetrates walls;+½); OAF Bulky (-1½), Limited Range (40m;-¼), Real Weapon (-¼)
1f 3) Vertigo Effect:: DEX Drain 1d6, Constant
(+½), Indirect (Source Point is always thegenerator, but Path can change so effectpenetrates walls; +½); OAF Bulky (-1½),Limited Range (40m; -¼), Real Weapon (-¼)
Total cost: 18 points.
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Hero System Equipment Guide n Chapter One 21
Options:
1) Sonic Barrier Generator: Here’s a deensiveexample o a sonic weapon: Blast 4d6, NND(deense is Hearing Flash Deense, earplugs,or solid coverings over the ears; +½), AreaO Effect (48m Line; +¾), Constant (+½) (55Active Points); OAF Bulky (-1½), No Range(device generates the line directly rom itsel;-½), Real Weapon (-¼). otal cost: 17 points.
H STICKY FOAM
Effect: Entangle 3d6, 3 PD/3 ED
Target: 2m Radius
Duration: Instant
Range: 10m
Charges: 16 Charges
Breakability: 7 PD/7 ED
Description: Sticky oam, or sprayoam, is arapid-hardening oam used to restrain prisoners,rioters, and similar targets. Te dispenser is aflamethrower-like backpack tank with a spraygun
that attaches to the tank via a hose. Te oam isso sticky and quick-setting that it can instantlytrap targets; it’s virtually impossible to removewithout a special liquid solvent. Te US Marinesused this technology in Somalia in 1995. Potentialproblems arise include the act that the solvent ispotentially toxic, the spray can be lethal i sprayeddirectly into the target’s ace (he suffocates), andthe weapon has a very short range and affects anentire area indiscriminately.
Game Information: Entangle 3d6, 3 PD/3 ED,Area O Effect (2m Radius; +¼) (37 ActivePoints); OAF Bulky (-1½), Limited Range (10m;
-¼), Side Effect (victim can suffocate i sprayed
directly in the ace; -0), Susceptible (to specialsolvent; -¼), 16 Charges (-0). otal cost: 12points.
H TASER
Effect: Blast 8d6, NND (deense is insu-lated ED)
Target: One character
Duration: Instant
Range: No Range
Charges: 1 Recoverable Charge
Breakability: 16 PD/16 ED
Description: asers shock the victim with 2,000 ormore volts o electricity — enough to knock himout, but not kill him (though a character couldcreate a taser with lethal levels o voltage). Teycome in two varieties. Te first type, written uphere, works over a short range. It projects a smallmetal dart into the victim; the dart’s attached tothe weapon via a wire down which the electricitytravels. Characters need WF: Small Arms to use
this type o taser.Game Information: Blast 8d6, NND (deense isinsulated ED; +1) (80 Active Points); OAF (-1);Limited Range (8m; -¼), 1 Recoverable Charge(-1¼). otal cost: 23 points.
Options:
1) Non-Ranged Taser: Te other type, used withWF: Fist-Loads, requires the character totouch the target with the device. Blast 8d6,NND (deense is insulated ED; +1) (80 ActivePoints); OAF (-1); No Range (-½), 12 Charges(-¼). otal cost: 29 points.
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214 n Weapons Hero System 6th Edition
WEAPONS OF MASS
DESTRUCTION
In the Modern world, the most terriyingweapons a nation or group can wield areso-called “weapons o mass destruction”:chemical weapons, biological weapons, and
nuclear bombs capable o killing thousands ormillions o people in mere seconds or hours.Tey also exist in Science Fiction settings, ocourse (possibly along with even worse things);the Fantasy equivalent would be spells o massdestruction that call down plagues, rains o fire,and similar deadly disasters over entire kingdomsor continents.
Because o these weapons’ incredible destruc-tive capabilities, GMs requently use them as plotelements in HERO System scenarios. Tereore,GMs and players alike may find it helpul to havean understanding o how they work, and how tosimulate their effects in game terms. O course,most o the time the exact effects o the weapondon’t matter — it’s just a plot device and doesn’tneed a write-up. But occasionally it could matter— or example, when a PC’s base o operations is
located on the edges o a nuclear blast’s effect andthe GM must answer the question o exactly whathappens to him and his vital equipment.
CHEMICAL ANDBIOLOGICAL WEAPONS
Second only to nuclear weapons (see below) intheir capacity or killing large numbers o people,chemical and biological weapons are cheap andrelatively easy to make. Tey’re increasingly usedin warare, especially by Tird World nations
that can’t make nuclear weapons. Because o theintrigue that surrounds them, the ease with whichthey can be manuactured and used, and the vastnumbers o deaths they can cause, chemical andbiological weapons are likely to be the subject omany scenarios, so this section briefly discussesthe major types o them and provides HEROSystem statistics or several.
Biological WeaponsBiological weapons come in our basic types:
bacterial inections (which cause plague, anthrax,brucellosis, and typhoid ever); ungal inec-tions (which cause desert ever); rickets inec-tions (which cause typhus, purple ever, andQueensland ever); and viral inections (whichcause smallpox, yellow ever, and some o thedeadlier kinds o flu).
Discussing various types o diseases, andthe biological mechanisms by which they inectpeople, is beyond the scope o this book. TeGM can use the examples given below — whichinvolve the bubonic plague and anthrax, twodiseases requently used as biological weapons —to create other bioweapons i he desires.
Tese biological weapons are built usingDrain with No Range (their range depends onthe launching system used to fire them, i any).Te listed deense against them is the appropriateImmunity; a character can also protect himsel by
remaining within a hermetically-sealed, airtightenvironment during the liespan o the biologicalorganisms involved — which in some cases maybe years or decades (the Extra ime Limitationsprovide a description o the basic course o thedisease, but victims may remain inectious orlonger periods, and in some cases the biologicalorganisms remain viable or much longer).
BUBONIC PLAGUE (“THE BLACK DEATH”)
ypically carried by fleas that live on rats, andpassed on to humans when the fleas bite themaer the rats come into close contact with people,bubonic plague is oen reerred to as “the black
death” because o the black buboes (swellings)and black skin blotches it causes (rom internalbleeding). It attacks quickly, typically killing the victim within five days aer exposure. Mere hoursaer contracting the disease, the victim beginsto eel chilled, everish, nauseous, and eventu-ally delirious. He also experiences severe pain,boils, and black buboes as large as an apple inthe armpits and groin which ooze pus and blood.An even more virulent orm, pneumonic plague,spreads through the air and causes continuousever and the spitting o blood instead o swelling.
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Curing bubonic plague requires treatmentwith streptomycin or tetracycline within the first15 hours o the onset o symptoms. Beyond thatpoint, the disease has progressed too ar to savethe victim.
Bubonic Plague Bioweapon, First Stage: Drain CON 1d6, Delayed Return Rate (pointsreturn at the rate o 5 per Week; +2½), NND(deense is Lie Support [appropriate Immunity];
+0), Reduced Endurance (0 END; +½) (40 ActivePoints); OAF Bulky (-1½), Activation Roll 14-(-¼), Extra ime (onset time begins one hourafer exposure; -3), Damage Over ime (5 incre-ments, one per day or five days, deenses onlyapply once, cannot be used again on same victimuntil all increments accrue; -3), No Range (-½),Real Weapon (-¼), 1 Charge (-2). otal cost: 3 points.
Bubonic Plague Bioweapon, Second Stage(starts after First Stage takes full effect): Drain SR 1d6, Delayed Return Rate (pointsreturn at the rate o 5 per Week; +2½), NND
(deense is Lie Support [appropriate Immunity];+0), Reduced Endurance (0 END; +½) (40 ActivePoints); OAF Bulky (-1½), Extra ime (begins toaffect victim one day afer First Stage takes ulleffect; -4), Damage Over ime (5 increments, one per day or five days, deenses only apply once,cannot be used again on same victim until allincrements accrue; -3), Linked (to First Stage;-½), No Range (-½), Real Weapon (-¼), 1 Charge(-2). otal cost: 3 points.
Bubonic Plague Bioweapon, Third Stage
(starts after First Stage takes full effect): Drain Striking Appearance 1d6, Delayed Return
Rate (points return at the rate o 5 per Week;+2½), NND (deense is Lie Support [appropriateImmunity]; +0), Reduced Endurance (0 END;+½) (40 Active Points); OAF Bulky (-1½), Extraime (begins to affect victim one day afer FirstStage takes ull effect; -4), Damage Over ime (3increments, one per day or three days, deensesonly apply once, cannot be used again on samevictim until all increments accrue; -4), Linked (toFirst Stage; -½), No Range (-½), Real Weapon(-¼), 1 Charge (-2). otal cost: 3 points.
Bubonic Plague Bioweapon, Final Stage(starts after Second Stage takes full effect):
Drain BODY 1d6, Delayed Return Rate (pointsreturn at the rate o 5 per Week; +2½), NND(deense is Lie Support [appropriate Immunity];+0), Does BODY (+1), Reduced Endurance (0END; +½) (50 Active Points); OAF Bulky (-1½),Extra ime (begins to affect victim one day aferSecond Stage takes ull effect; -4), Damage Overime (5 increments, one per day or five days,deenses only apply once, cannot be used againon same victim until all increments accrue; -3),Linked (to First Stage; -¼), No Range (-½), RealWeapon (-¼), 1 Charge (-2). otal cost: 4 points.
Bubonic Plague Bioweapon, total cost: 13 points.
For the pneumonic variety o the plague,increase the Drain BODY to 2d6 and make alleffects Sticky (representing the ease with whichthe disease passes rom person to person).
INHALATION ANTHRAX
Anthrax is a particularly deadly disease thatcan contaminate an area or decades, making ittotally unfit or human habitation. Different typeso anthrax spread by contact, ingestion, or inhala-tion; this bioweapon uses the inhalation orm othe disease. Several days aer a person becomesinected, he suffers ever, atigue, and coughing.Tereaer he oen seems to improve slightly, butthen experiences shock and dies within 24 hoursdespite attempts at treatment.
Inhalation Anthrax Bioweapon, First Stage: Drain CON 1d6, Delayed Return Rate (pointsreturn at the rate o 5 per Week; +2½), NND(deense is Lie Support [appropriate Immunity];+0), Reduced Endurance (0 END; +½) (40 ActivePoints); OAF Bulky (-1½), Extra ime (½d6+1days’ onset time [sometimes more]; -4), Damage
Over ime (3 increments, one per two hours or 6Hours, deenses only apply once, cannot be usedagain on same victim until all increments accrue;-2), No Range (-½), Real Weapon (-¼), 1 Charge(-2). otal cost: 3 points.
Inhalation Anthrax Bioweapon, Second Stage
(starts after First Stage takes full effect): Drain END 1d6, Delayed Return Rate (pointsreturn at the rate o 5 per Week; +2½), NND(deense is Lie Support [appropriate Immunity];+0), Reduced Endurance (0 END; +½) (40 ActivePoints); OAF Bulky (-1½), Extra ime (½d6+1days’ onset time [sometimes more]; -4), Damage
Over ime (3 increments, one per two hours or 6Hours, deenses only apply once, cannot be usedagain on same victim until all increments accrue;-2), Linked (to First Stage; -½), No Range (-½),Real Weapon (-¼), 1 Charge (-2). otal cost: 3 points.
Inhalation Anthrax Bioweapon, Final Stage(starts after Second Stage takes full effect): Drain BODY 2d6, Delayed Return Rate (pointsreturn at the rate o 5 per Week; +2½), NND(deense is Lie Support [appropriate Immunity];+0), Does BODY (+1), Reduced Endurance (0END; +½) (100 Active Points); OAF Bulky (-1½),
Extra ime (begins to affect victim one day afer first effect has taken ull effect; -4), Damage Overime (3 increments, one per two hours or 6Hours, deenses only apply once, cannot be usedagain on same victim until all increments accrue;-2), Linked (to First Stage; -¼), No Range (-½),Real Weapon (-¼), 1 Charge (-2). otal cost: 9 points.
Inhalation Anthrax Bioweapon, total cost: 15 points.
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216 n Weapons Hero System 6th Edition
Chemical Weapons“Chemical weapons” reers to any sort o gas,
lethal or otherwise, that’s used as a weapon (someare also used in liquid orm). Tey range romsimple irritating and incapacitating gases to gasesso lethal that the merest whiff o them causesalmost instant unconsciousness and death. Tey’regrouped into two different categories, incapaci-tating and lethal, based on their effect.
Chemical weapons are built using Powers thathave No Range, or take the No Range (-½) Limita-tion. Teir range depends on the launching systemused to fire them (i any).
INCAPACITATING AGENTS
Incapacitating agents render the target inca-pable o fighting without killing him. Tere aretwo kinds: physical and psychological.
PHYSICAL INCAPACITATING AGENTS
Physical incapacitators affect the target’s healthand physical ability to fight. Examples include:
CN/CS: CN and CS are lachrymatory gases (teargases) that cause uncontrollable weeping andcoughing. Te stronger tear gases used by the mili-tary may also sicken and incapacitate the victim(add to CS/CN the effects o ES gas). CS smellssomething like apple blossoms, CN like pepper.
CN/CS Gas Shell: Sight Group Flash 8d6, AreaO Effect (32m Radius; +1), Constant (+½),NND (deense is solid, sealed coverings over theeyes or appropriate Lie Support [Immunity];+½), Delayed Recovery (each BODY equals1 urn o effect, see APG 99; +2) (200 ActivePoints); OAF (-1), Activation Roll 14- (-¼), No
Range (-½), Real Weapon (-¼), 1 ContinuingCharge lasting 3 urns (removed by high windsor rain; -1). otal cost: 50 points.
ES: ES gas makes the victim extremely nauseousand diarrhetic. Te discomort and weakness lastor about a day, give or take.
ES Gas Shell: Drain CON, END, and SR4d6, Expanded Effect (3 Characteristics simul-taneously; +1), Area O Effect (32m Radius;+1), Constant (+½), Delayed Return Rate(points return at the rate o 5 per 6 Hours; +2),NND (deense is Lie Support [Sel-ContainedBreathing or appropriate Immunity]; +0) (220
Active Points); OAF (-1), No Range (-½), RealWeapon (-¼), 1 Continuing Charge lasting 3urns (removed by high winds or rain; -1). otalcost: 59 points.
Sneezing Powder: Here’s an example o a neutral-izing agent, an incapacitating agent designedto neutralize just one person or a short periodo time: a powder that induces uncontrollablesneezing. What’s presented here is a dose designedto affect a single person, but you can easily makeit a crowd-control weapon or the like by applyingArea O Effect.
Entangle 5d6, 5 PD/5 ED, akes No DamageFrom Attacks (+1) (100 Active Points); OAFFragile (-1¼), No Deense (-1½), Range BasedOn SR (-¼), Does Not Work In Winds Or Rain(-¼), 1 Charge (-2). otal cost: 16 points.
Vomiting Gases: Vomiting or regurgitant gases,such as some orms o DM (adamsite), induceretching, coughing, sneezing, and similar symp-
toms that effectively incapacitate the victim Inconcentrated doses (such as i used indoors),they sometimes prove atal. Te effects o mildexposure usually ade within about 30 minutes;stronger exposures may affect the victim or hours.
Vomiting Gas Shell: Drain CON 3d6, AreaO Effect (32m Radius; +1), Constant (+½),Delayed Return Rate (points return at the rateo 5 per 20 Minutes; +1½), NND (deense is LieSupport [Sel-Contained Breathing or appropriateImmunity]; +0) (120 Active Points); OAF (-1),No Range (-½), Real Weapon (-¼), 1 ContinuingCharge lasting 3 urns (removed by high windsor rain; -1) (total cost: 32 points) plus Entangle6d6, 6 PD/6 ED, akes No Damage From Attacks(+1), Area O Effect (32m Radius; +1), Constant(+½) (210 Active Points); OAF (-1), Does NotWork Against argets With Lie Support (Sel-Contained Breathing or appropriate Immunity;-½), Linked (-¼), No Deense (-1½), No Range(-½), Real Weapon (-¼), Susceptible (effects oEntangle end immediately i victim is removed rom gas cloud and gets one recovery o Drained points o CON; -1), 1 Continuing Charge lasting 3urns (removed by high winds or rain; -1) (totalcost: 30 points). otal cost: 62 points.
PSYCHOLOGICAL INCAPACITATING AGENTS
Psychological incapacitators weaken the victim’s mental acumen and oen cause hallucina-tions and psychotic behavior. LSD has been usedas a psychological incapacitator; another type isBZ, whose effects are similar to LSD. Te problemwith these agents is that the victim’s actions arenot controllable — sometimes, making a soldierhallucinate or become psychotic is the last thingthe enemy wants (though a master criminaldetermined to wreak havoc in a city may think it’s just what he needs). Tus, use o these agents isinrequent at best.
LSD/BZ Gas Shell: Drain IN 2d6, Area O
Effect (32m Radius; +1), Constant (+½), DelayedReturn Rate (points return at the rate o 5 per20 Minutes; +1½), NND (deense is Lie Support[Sel-Contained Breathing or appropriate Immu-nity]; +0) (80 Active Points); OAF (-1), No Range(-½), Real Weapon (-¼), 1 Continuing Chargelasting 3 urns (removed by high winds or rain;-1) (total cost: 21 points) plus Mental Illusions8d6, Area O Effect (32m Radius; +1), Constant(+½), NND (deense is Lie Support [Sel-Contained Breathing or appropriate Immunity];+0) (100 Active Points); OAF (-1), Based OnCON (ED applies; -1), Linked (-¼), No ConsciousControl (cannot control the hallucinations the
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Hero System Equipment Guide n Chapter One 21
victim experiences; -1), No Range (-½), RealWeapon (-¼), 1 Continuing Charge lasting 3urns (removed by high winds or rain; -1) (totalcost: 17 points). otal cost: 38 points.
LETHAL AGENTS
Lethal agents come in five types: asphyxiants;blistering agents; haemotoxins; nerve gases; andtoxins.
ASPHYXIANTSAsphyxiant gases kill by disrupting the body’
ability to breathe and attacking the respiratorytract. Te two best-known ones are chlorine andphosgene. Phosgene is a colorless gas with theodor o new-mown hay. It causes the victim tocough, choke, and drown in his own mucus andbodily fluids.
Phosgene Gas Shell: RKA 6d6, Area o Effect(2000m; +2½), Constant (+½), NND (deenseis Lie Support [Sel-Contained Breathing orappropriate Immunity]; +1), Does BODY (+1)(540 Active Points); OAF (-1), No Range (-½),
Real Weapon (-¼), 1 Continuing Charge lasting 3urns (removed by high winds or rain; -1). otalcost: 144 points.
BLISTERING AGENTS
Blistering agents (also called vesicants) causehorrible burns and blisters to exposed skin. Ithey contact the eyes, they permanently blindthe victim. I directly inhaled, they kill. Tey canalso cause death indirectly i the sores they createbecome inected or i the suffering victim commitssuicide (a not uncommon result).
Victims who survive the initial attack o a blis-tering agent take months to heal — the ulceratingsores caused by the gas scab over, and then thescabs all off and the sores ulcerate once more. Inaddition to the horrible sores, a surviving victimmay suffer rom bronchopneumonia.
Blistering agents may come in two orms: gas(the most common) or liquid. Te best knownblistering agent is mustard gas (also known asHD), including distilled mustard (which is color-less and smells like garlic) and nitrogen mustard(which is colorless and smells like fish or soap).Similar to mustard gas is Lewisite, which hassimilar effects but is stronger (RKA 6d6).
MUSTARD GAS SHELL
Cost Power
49 Mustard Gas Shell, First Effect (burns,
blisters, and ulcerating sores): Drain DEX,
CON, BODY, and Striking Appearance 2d6,Expanded Effect (four abilities simultaneously;+1½), Area of Effect (1000m Radius; +2¼),
Constant (+½), Delayed Return Rate (points
return at the rate of 5 per Season; +3), NND(defense is Life Support [Self-ContainedBreathing or appropriate Immunity]; +0), Does
BODY (+1) (185 Active Points); OAF (-1), NoRange (-½), Real Weapon (-¼), 1 ContinuingCharge lasting 3 Turns (removed by highwinds or rain; -1)
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218 n Weapons Hero System 6th Edition
115 Mustard Gas Shell, Second Effect (death from
inhalation): RKA 5d6, Area of Effect (1000m;+2¼), Constant (+½), NND (defense is Life
Support [Self-Contained Breathing or appro-priate Immunity]; +1), Does BODY (+1) (431 Active Points); OAF (-1), No Range (-½), RealWeapon (-¼), 1 Continuing Charge lasting 3
Turns (removed by high winds or rain; -1)
75 Mustard Gas Shell, Third Effect (blindness):
Major Transform 8d6 (sighted person to blindperson, heals back via eye transplant), Area
of Effect (1000m; +2¼), Constant (+½),NND (defense is Life Support [Self-ContainedBreathing or appropriate Immunity]; +0)
(300 Active Points); OAF (-1), Limited Target(sighted beings; -¼), No Range (-½), RealWeapon (-¼), 1 Continuing Charge lasting 3Turns (removed by high winds or rain; -1)
Total cost: 239 points.
HAEMOTOXINS
Haemotoxins attack the blood and the circula-tory system. Tey tend to cause instant uncon-
sciousness, ollowed by death within seconds romrespiratory ailure. Cyanide acid and cyanogengas are the two most common orms; or moreinormation, reer to Poisons, above.
NERVE GASES
Nerve gases are among the most eared chem-ical warare agents. Tese colorless and odorlessgases attack the central nervous system, disruptingnerve transmissions throughout the body. A singledrop o the liquid orm or a whiff o the gaseousorm can be atal within five to ten minutes.
Initially, exposure to a nerve agent causes the victim’s nose to run and his vision to blur. He has
difficulty breathing, and he soon begins to vomitand/or deecate. Mental disturbances come next,ollowed by coma, spasms, paralysis, and deathrom respiratory ailure. Atropine (a poisonoussubstance) and oxime are antidotes, but still leavethe victim incapacitated or days.
Nerve gases come in two basic types: the “G”and “V” series. Te “G” series includes abun(GA), Sarin (GB, the gas used in the Aum Shin-rikyo subway attacks in okyo), and Soman (GD).Te aster-acting “V” series includes VE, VM, andVX.
Nerve Gas Shell: RKA 1d6, Area o Effect
(1000m; +2¼), Constant (+½), NND (deenseis Lie Support [Sel-Contained Breathing orappropriate Immunity]; +1), Does BODY (+1),Damage Over ime (8 increments, one per twominutes or 16 minutes, deenses only applyonce, cannot reuse power on same victim untilall damage increments accrue; +2½) (124 ActivePoints); OAF (-1), No Range (-½), Real Weapon(-¼), 1 Continuing Charge lasting 3 urns(removed by high winds or rain; -1). otal cost:33 points.
TOXINS
oxins include phytotoxins and zootoxin(poisons derived rom plants and animals, respec-tively; see Poisons, below) and microbe toxins.Microbe toxins are poisons created by microscopicorganisms. Tey include B (an enterotoxin) andZ (a saxitoxin, requently ound in spoiledmollusks or shellfish; .05 o a gram can kill ahuman being).
Te best-known microbe toxin is botulin, alsocalled X or A, which causes botulism (a lethalorm o ood poisoning). From .00007-.00015 oa gram o botulin is enough to kill, dependingupon whether it’s ingested or enters the body viaa wound or injection. About 1-2 hours aer beinginected (i.e., aer being exposed to the microbes via a gas or eating contaminated ood), the victimbegins to suffer rom gastrointestinal cramps, vomiting, abdominal pain, dryness o the mouth,and motor and visual disturbances. Death ollowsrom paralysis o the respiratory system.
Botulin Gas Shell: RKA 1d6, Area o Effect(1000m; +2¼), Constant (+½), NND (deenseis Lie Support [Sel-Contained Breathing orappropriate Immunity]; +1), Does BODY (+1)(86 Active Points); OAF (-1), Damage Over ime(4 increments, one per hour or 4 hours, deensesonly apply once, cannot reuse power on samevictim until all damage increments accrue; -1½),Extra ime (1-2 hours’ onset time; -3), No Range(-½), Real Weapon (-¼), 1 Continuing Chargelasting 3 urns (removed by high winds or rain;-1). otal cost: 10 points.
Not all toxins are designed to affect humansand animals. Phytotoxic agents are poisonoussubstances manuactured or use against plants, to
clear away vegetation and allow soldiers to see theenemy. Te best-known phytotoxic agent is AgentOrange, used by the United States in Vietnam.
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Hero System Equipment Guide n Chapter One 21
NUCLEAR
VARIABILITY
Much of the informatio
in this section is subje
to change depending
on many different
factors. The
weather, the
topography,
the accuracy of
the bomb, and how
perfectly it detonates
can all affect the actu
explosion and the effeit has. Furthermore, a
lot of the information
about nuclear explosio
(whether public or cla
sified) remains subjec
interpretation and deb
This book features wh
the author deems the
best information; in so
cases it’s been altered
slightly to fit the game
better. Players who pr
to rely on other data o
interpretations can earecalculate the effects
the bomb to fit their ow
ideas.
NUCLEAR WEAPONSEven more terriying than biological and
chemical weapons are nuclear weapons. Whereaschemical and biological warare agents may havethe capacity to affect everyone in a particulararea, nuclear weapons can instantaneously wipeout entire cities and kill tens o thousands opeople (i not hundreds o thousands or millions).Te major nations o the world possess enoughnuclear weapons to kill most o Earth’s populationin a very ew minutes (and, according to sometheories, condemn the survivors to a slow, painuldeath rom radiation or “nuclear winter”). As olate 2010, countries known to possess nuclearweapons (or nuclear capability and materials)include the United States, several ormer Sovietstates (Russia, Ukraine, Belarus, and Kazakhstan),the United Kingdom, France, China, India, Iran,Israel, North Korea, Pakistan, and South Arica.
How Nuclear Bombs Work Tere are two types o nuclear bombs: fission
bombs and usion bombs. Fission bombs workby splitting apart the large atoms o the elementsuranium or plutonium. On detonation, the bombuses high explosives to orce two chunks o thefissionable material together, thus splitting oneatom, which causes a chain reaction o fissioningatoms and a tremendous release o energy. Scien-tists reer to the smallest amount o uranium orplutonium needed to achieve this chain reactionas the “critical mass.”
Fusion bombs are generally three to our timesas powerul as fission bombs. Tey work by using
two or more atoms together to orm a differentelement. Usually they use deuterium atoms toorm helium-3, or deuterium and tritium atoms toorm helium-4. o cause this result, a usion bombuses a fission bomb as a “trigger.”
For either type o bomb, the amount o mate-rial needed to produce the nuclear explosion issurprisingly small — approximately 25 kg (55pounds) o enriched uranium, or a mere 8 kg(18 pounds) o plutonium, are all that’s neededto make a bomb as powerul as the one used onHiroshima (the United States and Russia canmake a miniature nuke out o as little as 2.7 kg [6
pounds] o plutonium, but terrorists and criminalsdo not have such resources). Tis makes it easy orthe GM to run all sorts o scenarios involving thethe or smuggling o uranium or plutonium (botho which are produced in certain types o nuclearreactors).
Te construction o the bomb mechanismitsel is ar easier than acquiring the uranium orplutonium — in the past, college undergraduateshave designed workable nuclear devices using onlydeclassified United States government documentsand readily available materials. It would certainlybe possible or clever terrorists, unscrupulousscientists (including ormer Soviet nuclear scien-
tists hired by criminals), or master villains to do
the same. However, the machinery and techno-logical parts needed to build the bomb may notbe so easy to acquire; in many cases they are quiterare and require highly specialized skills to buildor use.
Physicists rate the orce o a nuclear explosionby comparing it to an equivalent amount o tonso N. A kiloton equals a thousand tons o N,and a megaton equals a million tons. Te smallestAmerican nuclear explosive is .1 kiloton, and various nations have bombs ranging into the tenso megatons or higher. Nuclear warheads havebeen placed on every type o launch system, romrelatively short-range artillery to intercontinentalballistic missiles (ICBMs).
The Effects Of ANuclear Explosion
Tis section describes the effects o a one-megaton (1 M) nuclear bomb using the HEROSystem rules. Common Limitations or the nuclear
bomb described below include: OAF Bulky (-1½),1 Charge which Never Recovers and destroysbomb (-4 or less; in some cases this Charge lastsor more than a single Phase); No Range (thelaunching system must supply the Range orthe bomb; -½); and Requires A Systems Opera-tion Roll (-½) (total -6½, less with a ContinuingCharge).
Te effects o a nuclear explosion can beroughly summarized as ollows:
n initial explosion (immediate release o radia-tion, thermal blast/flash, electromagnetic pulse[EMP])
n blast wave and wind effects
n fires, and
n lingering radiation and allout.
Many o a nuke’s effects include the Advantage Area O Effect (Radius Explosion).
GROUND BURSTS AND AIR BURSTS
Many o a nuke’s effects vary substantiallydepending upon whether the attack was a “groundburst” or an “air burst.”
In a ground burst, some or all o the nuclearfireball touches the ground. A ground burst
creates a large mushroom cloud, a crater, andtremors. For example, a 1 M bomb createsapproximately a 200 meter crater 50-70 metersdeep (in ordinary soil), and its mushroom cloudmay be as much as thirteen miles wide and tenmiles high.
In an air burst, the fireball does not touchground. For a 1 M bomb, this means it wouldhave to be detonated about 2,000 eet to hal a mileabove the ground). An air burst nuclear explosiondoesn’t create a crater or tremors, but has a greaterEMP.
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220 n Weapons Hero System 6th Edition
FIRST Effect: IMMEDIATE RADIATIONFirst, a nuclear explosion releases tremendous
amounts o radiation (in the orm o neutronsand gamma rays). Te radiation doesn’t coveras large an area as the heat or blast effects, butis nonetheless deadly (particularly to Desolidi-fied characters who might otherwise survive theexplosion). Scientists measure the amount oradiation released in roentgens and RoentgenAbsorbed Dose (rads), which describe the effectso radiation on humans (see 6E2 153-55 or moreinormation). A 1 M bomb irradiates abouta 1 mile (1.6 km) radius area with over 19,000rads, enough to kill humans instantly (i nearthe blast) or within minutes or hours (i slightlyarther away). However, by 2 miles this drops offto about 24 rads, which is not likely to have mucheffect on humans. People caught between one andtwo miles are likely to absorb enough radiationto cause them a slow and painul death in daysor weeks. Humans lacking special equipmentor senses cannot detect radiation (this sort ointense burst doesn’t even do SUN damage), but
survivors eel its effects or the rest o their lives(however short those lives may be).
Initial Radiation: Drain BODY 20d6, DelayedReturn Rate (points return at the rate o 5 perWeek; +2½), NND (deense is Lie Support [SaeEnvironment: High Radiation]; +0), Does BODY(+1), Area O Effect (2m Radius, but targets inthe outer 1m take only hal damage; +¼), AffectsDesolidified (+½), Constant (+½), Damage Overime (targets take hal the damage immediately,and the remaining 10d6 in ten increments, one per day or 10 days; +½), Invisible to Sight Group(creation o radiation field is perceivable, field
itsel aferwards is not; +¼), MegaArea (1m= 1 mile wide, deep, and broad; +1¼) (1,050 Active Points); OAF Bulky (-1½), No Range (-½),Requires A Systems Operation Roll (no Active
Point penalty; -0), 1 Continuing Charge whichlasts 1 Hour, Never Recovers, and destroys bomb(-2¼) (total cost: 200 points) plus Drain CON10d6, Delayed Return Rate (points return at therate o 5 per Week; +2½), NND (deense is LieSupport [Sae Environment: High Radiation];+0), Area O Effect (2m Radius, but targets inthe outer 1m take only hal damage; +¼), AffectsDesolidified (+½), Constant (+½), Damage Overime (targets take hal the damage immediately,and the remaining 5d6 in five increments, one per day or 5 days; +½), Invisible to Sight Group(creation o radiation field is perceivable, fielditsel aferwards is not; +¼), MegaArea (1m =1 mile wide, deep, and broad; +1¼) (525 ActivePoints); OAF Bulky (-1½), Linked (-½) No Range(-½), Requires A Systems Operation Roll (no Active Point penalty; -0), 1 Continuing Chargewhich lasts 1 Hour, Never Recovers, and destroysbomb (-2¼) (total cost: 91 points). otal cost:291 points.
SECOND Effect: FLASH
When a nuclear bomb explodes, it immediatelyreleases about one-third to one-hal o its energyin the orm o a blast o thermal energy. Tenuclear fireball ormed by the explosion o a 1 Mbomb is as hot as the heart o the sun and is morethan 90m wide less than a thousandth o a secondaer detonation. It continues to grow (and to riseoff the ground) until it’s about hal a mile (804m)wide. Te heat and light energy travel at just underthe speed o light, and last or about two seconds.
One o the effects rom this release o energy isthat persons looking in the direction o the blastsuffer flash-blindness or permanent eye damage(retinal burns and possibly total blindness)
because o the brightness o the light. Estimates onthe reach o this effect range rom 13 miles to 27miles (21 km to 43.2 km) during the day, and 53miles to 70 miles (112 km) at night (or the effectcalculated below, ranges o approximately 50 miles[80,450m] at night and 13 miles [21,000m] in thedaytime have been chosen).
Tis effect is a ransorm that covers a smallerarea in the daytime. Victims who take twice theirBODY rom the effect are permanently blinded.Other victims suffer varying degrees o eye injury(with minuses to Sight Group PER Rolls) and healrom them as they would normally. In game terms,the Partial ransorm Advantage represents this: a
victim who suffers a Cosmetic ransorm suffersa -2 to all Sight Group PER Rolls; one who suffersa Minor ransorm suffers a -4 to all Sight GroupPER Rolls.
NUCLEAR WEAPON THERMAL BLAST RADIUS
Minimum Range Maximum Range Damage Effects
0 2.25 miles (3.6 km) 20-16d6 Metals vaporize
1.8 miles (2.9 km) 3.5 miles (5.6 km) 15-10d6 Metals melt
3.25 miles (5.2 km) 7.1 miles (11.4 km) 9-6d6 Rubber and plasticignites and melts
5.1 miles (8.2 km) 8.0 miles (21.9 km) 5-4d6 Wood and other flam-
mables burst into flame
or char
7.5 miles (12 km) 10.2 miles (16.4 km) 4-3d6 Skin suffers third- degree
burns
9.25 miles (14.9 km) 13.25 miles (21.3 km) 3-2d6 Skin suffers second-
degree burns
11.5 miles (18.5 km) 18.3 miles (29.4 km) 1d6 Skin suffers first- degree
burns
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Hero System Equipment Guide n Chapter One 22
Cost Power
25 Blinding Flash: Major Transform 12d6 (sightedbeings to blind beings, heals back via eyetransplantation or the like), Partial Transform
(+½) (180 Active Points); OAF Bulky (-1½),Limited Target (sighted beings; -¼), No Range(-½), Requires A Systems Operation Roll (no
Active Point penalty; -0), 1 Charge whichNever Recovers and destroys bomb (-4)
25 Daytime Flash: Area Of Effect (21m RadiusExplosion; +½) and MegaArea (each 1m = 1
km wide, broad, and deep; +1) for BlindingFlash (180 Active Points); OAF Bulky (-1½),Limited Target (sighted beings; -¼), No Range(-½), Requires A Systems Operation Roll (no
Active Point penalty; -0), 1 Charge whichNever Recovers and destroys bomb (-4)
8 Nighttime Flash: Increase to Area Of Effect
(80m Radius Explosion; +1) for Blinding Flash(60 Active Points); OAF Bulky (-1½), Only AtNight (-½), Limited Target (sighted beings;-¼), No Range (-½), and Requires A Systems
Operation Roll (no Active Point penalty; -0), 1
Charge which Never Recovers and destroysbomb (-4)
Total cost: 58 points
THIRD Effect: THERMAL BLASTAll o the heat and light described above do
more than just blind people. Te heat energy vaporizes metals, ignites tremendous fires (seebelow), and burns people. Te heat travels at justunder the speed o light and lasts or about twoseconds.
Thermal Blast: RKA 20d6, Area O Effect (32mRadius Explosion, dropoff as indicated in accom-
panying table; +½), MegaArea (each 1m = 1 kmwide, broad, and deep; +1) (750 Active Points);OAF Bulky (-1½), No Range (-½), Requires ASystems Operation Roll (no Active Point penalty;-0), 1 Charge which Never Recovers and destroysbomb (-4). otal cost: 107 points.
Te accompanying chart (based primarily onone ound in the book Weapons, by the DiagramGroup) summarizes the exact effects and rangeo a 1 M thermal blast. An object suffers lesserburns i it’s colored white (subtract up to 3DC), and greater burns i it’s black (add up to 3DC). Te same applies to people, based on their
clothing. For notes on the possible effects o fires,see below.
FOURTH Effect: ELECTROMAGNETIC PULSE (EMP)When a nuclear bomb explodes, the radia-
tion it emits ionizes atoms or many miles around(with some airbursts, or more than 50 miles!).Tis takes mere ractions o a second, but cangenerate thousands o volts o radio wave-likeenergy. Tis energy doesn’t affect humans, but itdisrupts or destroys electrical circuits.
EMP: Dispel Electrical Devices 20d6, ExpandedEffect + Variable Effect (all Electrical Device powers simultaneously; +4), Area O Effect (80mRadius; +1½), MegaArea (each 1m = 1 kmwide, broad, and deep; +1), Indirect (attacks all parts o objects, such as all walls in a building,+1), Invisible Power Effects (creation o EMPis perceivable, field itsel aferwards is not; +¼)(525 Active Points); OAF Bulky (-1½), No Range
(-½), Requires A Systems Operation Roll (no Active Point penalty; -0), 1 Charge which NeverRecovers and destroys bomb (-4). otal cost: 75 points.
FIFTH Effect: BLAST WAVETe blast wave is probably the most devas-
tating part o a nuclear explosion. Te orce othe explosion creates massive pressure that travelsoutward in a wave, accompanied by incrediblystrong winds. Sometimes this effect reflects off othe ground, thereby increasing its own power (a“mach wave”). Scientists reer to the blast effectas “static overpressure” (SO), and measure it in
pounds per square inch (psi) over the standardatmospheric pressure. Te extreme increase inpressure can destroy buildings miles away romthe center o the blast because it affects all parts othe building and crushes the structure. Anybodyinside when a building collapses is likely to die.But SO has relatively little effect on so, malleableobjects like human beings — as little as 5 psi oblit-erates the average residential house, but a humancan withstand 30 psi beore suffering injury.Unless the GM rules otherwise or some reason,the SO shouldn’t affect characters, unless the char-acters are unusually non-resilient (or example,they’re made o metal or the like).
BLAST WAVE TABLE
Range Damage Effects
Up to 1.4 miles 20-16d6 30 psi/670 mph winds: total destruction
1.5-1.8 miles 15-11d6 20 psi/470 mph winds: massive structures and
reinforced concrete destroyed
1.9-2.0 mi les 10-9d6 15 psi/380 mphwinds: multistory buildings
damaged and sometimes destroyed
2.1-2.5 mi les 8-7d6 10 psi/290 mph winds: factories and commer-
cial structures destroyed
2.6-3.1 miles 6d6 7 psi/225 mph winds: residential structures
destroyed
3.2-3.8 miles 5d6 5 psi/160 mph winds: r esidential and light
commercial structures badly damaged or
destroyed
3.9-4.8 miles 4d6 3 psi/116 mph winds: walls of steel-framed
buildings blown away, dwellings badly
damaged, vehicles overturned, persons in the
open killed
4.9-5.9 miles 3-2d6 2 psi/70 mph winds: wooden buildings and
similar structures damaged
6.0-10.0 miles 2-1d6 1 psi/48 mph winds: l itt le appreciable affect
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222 n Weapons Hero System 6th Edition
However, the intense winds, known as“dynamic pressure” (DP), do affect humans. Teypick up all o the rubble, shards o glass, bits ometal, and other debris created by the SO andthrow it against everything in their path, such aspeople. Tey also overturn cars, uproot trees, pullpeople out o buildings, and slam people againstother objects with lethal orce. As a result, one wayor another a 1 M blast kills or injures everyonewithin about five miles.
Te effects o the blast wave can last or severalseconds, depending upon the size o the bomb;with a 1 M bomb, they should last no more thanhal a urn. Te accompanying table, also adaptedrom Weapons, describes the effects o a 1 Mblast wave.
Cost Power
155 Blast Wave (Static Overpressure): RKA 20d6,
Area Of Effect (16m Radius Explosion, dropoffas indicated by accompanying table; +¼),MegaArea (each 1m = 1 km wide, broad, anddeep; +1), Constant (+½), Indirect (attacks all
parts of objects, such as all walls in a building,+1) (1,125 Active Points); OAF Bulky (-1½),No Range (-½), Requires A Systems Operation
Roll (no Active Point penalty; -0), Little Or NoEffect On Soft, Malleable Objects (includingliving creatures; -1), 1 Continuous Chargelasting 6 Segments which Never Recovers and
destroys bomb (-3¼)
156 Blast Wave (Winds): RKA 20d6, Area Of Effect(16m Radius Explosion, dropoff as indicatedby accompanying table; +¼), MegaArea(each 1m = 1 km wide, broad, and deep; +1),
Constant (+½), Double Knockback (+½) (975 Active Points); OAF Bulky (-1½), No Range(-½), Requires A Systems Operation Roll (no Active Point penalty; -0), 1 Continuous Charge
lasting 6 Segments which Never Recovers anddestroys bomb (-3¼)
Total cost: 301 points.
SIXTH Effect: NEGATIVE PRESSUREAer the explosion creates the static overpres-
sure and winds blowing outward, air has to rushback in to fill the vacuum le by the outrushingwinds. Tis effect, though much gentler thandynamic pressure, can still cause damage due toblown objects and the like.
Negative Pressure: RKA 3d6, Area O Effect
(16m Radius Explosion, dropoff as indicated byaccompanying table; +¼), MegaArea (each 1m =1 km wide, broad, and deep; +1), Constant (+½)(124 Active Points); OAF Bulky (-1½), No Range(-½), Requires A Systems Operation Roll (no Active Point penalty; -0), 1 Continuous Chargelasting 1 urn which Never Recovers and destroysbomb (-3¼). otal cost: 20 points.
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Hero System Equipment Guide n Chapter One 22
SEVENTH Effect: FIRESTe tremendous heat generated by a nuclear
explosion ignites any flammable objects notdestroyed outright. Te so-called “fire zone”within which this effect occurs covers a 5-10 mileradius or a 1 M bomb. However, the bomb’sblast wave may put out many fires (the GMdecides whether this occurs, and to what extent itameliorates the fire damage).
Ignite Flammable Objects: RKA 1 point, AreaO Effect (16m Radius; +¾), MegaArea (each1m = 1 km wide, broad, and deep; +1), Constant(+½), Indirect (attacks all parts o objects, suchas all walls in a building, +1), Penetrating (+½),Reduced Endurance (0 END; +½), Sticky (onlyaffects flammables; +¼), Uncontrolled (keepsburning until extinguished or uel is consumed;+½) (30 Active Points); OAF Bulky (-1½), NoRange (-½), Requires A Systems Operation Roll(no Active Point penalty; -0). otal cost: 10 points.
It’s possible or the fires to join together in
two ways to cause even more damage. First, therecould be a conflagration: the fires spread outo control and devastate many square miles o
NUCLEAR BOMB SUMMARY TABLE
So, here are the total effects and costs for a 1 MT nuclear bomb:
Effect Effects ActivePoints
RealPoints
Radiation burst Drain BODY 20d6 + Drain CON
10d6
1,575 291
Flash Major Transform 12d6 (to blindperson) 390 58
Thermal blast RKA 20d6 750 107
EMP Dispel 20d6, all Electrical Device
powers
525 75
Blast, SO RKA 20d6 1,125 155
Blast, winds RKA 20d6 975 156
Negative pressure RKA 3d6 124 20
Ignite object RKA 1 point, Penetrating, Sticky,
Uncontrolled
30 10
Firestorm Aid Fire Powers 4d6 162 54
Total: 5,656 930
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224 n Weapons Hero System 6th Edition
still-standing structures and plant lie. Second,and even worse, is the firestorm, in which the fires join together in a central area and begin to suckin oxygen. Te inrushing oxygen eeds the fire,turning it into a raging, sel-sustaining inernothat only ends when it destroys everything flam-mable. No one can accurately predict whether afirestorm will start; Hiroshima suffered one butNagasaki, which is hillier, only experienced aconflagration.
In game terms, this effect is a Constant Aid; orthese purposes, assume the bomb has SPD 2.
Firestorm: Aid Fire Powers 4d6, ExpandedEffect (two Fire Powers [the RKA and this Aid]simultaneously; +½), Delayed Return Rate(points ade at the rate o 5 per Hour; +1¾), Area O Effect (16m Radius; +¾), MegaArea(each 1m = 1 km wide, broad, and deep; +1),Constant (+½), rigger (when Ignite FlammableObjects takes effect; +¼), Uncontrolled (keepsworking until fires burn out or are extinguished;+½), Reduced Endurance (0 END; +½) (162 Active Points); OAF Bulky (-1½), Activation Roll11- (-½), Requires A Systems Operation Roll (no Active Point penalty; -0). otal cost: 54 points.
EIGHTH Effect: RADIATION, FALLOUT, ANDNUCLEAR WINTER
Te lingering radiation created by a nucleardetonation can last weeks, months, or years. It’sbeen estimated that 1 M explosion would orcethe evacuation o all people in a 4,900 squaremile area around the explosion or at least a week(and in the 1,400 square mile area immediatelyaround the explosion or a month or more). As abasic rule o thumb, GMs can use the seven-tenthsrule: seven hours aer the explosion, the radia-tion levels drop to one-tenth o what they wereone hour aer the explosion; 49 (7 x 7) hoursaerwards, 1/100th, and so orth. For the effectso radiation, reer to 6E2 153-55. Remember thatin some genres (like Superheroes), radiation canhave some unusual effects.
In addition to the localized radiation, theradioactive debris kicked into the atmosphere by anuclear explosion eventually descends to Earth asallout. Te pattern o allout rom a given nuclearexplosion depends mainly on how high it goes andwhat the prevailing weather conditions (particu-
larly the wind) are like.Lastly, a ew authorities believe a large nuclear
exchange would kick so much dust and smokeinto the air that it would blot out the sun, creating“nuclear winter.” In the worst-case scenario, thiswould mean the extinction o lie on Earth astemperatures dropped below reezing and oodproduction became impossible. However, manyexperts question these doomsday predictions,and in any event it would require a major nuclearexchange to create this effect (something that’sunlikely to happen in most gaming campaigns).
Because the effects o radiation, allout, andnuclear winter are so unpredictable, no game
statistics are given or them. Te GM should adju-dicate their effects on his campaign himsel.
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CHAPTER TWO
DEFENSIVETECHNOLOGY
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226 n Defensive Technology Hero System 6th Edition
FANTASY ARMOR
With so many weapons around, it’s notsurprising that characters look orways to protect themselves. Armorrepresents a character’s last deense
against the damage o an attack (aer DCV andsuch deensive actions as Dodging, Blocking, orusing a shield). Armor’s deense subtracts romthe damage done by attacks like any other orm
o deense (such as the character’s innate PD andED).Armor is built using the Power Resistant Protec-
tion with the Limitations OIF (-½), Real Armor(-¼), and Mass (typically Normal Mass, -1) (see6E2 210-11 or more inormation). For the sakeo simplicity, it provides both PD and ED in equalamounts. In “realistic” campaigns, armor’s EDshould be hal o its PD (and armor may offer noprotection at all against some types o damage,such as alls and gunfire). Imagine, or example,how little protection a suit o plate armor wouldoffer against a wizard’s lightning bolt!
Te Real Armor Limitation signifies that the
armor is oen uncomortable, needs mainte-nance to continue to unction properly, and mayimpede the character. At the GM’s option, i thearmor has an Activation Roll higher than 11-, thecharacter suffers a -1 penalty on appropriate DEXRolls and Agility Skill rolls or each point above11- (or example, an Activation Roll 13- means a-2 penalty) even in campaigns that don’t normallyimpose some restrictions on armor use (see page234).
ARMOR AND RACE
When a character uses a suit o armor meantor a different race, penalties may apply dependingupon the size, shape, and weight o the armor. Forexample, i a lizard-man puts on a suit o armormade or a human, he’ll find it uncomortablebecause human armor doesn’t accommodate hisreptilian tail. An ogre’s armor may be too heavy
or bulky or smaller races, and a dwar will havedifficulty wearing human Resistant Protection(and vice-versa). At the GM’s option, this sort odiscomort or difficulty may result in a negativemodifier or the character’s actions. Some possi-bilities include:
n increase the weight o the armor solely orpurposes o calculating the character’s Encum-brance penalty
n a penalty to all DEX-based Skill Rolls madewhile wearing the armor
n a penalty to OCV while wearing the armor
n a penalty to DCV, or to Dodge, while wearingthe armor
n a reduction in DEX while wearing the armor
You should also consider what Hit Locationsarmor designed or another race protects. Forexample, non-tailed races may find that the seato the pants remains exposed i they wear armormanuactured by races with tails. Te GM mustdetermine the exact game effects.
THE SPECIAL EFFECTS OF ARMOR As with virtually everything else in the HERO System, special effects are paramount when it comes to armor.
Often a player wants to outfit his character with a particular type of armor that suits the character’s appearance
or activities — such as leather armor for a ranger or rogue — but ends up choosing heavier Resistant Protection
(such as chain mail) to get the higher defense.
Special effects allow you to define your character’s armor however you want. As long as you accept the penalties,
restrictions, and other rules for a particular type of armor, you can describe it to suit your vision of your character.
Thus, a character can have a suit of leather armor that provides PD 6/ED 6, as if it were chainmail. However, it
weighs 20 kg just like a suit of chainmail, and imposes the same DCV or DEX penalties as chainmail — even
though the leather armor listed in the Armor Table only provides PD 3/ED 3 and weighs 7 kg.
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Hero System Equipment Guide n Chapter Two 22
ARMOR TABLE
Armor Type Defense A/R CostMass Of AFull Suit
Cloth And Hide Armors
Heavy Cloth 1 3/1 3.5 kg
Padded Cloth 2 6/2 5 kg
Woven Cord 2 6/2 5 kg
Heavy Animal Hides 3 9/3 7 kg
Leather Armors
Soft Leather 1 3/1 3.5 kg
Heavy Leather 2 6/2 5 kg
Cuir-Bouilli (Boiled Leather) 3 9/3 7 kg
Reinforced Leather Armors
Studded Soft Leather 1 3/1 3.5 kg
Ring Resistant Protection (Soft Leather) 3 9/3 7 kg
Bezainted Soft Leather 3 9/3 7 kg
Jazeraint Soft Leather 3 9/3 7 kg
Studded Heavy Leather 2 6/2 5 kg
Ring Resistant Protection (Heavy Leather) 4 12/4 10 kg
Bezainted Heavy Leather 4 12/4 10 kg
Jazeraint Heavy Leather 4 12/4 10 kg
Studded Cuir-Bouilli 3 9/3 7 kg
Ring Resistant Protection (Cuir-Bouilli) 5 15/5 14 kg
Bezainted Cuir-Bouilli 5 15/5 14 kg
Jazeraint Cuir-Bouilli 5 15/5 14 kg
Scale Mails
Brigandine 4 12/4 10 kg
Lamellar (Splint Armor) 5 15/5 14 kg
Banded Mail 6 18/6 20 kg
Chainmails
Chainmail 6 18/6 20 kg
Double Mail/Bar Mail 7 21/8 28 kg
Reinforced Chainmail 7 21/8 28 kg
Plate Armors
Plate And Chain 7 21/8 28 kg
Plate Armor 7 21/8 28 kg
Field Plate Armor 7 21/8 28 kg
Full Plate Armor 8 24/9 40 kg
KEY
Defense: Te PD and ED the armor provides, equivalent to Resistant Protectiono the same amount.
A/R Cost: Te Active Point/Real Point cost o the armor.
Mass: Te armor’s weight in kilograms. See 6E2 210-12 or urther inormation.Most armors come in “light” and “heavy” versions. A light version provides -1PD/-1 ED and is somewhat lighter; a heavy version provides +1 PD/+1 ED and isheavier. Since the weights in the table above are standardized by PD/ED, use theweight listed or the appropriate PD/ED (heavy ull plate [9 PD/9 ED] weighs 56
kg; 10 PD/10 ED armor would weigh 80 kg.).
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228 n Defensive Technology Hero System 6th Edition
TYPES OF ARMORTe accompanying table lists the types o
armor available in most Fantasy games. Game-masters can add to the list as appropriate or thecampaign setting.
Explanation Of Armor Table
CLOTH AND HIDE ARMORS
Tese orms o “armor” oen barely qualiy assuch.
Heavy Cloth: Various types o heavy woven mate-rials. Heavy Cloth is oen indistinguishable romordinary clothes; and in act most sturdy clothing(adventurers’ and workmen’s wear) counts asHeavy Cloth (this does not include peasants’everyday garb, courtiers’ ancy robes, or the like).
Padded Cloth: wo or more layers o Heavy Clothwith padding sewn in between them to absorb
the impact o blows. Tis looks much less likeordinary clothes than Heavy Cloth, but may bemistaken or clothes at a distance, in bad light, ori well-made.
Woven Cord: Tick cord or rope woven into flatmatting and used as protective wear. It’s obviouslyResistant Protection (as are all heavier armorsexcept or So Leather and Heavy Animal Hides).
Heavy Animal Hides: Te most protective typeo armor available without chemical treatments,reinorcement, or metal, Heavy Animal Hides is just that: thick animal skins. It may be mistakenor clothing when worn by some persons (such asbarbarians or shamans).
LEATHER ARMORS
Tese armors consist o treated or untreatedleather without any additional reinorcement.
Soft Leather: Any untreated, medium-weightleather (animal skin). It oen resembles ordinaryleather clothing, and in act most leather garbcounts as So Leather.
Heavy Leather: Like So Leather, but thicker,stiffer, and heavier. Tis looks much less likeordinary clothes than So Leather, but may bemistaken or clothes at a distance, in bad light, ori well-made.
Cuir-Bouilli (Boiled Leather): Tis armor consistso heavy leather boiled, shaped, and hardened toprovide more protection (though at the cost o
some flexibility). A popular choice among manylight fighters, rogues, and non-warrior types... andalso among war-leaders who want to equip theirsoldiers cheaply.
REINFORCED LEATHER ARMORS
Tese armors are leather armors reinorcedwith metal. Tey provide more protection thanunaugmented leather, but aren’t as protective asmetal armors (on the other hand, they weigh less).
Studded Leather: Leather armor reinorced withmetal studs, or sometimes metal strips.
Ring Armor: Leather armor with metal rings sewnonto it.
Bezainted Leather: Named aer a medieval coin,this is leather armor with metal discs (sometimesoverlapping) sewn onto it.
Jazeraint Leather: Tis is leather armor withmetal scales sewn onto it. It’s as much a orm oscale mail as leather armor.
SCALE MAILS
Scale mails consist o metal scales laced, sewn,or riveted together to orm a protective garment.Some versions had a cloth or leather backing
as well. In the eyes o many Fantasy characters,they’re a “poor man’s mail,” used by people whowant the benefits o metal armor but cannot make,buy, or otherwise obtain chainmail.
Brigandine: Tis multi-layered armor consistso metal scales (usually horizontal rectangularones) sewn in between two layers o heavy clothor leather. Te scales usually overlap upwardsslightly. Te rivets that hold the plates togetheroen show through the upper layer o cloth, andmight be gilded or otherwise decorated.
Lamellar Armor: Also called splint armor or lacedarmor, lamellar has a series o thick metal “splints”
or scales, sometimes slightly convex, laced
ARMOR MATERIALSThe rules for metal armor assume that armor’s made of steel. However,
that may not always be the case. A Bronze Age culture would have bronze
armor instead, while a tribe living in a swamp with ironwood trees mightcarve armor out of wood (since metal would rust so quickly it would become
useless).
The table below lists the PD/ED and Weight changes when characters substi-
tute some other substance for steel. This includes replacing metal plates in
scale, bezainted, or like armors with some other substance. The GM may alter
the results slightly in the interest of common sense, dramatic sense, or game
balance. Note that these rules assume that the listed material is replacing
steel (or ordinary leather, in the case of hardened leather). Adding metal of
any type of non-metallic armor may actually improve it — converting it into
some form of reinforced leather armor, typically — though the improvement
may not be as much as it would be if steel were used.
Material PD/ED WeightBronze -1 x1
Copper -2 x.8
Dwarven steel +2 x1
Elven-silver +1 x.8
Horn -2 x.7
Iron -1 x1
Ivory -3 x.8
Leather (hardened) -4 x.5
Stone -1 x1.2
Wood -2 x.8
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HIT LOCATION SECTIONAL ARMOR WEIGHT TABLE
Hit Location Armor Base Defense
Name (Roll) 1 2 3 4 5 6 7 8
Head (3) .02 .02 .03 .05 .06 .09 .13 .18
Head (4) .05 .07 .10 .14 .19 .28 .39 .56
Head (5) .10 .14 .19 .28 .39 .56 .78 1.11
Hands (6) .16 .23 .32 .46 .65 .93 1.30 1.85
Arms (7) .24 .35 .49 .69 .97 1.39 1.94 2.78
Arms (8) .34 .49 .68 .97 1.36 1.94 2.72 3.89
Shoulders (9) .41 .58 .81 1.16 1.62 2.32 3.24 4.63
Chest (10) .44 .63 .88 1.25 1.75 2.50 3.50 5.00
Chest (11) .44 .63 .88 1.25 1.75 2.50 3.50 5.00
Stomach (12) .41 .58 .81 1.16 1.62 2.32 3.24 4.63
Vitals (13) .34 .49 .68 .97 1.36 1.94 2.72 3.89
Thighs (14) .24 .35 .49 .69 .97 1.39 1.94 2.78
Legs (15) .16 .23 .32 .46 .65 .93 1.30 1.85
Legs (16) .10 .14 .19 .28 .39 .56 .78 1.11Feet (17) .05 .07 .10 .14 .19 .28 .39 .56
Feet (18) .02 .02 .03 .05 .06 .09 .13 .18
together (and to a backing o cloth or leather). Tesize o the splints depends on the part o the bodycovered; the armorer uses small splints at points oarticulation, and larger ones over the chest, thighs,and the like. In areas where metal was scarce, orregarded as too heavy, armorers made the splintsout o horn, bone, wood, or other substances (see Armor Materials, page 228).
Banded Mail: Overlapping, articulated, rect-angular metal scales attached to vertical leatherstrips. Also known as laminated armor.
CHAINMAILS
Probably the most popular armor amongFantasy characters, chainmail (or just “mail”)consists o small metal rings linked together toorm a protective yet relatively flexible garment.
Chainmail: Standard chain armor.
Double Mail: Chainmail made with thicker ringsmore closely interwoven. Similar to double mail
is bar mail, in which some o the rings have a vertical bar in the middle.
Reinforced Chainmail: Chainmail with strips oleather woven through the links.
PLATE ARMORS
Well known due to its association with the“knight in shining armor,” plate armors use large,heavy plates o steel to protect the wearer. Leatherstraps hold the pieces in place and link themtogether into a whole suit. Although not as flexibleas chainmail, plate armor offers the highest degreeo protection o any armor.
Plate And Chain: A suit o chainmail reinorcedwith sections o plate. It offers greater protectionthan just chainmail without much extra weight orloss o flexibility.
You can also use Plate And Chain to representtypes o armor that consist o metal scales linkedtogether by chainmail rings.
Plate Armor: Standard plate armor.
Field Plate Armor, Full Plate Armor: Tese typeso plate armor consist o heavier, better-fitted,better-made plates attached not just by leatherstraps, but screws and the like.
Sectional Armor While characters oen wear the same type o
armor over their entire bodies, they don’t haveto. For various reasons — to cut down on weight,to reduce cost, or having to use what’s available— they may “mix and match” armor o different
types, or even leave some parts o the bodyunprotected.
THE WEIGHT OF SECTIONAL ARMOR
o determine the weight o sectional armor,which in turn dictates how it affects the character’sEncumbrance rating, you can take one o twoapproaches. Te first, and oen the simplest ingame terms, is to define sectional armor by HitLocation. Tus, the character might have PD/ED4 armor on his Hands (6), Feet (17-18), and lowerLegs (16), PD/ED 6 armor on his Arms (7-8),Vitals (13), Tighs (14), and upper Legs (15), andPD/ED 7 armor on his Head (3-5), Shoulders (9),
Chest (10-11), and Stomach (12). Te Hit Loca-tion Sectional Armor Weight able provides the
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HIT LOCATION SECTIONAL BARDING WEIGHT TABLE
Hit Location Armor Base Defense
Name (Roll) 1 2 3 4 5 6 7 8
Head (3) .03 .05 .07 .10 .14 .20 .28 .40
Head (4) .07 .10 .14 .20 .28 .40 .56 .80
Neck (5) .21 .30 .42 .60 .84 1.2 1.68 2.4
Neck (6) .35 .50 .70 1.0 1.4 2.0 2.8 4.0
Forelimbs (7) .50 .70 .98 1.4 1.96 2.8 3.92 5.6
Forelimbs (8) .70 1.0 1.4 2.0 2.8 4.0 5.6 8.0
Body (9) .80 1.15 1.6 2.3 3.2 4.6 6.4 9.4
Body (10) .87 1.25 1.75 2.5 3.5 5.0 7.0 10.0
Body (11) .87 1.25 1.75 2.5 3.5 5.0 7.0 10.0
Stomach (12) .80 1.15 1.6 2.3 3.2 4.6 6.4 9.2
Vitals (13) .70 1.0 1.4 2.0 2.8 4.0 5.6 8.0
Hindlimbs (14) .50 .70 .98 1.4 1.96 2.8 3.92 5.6
Hindlimbs (15) .35 .50 .70 1.0 1.4 2.0 2.8 4.0
Hindlimbs (16) .21 .30 .42 .60 .84 1.2 1.68 2.4Hindlimbs (17) .07 .10 .14 .20 .28 .40 .56 .80
Hindlimbs (18) .03 .05 .07 .10 .14 .20 .28 .40
Full Suit 7 10 14 20 28 40 56 80
HISTORICAL SECTIONAL BARDING WEIGHT TABLE
Hit Location Armor Base Defense
Name (Roll) 1 2 3 4 5 6 7 8
Chanfron (3-4) .875 1.25 1.75 2.5 3.5 5.0 7.0 10.0
Crinet (5-6) .875 1.25 1.75 2.5 3.5 5.0 7.0 10.0
Peytrel (9-10) 1.75 2.5 3.5 5.0 7.0 10.0 14.0 20.0
Flanchard (11-12) 1.75 2.5 3.5 5.0 7.0 10.0 14.0 20.0
Crupper (13-14) 1.75 2.5 3.5 5.0 7.0 10.0 14.0 20.0
Full Suit 7 10 14 20 28 40 56 80
Te second method is more comprehensive,but also easier or unscrupulous players to abuse:add up the PD/ED ratings or all 16 Hit Loca-tions, then divide by 16 to determine the Average
PD/ED. Tis system benefits characters who takeheavy armor on locations like the Hands and Feet,since they have equal weight in the calculationeven though they’re hit less requently than Loca-tions 9-14. However, i a character has reasonablysimilar types o armor over his body, or a concen-tration o heavier armor on locations 9-14, thismethod tends to provide a airer calculation oAverage PD/ED than the first method.
BARDING
Barding is armor or horses and other landmounts or fighting animals, such as elephants orwar-dogs (flying and swimming mounts generally
cannot wear it; they cannot bear the weight). It can
come in just about any orm that armor or peoplecan, and provides the same PD/ED. Depending onhow well it’s made, and how much o the mount itcovers, it may weigh only a little more than a ull
suit o the same armor or a person, or consider-ably more.
Te two accompanying tables list the weight odifferent types o barding, based on either the HitLocations covered (using the Equine Hit Loca-tion able on HSB 42) or the predefined piecespurchased. Note that historically, even the mostcomprehensive suits o barding leave the horse’slower legs exposed; the Hit Location SectionalBarding able ignores this reality and lists armor values or all Hit Locations (in case magic or someother means allows characters to create leg armoror horses).
In addition to the listed pieces o armor, some
horses had an escutcheon, or decorative spike,
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232 n Defensive Technology Hero System 6th Edition
attached to the chanron (aceplate). It adds noPD/ED, but might allow the horse to do 1 point oKilling Damage with a head-butt.
All rules that apply to armor or charactersapply to animals in barding as well (such asEncumbrance or DCV penalties), unless the GMpreers not to use them or some reason.
HIGH- AND POOR-QUALITY ARMOR
Just like characters can buy weapons that arebetter or worse than average, they can buy armorthat’s better or worse than a standard suit o thesame type armor. In game terms, characters canhave fine and poor armor. Te armors listed in thetables earlier in this chapter are “average” versions— they have the PD/ED and other qualities otypical armors o their type.
At the GM’s option, characters can use theollowing rules and guidelines to create excep-tional armors, or to represent below-average versions o armor. Gamemasters are, o course,ree to change the Character Point costs o theseimprovements (or drawbacks) to suit their
campaigns, or even to give them to characters’armor or ree to represent events that occurduring game play. Additionally, where the rulesprovide Character Point totals or unusual abilitiesthat aren’t built using the standard HERO System rules, those abilities apply only to armor. Charac-ters may not buy them as personal abilities.
Note that the abilities do not representenchantment or magical enhancement, but ratherimproved quality o materials, craing, or the like.Additionally, these abilities sometimes repre-sent “legendary” attributes possessed by amousor noteworthy armors. Tey’re a great way todistinguish a special or wondrous suit o armor
rom typical armors without having to resort tothe catch-all explanation o “magic.” But o course,they can also represent enchantments (minor orotherwise) placed on a suit o armor i you want.
BUYING FINE AND POOR ARMOR
When designing a fine or poor suit o armor,you should use the Character Point costs listedbelow to re-calculate the overall Active and RealPoint costs o the armor. Since Fantasy Hero char-acters don’t pay Character Points or their armor,making a suit o armor “fine” or “poor” generallyonly affects the armor’s monetary cost (see FantasyHero, page 175). Te Active and Real Point
costs usually just help the GM evaluate whetherthe suit o armor is balanced or the campaign.However, to prevent fine armors rom becomingtoo common in the game, the GM may requirecharacters to pay Character Points or them, usingone o two methods:
n the cost o improvements themselves, calcu-lated as (improved suit o armor’s Real Pointcost) - (normal suit o armor’s Real Point cost),with some predefined minimum cost (such as 3Character Points)
n a flat cost, such as 5 Character Points
In either case, i the character loses the suito armor, he permanently loses the points spenton it... though the GM may allow him to go ona quest to regain the armor, reorge it, or haveanother one made, and spend the “lost” points onthat.
FINE ARMORS
Fine armor may have one or more o theollowing abilities, or any other the GM sees fit to
allow. Te GM should evaluate any improvementsa character wants to apply to armor careully, toensure they’re balanced or the campaign.
Less Blinding: Te armor is so cunningly craedthat it doesn’t restrict the character’s Sight or othersenses as much as most suits do. You can buy thisas Enhanced Perception to overcome some orall o the PER Roll penalties associated with theResistant Protection (see page 235).
Less Restrictive: In campaigns that impose aDCV, DEX Roll, or DEX restrictions on wearingarmor, the armor is so well-made that it doesn’tinhibit the character’s movement as much as anormal suit does. You can buy this as Armor SkillLevels or the wearer (see page 235).
Less Tiring: In games that impose an END coston wearing Resistant Protection (see below), thearmor is less tiring to wear. You can buy this byapplying the Reduced Endurance cost to ResistantProtection (possibly even the variant on antasyHero, page 275, that doesn’t reduce the END paidbut extends the time period over which a char-acter has to pay END).
Lightweight: Te armor is made o an unusualmaterial that’s lighter than normal, or is so well-
made that it rides on the character’s body in a lessencumbering ashion. Recalculate the cost o thearmor using a version o the Mass Limitation lessthan Normal Mass (-1) — typically Hal Mass(-½).
More Protective: Te armor provides +1 PD/ED,bought in the manner described on page 232.
Noble Appearance: Te armor inspires loyaltyand bravery in the wielder’s allies, ear and dreadin his oes. You can buy this as +5 PRE (some-times more); OIF (-½), Real Armor (-¼), OnlyFor Making Presence Attacks While Te Armor IsWorn (-1) (total cost: 2 points).
Quickly Donned: A wearer can put on or takeoff the armor in hal the time it normally takes.You can buy this as: eleportation 1m, UsableAs Attack (+1¼) (2 Active Points); Only o DonResistant Protection (-2), Extra ime (at least twoPhases, more or plate armors; -¾) (total cost: 1point).
Sturdy: Te armor is harder to break or damage.It has +1 (or more) BODY, and perhaps somePower Deense to resist Dispels and Drains. Each+1 BODY costs 1 Character Point; and each pointo Power Deense costs 1 Character Point (appro-
priate Limitations apply, o course).
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Hero System Equipment Guide n Chapter Two 23
Unreal Armor: Te weapon doesn’t have the Real Armor Limitation, meaning it always stays cleanand ready or action without any effort on thewearer’s part.
Other Improvements: Some other possibleimprovements, that cost no Character Points buthelp to make armor distinctive, include:
n Ornamentation: gilding or silvering; inlaid
gems; sculpted plates or pieces; carveddesigns on the plates; and so orth
n Unrustable: regardless o how much mois-ture it’s exposed to, the armor never rusts(magical rusting attacks can still affect it,though)
n Distinctive ring: when struck by a weapon,the armor emits a distinctive ring or tone ithe wielder wants it to
POOR ARMOR
Poor armor may have one or more o theollowing drawbacks (most o which are just the
reverse o Fine armor qualities), or any other theGM sees fit to impose.
Heavy: Te armor is made o an unusual materialthat’s heavier than normal, or is so poorly-madethat it rides on the character’s body in a moreencumbering ashion. Recalculate the cost o thearmor using a special version o the Mass Limita-tion, Double Mass (-1½).
Ignoble Appearance: Te armor inspires scornor ear in the wielder’s allies, contempt or pity inhis oes. You can buy this as a Side Effect (-5 PREor Presence Attacks while wearing armor, alwaysoccurs; -½).
Less Protective: Te armor provides -1 PD/ED,bought in the manner described on page 232.
More Blinding: Te armor is so badly made thatit’s even harder to see out o. You can buy this asa Side Effect (double all PER Roll penalties orwearing armor, always occurs; -½).
More Restrictive: In campaigns that impose aDCV, DEX Roll, or DEX restrictions on wearingarmor, the armor inhibits the wearer’s movementmore than a normal suit does. You can buy this asa Side Effect (double all DCV/DEX Roll penaltiesor wearing armor, always occurs; -½).
More Tiring: In games that impose an END coston wearing Resistant Protection (see below), thearmor is more tiring than normal to wear. You canbuy this by applying the Increased Endurance Cost Limitation to armor.
Weak: Te armor is easier to break or damage. Ithas -1 (or more) BODY. Each -2 BODY reducesthe armor’s cost by 1 Character Point (minimumcost o 1 Character Point).
Other Drawbacks: Some other possible negativequalities, which save no Character Points but stillmake armor less enjoyable to wear, include:
n Poor appearance: the armor is rusty ordented; has numerous visible repairs; it looksas badly-made as it is.
n Ill repute: Te armor has a poor reputation.Perhaps an evil man once committed ouldeeds while wearing it, it supposedly carriesa curse that makes its wearer less intelligent,or the like.
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USING ARMORIn many Fantasy games, characters tend to treat
armor as i it were no different than clothing —they ignore the difficulties associated with wearingit, and only pay attention to how much protectionit gives them. While this certainly simplifies thegame, it’s not very realistic... and what’s worse, itmay cause game balance problems. Te ollowingguidelines and rules help to make armor bothmore balanced and more “realistic.”
PRACTICAL CONSIDERATIONS
In the real world, armor brings with it a hosto problems and drawbacks. Tese may have little(or no) effect in game terms, but you should keepthem in mind when considering how charactersuse armor in the game. o the extent you want toincorporate them into your game, the Real Armor Limitation reflects them.
First, Resistant Protection (particularly metalarmor) is heavy. While the weight is spread overthe body somewhat, it’s still a lot o kilograms tocarry, and the weight does stress some areas o thebody more than others (such as the shoulders).Te longer a warrior wears his armor, the heavierit seems to become.
Second, armor is hot and stuffy to wear, andtends to overheat the character quickly. Somemedieval commentators noted that their armieslost nearly as many men to heat exhaustion as toinjuries. Te longer one had to wear armor, andthe hotter or more humid the weather, the worsethis problem was.
Tird, armor is restrictive. It doesn’t signifi-cantly hinder movement — modern tests have
shown that untrained men can put on a suit oplate armor and then do things like lie down andstand back up, run, jump, and so on. Aer all, itwould be suicidal to put on a suit o armor, nomatter how protective, that limited basic move-ment abilities in combat. But armor’s obviouslyless flexible and more confining than clothing —and the heavier/more rigid the armor, the morerestrictive it tends to be. Additionally, some typeso helmets restricted the wearer’s field o vision, atleast slightly.
Fourth, armor is uncomortable i worntoo long. For short periods, it’s not particularlydifficult to wear, especially i it’s properly fitted
and put on. But i worn or long periods, particu-larly during strenuous activities like riding, itcould chae or otherwise discomort the wearer.Sleeping in armor, particularly heavy armor, wasrarely even contemplated, much less engaged in.A character who sleeps in his armor will probablywake up stiff and sore (-3 DEX or several hoursaer awakening).
Fih, armor requires maintenance. I dingedor cut in battle, it needs repairs. Aer being worn,it requires cleaning. I it contains metal, it needsregular oiling and polishing to prevent rust. At theGM’s option, i a character doesn’t take the timeto maintain his armor aer a period o strenuoususe — two days o travel or routine adventuring,
one day o battle or adventuring eaturing combat— the armor loses 1 PD/ED per week o lack omaintenance (and perhaps quicker i he continuesusing it), down to hal its PD/ED. Alternately, theGM may increase other penalties, such as ENDcost or time to don.
DONNING ARMOR
Putting on (or removing) armor takes time —and sometimes helpers.
Picking up a shield, or putting on a very simplepiece o Resistant Protection (such as a helmet),takes a Hal Phase Action.
Putting on a simple piece o Resistant Protec-tion (such as a leather, reinorced leather, scale,or chain corselet or hauberk) takes a Full PhaseAction. However, this may leave some parts othe body (primarily the limbs and head) at leastpartly exposed. o put armor on this quickly, thecharacter just grabs the largest, most convenientpiece o a suit o armor and gets it on his body asquickly as he can, without astening every singlelace, strap, or buckle.
Putting on an entire suit o cloth/hide, leather,leather, reinorced leather, scale, or chain armortakes our Phases. ypically a character can do thisby himsel.
Putting on plate armor takes time, and oenrequires the assistance o a squire or the like.Donning an entire suit o plate takes 5 Minutes— 1 Minute or the torso, and 1 Minute or eachlimb. I the character doesn’t have at least onehelper, triple these times.
Removing armor takes the same amount otime. In an emergency, a character with a daggeror similar Short bladed weapon can cut himselree more quickly — one step up the ime Chart
— but this makes the armor useless until repaired.
Balancing Armor UseArmor provides a tremendous benefit in game
terms. Te PD/ED it offers goes a long way towardkeeping a character unharmed (or at least lessharmed), and it doesn’t cost any Character Points.As a result, most characters — even characterswho shouldn’t be wearing heavy (or any) armor— tend to have it. Moreover, since armor is so“cheap,” heavy fighters can oen find ways to wearlots o it and yet still come close to matching lightfighters in terms o DEX and SPD.
Many GMs who consider this a problem intheir games institute rules to make wearing armorless attractive. In other words, they change armorso the benefits it provides come with drawbacks.I you’ve ound “armor balance” to be a problemin your campaign, you may want to consider oneor more o the ollowing solutions (or use them asguidelines to create some o your own).
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ENCUMBRANCE
First, look at the HERO System rules orEncumbrance (6E2 45-46). A character who’s tooheavily loaded down suffers penalties to DCV,DEX Rolls, and movement, and has to spend ENDevery urn. However, because the rules allowcharacters with high SR to li a lot o weight,armor may not hinder them much. For example, asuit o ull plate (40 kg) only counts as 10% o theweight limit or a 20 SR character. Even allowingor the weight o his other equipment, his armordoesn’t restrict him too much.
I you think armor should be more encum-bering, you have several options. First, you candouble (or otherwise increase) the weight oarmor solely or Encumbrance purposes. Forexample, a suit o chainmail may only weigh20 kilograms when put on the scales, but whena character wearing chainmail calculates hisEncumbrance, he counts it as weighing 40 kg.
Second, you can change the Encumbrancethresholds. Perhaps penalties start to accumulateat 5% lower than indicated in the table on 6E2 46.
Or, perhaps the Encumbrance thresholds dependon Casual SR — the amount the charactercan li with hal his SR — rather than his ullSR. Using that system, a character with 20 SRbecomes 40% Encumbered just by putting ona suit o ull plate, or 20% Encumbered whenwearing chainmail.
Tird, you can increase the Encumbrancepenalties so that even a little bit o Encumbranceproves extremely troublesome. Maybe a characterwho’s 11-24% Encumbered suffers -1 DCV/DEXRolls and spends 1 END per urn, with penaltiesincreasing proportionately rom there.
ENDURANCEAs mentioned above, by all accounts armor,particularly heavy armor, is tiring to wear. Besidesthe sheer weight o it, it’s extremely hot, whichonly tires the character out more quickly.
You can represent this “armor atigue actor” inseveral ways. First, you can rely on EncumbranceEND costs. Because those costs are relatively mild,this is unlikely to make armor unattractive tomany characters, but combined with some otherpenalties it may prove an effective balance toarmor’s benefits.
Second, you can impose a specific END costor wearing armor. ypically this means an END
cost per urn, not per Phase (much like Encum-brance). Te main issue is how much END tocharge, and that depends on how much balancingyou think armor needs. For example, perhaps 1-3PD/ED armor cost 1 END per urn, 4-6 PD/EDarmor costs 2 END per urn, 7-9 PD/ED armorcosts 3 END per urn, and so orth.
Tird, you can treat the END spent to weararmor as particularly tiring. For example, youcould rule that Post-Segment 12 Recoveries do notallow characters to Recover END spent to weararmor. Te only way to Recover that END is tospend a Phase in combat taking a Recovery, or towait until the battle is over. Similarly, you could
use the Long-erm Endurance rules (6E2 132)
to make it tiring to wear armor or long periodso time. In addition to the per urn END cost,wearing armor during strenuous activity (likecombat) costs a character 1 (or more) LE perurn.
DCV AND DEX ROLLS
Perhaps the simplest, and most effective, wayto balance armor is to penalize the DEX and DCVo characters who wear it. As noted above, armor,
while not overly restrictive, is still more restrictivethan clothing — and the heavier the armor, themore restrictive it’s likely to be.
Gamemasters who use this method obalancing armor usually establish a penalty toDCV and DEX Rolls (including Agility Skillrolls) based on the amount o PD/ED the armorprovides. For example, perhaps every 3 PD/ED orraction thereo imposes -1 DCV/DEX Rolls: 1-3PD/ED equals -1; 4-6 equals -2; 7-9 equals -3; andso on.
Other GMs like to introduce a little more variety, or use the type o armor to determine thepenalty. For example: cloth and hide armors, -1;leather and reinorced leather armors, -2; scaleand chain mails, -3; and plate armors, -4.
Another possibility is to limit the amounto DEX a character can use while armored. Forexample, a character wearing cloth and hidearmors can use his ull DEX, regardless o howhigh it is. A character wearing leather armors canonly use DEX up to DEX 20. One wearing rein-orced leather armor can use DEX up to 18, onewearing scale or chain mails can use up to DEX15, and one using plate armor can use up to DEX13. Tis affects both initiative and Skill Rolls.
Armor Skill Levels: I the GM imposes DCV
and DEX Roll penalties, characters can buy extraDCV to overcome the restrictions, representingtheir skill and training or fighting in armor. ocounteract the DCV penalty, buy Deensive PSLscosting 2 Character Points each (see 6E1 85). ocounteract the DEX Roll penalty, buy Agility SkillLevels (6 Active Points each), Only o CounteractArmor Penalties (-1), or 3 Character Points each.
I the campaign limits how much DEX acharacter can use while armored, each Armor SkillLevel raises that threshold by 1 or any armor thecharacter wears.
PERCEPTION ROLLS
At the GM’s option, armor’s penalty to DCVand DEX Rolls — either as derived rom Encum-brance, or using a direct modifier like the oneabove — also applies to a character’s PER Rollsunless he removes (or does not put on) an appro-priate piece o Resistant Protection (the helmetor Sight, the gauntlets or ouch, and the like). oeliminate the Sight PER penalty, a character mustdoff his helmet; to remove the ouch PER penalty,he must take off his gauntlet; and so orth.
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Wearing Multiple ArmorsWhile some armors (such as Plate And Chain)
combine types o protective wear, in general acharacter cannot wear two types o armor atonce. I he somehow mixes two together, he musteither define it as a new type o a single suit oResistant Protection (like Plate And Chain), oruse the sectional armor rules. A character cannotwear two types o armor and add their PDs/EDstogether. (Heavy armors, such as scale, chain, andplate, usually came with padded undergarments tominimize discomort and chafing, but this doesn’tcount as wearing Heavy Cloth or Padded Clotharmor in addition to the outer armor.)
Armor BreakageFor the sake o quick and easy game play,
armor generally doesn’t break. Attacks may pierceit, o course, but characters don’t have to keeptrack o a suit o armor’s BODY to determinewhether it alls apart in mid-battle.
Gamemasters desiring greater “realism” shouldconsider a suit o armor to have BODY equal to
three times the armor’s PD/ED. Every attack thatinflicts BODY damage on the character (in otherwords, BODY damage accruing to the characteraer he applies his armor’s PD/ED) inflicts thesame amount o damage to the armor. Once thearmor takes all o its BODY in damage, it’s useless— either it alls apart, or it’s too ull o holes to doany good. At the GM’s option, a suit o armor thatloses one-third its BODY provides only two-thirdso its PD/ED; one that loses two-thirds o itsBODY provides only one-third PD/ED.
As a deault rule, characters cannot targetarmor specifically (i.e., with the intent odamaging it without hurting the person wearingit). However, the GM may allow this at a substan-tial OCV penalty (-5 or more).
I a character wants to target a hole in hisenemy’s armor caused by a previous attack thatinflicted BODY damage on that enemy, he can doso, but suffers an OCV penalty based on the sizeo the hole. A large hole (or example, caused bya long cut rom a sword) imposes a -4 to -5 OCVmodifier. A medium-sized hole (or example,
caused by a single axe-blow) imposes a -5 to -7OCV modifier. A small hole (or example, caused
SHIELD TABLE
Type Of Shield DCV HA STR Min BODY Def Mass Cost
Wooden Shields
Buckler +1* 1d6 N 3 2 3 1 kg 4
Spiked Buckler +1* 1d6 N/½d6 K 5 3 3 2 kg 7
Small +1 1d6 N 5 3 3 2 kg 4
Medium +2 2d6 N 10 4 3 4 kg 6
Large +3 3d6 N 15 6 3 6 kg 7
Tower +4 3d6 N 18 7 3 8 kg 9
Metal Shields
Buckler +1* 1d6 N 4 2 5 2 kg 4
Spiked Buckler +1* 1d6 N/½d6 K 6 3 5 3 kg 7
Small +1 1d6 N 6 3 5 3 kg 4
Medium +2 2d6 N 13 4 5 5 kg 6
Large +3 3d6 N 18 6 5 7 kg 7
Tower +4 3d6 N 20 7 5 10 kg 9
KEY
K: Killing Damage
N: Normal Damage
DCV: Te DCV bonus provided by the shield. Bonuses marked with an asterisk (*) require the characterto make a DEX Roll to obtain them (this counts as an Action that takes no time).
HA: Te HA (and, or spiked bucklers, HKA) damage the shield does with a shield bash maneuver.
STR Min: SR Minimum.
BODY, Def: Te BODY, PD, and ED o the shield, used primarily with the shield breakage rules (page47).
Mass: Te shield’s weight in kilograms.
Total Cost: Te total cost o the shield as a Multipower (see text).
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Hero System Equipment Guide n Chapter Two 23
by an arrow, or a stab wound rom a dagger)imposes a -7 to -12 OCV modifier. Tese modi-fiers take the place o the Hit Location modifiersnormally used or Placed Shots (in effect thehole becomes a separate target). I the charactersucceeds with this attack, the enemy does notget the benefit o his armor’s PD/ED against theattack.
SHIELDSA shield is a large piece o wood and/or metal,
usually roughly disc- or rectangular-shaped, wornby a fighter on his off arm (typically his le arm).Te fighter uses it to block attacks and protecthimsel rom harm.
In game terms, a shield is bought as a two-slotMultipower. Te first slot provides bonuses toDCV, bought as DCV Levels with the OAF (-1),Real Armor (-¼), Mass (Normal Mass; -1), andSR Minimum Limitations. For every 5 points (orraction thereo) a shield’s user’s SR is below the
shield’s SR Minimum, reduce the DCV bonus itprovides by 1. Additionally, the wielder may applyhis shield’s DCV bonus as a bonus to his OCV orpurposes o Blocking (see 6E2 58).
Te second slot allows the character to perorma “shield bash” maneuver. It’s a Hand-o-HandAttack with the OAF (-1), Hand-o-Hand Attack (-¼), Real Weapon (-¼), and SR Minimum Limitations. It also has a -½ Side Effects Limi-tation, signiying the act that the charactersuffers an OCV penalty equal to the shield’sDCV bonus (since shields, especially large ones,aren’t primarily intended as weapons and thusawkward to use as such). Te spiked buckler also
has an HKA slot. Shields and spiked bucklersare a 1-point subcategory o the Common MeleeWeapons Weapon Familiarity group; characterswithout an appropriate WF suffers the standardUnamiliar Weapon penalty.
Shields also have BODY and PD/ED ratings,or use with the weapon and shield breakagerules (page 47). Te shield’s materials and sizedetermine its BODY and PD/ED; you can use theDurable (+0) and Fragile (-0, since shields havemore than 1 BODY) modifiers to Focus to simu-late differences rom the standard Focus break-ability rules.
OTHER USES FOR SHIELDS
At the GM’s option, a shield that’s not inuse, but which a character is currently carrying(typically by slinging it on his back) might add+1 (wooden shield) or +2 (metal shield) PD/EDto the character’s armor or attacks against thelocation(s) the shield covers. I characters try totake advantage o this optional rule by carryingextra shields or other such “power gaming” tactics,
the GM shouldn’t use it.Fast-thinking characters may come up with
other clever uses or a shield. For example, a metalshield might make a useul cooking platter, or acharacter with a smooth-aced large shield couldturn it into an impromptu sled to escape rom anenemy during snowy weather.
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238 n Defensive Technology Hero System 6th Edition
MARTIAL ARTS ARMORTough body armor isn’t very common in
Martial Arts adventures, a ew types do showup with some regularity: samurai armor, kendoarmor, and body armor or ull-contact karatesparring, or example. Samurai armor would alsobe appropriate or some Asian-inspired cultures inFantasy games.
FULL-CONTACT KARATE ARMOR
Tis is a set o vinyl or leather-covered paddingdesigned to minimize risk o injury while char-acters spar or train. It primarily provides NormalDeense; only the part listed in parentheses isResistant.
You cannot “stack” the parts o Karate armor;a character cannot wear a Face Guard and a FullFace Guard and get the benefits o both. He onlygets the benefit o the greater o the two.
HAND-WRAPPINGS
Practitioners o ancient boxing (see Boxing, Ancient on HSMA 24) protected their hands bywrapping them in leather strips; this was the sorto protection that ultimately evolved into theboxing glove. A character who wraps his hands inthis ashion has a piece o equipment that provides+4 PD that only protects his hands and weighs .2kg (this costs 1 Character Point i the character
has to purchase hand-wrappings).Rawhide hand-wrappings are just like leather
hand-wrappings, with one exception. Rather likethe cestus (see page 17), rawhide wrappings cancause a little extra Killing Damage to the target.With each punch that successully hits a target, thecharacter with rawhide hand-wrappings shouldmake a 3d6 roll. On an 8-, the rawhide do 1 pointo Killing Damage in addition to the regulardamage o the attack. I the character has rawhidewrappings but uses some sort o NND or KillingDamage attack, the rawhide adds nothing.2
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Hero System Equipment Guide n Chapter Two 23
MARTIAL ARTS ARMOR TABLE
Armor Type Defense A/R Cost Location Mass
Full-Contact Karate Armor 8/3 3.3
Face Guard 6 (2) 4-5 .1
Full Face Guard 6 (2) 3-5 .2
Gloves (2) 6 (2) 6 .2
Forearm Guards (2) 6 (2) 7 .1
Torso Guard 6 (2) 9-11 .8
Chest Guard 6 (2) 10-11 .7
Rib Guard 6 (2) 12 .4
Athletic Cup 6 (2) 13 .2
Shin Guards, Sm (2) 6 (2) 16 .1
Shin Guards, Lg (2) 6 (2) 16-17 .2
Leg Guard (2) 6 (2) 15-17 .3
Kendo Armor 8/2 4.6
Men (Helmet) 6 (0) 3-5, 9 1.8
Kote (Sleeves) 4 (2) 6-7 .5 Do (Breastplate) 4 (2) 10-11 1.1
Keikogi (Jacket) 1 (1) 8-11 .6
Tare (Apron) 2 (2) 12-13 .6
Samurai Armor 18/6 17.25
Hachi/Shikoro (Helm/Shoulders) 6 4-5 1
Happuri (Facemask) 6 3 .5
Kote (Sleeves) 4 6-7 1
O-Sode (Shoulders) 6 9 2
Tateage (Breastplate) 6 10-13 9.5
Haidate (Apron) 6 14-15 2.5
Sune-ate (Greaves) 4 16-17 .75
KEY Defense: The PD and ED provides, equivalent to Resistant Protection of the same amount.
A/R Cost: The Active Point/Real Point cost of the armor.
Locations: The Hit Locations covered by a particular piece of the armor.
Mass: The weight of each piece of armor (in kilograms); the amount listed at the top (on the same line as the
name of the armor) indicates the weight of a full suit. See 6E2 210-12 for further information.
KENDO ARMOR
Te armor used by kendoka (practitionerso Kendo, the modern sport orm o Kenjutsu)consists o several items. It primarily providesNormal Deense; only the part listed in paren-theses is Resistant.
Te men, or helmet, has a wire-rame mask andpadded armor which covers the top and back othe head and the throat. Accompanying this area heavy chest-plate and gloves which cover theorearms, both made o resilient padded material;a padded apron; and a lighter protective jacket.
Te Men provides no PD versus firearms. TeKote and Do only provide hal their PD versus fire-arms. In other words, bullets automatically bypass
the armor o the helmet, and are automaticallyArmor Piercing attacks against the Kote and Do.
SAMURAI ARMOR
Tis armor is arranged much like the Kendoarmor described above, except that it’s designedto provide protection in real warare (i.e., all thedeense is Resistant, though it provides only haldeense versus firearms as discussed on page 48).It’s made o metal and hardened leather plates,usually brightly ornamented with decorativeenamels.
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240 n Defensive Technology Hero System 6th Edition
MODERN DEFENSIVE
EQUIPMENT
With all the bullets, knives, clubs, explo-sives, and other dangers they’re likelyto encounter, characters want gearto deend themselves with almost as
much as they want weapons.
BODY ARMORModern science offers soldiers and law enorce-
ment officers high-tech body armor which is aseffective as any suit o metal armor worn by theknights o old. Te Body Armor able lists somesample armors or characters to use.
Body armor is typically bought as PD and EDResistant Protection with the ollowing Limita-tions: OIF (-½), Activation Roll (roll and value vary), Mass (typically Hal Mass (-½) or the sakeo dramatic action; Normal Mass (-1) is a betterapproximation o “realistic,” i you preer that),and Real Armor (see page 226; -¼). Te differententries or Activation Roll (which represent how
much o the body the armor protects; see 6E2 212)reflect varying levels o realism/cinematic action.Characters can make so body armor
concealable (under sufficiently bulky clothes)by converting it rom an OIF to an IIF (-¼).Hard body armor cannot realistically be madeconcealable.
BODY ARMOR TYPES
Roughly speaking, body armor comes in twotypes: so and hard. So body armor is made oKevlar or other substances (see below) that aretightly woven so they spread the impact o thebullet and prevent it rom penetrating. Hard body
armor is made o plates o ceramic, metal, or othersubstances, usually contained in pockets in soarmor.
BODY ARMOR SUBSTANCES
ypical so body armor is made rom Kevlar,a name trademarked by DuPont or productsmade with aramid fibers. Kevlar 29, the orm mostoen used in body armor, is five times as strongas steel and does not burn (though it carbonizesat temperatures about 800o Fahrenheit). AlthoughKevlar body armor is less effective against bladedweapons than against bullets, it’s still approxi-mately 98% effective against such attacks (in game
terms, its PD doesn’t take any sort o Limitation).
Kevlar deteriorates over time rom exposure toultraviolet light or human sweat. It’s also lesseffective when wet (-1 PD and ED) unless water-prooed. It can be woven with fiberglass, graphitefibers, or metal fibers to increase its strength, orchemically treatened to make it tougher.
Other materials currently used to make bodyarmor include Spectra and Vectran. Spectra, an
ultradense plastic, is about ten times as strong assteel, or approximately twice as strong as Kevlar.Vectran is an artificial fiber that’s five to ten timesas strong as steel, or up to twice as strong asKevlar.
As o 2010, several other substances are beingdeveloped or potential use in so body armor;they’re listed on the Body Armor able or GMsinterested in running “near uture” games, orgames in which the PCs have technology moreadvanced than standard. Biosteel is a spider silkfiber that’s genetically produced using goats; it’s upto 20 times as strong as steel (or as much as ourtimes as strong as Kevlar). Another possibility is
carbon nanotube fibers, which are even strongerthan biosteel. And some researchers are currentlyexploring the armor potential o nacre (mothero pearl), hoping to duplicate its highly-durablestructure with even stronger materials.
Another interesting possibility or near-utureprotective gear is so-called liquid body armor, which contains pockets or layers o special oilslaced with particles o metal or other protectivesubstances. When affected by an electrical fieldor significant pressure, the particles o metal lineup and “solidiy” within milliseconds, orming ahighly protective barrier.
Hard body armors protect the wearer with
plates made o steel, ceramic, or polyethylene.Steel loses its protective ability less quickly aermultiple hits, and is cheaper. But ceramics andpolyethylene provide better protection or only athird to hal the weight o steel. Te plates are typi-cally inserted into pockets in so body armor, andthus are defined in game terms as adding PD/EDto the PD/ED o so armor. (I a character wears aplate by itsel, consider it to provide PD/ED equalto 8 + its bonus over Hit Locations 10-11.)
Body armor can be treated to reduce the wear-er’s heat signature, making him harder to see withthermal scopes (i.e., with Inrared Perception).
REALISM ANDBODY ARMORThe HERO System rules
aren’t design to precisely
model how body armor
works “realistically” – as
always, the rules err
on the side of dramatic
action. If you want body
armor to function a little
more “realistically,”
consider all handgunrounds to have the
Reduced Penetration
Limitation when used
against body armor. That
way heavy rifle rounds
still have a good chance
to get through the lighter
armors, but less powerful
handgun rounds do not.
2
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Hero System Equipment Guide n Chapter Two 24
BODY ARMOR RATINGS
Te Body Armor able uses a system devel-oped by the National Institute o Justice orranking body armor. Here are the ratings andsome o the types o bullets they’re supposed tostop:
Rating Resists These Rounds
Level I .22 LR, .32, .38
Level II-A .45 ACP, low-velocity .357 Magnum, low-velocity 9mm, 12 gauge buckshot
Level II High-velocity .357 Magnum, low-velocity
.44 Magnum, 10mm
Level III-A High-velocity 9mm, high-velocity .44
Magnum, .308 Win
Level III 12 gauge slugs, 7.62mm, .308 Win, .30
carbine
Level IV .30-06 AP
Levels I to III-A are so body armor; levelsIII-IV are hard body armor.
Tese ratings are used to determine the PD/ED the armor provides based on the averagedamage o the major rounds in question — not themaximum damage, since sometimes body armordoesn’t work as well as expected (and sometimes itworks better). Body armor’s effectiveness dependson many actors.
Te accompanying Body Armor able lists thetypes o body armor available to Modern charac-ters. Each type o armor has a listing or “ull suit”(meaning an Activation Roll 14-) and “partial suit”(Activation Roll 11-) or purposes o determiningcost and weight. Characters may o course wearsectional body armor i desired. For example,a character might have a suit o Level II bodyarmor protecting most o his person (ActivationRoll 14-), but Level IV ceramic plates around historso (Hit Locations 10-13, Activation Roll 10-).Standard rules or sectional deenses (see page229) apply.
HISTORICALBODY ARMOR
NINETEENTH-CENTURY BODY ARMOR
Generally speaking, body armor isn’t available to Wild
West or Victorian characters, though there are a few
historical or fictional incidents of people adapting
Fantasy-era types of armor to modern circumstances.
For example, the Australian outlaw Ned Kelly and his
gang all wore a heavy (44 kg) suit of plate armor-like
body armor to protect themselves from bullets duringthe June 27, 1880 Glenrowan shoot-out (though it
also significantly restricted their ability to move and
to shoot accurately). And of course Clint Eastwood’s
character protects himself from gunfire with a metal
plate under his clothing in the movie A Fistful Of
Dollars.
PULP BODY ARMOR
Compared to later periods, the Pulp era offers
relatively little in the way of personal protection for
characters — but early forms of body armor are avail-
able. Typically they consist of small, overlapping steel
plates sewn into a leather or canvas vest. Perhaps
the most successful was the Wisbrod vest, inventedby Eliot Wisbrod, which encased the steel plates in
rubberized plastic. Wisbrod claimed it could withstand
a bullet from a .45 Thompson submachine gun. He
promoted the vest heavily, including with frequent live
demonstrations using himself as a target!
Pulp-Era Bulletproof Vest: Resistant Protection (8
PD) (12 Active Points); OIF (-½), Normal Mass (-1), Real
Armor (-¼), Activation Roll 11- (covers Hit Locations
9-13; -½). Total cost: 4 points.
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242 n Defensive Technology Hero System 6th Edition
MODERN BODY ARMOR
Type Of Armor DEF A/R Cost Mass Notes
Soft Body Armor
Kevlar (normal)
Level I (full suit) 3 9/4 3.0 Activation Roll 14-
Level I (partial suit) 3 9/3 2.2 Activation Roll 11-
Level II-A (full suit) 6 18/7 8.75 Activation Roll 14-
Level II-A (partial suit) 6 18/6 6.25 Activation Roll 11-
Level II (full suit) 7 21/8 12.25 Activation Roll 14-
Level II (partial suit) 7 21/8 8.75 Activation Roll 11-
Level III-A (full suit) 8 24/10 17.5 Activation Roll 14-
Level III-A (partial suit) 8 24/9 12.5 Activation Roll 11-
Kevlar (enhanced), Spectra, Vectran
Level I (full suit) 4 12/5 4.4 Activation Roll 14-
Level I (partial suit) 4 12/4 3.15 Activation Roll 11-
Level II-A (full suit) 7 21/8 12.25 Activation Roll 14-
Level II-A (partial suit) 7 21/8 8.75 Activation Roll 11-Level II (full suit) 8 24/10 17.5 Activation Roll 14-
Level II (partial suit) 8 24/9 12.5 Activation Roll 11-
Level III-A (full suit) 9 27/11 24.5 Activation Roll 14-
Level III-A (partial suit) 9 27/10 17.5 Activation Roll 11-
Biosteel, carbon nanotubes, liquid body armor
Level I (full suit) 5 15/6 6.15 Activation Roll 14-
Level I (partial suit) 5 15/5 4.4 Activation Roll 11-
Level II-A (full suit) 8 24/10 17.5 Activation Roll 14-
Level II-A (partial suit) 8 24/9 12.5 Activation Roll 11-
Level II (full suit) 9 27/11 24.5 Activation Roll 14-
Level II (partial suit) 9 27/10 17.5 Activation Roll 11-
Level III-A (full suit) 10 30/12 35.0 Activation Roll 14-
Level III-A (partial suit) 10 30/11 25.0 Activation Roll 11-
Hard Body Armor
Ceramic or polyethylene plates
Level III
Chest and back +3 9/3 1.3 Hit Locations 10-11 (Activation Roll 9-)
Chest, sides, back +3 9/3 1.75 Hit Locations 10-11, including sides (Activation Roll 10-)
Level IV
Chest and back +3 11/3 1.3 Hardened (+¼), Hit Locations 10-11 (Activation Roll 9-)
Chest, sides, back +3 11/4 1.75 Hardened (+¼), Hit Locations 10-11, including sides (Activation Roll 10-)Metal plates
Level III
Chest and back +2 6/2 0.95 Hit Locations 10-11 (Activation Roll 9-)
Chest, sides, back +2 6/2 1.25 Hit Locations 10-11, including sides (Activation Roll 10-)
Level IV
Chest and back +2 7/2 0.95 Hardened (+¼), Hit Locations 10-11 (Activation Roll 9-)
Chest, sides, back +2 7/2 1.25 Hardened (+¼), Hit Locations 10-11, including sides (Activation Roll 10-)
Other Options
Anti-IR Coating — 7/2 — Change Environment (-2 to Infrared Perception PER Rolls), 0 END, Persistent;
No Range, Self Only
Armored Clothing 2 6/2 2.0 Activation Roll 14-
KEY Defense: The PD and ED the body armor
provides, equivalent to Resistant Protec-
tion of the same amount.
A/R Cost: The Active Point/Real Point
cost of the armor.
Mass: The armor’s weight in kilograms.
See 6E2 210-12 for further informa-
tion. The example armor is built with the
Limitation Half Mass (-½); GMs desiring
greater realism can change this to Normal
Mass (-1).2
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Hero System Equipment Guide n Chapter Two 24
COMBAT WEARUniorms and body armor aren’t the only
things Modern-day characters might wear intocombat to protect themselves or make their jobseasier. (See also Survival Equipment on page 331.)
Headgear Some protective gear is available to cover a
character’s head and/or ace.
H HELMETS AND FACE SHIELDS
Effect: Resistant Protection (8 PD/8 ED)on the head
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 8 PD/8 ED
Description: None o the suits o body armordescribed above protect the head; or that, a char-acter needs to wear a helmet. Te PASG helmet(used by the US military until 2003) and the ACHhelmet and Lightweight Helmet (used by theArmy and Marines as o 2010) are made o Kevlar,making them more protective than the oldersteel helmets but lighter in weight. Some versionsare shaped to allow the wearer to easily mount anightvision device or communications equipment.
Game Information: Resistant Protection (8 PD/8ED) (24 Active Points); OIF (-½), Activation Roll8- (protects Locations 3-4; -1¾), Hal Mass (-½),Real Armor (-¼). otal cost: 6 points.
Options:
1) Face Shields: Some soldiers and police officersalso wear ballistic ace shields — large plateso transparent protective material designed toprotect the wearer’s ace. Tey offer relatively
little resistance to bullets; their main purposeis to keep thrown rocks and debris romhitting the wearer in ront (this also counts asa deense against NND Sight Group Flashesdefined as thrown mud, powder, or the like).Some model ace shields are worn on theirown, others attach to a helmet. Character also,or alternately, buys: Resistant Protection (3PD/3 ED) (9 Active Points); OIF (-½), Activa-tion Roll (protects Location 4 when attackedrom the ront; -2), Hal Mass (-½), RealArmor (-¼). otal cost: 2 points.
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244 n Defensive Technology Hero System 6th Edition
HolstersMost holsters just do what the typical holster
is designed to: carry a gun saely. But some typesprovide other benefits.
H CONCEALMENT HOLSTER
Effect: +1 to Concealment or a particularhandgun
Target: Sel Duration: Constant
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: A Concealment holster is speciallydesigned to help a character conceal a particulartype o handgun.
Game Information: +1 to Concealment (2 ActivePoints); IIF (-¼), Only For Hiding A ParticularHandgun (-2). otal cost: 1 point.
H FAST DRAW HOLSTER
Effect: +1 to Fast Draw
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Tis type o holster is speciallydesigned to allow the shooter to draw his gun
quickly. First developed by Wild West gunslingersin the late 1800s, they remain popular today.
Game Information: +1 to Fast Draw (Small Arms)(2 Active Points); OIF (-½). otal cost: 1 point.
Options:
1) Swivelling/Pivoting Holster: Used by some WildWest gunfighters, this holster is attached to thewearer’s belt by a stud and has an opening cutat the bottom. Instead o drawing his pistol,the shooter swivels the gun so that it’s pointingat the target, then pulls the trigger. Buy this
as: +2 to Fast Draw (Small Arms) (4 ActivePoints); OIF (-½), Requires A Fast Draw Roll(-½), Side Effects (i the roll ails, on a 13- rollthe character shoots himsel in the leg or oot;-¼). otal cost: 2 points.
2
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Hero System Equipment Guide n Chapter Two 24
2) Springsleeve Holster: Tis holster, popularwith Wild West gamblers in the movies, allowsa character to conceal a small gun (i.e., onewith a PER Mod o +1 or less, unless the GMwants to be really “dramatic”) up his sleeve.A spring built into the holster thrusts the gunright into the wearer’s hand when he flexeshis wrist a certain way. Buy this as: +2 to FastDraw (Small Arms) (4 Active Points); IIF (-¼),Requires A DEX Roll (-½), Side Effects (i theroll ails, the character ails to grab the gun andit goes sailing 1d6 meters away; -¼). otal cost:2 points.
Tactical Vests And Clothing
H CAMOUFLAGE CLOTHING
Effect: +1 to Stealth in appropriate settings
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0Breakability: 1 PD/1 ED
Description: Te military has camouflageuniorms or all sorts o environments (orexample, arctic, desert, orest/jungle, mountains,and urban). Te GM determines when camoclothing offers a bonus to its wearer.
Game Information: +1 to Stealth (2 ActivePoints); OIF (-½), Only Works In AppropriateSettings (-1). otal cost: 1 point.
H COMBAT VEST
Effect: Resistant Protection (4 PD/4 ED)plus various weapons
Target: Sel/Varies
Duration: Persistent/varies
Range: Sel/varies
END Cost: 0/varies
Breakability: 4 PD/4 ED
Description: Tis vest not only provides thewearer with protection in the torso region, itallows him to carry several weapons and gadgetseasily. Characters can design their own vests withindividualized selections o equipment.
Game Information:
Cost Power
4 Armored Vest: Resistant Protection (4 PD/4 ED);OIF (-½), Activation Roll 11- (-1), Half Mass
(-½), Real Armor (-¼)
17 Combat Vest Weapons: Multipower, 25-pointreserve; all OIF (multiple OAFs, -½)
1f 1) .41 Handgun: RKA 1½d6; OAF (-1), Beam
(-¼), Real Weapon (-¼), STR Minimum (10;-½), 2 clips of 12 Charges each (-0)
1f 2) Combat Knife: HKA 1d6 (plus STR); OAF (-1),Real Weapon (-¼)
1f 3) Smoke Grenades: Change Environment, -3to Sight Group PER Rolls, Area Of Effect (4m
Radius; +¼); OAF (-1), Activation Roll 14-(-¼), Range Based On STR (-¼), Real Weapon(-¼), 1 Continuing Charge lasting 3 Turns (-1)
1f 4) Flashlight: Sight Group Images, +3 to PER
Rolls; OAF (-1), Only To Create Light (-1), 1
Continuing Fuel Charge lasting 1 Hour (-0)Total cost: 25 points.
H POLICEMAN’S BELT
Effect: Various weapons and useul tools
Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: 1 PD/1 ED
Description: Tis is a slight variation on the tradi-tional “Sam Browne” belt worn by police officers.Characters can also design their own belts withindividualized selections o equipment.
Game Information:
Cost Power
70 Policeman’s Belt: Multipower, 105-pointreserve; all OIF (-½)
1f 1) .41 Handgun: RKA 1½d6; OAF (-1), Beam
(-¼), Real Weapon (-¼), STR Minimum (10,STR Minimum Doesn’t Add/Subtract Damage;-1), 2 clips of 12 Charges each (-0)
1f 2) Handcuffs: Entangle 3d6 (standard effect: 3
BODY), 6 PD/6 ED, Takes No Damage From Attacks (+½); OAF (-1), Set Effect (handsonly; -1), Does Not Prevent Use Of Accessible
Foci (-1), No Range (-½), Must Follow Grab OrTarget Must Be Willing (-½), Can Be Escaped Automatically With Modified Lockpicking OrContortionist Roll (-½), 1 Recoverable Charge
(-1¼)
1f 3) Tonfa: HA +3d6, Reduced Endurance (0 END;+½); OAF (-1), Hand-To-Hand Attack (-½),Real Weapon (-¼)
3f 4) Pepper Foam Spray: Sight Group Flash 5d6,NND (defense is solid eye covering, see text;+0), Delayed Recovery (each BODY equals 1
Turn of effect, see APG 99; +2); OAF (-1), NoRange (-½), Real Weapon (-¼), 12 Charges(-¼) (total cost: 25 points) plus Blast 3d6,NND (defense is solid eye covering; +1); OAF
(-1), No Range (-½), Real Weapon (-¼), 12Charges (-¼)
1f 5) Flashlight: Sight Group Images, +3 to PERRolls; OAF (-1), Only To Create Light (-1), 1
Continuing Fuel Charge lasting 1 Hour (-0)
1f 6) Walkie-Talkie: Radio Listen and Transmit(Radio Group); OAF (-1), Affected As HearingGroup As Well As Radio Group (-¼)
Total cost: 78 points.
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246 n Defensive Technology Hero System 6th Edition
SUPERHERO
DEFENSIVEEQUIPMENT
Deensive equipment really comes into itsown when Weird and Super echnologyare available to the PCs. Suddenly they’renot limited to wearing materials that can
protect them — they can use gadgets that generateorce-fields, take pills that harden their skin tothe consistency o steel, or devise other sorts oamazing protective gear.
WEIRD SCIENCEDEFENSIVE GADGETS
Weird Science doesn’t offer as much in the wayo protection as it does in weaponry, but it can stilldo a lot to preserve a character’s lie and health indangerous situations.
H BULLETPROOF UNDERSHIRT
Effect: Resistant Protection (6 PD), Activa-
tion Roll 11- Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 6 PD/6 ED
Description: Characters who can’t, or won’t, weara Wisbrod vest (see page 241) can sometimesget their hands on this marvelous Weird techdeense: an undershirt (or similar garment) that’sbeen chemically treated and/or made o specialsubstances so it can stop bullets!
Game Information: Resistant Protection (6 PD)(9 Active Points); OIF (-½), Activation Roll11- (covers Hit Locations 9-13; -1). otal cost: 4points.
Options:
1) Strong Bulletproof Undershirt: Increase to Resis-tant Protection (8 PD). 12 Active Points; totalcost 5 points.
2) Weak Bulletproof Undershirt: Decrease to Resis-tant Protection (4 PD). 6 Active Points; totalcost 2 points.
3) Bulletproof Clothing: Most o the character’sclothing is bulletproo, giving him a greater
range o protection. Change to Activation Roll14- (-¼). otal cost: 5 points.
H DEATH RAY-RESISTANT SUIT
Effect: Resistant Protection (2 ED), OnlyWorks Against Variant Death Ray
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0Breakability: 2 PD/2 ED
Description: Tis special protective suit is wovenwith platinum fibers and treated with specialchemicals so that it allows the wearer to resist theeffects o the awesome Variant Death Ray (seepage 118).
Game Information: Resistant Protection (2 ED)(3 Active Points); OIF (-½), Only Works AgainstVariant Death Ray (see above; -2). otal cost: 1point.
H IRONSKIN ELIXIR
Effect: Resistant Protection (8 PD/8 ED)
Target: Sel
Duration: Constant
Range: Sel
Charges: 4 Continuing Charges lasting 1Hour each
Breakability: 1 PD/1 ED
Description: When drunk, this marvelousproduct o Weird chemistry causes the imbiber’sskin to take on the consistency o steel whileremaining as flexible as one’s normal integument.
Game Information: Resistant Protection (8PD/8 ED), 4 Continuing Charges lasting 1 Houreach (+0) (24 Active Points); OAF Fragile (-1¼),Concentration (0 DCV throughout brewing; -1),Extra ime (6 Hours to brew; -3½), Requires AWeird Science Roll (to brew; -½). otal cost: 3points.
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Hero System Equipment Guide n Chapter Two 24
SUPERHERO DEFENSIVEGADGETS
Te ull range o deensive technology, romordinary body armors to devices that blithelydey logic, science, and common sense, are avail-able in the Superheroes genre. Many o thesegadgets, particularly the powered armor, are also
appropriate or many types o Science Fictioncampaigns.
POWERED ARMORTe concept o “powered armor” — a suit o
armor, usually (but not necessarily) high-tech, thatprovides a character with various abilities in addi-tion to protecting him rom attacks — is a avoriteone or superheroes. It encompasses a wide varietyo special effects and potential abilities. Many othe devices in this book could be incorporatedinto a suit o powered armor, or example.
Tis section describes various powered armorgadgets, and provides a system or creatingpowered armor suits quickly and easily. For thesake o simplicity, it makes certain assumptionsabout how much technology a character canfit into a suit o powered armor. You can easilychange the numbers involved i you preer, orignore the restrictions entirely. Furthermore, it’snot comprehensive, so you can easily substituteother gadgets i desired.
Tis system establishes a limit on the numbero Active Points’ worth o gadgets a charactercan build into various parts o a powered armorsuit (the helmet, the gauntlets, and so orth) inaddition to basic systems (a Protection System,lie support, communications, power systems).When a character randomly rolls up a suit opowered armor, it’s possible or him to end upwith more than 400 otal Points’ worth o systemsor his armor. In that case he needs to find a wayto reduce those points, either by getting rid osome systems, choosing less effective versionso those systems, or combining systems intoPower Frameworks — the tables just indicate themaximum amount o gadgets that could fit into asuit, so it’s up to the character to decide which othem to buy, and how. For example, a character
could buy the weapons in his armor’s chestplateand gauntlets as a single Multipower or much lessthan their individual Real Costs.
For purposes o this system, a suit o poweredarmor consists o five main assemblies, sections,or parts:
n Helmet
n Chestplate (including the “trunks” or skirt”protecting the waist/groin area)
n Gauntlets (including armpieces)
n Boots (including legpieces)
n External Modules
Powered armor suits are usually built witheither o two Limitations — Obvious Inacces-sible Focus or Only In Alternate Identity — tosimulate the nature o the suit. Since OIF is themost common (and usually the most appropriate)Limitation, it’s used as the deault below, but theoptions include OIAID versions o the gadgets.
Powered Armor Basics
All suits o armor come with our basicsystems: protection; lie support; communica-tions; and power.
PROTECTION SYSTEMS
First and oremost, a suit o powered armorprotects its wearer rom harm. How it does this— the strength o its high-tech materials, theorce-field it generates, or the like — dependson special effects, player preerence, and otherconsiderations. In game terms, the basic protec-tion is usually defined as Resistant Protection,though some suits use Damage Negation or otherDeense Powers instead.
H POWERED ARMOR STANDARDPROTECTION SYSTEM
Effect: Resistant Protection (15 PD/15 ED)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 15 PD/15 ED
Description: Te materials o the powered armorsuit, perhaps reinorced by an internal orce-fieldor the like, protect the wearer.
Game Information: Resistant Protection (15PD/15 ED) (45 Active Points); OIF (-½). otalcost: 30 points.
Options:
1) Strong Armor: Increase to Resistant Protection(20 PD/20 ED). 60 Active Points; total cost 40points.
2) Stronger Armor: Increase to Resistant Protec-tion (25 PD/25 ED). 75 Active Points; total cost50 points.
3) Really Strong Armor: Increase to ResistantProtection (30 PD/30 ED). 90 Active Points;
total cost 60 points.
POWERED ARMOR ANDEXOSKELETON SUBSYSTEMS
Active Points Of Gadgets In...
Type Of Suit Helmet Chestplate Gauntlet Boots
Powered Armor 60 120 75 each 60
Exoskeleton (14-) 45 75 50 each 45
Exoskeleton (11-) 30 50 30 each 30
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248 n Defensive Technology Hero System 6th Edition
4) Weak Armor: Decrease to Resistant Protection(10 PD/10 ED). 30 Active Points; total cost 20points.
5) Hardened Armor: Add Hardened (+¼) to Resis-tant Protection:
Standard: 56 Active Points; total cost 37points.
Strong: 75 Active Points; total cost 50 points.
Weak: 37 Active Points; total cost 25 points.
6) Impenetrable Armor: Add Impenetrable (+¼) toResistant Protection:
Standard: 56 Active Points; total cost 37points.
Strong: 75 Active Points; total cost 50 points.
Weak: 37 Active Points; total cost 25 points.
7) Hardened, Impenetrable Armor: Add Hardened(+¼) and Impenetrable (+¼) to ResistantProtection:
Standard: 67 Active Points; total cost 45points.
Strong: 90 Active Points; total cost 60 points.
Weak: 45 Active Points; total cost 30 points.
8) Variant Armor I: Substitute OIAID (-¼) or OIF(-½):
Standard: 45 Active Points; total cost 36points.
Strong: 60 Active Points; total cost 48 points.
Weak: 30 Active Points; total cost 24 points.
9) Variant Armor II: Change to Damage Negation:
Standard: -5 DCs Physical and Energy. 50Active Points; total cost 33 points.
Strong: -6 DCs Physical and Energy. 60Active Points; total cost 40 points.
Weak: -4 DCs Physical and Energy. 40 ActivePoints; total cost 27 points.
OIAID: Standard: -5 DCs Physical andEnergy. 50 Active Points; total cost 40 points.
10) Exoskeleton: Instead o having a ull-fledgedsuit o powered armor, the character has anexoskeleton — a partial suit that augmentshis natural abilities and/or provides him withadvanced personal weaponry, but whichdoesn’t ully enclose his body or offer as muchprotection as powered armor. o create a basicexoskeleton, apply the Limitation ActivationRoll to the Standard Protection System:
OIF, Activation Roll 14- (-¼):
Standard: 45 Active Points; total cost 26
points.
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Hero System Equipment Guide n Chapter Two 24
Strong: 60 Active Points; total cost 34 points.
Weak: 30 Active Points; total cost 17 points.
OIAID, Activation Roll 14- (-¼):
Standard: 45 Active Points; total cost 30points.
Strong: 60 Active Points; total cost 40 points.
Weak: 30 Active Points; total cost 20 points.
OIF, Activation Roll 11- (-½):
Standard: 45 Active Points; total cost 22points.
Strong: 60 Active Points; total cost 30 points.
Weak: 30 Active Points; total cost 15 points.
OIAID, Activation Roll 11- (-½):
Standard: 45 Active Points; total cost 26points.
Strong: 60 Active Points; total cost 34 points.
Weak: 30 Active Points; total cost 17 points.
Since an exoskeleton has less space or installedsystems, it can’t carry as many Active Points’worth o gadgets as a true powered armor suit can.
Te table on page 247 lists the suggested guide-lines or the amount o gadgetry a character caninstall.
H POWERED ARMOR COMBINEDPROTECTION SYSTEM
Effect: Physical and Energy DamageReduction, Resistant, 50%
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 12 PD/12 ED
Description: Tis orm o powered armorcombines both high-tech materials and variable-yield orce-fields to provide excellent protectionagainst a wide spectrum o attacks.
A similar system used in some poweredarmor suits creates a dimensional shunt fieldthat surrounds the wearer. Te field transers theenergy o an attack into an uninhabited adjacentdimension so that it causes the wearer less harm.
Game Information: Physical and Energy DamageReduction, Resistant, 50% (60 Active Points); OIF(-½). otal cost: 40 points.
Options:1) Strong Protection: Increase to Physical and
Energy Damage Reduction, Resistant, 75%. 120Active Points; total cost 80 points.
2) Weak Protection: Decrease to Physical andEnergy Damage Reduction, Resistant, 25%. 30Active Points; total cost 20 points.
3) Realistic Protection: Add Costs Endurance(-½). otal cost: 30 points.
4) Variant Armor: Substitute OIAID (-¼) or OIF(-½):
Standard: 60 Active Points; total cost 48points.
Strong: 120 Active Points; total cost 96points.
Weak: 30 Active Points; total cost 24 points.
H POWERED ARMORCOOLING SYSTEM
Effect: Resistant Protection (10 ED), OnlyVersus Fire/Heat
Target: Sel
Duration: Constant
Range: Sel
Charges: 12
Breakability: 2 DEF (or 10 ED)
Description: o protect the wearer againstextreme heat, fire, and the like, this armor systemgenerates a cooling effect throughout the armor.It’s so powerul the cooling effect surrounds thearmor with a thin coating o ice.
Game Information: Resistant Protection (10 ED)(15 Active Points); OIF (-½), Only Versus Fire/Heat (-½), 12 Charges (-¼). otal cost: 7 points.
Options:
1) Strong Cooling System: Increase to ResistantProtection (14 ED). 21 Active Points; total cost9 points.
2) Weak Cooling System: Decrease to ResistantProtection (6 ED). 9 Active Points; total cost 4points.
3) Realistic Cooling System: Te icy coating makesit harder or the character to move his limbs.Add Side Effects (-3 DEX, always occurs; -½).otal cost: 5 points.
4) Experimental Cooling System: Te Cooling
System is a prototype and sometimes ails towork properly. Add Activation Roll 14- (-¼).otal cost: 6 points.
5) Advanced Cooling System: Tis orm oCooling System works so well that it gener-ates a coating o ice around the armor thickenough to provide physical protection. Te icealso makes the character heavier. Change to:Resistant Protection (6 PD/10 ED) (24 ActivePoints); OIF (-½), 12 Charges (-¼) (total cost:15 points) plus Knockback Resistance -2m(2 Active Points); OIF (-½), Linked (-½), 12Charges (-¼) (total cost: 1 point). otal cost:16 points.
6) Variant Armor: Substitute OIAID (-¼) or OIF(-½):
Standard: 21 Active Points; total cost 10points.
Strong: 21 Active Points; total cost 10 points.
Weak: 9 Active Points; total cost 4 points.
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250 n Defensive Technology Hero System 6th Edition
H POWERED ARMOR EXOTICDEFENSE SYSTEM
Effect: Power Deense (12 points)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Tis system generates a low-level, variable amplitude orce-field that offers protec-tion against many types o exotic attacks, such asDrains and ransorms.
Game Information: Power Deense (12 points) (12Active Points); OIF (-½). otal cost: 8 points.
Options:
1) Strong Protection: Increase to Power Deense(18 points). 18 Active Points; total cost 12points.
2) Weak Protection: Decrease to Power Deense (8points). 8 Active Points; total cost 5 points.
3) Realistic System: Add Costs Endurance (-½).otal cost: 6 points.
4) Variant System: Substitute OIAID (-¼) or OIF(-½):
Standard: 12 Active Points; total cost 10points.
Strong: 18 Active Points; total cost 14 points.
Weak: 8 Active Points; total cost 6 points.
H POWERED ARMOR FIRESUPPRESSION SYSTEM
Effect: Dispel 16d6, any one Fire power
Target: One fire
Duration: Instant
Range: 10m
Charges: 4
Breakability: 14 PD/14 ED
Description: Te character’s armor contains ductsfilled with fire-retarding oam. I his suit catcheson fire, he can release the oam to snuff the flames.I necessary, he can even project the oam overshort distances to put out other fires.
For fire powers possessed by characters, use theActive Points in the power to determine whetherthe Dispel works. At the GM’s option, separatefires caused by a character’s power may also usethis rule, instead o the one or natural fires.
For natural fires, i a fire fills a 1m radius areaor less, use its Active Points (typically or anRKA, Constant) to determine whether the Dispel
works (see 6E2 150 or suggested damage rangesor fires). I it fills a larger area, the character caneither extinguish it in 1m radius area sections, orin larger “pieces.” o determine the Active Pointsor a large fire, apply an appropriate Advantage(Area O Effect, typically) to the Powers used tocreate the fire.
Extinguishing a fire doesn’t get rid o thesmoke it generated, or reverse any effects it mayalready have caused (like heating an area or weak-ening the structure o a building).
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Hero System Equipment Guide n Chapter Two 25
Game Information: Dispel 16d6, Variable Effect(any one Fire/Heat Power at a time; +½) (72Active Points); OIF (-½), Limited Range (10m;-¼), 4 Charges (-1). otal cost: 26 points.
Options:
1) Strong Suppression System: Increase to Dispel20d6. 90 Active Points; total cost 33 points.
2) Weak Suppression System: Decrease to Dispel12d6. 54 Active Points; total cost 20 points.
3) Realistic Suppression System: Te ducts in thearmor really can’t hold much oam. Decrease to2 Charges (-1½). otal cost: 22 points.
4) Experimental Suppression System: Sometimesthe oam, an experimental substance, clogs upthe ducts. Add Activation Roll 14- (-¼). otalcost: 24 points.
5) More Foam: Increase to 8 Charges (-½). otalcost: 32 points.
6) Enhanced Suppression System I: Change toExpanded Effect + Variable Effect (any twoFire/Heat Powers simultaneously; +1). 96Active Points; total cost 35 points.
7) Enhanced Suppression System II: Change toExpanded Effect + Variable Effect (any twoFire/Heat Powers simultaneously; +2). 144Active Points; total cost 52 points.
8) Enhanced Suppression System III: Change toExpanded Effect + Variable Effect (all Fire/HeatPowers simultaneously; +4). 240 Active Points;total cost 87 points.
9) Variant Armor: Substitute OIAID (-¼) or OIF(-½):
Standard: 72 Active Points; total cost 24points.
Strong: 90 Active Points; total cost 36 points.
Weak: 54 Active Points; total cost 22 points.
H POWERED ARMOR FORCE-FIELD GENERATOR
Effect: Resistant Protection (20 PD/20 ED)
Target: Sel
Duration: Constant
Range: Sel
END Cost: 6
Breakability: 20 PD/20 ED
Description: Some types o powered armor
protect the wearer not because the materials usedto build them are inherently strong, but becausethey contain devices that generate a powerulorce-field. While this offers more protectionthan the Armor version, as a Constant Power itshuts off i the character is Stunned or KnockedOut (unless the END comes rom an EnduranceReserve, such as the Powered Armor StandardBattery).
Game Information: Resistant Protection (20PD/20 ED) (60 Active Points); OIF (-½), CostsEndurance (-½). otal cost: 30 points.
Options:
1) Strong Force-Field: Increase to ResistantProtection (25 PD/25 ED). 75 Active Points;total cost 37 points.
2) Weak Force-Field: Decrease to Resistant Protec-tion (15 PD/15 ED). 45 Active Points; total cost22 points.
3) High-Energy Force-Field I: Add Hardened (+¼)to Force-Field:
Standard: 75 Active Points; total cost 37points.
Strong: 94 Active Points; total cost 47 points.
Weak: 56 Active Points; total cost 28 points.
4) High-Energy Force-Field I: Add Impenetrable(+¼) to Force-Field:
Standard: 75 Active Points; total cost 37points.
Strong: 94 Active Points; total cost 47 points.
Weak: 56 Active Points; total cost 28 points.
5) Extensible Force-Field: Te wearer o the armorcan extend the Force-Field to protect carriedobjects and persons. Add Protects Carried
Items to Force-Field:
Standard: 70 Active Points; total cost 35points.
Strong: 85 Active Points; total cost 42 points.
Weak: 55 Active Points; total cost 27 points.
6) Self-Powered Force-Field: Te orce-fieldhas its own power source, or can draw onother sources (such as sunlight) to keep itselunctioning even when the person wearingthe armor is unconscious or Stunned. RemoveCosts Endurance (-½):
RANDOM POWERED ARMORDEFENSE SYSTEMS TABLE
Roll 2d6 to choose a package of defensive systems. This table assumes most
powered armor suits have about 70-80 Active Points’ worth of defensive
abilities.
Roll (2d6) Defense Devices
2-3 Standard Protection System, Resilience Augmentation, StandardCooling System
(75 Active Points; Real Points 45 [OIF] or 54 [OIAID])
4-6 Weak Force-Field Generator, Weak Combined Protection
System
(75 Active Points; Real Points 42 [OIF] or 50 [OIAID])
7-8 Standard Protection System, Weak Combined Protection
System
(75 Active Points; Real Points 50 [OIF] or 60 [OIAID])
9-10 Strong Standard Protection System, Exotic Defense System
(72 Active Points; Real Points 48 [OIF] or 58 [OIAID])
11-12 Standard Force Shield Generator, Exotic Defense System(80 Active Points; Real Points 42 [OIF] or 49 [OIAID])
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252 n Defensive Technology Hero System 6th Edition
Standard: 60 Active Points; total cost 40points.
Strong: 75 Active Points; total cost 50 points.
Weak: 45 Active Points; total cost 30 points.
7) Variant Force-Field: Substitute OIAID (-¼) orOIF (-½):
Standard: 60 Active Points; total cost 34points.
Strong: 75 Active Points; total cost 43 points.
Weak: 45 Active Points; total cost 26 points.
8) Advanced Force-Field: Tis orm o the deviceoffers a much wider range o protection,Change to: Resistant Protection (16 PD/16ED/9 Mental Deense/9 Power Deense). 75Active Points; total cost 37 points.
9) Tunable Force-Field: Add Allocatable (+¼). 75Active Points; total cost 37 points.
H POWERED ARMOR FORCESHIELD GENERATOR
Effect: Barrier 10 PD/10 ED, 10 BODY (up
to 8m long, 4m high, and ½m thick) Target: Varies
Duration: Constant
Range: 690m
END Cost: 7
Breakability: 14 PD/14 ED
Description: Tis system, most commonly builtinto powered armor that generates a orce-fieldto protect the wearer, allows the wearer to createa movable barrier o orce at range. In addition toits many deensive uses, the wearer can use it toenglobe an enemy.
Game Information: Barrier 10 PD/10 ED, 10BODY (up to 8m long, 4m high, and ½m thick),Non-Anchored, Dismissable (68 Active Points);OIF (-½), Costs Endurance (to maintain; -½).otal cost: 34 points.
Options:
1) Strong Force Shield: Increase to Barrier 12PD/12 ED, 12 BODY. 76 Active Points; totalcost 38 points.
2) Weak Force Shield: Decrease to Barrier 8 PD/8ED, 8 BODY. 60 Active Points; total cost 30points.
3) High-Energy Force Shield: Add Hardened (+¼)
to Barrier: Standard: 85 Active Points; total cost 42
points.
Strong: 95 Active Points; total cost 47 points.
Weak: 75 Active Points; total cost 37 points.
4) Opaque Force Shield: Te Force Shield isopaque, thus shielding the user rom sight aswell as attacks. Add Opaque (Sight Group) toBarrier:
Standard: 78 Active Points; total cost 39points.
Strong: 86 Active Points; total cost 43 points.
Weak: 70 Active Points; total cost 35 points.
5) Variant Armor: Substitute OIAID (-¼) or OIF(-½):
Standard: 68 Active Points; total cost 39points.
Strong: 76 Active Points; total cost 43 points.
Weak: 60 Active Points; total cost 34 points.
H POWERED ARMOR RESILIENCE AUGMENTATION
Effect: +20 CON
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 4 PD/4 ED
Description: o reflect a suit o powered armor’s
ability to protect its wearer rom the stunningeffect o impacts and the like, designers give it thepower to enhance its wearer’s CON.
Game Information: +20 CON (20 Active Points);OIF (-½), Does Not Apply o CON Rolls (-¼).otal cost: 11 points.
Options:
1) Strong Augmentation: Increase to +25 CON. 25Active Points; total cost 14 points.
2) Weak Augmentation: Decrease to +15 CON. 15Active Points; total cost 8 points.
3) Variant Augmentation: Substitute OIAID (-¼)or OIF (-½):
Standard: 20 Active Points; total cost 13points.
Strong: 25 Active Points; total cost 17 points.
Weak: 15 Active Points; total cost 10 points.
LIFE SUPPORT SYSTEMS
“Deense” doesn’t just include protecting awearer rom the direct physical harm caused byattacks, weapons, collisions, and the like. It alsoreers to preserving his lie and health in the aceo dangerous environmental conditions. Tus,most suits o powered armor come equipped withone or more orms o Lie Support. A built-in air
supply (Sel-Contained Breathing) is the primaryorm o Lie Support incorporated into armors,but many others are possible.
Te random powered armor generation systemassumes all powered armor suits have the ull 22Real Points’ worth o Lie Support listed below.
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Hero System Equipment Guide n Chapter Two 25
H POWERED ARMOR LIFESUPPORT SYSTEMS
Effect: Lie Support (various types)
Target: Sel
Duration: Persistent
Range: Sel
Charges: Varies
Breakability: Varies
Description: Te powered armor has one ormore systems designed to protect the wearer’s lieand health in hostile environments. A charactermay buy any o these or his suit o armor that hewishes; he doesn’t have to buy some as a prerequi-site or buying others.
Game Information:
Cost Power
7 Internal Oxygen Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF
(-½), 1 Continuing Fuel Charge (replacementoxygen supply, Easy to obtain; 6 Hours; -0)
6 Environmental Protection Systems: LifeSupport (Safe Environments: High Pressure,
High Radiation, Intense Cold, Intense Heat,Low Pressure/Vacuum) (9 Active Points); OIF(-½)
2 Food Concentrate Capsules: Life Support
(Diminished Eating: no need to eat) (3 ActivePoints); OIF (-½), 1 Continuing Fuel Charge(replacement food capsules, Easy to obtain; 1Week; -0)
7 NBC-Proof Sealed System: Immunity (allterrestrial poisons, diseases, and biologicaland chemical warfare agents) (10 Active
Points); OIF (-½)
Options:
1) Variant Life Support Systems: Substitute OIAID(-¼) or OIF (-½):
Cost Power
8 Internal Oxygen Supply
7 Environmental Protection Systems
2 Food Concentrate Capsules
8 NBC-Proof Sealed System
COMMUNICATIONS SYSTEMS
Even the earliest powered armor suits had basicradios, and most modern ones have sophisticatedcommunications equipment.
Te random powered armor generation systemdoes not include any communications systems.
H POWERED ARMORCOMMUNICATIONS SUITE
Effect: HRRP (Radio Group)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Tis communications suite,commonly ound (in various configurations) intwenty-first century powered armors, providesboth audio and video transmission and receptioncapabilities across the broadcast spectrum.
Game Information: HRRP (Radio Group) (12Active Points); OIF (-½), Affected As Sight AndHearing Group As Well As Radio Group (-½).otal cost: 6 points.
Options:
1) Strong Communications Suite: Add +3 PER. 15Active Points; total cost 7 points.
2) Weak Communications Suite: Change to RadioPerception/ransmission (Radio Group) andAffected As Hearing Group As Well As RadioGroup (-¼). 10 Active Points; total cost 6points.
3) Really Weak Communications Suite: Te char-acter can receive radio broadcasts, but cannottransmit his own. Change to Radio Perception(Radio Group) and Affected As Hearing GroupAs Well As Radio Group (-¼). 8 Active Points;total cost 4 points.
4) Realistic Communications Suite: Te commu-nications suite draws on the armor’s power
supply. Add Costs Endurance (-½). otal cost:5 points.
5) Variant Communications Suite: SubstituteOIAID (-¼) or OIF (-½). otal cost: 7 points.
H POWERED ARMOR CLOSEDCOMMUNICATIONS SYSTEM
Effect: Mind Link, specific group o any 8minds
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 8 PD/8 ED
Description: o ensure secure communica-tions among a group o characters, some ormso powered armor come equipped with a closedcommunication system. Tis device can onlytransmit and receive inormation rom other suchsystems, so some orms o powered armor haveboth it and a Communications Suite.
Game Information: Mind Link, specific groupo up to any 8 minds, No LOS Needed (35 ActivePoints); OIF (-½), Only With Others Who HaveMind Link (-1), Affected As Radio And Hearing
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Hero System Equipment Guide n Chapter Two 25
Helmet SystemsIn addition to a powered armor suit’s commu-
nications systems, which are usually installed inthe suit’s helmet, a helmet can contain up to 60 Active Points’ worth o devices. Here are somepossibilities:
DEFENSIVE HELMET GADGETS
H POWERED ARMORPSIONIC SHIELDING
Effect: Mental Deense (10 points)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Many powered armor helmets havebuilt-in shielding that creates “psionic interer-ence” to protect the wearer against Mental Powers.
Game Information: Mental Deense (10 points)(10 Active Points); OIF (-½). otal cost: 7 points.
Options:
1) Strong Shielding: Increase to Mental Deense(15 points). 15 Active Points; total cost 10points.
2) Weak Shielding: Decrease to Mental Deense (5points). 5 Active Points; total cost 3 points.
3) Realistic Shielding: Te Shielding draws on thearmor’s power supply. Add Costs Endurance(-½). otal cost: 5 points.
4) Variant Shielding: Substitute OIAID (-¼) orOIF (-½):
Standard: 10 Active Points; total cost 8points.
Strong: 15 Active Points; total cost 12 points.
Weak: 5 Active Points; total cost 4 points.
H POWERED ARMORPOLARIZED LENSES
Effect: Sight Group Flash Deense (10points)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Many powered armor helmets havepolarized lenses over the eyes, or entire polarizedaceplates, that shield the wearer’s eyes rom brightlights.
Game Information: Sight Group Flash Deense(10 points) (10 Active Points); OIF (-½). otalcost: 7 points.
Options:
1) Strong Lenses: Increase to Sight Group FlashDeense (15 points). 15 Active Points; total cost10 points.
2) Weak Lenses: Decrease to Sight Group FlashDeense (5 points). 5 Active Points; total cost 3points.
3) Variant Lenses: Substitute OIAID (-¼) or OIF(-½):
Standard: 10 Active Points; total cost 8points.
Strong: 15 Active Points; total cost 12 points.
Weak: 5 Active Points; total cost 4 points.
4) Other Sensory Shields: You can substituteany other Sense Group or the Sight Group idesired, or buy it in addition to the PolarizedLenses. Audio Dampers (Hearing Group) areparticularly popular.
RANDOM POWERED ARMOR HELMET TABLERoll 1d6 to choose a 60 Active Point package of Helmet devices:
Roll(1d6) Helmet Devices
1 Polarized Lenses (10 points), Audio Dampers (10 points), 360 Vision, Rada
Array, Standard Thermalvision, UV Vision
(60 Active Points; Real Points 37 [OIF] or 43 [OIAID])
2 Psionic Shielding (10 points), Polarized Lenses (10 points), Audio Dampers
(10 points), Parabolic Hearing System, Sensory Augmentation Systems,
Telescopic Lenses, Ultrasonic Hearing
(60 Active Points; Real Points 41 [OIF] or 47 [OIAID])3 Polarized Lenses (10 points), Audio Dampers (10 points), Sight Magnifica-
tion System, Telescopic Lenses, Thermalvision (Standard and Heat Trace-
Tracking), UV Vision (1 point unspent)
(59 Active Points; Real Points 39 [OIF] or 47 [OIAID])
4 Psionic Shielding (10 points), Polarized Lenses (5 points), Audio Dampers
(5 points), Nightsight, Radar Array, Sensory Augmentation Systems, Stan-
dard Thermalvision (1 point unspent)
(59 Active Points; Real Points 35 [OIF] or 42 [OIAID])
5 Psionic Shielding (10 points), Polarized Lenses (10 points), Audio Dampers
(10 points), 360 Vision, Thermalvision (Standard and High-Powered)
(60 Active Points; Real Points 37 [OIF] or 43 [OIAID])
6 Polarized Lenses (10 points), Audio Dampers (5 points), Radar Array,Thermalvision (Standard and High-Powered), UV Vision
(60 Active Points; Real Points 32 [OIF] or 38 [OIAID])
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256 n Defensive Technology Hero System 6th Edition
SENSORY HELMET GADGETS
Virtually all powered armor suits provide someorm o additional or enhanced senses or thewearer.
H POWERED ARMOR SENSORYENHANCEMENTS
Effect: Various Enhanced Senses
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: Breakable; DEF varies
Description: Most powered armor designersincorporate one or more sensory devices into theirsuits. A character can buy as many o these devicesas he wishes; he doesn’t have to buy some as aprerequisite or buying others.
Game Information:Cost Power (OIF)
7 360 Vision: Increased Arc Of Perception (SightGroup) (10 Active Points); OIF (-½)
3 Nightsight: Nightvision (5 Active Points); OIF
(-½)
6 Parabolic Hearing System: +6 versus RangeModifier for Hearing Group (9 Active Points);OIF (-½)
10 Radar Array: Radar (Radio Group), Increased
Arc Of Perception (360 Degrees) (20 ActivePoints); OIF (-½), Affected As Sight Group AsWell As Radio Group (-½)
6 Sensory Augmentation Systems: +3 PER withall Sense Groups (9 Active Points); OIF (-½)
10 Sight Magnification System: Microscopic(x1,000) for Sight Group (15 Active Points);
OIF (-½)
10 Sonar Array: Active Sonar (Hearing Group),Increased Arc Of Perception (360 Degrees)(20 Active Points); OIF (-½), Affected As Sight
Group As Well As Hearing Group (-½)
6 Telescopic Lenses: +6 versus Range Modifierfor Sight Group (9 Active Points); OIF (-½)
3 Thermalvision, Standard: Infrared Perception
(Sight Group) (5 Active Points); OIF (-½)
6 Thermalvision, High-Powered: Fully Penetra-tive for Sight Group (stopped by walls or likeobjects 1m thick or thicker, force-fields, or
anything that would block the ability to senseheat) (15 Active Points); OIF (-½), Limited
Effect (can only see what could be seen withInfrared Perception; -1)
3 Thermalvision, Heat Trace-Tracking: Trackingfor Infrared Perception (5 Active Points); OIF(-½)
2 Ultrasonic Hearing: Ultrasonic Perception
(Hearing Group) (3 Active Points); OIF (-½)
3 UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)
Cost Power (OIAID)
8 360 Vision
4 Nightsight
7 Parabolic Hearing System
11 Radar Array
7 Sensory Augmentation Systems
12 Sight Magnification System
11 Sonar Array
7 Telescopic Lenses
4 Thermalvision, Standard
7 Thermalvision, High-Powered
4 Thermalvision, Heat Trace-Tracking
2 Ultrasonic Hearing
4 UV Vision
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Hero System Equipment Guide n Chapter Two 25
Chestplate SystemsA chestplate can contain up to 120 Active
Points’ worth o devices. Here are somepossibilities:
H POWERED ARMOR ELECTRONICWARFARE SYSTEM
Effect: Variable Power Pool (60 points) or
Electronic Warare Systems Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: 18 PD/18 ED
Description: Some suits o powered armor comeequipped with powerul electronic warare (EW)systems — radar jammers and spooers, broadcastintererence fields, electronic countermeasuresand counter-countermeasures, and so orth.Because there are so many ways to create such
systems in game terms, this power is representedas a Variable Power Pool (the character changesthe Pool with Systems Operation). Possible powersthe character could buy with it include, but aren’tlimited to, Suppress Radar (or Electronic WarareSystems), Radio Sense Group Images, EnhancedPerception or the Radio Sense Group, ChangeEnvironment or Darkness to inhibit the use oRadio Senses.
Game Information: Electronic Warare System:Variable Power Pool, 60 Pool + 60 Control Cost;OIF (-½), Only For EW Systems (-½). otal cost:75 points.
Options:1) Strong EW: Increase to Variable PowerPool, 90 Pool + 90 Control Cost. otal cost: 112points.
2) Weak EW: Decrease to Variable Power Pool, 45Pool + 50 Control Cost. otal cost: 57 points.
3) Experimental EW: Miniaturizing such complextechnology makes it prone to ailure. Add Acti- vation Roll 14- (-¼). otal cost: 73 points.
4) Variant EW: Substitute OIAID (-¼) or OIF(-½):
Standard: otal cost 77 points.
Strong: otal cost 116 points.
Weak: otal cost 59 points.
H POWERED ARMORHOLO-GENERATOR
Effect: Sight and Hearing Group Images, -3to PER Rolls
Target: 4m Radius
Duration: Constant
Range: 300m
END Cost: 3Breakability: 6 PD/6 ED
Description: Tis device allows the wearer toproject realistic holograms that affect others’senses o sight and hearing. In addition to itstactical uses, a Holo-Generator can cover thepowered armor itsel with an illusion that makesit look like ordinary clothing or the like. (Whenthe wearer uses a Holo-Generator to “disguise”himsel this way, the GM should allow the Imageto move with him as he moves.)
Game Information: Sight and Hearing GroupImages, -3 to PER Rolls, Area O Effect (4m
Radius; +¼) (30 Active Points); OIF (-½). otalcost: 20 points.
Options:
1) Strong Holo-Generator: Increase to -5 to PERRolls. 37 Active Points; total cost 25 points.
2) Weak Holo-Generator: Decrease to -2 to PERRolls. 26 Active Points; total cost 17 points.
3) Realistic Holo-Generator: Tis orm o Holo-Generator can only make the armor look likeordinary clothing and the like. Add No Range(-½) and Set Effect (see text; -½). 12 points.
RANDOM POWERED ARMORCHESTPLATE TABLE
Roll 1d6 to choose a 120 Active Point package of Chestplate devices:
Roll(1d6) Chestplate Devices
1 Strong Tangleweb Sprayer, Weak Vari-Beam Projector
(120 Active Points; Real Points 74 [OIF] or 88 [OIAID])
2 Strong Strength Augmentation I, Standard Vari-Beam Projector
(120 Active Points; Real Points 72 [OIF] or 86 [OIAID])
3 Standard Holo-Generator, Weak Strength Augmentation, Weak Vari-
Beam Projector
(120 Active Points; Real Points 75 [OIF] or 89 [OIAID])
4 Weak Smokescreen Generator, Spotlight, Weak Vari-Beam Projector
(7 points unspent)
(113 Active Points; Real Points 60 [OIF] or 70 [OIAID])
5 Weak Strength Augmentation, Strong Vari-Beam Projector
(120 Active Points; Real Points 75 [OIF] or 89 [OIAID])
6 Strong Holo-Generator, Spotlight, Standard Tangleweb Sprayer
(120 Active Points; Real Points 66 [OIF] or 76 [OIAID])
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258 n Defensive Technology Hero System 6th Edition
4) Experimental Holo-Generator: Te Holo-Gener-ator is a prototype that doesn’t always work.Add Activation Roll 14- (-¼). otal cost: 17
points.5) Variant Holo-Generator: Substitute OIAID (-¼)
or OIF (-½):
Standard: 30 Active Points; total cost 24points.
Strong: 37 Active Points; total cost 30 points.
Weak: 26 Active Points; total cost 21 points.
H POWERED ARMORSMOKESCREEN GENERATOR
Effect: Darkness to Sight Group
Target: 6m Radius
Duration: Constant
Range: No Range
Charges: 4 Continuing Charges
Breakability: 6 PD/6 ED
Description: Te armor has a system o micro-ducts that contain two chemicals. Normally thesechemicals remain separate, and thus inert. Oncybernetic command, the system mixes the two,generating a thick cloud o smoke around thewearer. Te smokescreen moves with the weareras he moves, but blinds him as it does everyoneelse i he doesn’t have sensory equipment that can“see” through it.
Game Information: Darkness to Sight Group 6mradius (30 Active Points); OIF (-½), No Range(-½), 4 Continuing Charges lasting 1 urn each
(removed by winds or rain; -½). otal cost: 12points.
Options:
1) Strong Smokescreen: Increase to Darkness toSight Group 8m radius. 40 Active Points; totalcost 16 points.
2) Weak Smokescreen: Decrease to Darkness toSight Group 4m radius. 20 Active Points; totalcost 8 points.
3) Experimental Smokescreen: Te SmokescreenGenerator is experimental technology anddoesn’t always work. Add Activation Roll 14-(-¼). otal cost: 11 points.
4) Tuned Smokescreen: Te character’s helmet haslenses that are specially “tuned” to the smokeso the wearer can see through it. Add PersonalImmunity (+¼). 37 Active Points; total cost 15points.
5) Variant Smokescreen Generator: SubstituteOIAID (-¼) or OIF (-½):
Standard: 30 Active Points; total cost 13points.
Strong: 40 Active Points; total cost 18 points.
Weak: 20 Active Points; total cost 9 points.
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Hero System Equipment Guide n Chapter Two 25
H POWERED ARMOR SPOTLIGHT
Effect: Sight Group Images, +4 to PERRolls
Target: 2m Radius
Duration: Constant
Range: 60m
END Cost: 3
Breakability: 7 PD/7 ED
Description: With this device installed, the wearero a suit o powered armor never has to worryabout not seeing clearly at night.
Game Information: Sight Group Images, +4 toPER Rolls, Area O Effect (2m Radius; +¼) (33Active Points); OIF (-½), Limited Range (60m;-¼), Only o Create Light (-1). otal cost: 12points.
Options:
1) Variant Spotlight: Substitute OIAID (-¼) orOIF (-½). otal cost: 13 points.
H POWERED ARMOR STRENGTH AUGMENTATION
Effect: +40 SR
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 8 PD/8 ED
Description: Te motors and hydraulic systemsbuilt into the chestplate o a suit o poweredarmor, in conjunction with subsidiary motorslocated in the arms and legs, enhance the wearer’s
strength.
Game Information: +40 SR (40 Active Points);OIF (-½). otal cost: 27 points.
Options:
1) Strong Augmentation I: Increase to +45 SR. 45Active Points; total cost 30 points.
2) Strong Augmentation II: Increase to +50 SR. 50Active Points; total cost 33 points.
3) Weak Augmentation: Decrease to +30 SR. 30Active Points; total cost 20 points.
4) Variant Augmentation: Substitute OIAID (-¼)or OIF (-½):
Standard: 40 Active Points; total cost 32points.
Strong I: 45 Active Points; total cost 36points.
Strong II: 50 Active Points; total cost 40points.
Weak: 30 Active Points; total cost 24 points.
H POWERED ARMOR TANGLEWEB SPRAYER
Effect: Entangle 5d6, 5 PD/5 ED
Target: One character
Duration: Instant
Range: 60m
Charges: 10 Boostable Charges
Breakability: 10 PD/10 ED
Description: Tis device consists o a supply otangleweb stored within the armor and one ormore projection points in the chestplate o thearmor. When cybernetically activated, the weaponsprays the target with tangleweb; the user cancontrol how much is sprayed, using extra to morefirmly Entangle the victim i necessary.
Game Information: Entangle 5d6, 5 PD/5 ED (50Active Points); OIF (-½), Limited Range (60m;-¼), 10 Boostable Charges (-0). otal cost: 28points.
Options:
1) Strong Sprayer: Increase to Entangle 6d6, 6PD/6 ED. 60 Active Points; total cost 34 points.
2) Weak Sprayer: Decrease to Entangle 4d6, 4PD/4 ED. 40 Active Points; total cost 23 points.
3) Experimental Sprayer: Tis system isn’t yetperected; sometimes the tangleweb doesn’tproject properly and gums it up. Add Activa-tion Roll 14- Jammed (-½). otal cost: 22points.
4) Variant Sprayer: Substitute OIAID (-¼) or OIF(-½):
Standard: 50 Active Points; total cost 33points.
Strong: 60 Active Points; total cost 40 points. Weak: 40 Active Points; total cost 27 points.
H POWERED ARMOR VARI-BEAM PROJECTOR
Effect: Blast 10d6, Variable Special Effects
Target: One character
Duration: Instant
Range: 750m
END Cost: 7
Breakability: 15 PD/15 ED
Description: Tis device is a variable-phaseweapon that can project a wide variety o energybeams — rom concussive blasts, to ice bolts,to heat jets, to magnetic bolts, to orce beams...and everything in between. It’s typically built sothat it has a projecting lens in the center o thechestplate, or two tandem lenses located over thecollarbones.
Game Information: Blast 10d6, Variable SpecialEffects (+½) (75 Active Points); OIF (-½). otalcost: 50 points.
Options:
1) Strong Vari-Beam: Increase to Blast 12d6. 90
Active Points; total cost 60 points.
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260 n Defensive Technology Hero System 6th Edition
2) Weak Vari-Beam: Decrease to Blast 8d6. 60Active Points; total cost 40 points.
3) Experimental Vari-Beam: Te Vari-Beam wasonly invented recently and thus doesn’t alwayswork as intended. Add Activation Roll 14-(-¼). otal cost: 43 points.
4) Advanced Vari-Beam: Tis orm o the Vari-Beam can create different energy beams witheven greater precision, resulting in a more
effective attack. Decrease to Blast 9d6 and addVariable Advantage (+½ Advantages; +1). 112Active Points; total cost 75 points.
5) Variant Vari-Beam: Substitute OIAID (-¼) orOIF (-½):
Standard: 75 Active Points; total cost 60points.
Strong: 90 Active Points; total cost 72 points.
Weak: 60 Active Points; total cost 48 points.
Gauntlet SystemsA gauntlet can contain up to 75 Active Points’
worth o devices. Since a powered armor suithas two gauntlets, it can o course have two suchgadgets i desired; alternately, the GM could allowone gauntlet device o greater power (say, 90Active Points, or perhaps more) defined as bothgauntlets working together to generate an effect ogreater power. Here are some possibilities:
H POWERED ARMOR GAUNTLET-MOUNTED CLAWS
Effect: HKA 1d6, Armor Piercing
Target: One character
Duration: Instant
Range: ouch
END Cost: 0
Breakability: 6 PD/6 ED
Description: Tese gauntlets have claw-like bladesin recessed housings at various places. Dependingon the angle o a punch, the wearer cyberneti-cally makes one set o blades emerge (or “pop,” incombat parlance) so he can inflict vicious cuttingwounds.
Game Information: HKA 1d6 (plus SR), ArmorPiercing (+¼), Reduced Endurance (0 END; +½)(26 Active Points); OIF (-½). otal cost: 17 points.
Options:
1) Large Claws: Increase to HKA 1½d6. 44 ActivePoints; total cost 29 points.
2) Small Claws: Decrease to HKA ½d6. 17 ActivePoints; total cost 11 points.
3) Variant Claws: Substitute OIAID (-¼) or OIF(-½):
Standard: 26 Active Points; total cost 21points.
Strong: 44 Active Points; total cost 35 points.
Weak: 17 Active Points; total cost 14 points.
H POWERED ARMOR GAUNTLETCONCUSSOR BEAM
Effect: Blast 8d6 (physical), DoubleKnockback
Target: One character
Duration: Instant
Range: 400m
END Cost: 6
Breakability: 12 PD/12 ED
Description: Tis gauntlet-mounted energyweapon strikes with a powerul concussive impactthat not only injures the victim but usually knockshim back or a considerable distance.
Game Information: Blast 8d6 (physical), DoubleKnockback (+½) (60 Active Points); OIF (-½).otal cost: 40 points.
Options:
1) Strong Concussor Beam: Increase to Blast 10d6.75 Active Points; total cost 50 points.
2) Weak Concussor Beam: Decrease to Blast 6d6.
45 Active Points; total cost 30 points.3) Experimental Concussor Beam: Tis orm o
Concussor Beam doesn’t work reliably. AddActivation Roll 14- (-¼). otal cost: 34 points.
4) Variant Concussor Beam: Substitute OIAID(-¼) or OIF (-½):
Standard: 60 Active Points; total cost 48points.
Strong: 75 Active Points; total cost 60 points.
Weak: 45 Active Points; total cost 36 points.
H POWERED ARMOR GAUNTLETELECTRO-BLASTER
Effect: Blast 8d6
Target: 1m Radius
Duration: Instant
Range: 400m
END Cost: 3
Breakability: 12 PD/12 ED
Description: Te Electro-Blaster, usually mountedon the back o the gauntlet so that the wearermakes a fist when firing it, produces a powerulblast o electricity large enough to affect multipletargets at once i they’re standing close together.
Game Information: Blast 8d6, Area O Effect (1mRadius; +¼), Reduced Endurance (½ END; +¼)(60 Active Points); OIF (-½). otal cost: 40 points.
Options:
1) Strong Electro-Blaster: Increase to Blast 10d6.75 Active Points; total cost 50 points.
2) Weak Electro-Blaster: Decrease to Blast 6d6. 45Active Points; total cost 30 points.
3) Realistic Electro-Blaster I: Te electric blastcreated by this weapon only works over a shortrange; beyond that the electricity dissipatesand/or grounds out. Add Limited Range (40m;-¼). otal cost: 34 points.
2
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Hero System Equipment Guide n Chapter Two 26
4) Realistic Electro-Blaster II: Tis orm o Electro-Blaster has the Limitation Real Electricity,meaning it inflicts its listed damage to targetsdefined as “poorly grounded,” hal damageto “insulated” characters, and converts to theequivalent DCs in Killing Damage against “wellgrounded” characters (see Champions Powers,page 114, and 6E2 148-50 or more inorma-tion about these terms and the behavior oelectrical current). Add Real Electricity (-¼).otal cost: 34 points.
5) Experimental Electro-Blaster: As an experi-mental device, the Electro-Blaster sometimesails to work. Add Activation Roll 14- (-¼).otal cost: 34 points.
6) Wide-Angle Electro-Blaster: Change to AreaO Effect (16m Cone; +½) and add No Range(-½). 70 Active Points; total cost 35 points.
7) Variant Electro-Blaster: Substitute OIAID (-¼)or OIF (-½):
Standard: 60 Active Points; total cost 48points.
Strong: 75 Active Points; total cost 60 points. Weak: 45 Active Points; total cost 36 points.
H POWERED ARMORFINGERTIP TOOLKIT
Effect: +4 with echnology Skills
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 3 PD/3 ED
Description: Mounted inside the gauntlet is a
group o small but extremely sophisticated toolsthat can unction as a lockpick, welding torch,computer systems analyzer, and more. Teyproject rom the gauntlet’s fingertips, allowing thewearer to perorm technical tasks more easily.
Game Information: +4 with echnology Skills (16Active Points); OIF (-½). otal cost: 11 points.
Options:
1) Enhanced Toolkit: Increase to +6 with ech-nology Skills. 24 Active Points; total cost 16points.
2) Limited Toolkit I: Decrease to +2 with ech-
nology Skills. 8 Active Points; total cost 5points.
3) Limited Toolkit II: Decrease to +1 with ech-nology Skills. 4 Active Points; total cost 3points.
4) Realistic Toolkit: Using these tiny tools is trickyand requires a lot o attention. Add Concentra-tion (½ DCV throughout; -½). otal cost: 8points.
5) Experimental Toolkit: Te tools don’t alwayswork; some things just can’t be miniaturizedand still unction well. Add Activation Roll 12-(-¼). otal cost: 9 points.
RANDOM POWERED ARMORGAUNTLETS TABLE
Roll 2d6 to choose to choose a 75 Active Point package of Gauntlet devices:
Roll(2d6) Gauntlet Devices
2 Standard Laser, Standard Reaction Augmentation System, Limited
Fingertip Toolkit I, Weak Reach Extenders I (1 point unspent)
(74 Active Points; Real Points 44 [OIF] or 51 [OIAID])
3 Standard Laser, Enhanced Fingertip Toolkit, Weak Magna-Gauntlets
II (+1 point spent)
(76 Active Points; Real Points 48 [OIF] or 56 [OIAID])
4 Weak Concussor Beam, Weak Punch Augmentation II, Reach
Extenders
(74 Active Points; Real Points 44 [OIF] or 53 [OIAID])
5 Standard Electro-Blaster, Weak Punch Augmentation II
(75 Active Points; Real Points 48 [OIF] or 58 [OIAID])
6 Strong Electro-Blaster
(75 Active Points; Real Points 50 [OIF] or 60 [OIAID])
7 Standard Concussor Beam, Weak Magna-Gauntlets II
(75 Active Points; Real Points 47 [OIF] or 55 [OIAID])
8 Strong Pulson Blaster, Weak Magna-Gauntlets II
(75 Active Points; Real Points 47 [OIF] or 55 [OIAID])
9 Standard Pulson Blaster, Weak Magna-Gauntlets II, Weak Punch
Augmentation I
(75 Active Points; Real Points 45 [OIF] or 52 [OIAID])
10 Weak Pulson Blaster, Standard Magna-Gauntlets
(75 Active Points; Real Points 40 [OIF] or 46 [OIAID])
11 Strong Laser, Weak Gauntlet-Mounted Claws (2 points unspent)
(73 Active Points; Real Points 48 [OIF] or 59 [OIAID])
12 Standard Pulson Blaster, Limited Fingertip Toolkit II, Weak Magna-
Gauntlets II, Weak Punch Augmentation II (1 point unspent)
(74 Active Points; Real Points 45 [OIF] or 52 [OIAID])
6) Variant Toolkit: Substitute OIAID (-¼) or OIF(-½):
Standard: 16 Active Points; total cost 13points.
Enhanced: 24 Active Points; total cost 19points.
Limited I: 8 Active Points; total cost 6 points.
Limited II: 4 Active Points; total cost 3 points.
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262 n Defensive Technology Hero System 6th Edition
H POWERED ARMOR GAUNTLET LASER
Effect: RKA 2d6, Armor Piercing
Target: One character
Duration: Instant
Range: 300m
END Cost: 4
Breakability: 7 PD/7 ED
Description: Tis weapon fires an intense laserbeam capable o inflicting lethal injuries.
Game Information: RKA 2d6, Armor Piercing(+¼) (37 Active Points); OIF (-½). otal cost: 25points.
Options:
1) Strong Laser: Increase to RKA 3d6. 56 ActivePoints; total cost 37 points.
2) Weak Laser: Decrease to RKA 1d6. 19 ActivePoints; total cost 13 points.
3) Realistic Laser: oo much particulate matterin the air can “soak up” the power o the laserbeam. Add Blocked By Smoke Or Steam (-¼).
otal cost: 21 points.4) Experimental Laser: Te laser generator doesn’t
always work properly because the ocusingcrystal sometimes becomes temporarilymisaligned. Add Activation Roll 14- (-¼). otalcost: 21 points.
5) Variant Laser: Substitute OIAID (-¼) or OIF(-½):
Standard: 37 Active Points; total cost 30points.
Strong: 56 Active Points; total cost 45 points.
Weak: 19 Active Points; total cost 15 points.
H POWERED ARMORMAGNA-GAUNTLETS
Effect: elekinesis (30 SR), Only WorksOn Ferrous Metals
Target: One character
Duration: Constant
Range: 450m
END Cost: 4
Breakability: 9 PD/9 ED
Description: Tese gauntlets contain powerulmagnets whose orce the wearer can channel in
a beam, allowing him to attract or repulse metalobjects.
Game Information: elekinesis (30 SR) (45Active Points); OIF (-½), Only Works On FerrousMetals (-½), Affects Whole Object (-¼). otalcost: 20 points.
Options:
1) Strong Magna-Gauntlets: Increase to elekinesis(40 SR). 60 Active Points; total cost 27 points.
2) Weak Magna-Gauntlets I: Decrease to eleki-nesis (20 SR). 30 Active Points; total cost 13points.
3) Weak Magna-Gauntlets II: Decrease to eleki-nesis (10 SR). 15 Active Points; total cost 7points.
4) Realistic Magna-Gauntlets: Te gauntlets’magnetic power weakens quickly over adistance. Add Reduced By Range (-6 SR perRange Increment; -¼). otal cost: 18 points.
5) Experimental Magna-Gauntlets: Te gauntletswere only invented recently, and all the bugs
haven’t quite been worked out yet. Add Activa-tion Roll 14- (-¼). otal cost: 18 points.
6) Variant Magna-Gauntlets: Substitute OIAID(-¼) or OIF (-½):
Standard: 45 Active Points; total cost 22points.
Strong: 60 Active Points; total cost 30 points.
Weak I: 30 Active Points; total cost 15 points.
Weak II: 15 Active Points; total cost 7 points.
H POWERED ARMOR PALMPULSON BLASTER
Effect: Blast 8d6 Target: One character
Duration: Instant
Range: 400m
END Cost: 4
Breakability: 8 PD/8 ED
Description: Mounted in the palm o a poweredarmor gauntlet, this weapon employs pulson tech-nology to create a powerul Blast.
Game Information: Blast 8d6 (40 Active Points);OIF (-½). otal cost: 27 points.
Options:
1) Strong Pulson Blaster: Increase to Blast 12d6.60 Active Points; total cost 40 points.
2) Weak Pulson Blaster: Decrease to Blast 6d6. 30Active Points; total cost 20 points.
3) Realistic Pulson Blaster: Low-strength pulsonbursts such as the one emitted by the PalmBlaster have relatively little physical impact.Add No Knockback (-¼). otal cost: 23 points.
4) Experimental Pulson Blaster: Despite wide-spread use over the years, pulson technologyremains somewhat unreliable. Add ActivationRoll 14- (-¼). otal cost: 23 points.
5) Palm Pulson Autoblaster: Tis orm o Palm
Blaster can emit a usillade o beams at onetime. Add Autofire (5 shots; +½). 60 ActivePoints; total cost 40 points.
6) Focused Palm Pulson Blaster: Tis version othe Palm Blaster uses magnetic fields to moretightly ocus the pulson beam or a moreintense impact. Add Armor Piercing (+¼). 50Active Points; total cost 33 points.
7) Wide-Beam Pulson Blaster: Te ocusing lens inthis orm o Palm Blaster spreads the beam outsignificantly with no loss o power. Add AreaO Effect (1m Radius; +¼). 50 Active Points;total cost 33 points.
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Hero System Equipment Guide n Chapter Two 26
8) High-Impact Pulson Blaster: Tis orm opulson blaster uses highly-energized pulsons,which strike with a much greater physicalimpact. Add Double Knockback (+½). 60Active Points; total cost 40 points.
9) Variant Pulson Blaster: Substitute OIAID (-¼)or OIF (-½):
Standard: 40 Active Points; total cost 32points.
Strong: 60 Active Points; total cost 48 points. Weak: 30 Active Points; total cost 24 points.
H POWERED ARMOR PUNCH AUGMENTATION GAUNTLETS
Effect: HA +6d6
Target: One character
Duration: Instant
Range: ouch
END Cost: 3
Breakability: 6 PD/6 ED
Description: Tis gauntlet contains built-in powercells that surround it with an electrification fieldupon cybernetic command. Tis increases theeffective orce o the wearer’s punch.
Game Information: HA +6d6 (30 Active Points);OIF (-½), Hand-o-Hand Attack (-¼). otal cost:17 points.
Options:
1) Strong Augmentation: Increase to HA +8d6. 40Active Points; total cost 23 points.
2) Weak Augmentation I: Decrease to HA +4d6. 20Active Points; total cost 11 points.
3) Weak Augmentation II: Decrease to HA +3d6.
15 Active Points; total cost 8 points.4) Experimental Augmentation: Sometimes the
electrification field misfires, preventing thedevice rom properly enhancing the wearer’spunch. Add Activation Roll 14- (-¼). otalcost: 15 points.
5) Variant Augmentation: Substitute OIAID (-¼)or OIF (-½):
Standard: 30 Active Points; total cost 20points.
Strong: 40 Active Points; total cost 27 points.
Weak I: 20 Active Points; total cost 13 points.
Weak II: 15 Active Points; total cost 10 points.
H POWERED ARMORREACH EXTENDERS
Effect: Stretching 10m
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 3 PD/3 ED
Description: Te gauntlets and arm assemblies othe wearer’s armor contain “telescoping” systemsthat allow him to project the gauntlet up to 10maway to grab an object, punch a oe, or the like.
Game Information: Stretching 10m, ReducedEndurance (0 END; +½) (15 Active Points);OIF (-½), Always Direct (-¼), No NoncombatStretching (-¼), Limited Body Parts (hands/arms;-¼), Range Modifier Applies (-¼). otal cost: 6points.
Options:
1) Strong Extenders: Increase to Stretching 12m.
18 Active Points; total cost 7 points.2) Weak Extenders I: Decrease to Stretching 6m. 9
Active Points; total cost 4 points.
3) Weak Extenders II: Decrease to Stretching 2m. 2Active Points; total cost 1 point.
4) Experimental Extenders: Te Extender systemis experimental, and sometimes ails to projector retract. Add Activation Roll 14- (-¼). otalcost: 5 points.
5) Targeted Extenders: Te armor’s targetingsystems always keep the Extenders on track.Remove Range Modifier Applies (-¼). otalcost: 7 points.
6) Variant Extenders: Substitute OIAID (-¼) orOIF (-½):
Standard: 15 Active Points; total cost 7points.
Strong: 18 Active Points; total cost 8 points.
Weak I: 9 Active Points; total cost 4 points.
Weak II: 2 Active Points; total cost 1 point.
H POWERED ARMOR REACTION AUGMENTATION SYSTEM
Effect: +2 SPD
Target: Sel
Duration: PersistentRange: Sel
END Cost: 2
Breakability: 4 PD/4 ED
Description: Tis system, based primarily in thegauntlets but also requiring minor subsystemsthroughout the armor, enhances the wearer’s reac-tion time and speed. However, orcing his bodyto move more quickly than normal can tire thewearer out.
Game Information: +2 SPD (20 Active Points);OIF (-½), Costs Endurance (-½). otal cost: 10
points.
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264 n Defensive Technology Hero System 6th Edition
Options:
1) Strong Augmentation: Increase to +3 SPD. 30Active Points; total cost 15 points.
2) Weak Augmentation: Decrease to +1 SPD. 10Active Points; total cost 5 points.
3) Experimental Augmentation: Sometimes thedelicate and complicated technology requiredto make the Reaction Augmentation Systemwork don’t unction properly. Add Activation
Roll 14- (-¼). otal cost: 9 points.4) Variant Augmentation: Substitute OIAID (-¼)
or OIF (-½):
Standard: 20 Active Points; total cost 11points.
Strong: 30 Active Points; total cost 17 points.
Weak: 10 Active Points; total cost 6 points.
Boot SystemsA pair o boots can contain up to 60 Active
Points’ worth o devices. Since boot devicesinvolve movement, they have to be installed inboth boots or the sake o balance and steering. Ia character only has one boot o a pair or somereason, he can use it to move a maximum o halo the meters o movement bought or the gadget,but he must make a DEX Roll at -1 per 4m omovement every Phase. For every point by whichhe misses the roll, he dris 1m off his intendedcourse, or suffers some other steering mishap thatseems appropriate to the GM.
H POWERED ARMOR BOOTJETS
Effect: Flight 30m
Target: Sel
Duration: Constant
Range: Sel
END Cost: 3
Breakability: 6 PD/6 ED
Description: Built into the soles and/or sides othis pair o boots are jets that allow the wearer tofly.
Game Information: Flight 30m (30 Active Points);OIF (-½). otal cost: 20 points.
Options:
1) Faster Bootjets I: Increase to Flight 40m. 40
Active Points; total cost 27 points.2) Faster Bootjets II: Increase to x8 Noncombat.
40 Active Points; total cost 27 points.
3) Faster Bootjets III: Increase to Flight 60m. 60Active Points; total cost 40 points.
4) Slower Bootjets: Decrease to Flight 20m. 20Active Points; total cost 13 points.
5) Realistic Bootjets: Te bootjets have a smallsupply o high-efficiency uel; once it’s usedup, the wearer has to reuel it beore he canfly again. Add 1 Continuing Fuel Charge (2Minutes, Difficult to obtain uel; -¾). otalcost: 13 points.
6) Variant Bootjets: Substitute OIAID (-¼) or OIF(-½):
Standard: 30 Active Points; total cost 24points.
Faster I: 40 Active Points; total cost 32 points.
Faster II: 40 Active Points; total cost 32points.
Faster III: 60 Active Points; total cost 48points.
Slower: 20 Active Points; total cost 16 points.
H POWERED ARMOR HOVERPADS
Effect: Running +24m
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 7 PD/7 ED
Description: Tese boots have antigravity padsbuilt into the soles. When activated, they allow the
wearer to “skate” along the ground at high speed.Tey cost no END to use, but the wearer must stillpay END or his base 12m Running (he cannot usethe +24m without using the base meters).
Game Information: Running +24m, ReducedEndurance (0 END; +½) (36 Active Points); OIF(-½). otal cost: 24 points.
Options:
1) Faster Hoverpads I: Increase to Running +36m.54 Active Points; total cost 36 points.
2) Faster Hoverpads II: Increase to x8 Noncombat.51 Active Points; total cost 34 points.
3) Slower Hoverpads: Decrease to Running +12m.
18 Active Points; total cost 12 points.4) Realistic Hoverpads: Te hoverpads have a
small supply o high-efficiency uel; once it’sused up, the wearer has to reuel it beore hecan “run” again. Add 1 Continuing Fuel Charge(2 Minutes, Difficult to obtain uel; -¾). otalcost: 16 points.
5) Experimental Hoverpads: Antigravity tech-nology is new, and difficult to miniaturize toboot size, so the hoverpads don’t always work.Add Activation Roll 14- (-¼). otal cost: 20points.
6) Variant Hoverpads: Substitute OIAID (-¼) or
OIF (-½): Standard: 36 Active Points; total cost 29
points.
Faster I: 54 Active Points; total cost 43 points.
Faster II: 51 Active Points; total cost 41points.
Slower: 18 Active Points; total cost 14 points.
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Hero System Equipment Guide n Chapter Two 26
H POWERED ARMOR ROCKETSKATES
Effect: Flight 24m, Only In Contact With ARelatively Smooth Flat Solid Surace
Target: Sel
Duration: Constant
Range: Sel
END Cost: 2
Breakability: 5 PD/5 ED
Description: Tese boots have built-in wheels(similar to roller skates or inline skates) thatproject rom the soles on cybernetic commandalong with small rockets acing backward. Whenactivated, they allow the wearer to skate alongthe ground at high speed, but they only work onreasonably firm suraces, such as tile, pavement, orpacked earth.
Game Information: Flight 24m (24 Active Points);OIF (-½), Only In Contact With A RelativelySmooth, Flat, Solid Surace (-½). otal cost: 12points.
Options:1) Faster Rocketskates I: Increase to Flight 40m.40 Active Points; total cost 20 points.
2) Faster Rocketskates II: Add x8 Noncombat. 34Active Points; total cost 17 points.
3) Slower Rocketskates: Decrease to Flight 18m.18 Active Points; total cost 9 points.
4) Realistic Rocketskates: Te skates have a smallsupply o high-efficiency uel; once it’s usedup, the wearer has to reuel it beore he canskate again. Add 1 Continuing Fuel Charge(2 Minutes, Difficult to obtain uel; -¾). otalcost: 9 points.
5) Experimental Rocketskates: Unortunately,the skates don’t always work properly; they’reprone to not deploying properly and jammingup once in use. Add Activation Roll 14- (-¼).otal cost: 11 points.
6) Variant Rocketskates: Substitute OIAID (-¼)or OIF (-½):
Standard: 24 Active Points; total cost 14points.
Faster I: 40 Active Points; total cost 23 points.
Faster II: 34 Active Points; total cost 19points.
Slower: 18 Active Points; total cost 10 points.
H POWERED ARMOR SPRINGBOOTS
Effect: Leaping +20m
Target: Sel
Duration: Constant
Range: Sel
END Cost: 1
Breakability: 2 PD/2 ED
Description: Tese boots, not oen built intopowered armor because they tend to make theotherwise imposing armored hero look silly, useelectronically-augmented springs to allow the
wearer to make long leaps (though the weight o
the armor itsel keeps these leaps rom being aslong as they might otherwise be).
Armored characters who want enhancedleaping ability, but in a more dignified orm, cansimply redefine this gadget as “mobility servos,”“compressed-air jump-jets,” or the like.
Game Information: Leaping +20m (10 ActivePoints); OIF (-½). otal cost: 7 points.
Options:
1) Strong Springboots I: Increase to Leaping+30m. 15 Active Points; total cost 10 points.
2) Strong Springboots II: Add x8 Noncombat. 20Active Points; total cost 13 points.
3) Weak Springboots I: Decrease to Leaping +16m.8 Active Points; total cost 5 points.
4) Weak Springboots II: Decrease to Leaping+12m. 6 Active Points; total cost 4 points.
5) Experimental Springboots: Te power eed tothe springs doesn’t always unction properly.Add Activation Roll 14- (-¼). otal cost: 6points.
6) Variant Springboots: Substitute OIAID (-¼) orOIF (-½):
Standard: 10 Active Points; total cost 8points.
Strong I: 15 Active Points; total cost 12points.
Strong II: 20 Active Points; total cost 16points.
Weak I: 8 Active Points; total cost 6 points.
Weak II: 6 Active Points; total cost 5 points.
RANDOM POWERED ARMOR BOOTS TABLE
Roll 1d6 to choose a 60 Active Point package of Boot devices:
Roll(1d6) Chestplate Devices
1 Standard Bootjets, Standard Rocketskates, Weak Springboots II
(60 Active Points; Real Points 36 [OIF] or 43 [OIAID])
2 Faster Bootjets III
(60 Active Points; Real Points 40 [OIF] or 48 [OIAID])
3 Faster Bootjets I I, Strong Springboots II
(60 Active Points; Real Points 40 [OIF] or 48 [OIAID])
4 Faster Hoverpads I, Weak Springboots II
(60 Active Points; Real Points 40 [OIF] or 48 [OIAID])
5 Faster Rocketskates I, Slower Bootjets
(60 Active Points; Real Points 33 [OIF] or 39 [OIAID])
6 Faster Rocketskates I, Strong Springboots II
(60 Active Points; Real Points 33 [OIF] or 39 [OIAID])
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Hero System Equipment Guide n Chapter Two 26
Options:
1) Strong Blaster: Increase to Blast 12d6. 60Active Points; total cost 40 points.
2) Weak Blaster: Decrease to Blast 8d6. 40 ActivePoints; total cost 27 points.
3) Realistic Blaster: Te blaster can’t link to thearmor’s power systems; it has to rely on its own,much more limited, battery. Add 12 Charges(-¼). otal cost: 28 points.
4) Experimental Blaster: Tis weapon is a proto-type, with targeting soware that’s not yetully bug-ree; sometimes it malunctions andshoots the wearer. Add Activation Roll 14- (-¼)and Side Effects (character suffers Blast 12d6;-1). otal cost: 18 points.
H SHOULDER-MOUNTEDGRENADE LAUNCHER
Effect: Blast 10d6
Target: Explosion
Duration: Instant
Range: 500mCharges: 60
Breakability: 20 PD/20 ED
Description: Tis weapon is a sort o backpackcontaining a grenade launcher and supply ogrenades. Te muzzle o the launcher attaches tothe shoulder o the powered armor suit.
Tis particular version o the SMGL is loadedwith concussion grenades, but many others, oreven multiple types at once, are possible (seeoption 8).
Game Information: Blast 10d6 (22m RadiusExplosion; +½), 60 Charges (+½) (100 ActivePoints); OIF (-½). otal cost: 67 points.
Options:
1) Strong Grenade Launcher: Increase to Blast12d6. 120 Active Points; total cost 80 points.
2) Weak Grenade Launcher: Decrease to Blast 8d6.80 Active Points; total cost 53 points.
3) Realistic Grenade Launcher: Te launcherimpedes the wearer’s ability to turn his headand his peripheral vision. Add Side Effects (-1to Sight Group PER Rolls, always occurs; -½).otal cost: 50 points.
4) Experimental Grenade Launcher: Sometimes the
grenade launcher, an advanced prototype, ailsto work as expected. Add Activation Roll 14-(-¼). otal cost: 57 points.
5) Delicate Mechanism: Te Grenade Launcher iseasy to oul or remove rom the powered armorsuit. Change OIF (-½) to OAF (-1). otal cost:50 points.
6) Larger Magazine: Tis Grenade Launcher holdsmore grenades. Change to 100 Charges (+¾).112 Active Points; total cost 75 points.
7) Rapid-Fire Launcher: Tis orm o the weaponhas automatic fire capability. Add Autofire (5shots; +1½). 175 Active Points; total cost 117points.
8) Multiple Grenade Types: Tis orm o theGrenade Launcher carries six different types ogrenades which the character selects throughcybernetic command. Change to:
Cost Power
50 Shoulder-Mounted Grenade Launcher: Multip-ower, 75-point reserve; all OIF (-½)
4f 1) Concussion Grenade: Blast 10d6 (22mRadius Explosion; +½); OIF (-½), 8 Charges(-½)
3f 2) Fragmentation Grenade: RKA 3d6 (20m
Radius Explosion; +½); OIF (-½), 8 Charges(-½)
4f 3) Glue Grenade: Entangle 5d6, 5 PD/5 ED, Area Of Effect (22m Radius Explosion; +½);
OIF (-½), 8 Charges (-½)
4f 4) Flare Grenade: Sight Group Flash 10d6(22m Radius Explosion; +½); OIF (-½), 8Charges (-½)
4f 5) Smoke Grenade: Darkness to Sight Group12m radius, Personal Immunity (+¼); OIF(-½), 4 Continuing Charges lasting 1 Turneach (-½)
4f 6) Knockout Gas Grenade: Blast 6d6, NND(defense is Life Support [Self-ContainedBreathing or appropriate Immunity]; +1), AreaOf Effect (18m Radius Explosion; +½); OIF
(-½), 8 Charges (-½)
Total cost: 73 points.
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268 n Defensive Technology Hero System 6th Edition
OTHER DEFENSIVEGADGETS
Powered armor isn’t the only way or charac-ters to protect themselves. Here are some otherdeensive gadgets:
Concealment AndStealth DevicesTese devices protect a character by concealing
or hiding him rom those who would harm him.See also the Mist Generator (page 178) and thePowered Armor Smokescreen Generator (page258), which serve similar unctions.
H CAMOUFLAGE SUIT
Effect: Sight Group Images, -6 to PERRolls, Set Effect (camouflage)
Target: Sel
Duration: ConstantRange: Sel
END Cost: 3
Breakability: 6 PD/6 ED
Description: Tis suit uses sophisticated videotechnology to make it look like the wearer isn’tthere. Miniaturized cameras on each side filmthe character’s surroundings and broadcast theootage to the flexible flat screens that make upmost o the suit. Tus, other people “look rightthrough” the character at what’s beyond him. Tis“camouflage” is difficult to penetrate i the char-acter remains still; i he moves it becomes easier tosee him... and o course the suit doesn’t cover hisnoises or smells.
Game Information: Sight Group Images, -6 toPER Rolls (28 Active Points); IIF (-¼), No Range(-½), Set Effect (only to camouflage wearer; -½).otal cost: 12 points.
Options:
1) Strong Suit: Increase to -10 to PER Rolls. 40Active Points; total cost 18 points.
2) Weak Suit: Decrease to -4 to PER Rolls. 22Active Points; total cost 10 points.
3) Experimental Suit: Te miniaturized camerasand flexible screen technology used with thissuit are highly experimental and don’t alwayswork. Add Activation Roll 14- (-¼). otal cost:11 points.
4) Built-In Battery: Te suit has a built-in powersource strong enough to keep it unctioningindefinitely... even i the wearer is unconscious.Add Reduced Endurance (0 END; +½) andPersistent (+¼). 49 Active Points; total cost 22points.
5) Alternate Camouflage Suit: With the GM’spermission, characters could instead build
a Camouflage Suit this way: Change Envi-ronment (camouflage character), -6 to SightGroup PER Rolls (18 Active Points); IIF (-¼),No Range (-½), Sely Only (-½). otal cost: 8points.
H INVISIBILITY SUIT
Effect: Invisibility to Sight Group
Target: Sel
Duration: Constant
Range: Sel
END Cost: 2
Breakability: 4 PD/4 ED
Description: Tis suit generates a field around thewearer that bends light, rendering him invisible.However, persons near him can see the “ringe” asthe lightwaves arc around his body.
Game Information: Invisibility to Sight Group (20Active Points); IIF (-¼). otal cost: 16 points.
Options:
1) Strong Suit: Add No Fringe. 30 Active Points;total cost 24 points.
2) Weak Suit: Add Bright Fringe (-¼). otal cost:13 points.
3) Realistic Suit: Te suit only works i the char-acter remains still. Add Chameleon (-½). otalcost: 11 points.
4) Experimental Suit: Te suit is a prototype thathas an unortunate tendency to go on the ritz.Add Activation Roll 14- (-¼). otal cost: 13points.
5) Built-In Battery: Te suit has a built-in powersource strong enough to keep it unctioningindefinitely... even i the wearer is unconscious.Add Reduced Endurance (0 END; +½) andPersistent (+¼). 35 Active Points; total cost 28points.
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270 n Defensive Technology Hero System 6th Edition
high, and ½m thick). 72 Active Points; totalcost 29 points.
2) Weak Field: Decrease to Barrier 6 PD/6 ED,6 BODY (up to 8m long, 3m high, and ½mthick). 51 Active Points; total cost 20 points.
3) Realistic Field: Te Projector can only createthe wall immediately in ront o the character.Add No Range (-½) and Sel Only (-½). otalcost: 18 points.
4) Experimental Field: Force-field technologyremains highly experimental, so the barriersometimes deactivates unexpectedly. Add Acti- vation Roll 14- (-¼). otal cost: 23 points.
5) Attached Projector: Tis orm o the Projectorisn’t so easy to take away rom the character.Change OAF (-1) to OIF (-½). otal cost: 32points.
H FORCE SHIELD BRACER
Effect: Resistant Protection (12 PD/12 ED),Activation Roll 14-
Target: Sel
Duration: Constant
Range: Sel
END Cost: 2
Breakability: 5 PD/5 ED
Description: Tis device is a bracer worn on thecharacter’s wrist. At the character’s cyberneticcommand it generates a disk-shaped shield oorce he can use to protect himsel. I he ails tointerpose the shield properly, or i an attack comesrom an unexpected direction (such as rombehind), the shield does not protect him (hencethe Activation Roll).
Game Information: Resistant Protection (12PD/12 ED) (36 Active Points); OIF (-½), Activa-tion Roll 14- (-¼). otal cost: 20 points.
Options:
1) Strong Field: Increase to Resistant Protection(15 PD/15 ED). 45 Active Points; total cost 26points.
2) Weak Field: Decrease to Resistant Protection(10 PD/10 ED). 30 Active Points; total cost 17points.
3) Experimental Field: Force-field technologyremains highly experimental, so the fieldsometimes flickers off unexpectedly. With the
GM’s permission, add a second Activation Roll14- (-¼). otal cost: 18 points.
4) Variant Force Shield Bracer: Tis orm o theBracer doesn’t provide Resistant Protection, itmakes the character harder to hit. Change to:+4 DCV (20 Active Points); OIF (-½), Activa-tion Roll 14- (-¼). otal cost: 11 points.
Helmets
H CEREBROHELM
Effect: Resistant Protection (4 PD/4 ED),+20 IN
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 4 PD/4 ED
Description: Tis helmet contains special “cere-bral circuitry” that augments the wearer’s intelli-gence even as it protects his head rom injury.
Game Information:
Cost Power
4 Cerebrohelm: Resistant Protection (4 PD/4 ED)(12 Active Points); OIF (-½), Activation Roll 8-
(only protects Hit Locations 3-5; -1¾)
13 Cerebrohelm: +20 INT (20 Active Points); OIF
(-½)Total cost: 17 points.
Options:
1) Strong Cerebrohelm: Increase to +30 IN. 30Active Points; total cost 20 points; total cost odevice 24 points.
2) Weak Cerebrohelm: Decrease to +10 IN. 10Active Points; total cost 7 points; total cost odevice 11 points.
3) Realistic Cerebrohelm: Te helmet’s batteryhas a limited power supply, so the charactershould only activate it when he knows he needs
enhanced brainpower to solve some problem.Add 15 Charges (-0). otal cost 13 points; totalcost o device 17 points.
4) Experimental Cerebrohelm: Cerebral circuitry isa new and unreliable orm o technology. AddActivation Roll 14- (-¼). otal cost 11 points;total cost o device 14 points.
5) Sense-Augmenting Cerebrohelm: Tis orm oCerebrohelm also enhances the wearer’s vision.Character also buys:
Cost Power
7 360 Vision: Increased Arc Of Perception (SightGroup) (10 Active Points); OIF (-½)
6 Telescopic Lenses: +6 versus Range Modifierfor Sight Group (9 Active Points); OIF (-½)
3 Thermalvision: Infrared Perception (Sight Group)(5 Active Points); OIF (-½)
3 UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)
Total cost: 19 points; total cost of device 36 points.
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Hero System Equipment Guide n Chapter Two 27
H FISHBOWL HELMET
Effect: Various Deense and SensoryPowers
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0 (1 Continuing Charge or AirSupply)
Breakability: Varies
Description: Te character’s helmet is a spheremade o some substance that permits one-way viewing — the character can see out, but no onecan see in. Due to its size and shape, it incorpo-rates devices that not only protect the wearer’shead, but provide an oxygen supply and varioussensory enhancements.
Game Information:
Cost Power
4 Fishbowl Helmet: Resistant Protection (4 PD/4ED) (12 Active Points); OIF (-½), Activation Roll
8- (only protects Hit Locations 3-5; -1¾)
7 Air Supply: Life Support (Self-ContainedBreathing) (10 Active Points); OIF (-½), 1Continuing Fuel Charge (1 Hour, easily refu-
eled; -0)
7 360 Vision: Increased Arc Of Perception (SightGroup) (10 Active Points); OIF (-½)
6 Telescopic Lenses: +6 versus Range Modifier
for Sight Group (9 Active Points); OIF (-½)
3 Thermalvision: Infrared Perception (Sight Group)(5 Active Points); OIF (-½)
3 UV Vision: Ultraviolet Perception (Sight Group) (5
Active Points); OIF (-½)
Total cost: 30 points.
H NEUROHELM
Effect: Resistant Protection (4 PD/4 ED),Mind Control 10d6
Target: Sel/One character
Duration: Persistent/Instant
Range: Sel/LOS
END Cost: 0/5
Breakability: 10 PD/10 ED
Description: Tis helmet contains psionic
circuitry that allows the wearer to take control oanother person’s mind.
Game Information:
Cost Power
4 Neurohelm: Resistant Protection (4 PD/4 ED)(12 Active Points); OIF (-½), Activation Roll 8-(only protects Hit Locations 3-5; -1¾)
33 Neurohelm: Mind Control 10d6 (50 Active
Points); OIF (-½)
Total cost: 37 points.
Options:
1) Strong Neurohelm: Increase to Mind Control12d6. 60 Active Points; total cost 40 points;total cost o device 44 points.
2) Weak Neurohelm: Decrease to Mind Control8d6. 40 Active Points; total cost 27 points; totalcost o device 31 points.
3) Experimental Neurohelm: Te helmet’s neuro-technology is prone to ailure due to its highly
experimental nature. Add Activation Roll14- (-¼) to Mind Control. otal cost 28 points;total cost o device 32 points.
4) Telepathic Neurohelm: Te helmet’s neurotech-nology also lets the wearer transmit ordersdirectly into the victim’s brain. Add elepathic(+¼). 62 Active Points; total cost 41 points;total cost o device 45 points.
H PULSON PROJECTOR HELMET
Effect: Resistant Protection (6 PD/6ED),Blast 8d6
Target: Sel/One character
Duration: Persistent/Instant
Range: Sel/400m
END Cost: 0/12 Charges
Breakability: 8 PD/8 ED
Description: Tis helmet, designed to fit snuglyyet comortably on the head, contains a built-inpulson beam projector, enabling the wearer tofire energy bolts through the helmet’s visor. Tehelmet’s hard shell and interior padding protectthe wearer’s head.
Game Information:
Cost Power 5 Pulson Projector Helmet: Resistant Protec-
tion (6 PD/6 ED) (18 Active Points); OIF (-½), Activation Roll 8- (only protects Hit Locations3-5; -1¾)
23 Pulson Beam Projector: Blast 8d6 (40 Active
Points); OIF (-½), 12 Charges (-¼)
Total cost: 28 points.
Options:
1) Stronger Beam: Increase Blast to 12d6. 60Active Points; total cost o Projector 34 points;total cost o Helmet 39 points.
2) Weaker Beam: Decrease Blast to 6d6. 30 ActivePoints; total cost o Projector 17 points; totalcost o Helmet 22 points.
3) Realistic Helmet: Te pulson beam projectorintereres with the character’s ability to seewhenever it’s fired. o the Projector, add SideEffect (-2 PER Rolls until next Phase, alwaysoccurs; -½). otal cost o Projector 18 points;total cost o Helmet 23 points.
4) Enhanced Battery: Te helmet’s built-in batteryhas more energy. Increase to 20 Charges (+¼).50 Active Points; total cost o Projector 33points; total cost o Helmet 38 points.
5) Tinted Visor And Ear Padding: Te helmet offer
some protection against blindingly bright lights
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272 n Defensive Technology Hero System 6th Edition
and deaeningly loud sounds. Add Sight GroupFlash Deense (5 points) (5 Active Points); OIF(-½) (total cost: 3 points) and Hearing GroupFlash Deense (5 points) (5 Active Points); OIF(-½) (total cost: 3 points). otal cost 6 points;total cost o Helmet 34 points.
6) Nightsight And Telescopic Lenses: Te helmetaugments the wearer’s visual senses. AddInrared Perception (Sight Group) (5 Active
Points); OIF (-½) (total cost: 3 points) and+6 versus Range Modifier or Sight Group (9Active Points); OIF (-½) (total cost: 6 points).otal cost 9 points; total cost o Helmet 37points.
H RHINO-HELM
Effect: Resistant Protection (8 PD/8 ED)or the Head and Shoulders; HA+8d6, Only With Move Troughs
Target: Sel/One character
Duration: Persistent/Instant
Range: Sel/ouch
END Cost: 0/4Breakability: 8 PD/8 ED
Description: Tis weapon, actually more o a ullheadpiece than a helmet, fits over the character’shead and shoulders. It has padding and a rhino-like horn on the top o the head, allowing thewearer to run into and smash his enemies, walls,and the like.
Game Information:
Cost Power
8 Rhino-Helm: Resistant Protection (8 PD/8 ED)(24 Active Points); OIF (-½), Activation Roll 9-(only protects Hit Locations 3-5, 9; -1½)
14 Rhino-Helm: HA +8d6 (40 Active Points); OIF(-½), Hand-To-Hand Attack (-¼), Only WithMove Throughs (-1)
Total cost: 22 points.
Options:
1) Strong Rhino-Helm: Increase to HA +10d6. 50Active Points; total cost 18 points; total cost odevice 26 points.
2) Weak Rhino-Helm: Decrease to HA +6d6. 30Active Points; total cost 11 points; total cost odevice 19 points.
H UTILITY HELMET
Effect: Various Sensory and DeensePowers
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 6 PD/6 ED
Description: Tis helmet provides the wearer witha variety o minor but useul sensory and deen-sive powers. Other devices may also be installed.
Game Information:
Cost Power
5 Utility Helmet: Resistant Protection (6 PD/6 ED)
(18 Active Points); OIF (-½), Activation Roll 8-(only protects Hit Locations 3-5; -1¾)
5 Auditory Dampers: Hearing Group FlashDefense (8 points) (8 Active Points); OIF (-½)
7 Polarized Lenses: Sight Group Flash Defense
(10 points) (10 Active Points); OIF (-½)6 Telescopic Lenses: +6 versus Range Modifier
for Sight Group (9 Active Points); OIF (-½)
3 Thermalvision: Infrared Perception (Sight Group)(5 Active Points); OIF (-½)
3 UV Vision: Infrared Perception (Sight Group) (5 Active Points); OIF (-½)
Total cost: 29 points.
MiscellaneousDefensive Gadgets
H ARMORED COSTUME
Effect: Resistant Protection (6 PD/6 ED)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 6 PD/6 ED
Description: A staple o superheroing, theArmored Costume looks like it’s made o normalskin-tight cloth — but in act it’s a orm oarmored cloth that protects the wearer without
adding significant weight or impeding his abilityto move in any way!
Game Information: Resistant Protection (6 PD/6ED) (18 Active Points); OIF (-½). otal cost: 12points.
Options:
1) Stronger And Weaker Armored Costume: Hereare the costs or other amounts o ResistantProtection on Armored Costumes. Above 8PD/8 ED the costume usually gets notablybulkier, with lots o noticeable pads and othereatures that enhance its protectiveness.
Resistant Protection (4 PD/4 ED): 12 ActivePoints; total cost 8 points.
Resistant Protection (5 PD/5 ED): 15 ActivePoints; total cost 10 points.
Resistant Protection (7 PD/7 ED): 21 ActivePoints; total cost 14 points.
Resistant Protection (8 PD/8 ED): 24 ActivePoints; total cost 16 points.
Resistant Protection (9 PD/9 ED): 27 ActivePoints; total cost 18 points.
Resistant Protection (10 PD/10 ED): 30 ActivePoints; total cost 20 points.
Resistant Protection (11 PD/11 ED): 33 Active
Points; total cost 22 points.
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Hero System Equipment Guide n Chapter Two 27
Resistant Protection (12 PD/12 ED): 36 ActivePoints; total cost 24 points.
2) Realistic Armored Costume: Tis orm ocostume gets worn away by attacks. Add Abla-tive (-½). otal cost: 9 points.
3) Partial Coverage Armored Costume: Tis typeo costume doesn’t have the armored cloththroughout, leaving the character partly vulnerable. Add Activation Roll 14- (-¼). otal
cost: 10 points.
H BATTLE VEST
Effect: Resistant Protection (10 PD/10ED), Activation Roll 11-, plus otherdevices
Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: 12 PD/12 ED
Description: Popular among some gadgeteers,
this device is a technological vest. In additionto protecting the victim’s torso, the vest comeswith several built-in devices: a jetpack; a micro-grenade launcher; and a shoulder holsteredblaster. A clever gadgeteer could easily build otherdevices (an invisibility harness, a teleporter, aForce-Field generator) into a Battle Vest, or evenother weapons (see Vest Blaster, page 135).
Game Information:
Cost Power
15 Battle Vest: Resistant Protection (10 PD/10 ED)(30 Active Points), OIF (-½), Activation Roll 11-
(covers Hit Locations 9-13; -½)16 Battle Vest Jetpack: Flight 24m (24 Active
Points); OIF (-½)
25 Battle Vest Micro-Grenade Launcher: Blast8d6, Area Of Effect (1m Radius; +¼) (50 Active Points); OIF (-½), Limited Range (40m;
-¼), 12 Charges (-¼)
23 Battle Vest Holstered Blaster: RKA 2d6, ArmorPiercing (+¼), Penetrating (+½) (52 ActivePoints); OAF (-1), Beam (-¼), 15 Charges (-0)
Total cost: 79 points
Options:1) Battle Vest Deensive Field: Tis type o
Battle Vest doesn’t just protect the torso — itgenerates a low-level Force-Field that covers theentire body. Remove Activation Roll (-½) romBattle Vest. otal cost: 20 points (overall cost oBattle Vest 84 points).
H DEFENSIVE CAPE
Effect: Resistant Protection (6 PD/6 ED),Activation Roll 11-
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 6 PD/6 ED
Description: Tis cape, woven o impact-,blade-, and fire-proo fibers, protects the wearer...provided it comes between him and an attack. Ingame terms, the Activation Roll 11- representsthe chance o this happening, but the GM shouldkeep common sense in mind. In most cases thecape will protect the wearer against an attack rombehind automatically, but the Activation Roll orattacks directly rom in ront o the charactermight drop to as little as 8-.
Game Information: Resistant Protection (6 PD/6ED) (18 Active Points); OAF (-1), Activation Roll11- (-½). otal cost: 7 points.
Options:
1) Strong Cape: Increase to Resistant Protection(8 PD/8 ED). 24 Active Points; total cost 10points.
2) Weak Cape: Decrease to Resistant Protection (4PD/4 ED). 12 Active Points; total cost 5 points.
H DEFENSIVE MASK
Effect: Various Deense Powers
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: Varies
Description: Incorporated into the character’smask are one or more protective devices designedto shield his eyes, mind, brain, or skull rom harm.A character may buy any or all o these gadgets, asdesired; he doesn’t have to buy some as a prerequi-site or buying others.
Game Information:
Cost Power
3 Armored Mask: Resistant Protection (3 PD/3
ED) (9 Active Points); OIF (-½), Activation Roll8- (only protects Hit Locations 3-5; -1¾)
5 Audial Dampers: Hearing Group Flash Defense(8 points) (8 Active Points); OIF (-½)
5 Mindshield: Mental Defense (8 points) (8 Active
Points); OIF (-½)
5 Polarized Lenses: Sight Group Flash Defense (8points) (8 Active Points); OIF (-½)
Options:
1) Strong Mask: Increase to:
Cost Power
4 Resistant Protection (4 PD/4 ED)
8 Hearing Group Flash Defense (12 points)
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274 n Defensive Technology Hero System 6th Edition
7 Mental Defense (10 points)
8 Sight Group Flash Defense (12 points)
2) Weak Mask: Decrease to:
Cost Power
2 Resistant Protection (2 PD/2 ED)
3 Hearing Group Flash Defense (5 points)
3 Mental Defense (5 points)
3 Sight Group Flash Defense (5 points)
H DEFLECTION ORB
Effect: Deflection
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 9 PD/9 ED
Description: Tis device is a small orb with built-in graviton manipulation technology or mini-rockets that allow it to fly. It orbits the character,
using specialized tractor beams, energy beams,and orce projectors to protect the character (andhis riends) rom Ranged attacks.
Game Information: Deflection (20 Active Points);OAF (-1), Will Not Work Against Heavy Missiles(-¼). otal cost: 9 points.
Options:
1) Experimental Orb: Te orb’s systems sometimesmalunction. Add Activation Roll 14- (-¼).otal cost: 8 points.
H DIMENSIONAL SHUNT FIELD
Effect: Damage Negation (-6 DCs Physical
and Energy)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 12 PD/12 ED
Description: A powerul piece o deensivetechnology, this device (usually built into a suit opowered armor, a belt, or the like) creates a fieldaround the wearer that acts as a low-level openinginto a pocket dimension. Any orce directedat the wearer is partly shunted into the pocket
dimension.
Game Information: Damage Negation (-6 DCsPhysical and Energy) (60 Active Points); OIF (-½).otal cost: 40 points.
Options:
1) Strong Field: Increase to Increase to DamageNegation (-12 DCs Physical and Energy). 120Active Points; total cost 80 points.
2) Weak Field: Decrease to Increase to DamageNegation (-3 DCs Physical and Energy). 30Active Points; total cost 20 points.
3) Realistic Field: Te field requires an enormous
amount o energy, and its built-in batteries
can only power it or a short period. Although30 Charges is normally a +¼ Advantage, inthis case it’s reduced to -0 because the benefitoffered by lots o Charges — not using END —is one that doesn’t apply to this Power (since italready costs no END). Add 30 Charges (-0).60 Active Points; total cost 40 points.
4) Experimental Field: Dimension-breechingtechnology is difficult to create and maintain;
it oen ails, sometimes or no readily discern-ible reason. Add Activation Roll 14- (-¼). otalcost: 34 points.
H ENTOMOBELT
Effect: Shrinking (.032 m tall)
Target: Sel
Duration: Constant
Range: Sel
END Cost: 6
Breakability: 12 PD/12 ED
Description: Also known as a Microbelt or
Shrinker Belt, this gadget emits an energy fieldor gas that causes the wearer to shrink down toas little as 1 inch tall. As the name indicates, it’s aavorite or insect-themed superheroes.
Game Information: Shrinking (.032 m tall [about1 inch], .0004 kg mass, -12 to PER Rolls toperceive character, +12 DCV, takes +36m KB) (36Active Points); OIF (-½). otal cost: 24 points.
Options:
1) Strong Entomobelt: Increase to Shrinking (.008m tall [about .25 inch], .0000063 kg mass, -16to PER Rolls to perceive character, +16 DCV,takes +48m KB). 48 Active Points; total cost 32
points.2) Weak Entomobelt: Decrease to Shrinking
(.125 m tall [about 4 inches], .025 kg mass, -8to PER Rolls to perceive character, +8 DCV,takes +24m KB). 24 Active Points; total cost 16points.
3) Realistic Entomobelt: By reducing the charac-ter’s size, the belt also reduces his ability to lithings and to move. Add Side Effects (reducescharacter’s SR and Running by one-sixthper10 points o Shrinking used [minimum oRunning 1m], always occurs; -½). otal cost:18 points.
4) Experimental Entomobelt: Te energies (or gas)that allow this belt to unction don’t alwaysinterace properly with the human biosystem;fluctuations may cause the character to spon-taneously revert to ull size on occasion. AddActivation Roll 14- (-¼). otal cost: 20 points.
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Hero System Equipment Guide n Chapter Two 27
H INTANGIBILITY COSTUME
Effect: Desolidification
Target: Sel
Duration: Constant
Range: Sel
END Cost: 4
Breakability: 8 PD/8 ED
Description: Tis costume, which powers itsel via the wearer’s body heat and motion, allows
the wearer to become intangible by cyberneticcommand. While intangible, the wearer can stillbe affected by magic and some other attack orms.
Game Information: Desolidification (affected bymagic) (40 Active Points); OIF (-½). otal cost: 27points.
Options:
1) Realistic Costume: Te costume has a built-inbattery with a limited power supply. Add 12Charges (-¼). otal cost: 23 points.
2) Experimental Costume: Te intangibility-
generating circuitry in the costume is highlyexperimental and doesn’t always work. AddActivation Roll 14- (-¼). otal cost: 23 points.
3) Self-Renewing Battery: Te costume comeswith its own power supply that replenishesitsel via the character’s body heat and move-ment, solar power, and the like. Add ReducedEndurance (0 END; +½). 60 Active Points;total cost 40 points.
H PSI-STATIC GENERATOR
Effect: Mental Deense (15 points), UsableBy Nearby
Target: 4m Radius sphere around characterDuration: Constant
Range: No Range
END Cost: 3
Breakability: 6 PD/6 ED
Description: Tis device generates a field o“psychic static” in a 4m radius zone around thewearer. Te wearer and anyone else inside thezone have extra protection against psionic attacksrom outside the zone. A character inside thezone may attack another character inside the zonewithout difficulty (due to proximity), but suffers
the effects o the psi-static i he tries to mentallyattack targets outside the zone.
Game Information: Mental Deense (15 points),Usable By Nearby (people within 4m o character;+1) (30 Active Points); OAF (-1), Costs Endurance(-½), Limited Power (reduces effects o Mentalattacks used by those inside field against targetsoutside it, and has no effect on attacks made bycharacters within the field against targets who arealso inside it; -¼). otal cost: 11 points.
Options:
1) Strong Generator: Increase to Mental Deense(20 points). 40 Active Points; total cost 14
points.
2) Weak Generator: Decrease to Mental Deense(10 points). 20 Active Points; total cost 7points.
3) Realistic Generator: Te Generator has aninternal power supply that can only sustainthe field or a short period o time beore itrequires recharging. Add 1 Continuing FuelCharge (easily-replaced uel; 30 seconds; -¾).otal cost: 8 points.
4) Experimental Generator: Psionic technology israre, difficult to create, and prone to malunc-tion. Add Activation Roll 14- (-¼). otal cost:10 points.
5) Attached Generator: Te Generator is difficultto take away rom the character; it may bebuilt into a costume, bracer, helmet, or the like.Change OAF (-1) to OIF (-½). otal cost: 13points.
6) Long-Lasting Generator: Te Generator’sinternal power supply is so strong that it’seffectively unlimited (though it does requireperiodic recharging). Remove Costs Endurance
(-½). otal cost: 13 points.
H QUESTIONITE-AUGMENTEDSKELETON
Effect: Armor to protect the bones; Knock-back Resistance -4m; HA +2d6
Target: Sel/Sel/One character
Duration: Persistent/Persistent/Instant
Range: Sel/Sel/ouch
END Cost: 0
Breakability: Unbreakable
Description: Te character’s bones have been
coated, laced, and/or partially replaced with ques-tionite, making them virtually unbreakable. Tatmeans his knuckles hurt someone more whenhe punches, and he weighs a lot more than you’dexpect based on his height and build.
Like the Returning Trowing Weapon (page153), this is a rare example o a gadget that doesn’ttake the Focus Limitation. Te bone lacings are anobject, but it requires highly complicated surgeryto install or remove them, so they don’t unctionlike a Focus in game terms.
Game Information:
Cost Power
3 Questionite Bone Lacing (Increased Sturdi-
ness): Resistant Protection (1 PD/1 ED)
18 Questionite Bone Lacing (Unbreakable Bones):
Resistant Protection (30 PD/30 ED) (90 ActivePoints); Only Works Against BODY Damage
(-1), Only To Protect Against Breaking Bones(-3)
8 Questionite-Laced Knuckles: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-¼)
4 Questionite Bone Lacing (Heavier): KnockbackResistance -4m
Total cost: 33 points
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276 n Defensive Technology Hero System 6th Edition
H QUESTIONITE SHIELD
Effect: Resistant Protection (50 PD/50 ED),Hardened (x2), Impenetrable (x2);plus other abilities
Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: Unbreakable
Description: Tis deensive device is a roundshield made rom a mysterious, unduplicatablealloy o the uncanny super-metal questionite. It’sunbreakable by any means yet tested, though ithasn’t been exposed to disintegration powers, thedetonation o a nuclear weapon, or a nega-beam.Using it properly requires a Power: Use Ques-tionite Shield roll (a DEX-based orm o the PowerSkill; at the GM’s option a character can use theshield with just a DEX Roll, but at a minimum -2penalty).
Te shield’s shape and composition allow the
wielder to do many things with it. First, he canprotect himsel. In most cases he simply holds itbetween himsel and an attack; he can also use itto shield one other person whom he holds close,or a person standing right next to him. In gameterms, the shield’s primary deensive power is ahuge amount o Resistant Protection. o protectsomeone with it rather than himsel, a charactermust succeed with a Power: Use QuestioniteShield roll at no penalty. o protect both himseland another person at the same time, he mustGrab that other person and succeed with a Power:
Use Questionite Shield roll at a -2 penalty. Techaracter can also throw the shield so that it getsin the way o a Ranged attack, thus protectinganother person rom being hit by that attack.
Te wielder can also use the shield as aweapon. He can bash someone with it (an HA),or use its edge to cut through objects (an HKA).Tanks to its aerodynamic shape, he can alsothrow it (an Blast or RKA), but that means hecannot use the Multipower again until he recoversit (typically a wielder uses one Combat Skill Levelwhen they throw the shield to make it “bounce”or boomerang back to his hand in the same Phasewhen he throws it). I the targets line up right, thewielder can hit several o them at once; he can alsoricochet it off one target to hit another (thoughthis takes some skill).
Game Information:
Cost Power
150 Questionite Shield: Multipower, 300-pointreserve; all OAF (-1)
13f 1) Protection: Resistant Protection (50 PD/50
ED), Hardened (x2; +½), Impenetrable (x2;+½); OAF (-1), Nonpersistent (-¼), Requires A Use Questionite Shield Roll (no Active Point
penalty; -0)
1f 2) Protection II: Deflection; OAF (-1), Lockout(cannot use other Multipower slots whileusing this one, and not until thrown shield is
retrieved; -½)
1f 3) Shield-Bash: HA +6d6; OAF (-1), Hand-To-Hand Attack (-¼)
1f 4) Shield Edge: HKA 1d6 (plus STR); OAF (-1)
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Hero System Equipment Guide n Chapter Two 27
1f 5) Thrown Shield I: Blast 10d6; OAF (-1), 1Recoverable Charge (-1¼), Lockout (cannotuse Multipower until shield is retrieved; -½),
Range Based On STR (-¼)
2f 6) Thrown Shield II: Blast 10d6, Area Of Effect(40m Line; +1); OAF (-1), Lockout (cannotuse Multipower until shield is retrieved; -½),
Range Based On STR (-¼), 1 RecoverableCharge (-1¼)
2f 7) Thrown Shield III: Blast 10d6, Area OfEffect (16m Radius Selective; +1); OAF (-1),
Lockout (cannot use Multipower until shieldis retrieved; -½), Range Based On STR (-¼),Requires A Use Questionite Shield Roll (-1 per20 Active Points; -¼), 1 Recoverable Charge
(-1¼)
1f 8) Thrown Shield IV: HKA 1d6 (plus STR),Range Based On STR (+¼); OAF (-1),
Lockout (cannot use Multipower until shield isretrieved; -½), Range Based On STR (-¼), 1Recoverable Charge (-1¼)
1f 9) Cover Your Eyes!: Sight Group Flash Defense
(20 points), Hardened (+¼); OAF (-1), Activa-tion Roll 14- (-¼), Nonpersistent (-¼), Lockout(cannot use other Multipower slots while usingthis one; -½)
Total cost: 173 points.
Options:
1) Force Shield: Instead o being made o ques-tionite, this shield is made out o pure orceenergy held in place by a permanent magneticfield or the like. It unctions similarly to theQuestionite Shield, but lacks a ew o its uses.Remove slots 5 to 9. otal cost: 166 points.
H SILHOUETTE-DISTORTING CAPE
Effect: +3 DCV, Activation Roll 11-
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 3 PD/3 ED
Description: Tis large, billowing cape makes itdifficult or attackers to perceive the outline othe wearer’s body. As a result, they oen aim theirattacks incorrectly, firing through the cape insteado at the character’s body.
Game Information: +3 DCV (15 Active Points);OAF (-1), Activation Roll 11- (-½). otal cost: 6points.
Options:
1) Weak Distortion: Decrease to +1 DCV. 5 ActivePoints; total cost 2 points.
2) Realistic Distorting Cape: Also known as a“McFarlane Mantle,” this cape is so large andflowing that it tends to interere with thecharacter’s ability to walk, run, and jump. (Youcan add this drawback to virtually any capebought as a gadget.) Add Side Effects (-2 on all
DEX-based rolls involving walking, running, jumping, and like activities, always occurs; -½).otal cost: 5 points.
H SPACE RING
Effect: Lie Support (exist in space saely);Flight 10m
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: A team that journeys into outerspace requently — particularly i it has a space-based headquarters — might develop a device likethis to protect its members.
Space Rings help keep their wearers alive inhard-space situations. Tey’re not intended tobe a member’s sole source o lie support, sincethe air and flight thrust they supply only last oneminute beore being recharged. But i a character
is suddenly exposed to the cold, the vacuum, andthe hard radiation o space, this ring protects him— long enough or him to reach a pressurizedarea, hopeully.
Te device is built as a finger-ring, the logicbeing that a character is unlikely to take offsomething this small and convenient. It uses thecharacter’s body heat to project a orce-field thatinsulates the character (allowing him to preservehis body heat), reflects radiation, and holds tightagainst his flesh (preventing explosive decompres-sion). Te device also carries a tiny canister opure oxygen which it can release once the wearerthrows a tiny switch under the ring’s flip-up stone;
it’s sufficient to allow the character to breathe orone minute. In addition, the character can flipanother switch under the stone to vent excesspressure rom an aperture in the orce-fieldthat’s situated at his back, allowing him to propelhimsel orward. Te thrust is so gentle that thisonly works in microgravity situations (such asouter space), and it, too, lasts or only one minuteaer being activated.
Game Information:
Cost Power
6 Life Support Field: Life Support (Expanded
Breathing: Vacuum, Safe Environment: HighRadiation, Intense Cold, Intense Heat, Low
Pressure/Vacuum) (13 Active Points); IIF (-¼),1 Continuing Charge lasting 1 Minute (deacti-vated by any attack that inflicts STUN or BODY
damage to the character; -1)
2 Pressure Vent Propulsion: Flight 10m (10 Active Points); IIF (-¼), Only In Microgravity(-2), 1 Continuing Charge lasting 1 Minute
(deactivated by any attack that inflicts STUNor BODY damage to the character; -1)
Total cost: 8 points
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278 n Defensive Technology Hero System 6th Edition
SCIENCE FICTION
DEFENSIVE EQUIPMENT
In Science Fiction periods and settings,deense continues to race with offense, withthe journey eventually leading into suchrubber science areas as orce-fields and
ultra-powerul battle armors. Many o these are,in effect, covered in the Superhero Deensive Gear section above, and aren’t reprinted here; similarly,the more advanced body armors rom the Modern
Deensive Equipment section are suitable to near-uture Science Fiction, some Post-Apocalypticgames, and the like. At most all you need to do isgive “earlier” a more Science Fiction-appropriatename and perhaps appearance, and you’re set. Teequipment described below generally only appearsin Science Fiction settings.
Te prevalence o powerul orce-fields andsimilar deensive technology in Science Fictioncampaigns may alter the way warare is conducted,especially in the sort o close-quarters tacticalsituations that crop up so oen in gaming.Rather than staying at a distance and launchingnow-utile all-or-nothing attacks rom conceal-
ment, characters may once again have to revert tostand-up slugests more reminiscent o fistfightsor superhero battles than gunfights. For example,in the novel Dune the commonality o personalorce-fields has led to the development o meleecombat styles that train a fighter to strike inways that get through “shields,” and to the use oweapons designed with the existence o orce-fields in mind.
ABLATIVE AND REFLECTIVE ARMORS
As energy weapons become more common,synthetic materials like Kevlar get vulnerable. Onesolution is to cover the armor with a layer o abla-tive material that absorbs and disperses the energyo a beam weapon attack. Te disadvantage toablative armor is that each shot burns away a littlemore protection.
Related to ablative armor, but without thedrawback o being removed by attacks, are reflec-tive armors. Tese are ordinary body armors witha layer o thin mirror-finish plastic which reflectsmuch o the energy o laser, ultraviolet laser, andplasma attacks. Unortunately, wearing a brightshiny suit makes one very visible.
H ABLATIVE FOAM
Effect: Resistant Protection (+8 ED),Ablative
Target: One character or like object (seetext)
Duration: ConstantRange: Sel (see text)
Charges: 3 Continuing Charges lasting 1Hour each
Breakability: 3 PD/3 ED
Description: A cheap way to get some anti-laserprotection, ablative oam sprays onto a person or vehicle, orming a thick, flexible layer. It’s pack-aged in cans holding enough oam to coat 3 men(or, at the GM’s discretion, a single vehicle nolarger than an automobile). Unortunately ablativeoam isn’t waterproo.
Game Information: Resistant Protection (+8ED), 3 Continuing Charges lasting 1 Hour each(removed by water or being shot off; +¼) (12Active Points); OIF (-½), Ablative (-1). otal cost:5 points.
CLARKE'S LAWFamed science fiction author Arthur C. Clarke once said something that SF
fans have come to call Clarke’s Law. It states: “Any sufficiently advancedtechnology is indistinguishable from magic.” In other words, when tech-
nology becomes high enough, most people — particularly “primitive” people
— can’t really tell it apart from “magic.” Eventually, the two sort of become
one.
Beyond the classic impress-the-natives-with-a-cigarette-lighter trick,
Clarke’s Law has some interesting ramifications GMs could explore. At what
point does technology become magic? Could a Star Hero campaign really
be, or become, a Fantasy Hero campaign... or vice-versa? Were the magi-
cians of ancient legend actually time travelers? Could a Star Hero setting
feature “tech-mages” commanding technology far more advanced than the
campaign norm, but cloaked in a veneer of mysticism?
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Hero System Equipment Guide n Chapter Two 27
H ABLATIVE VEST
Effect: Resistant Protection (6 PD/6 ED)plus Resistant Protection (+12 ED),Ablative
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 6 PD/6 ED
Description: Tis is a standard armored vestcoated with ablative material to better resistenergy attacks... until it’s all shot off.
Game Information: Resistant Protection (6 PD/6ED) (18 Active Points); OIF (-½), Activation Roll11- (covers Hit Locations 9-13; -½), Mass (halmass; -½), Real Armor (-¼) (total cost: 6 points)plus Resistant Protection (+12 ED) (18 ActivePoints); OIF (-½), Activation Roll 11- (coversHit Locations 9-13; -½), Ablative (-1), Mass (halmass; -½), Real Armor (-¼) (total cost: 5 points).otal cost: 11 points.
Options:
1) Strong Ablative Vest I: Increase to ResistantProtection (9 PD/9 ED) and Resistant Protec-tion (+18 ED). 27 + 27 = 54 Active Points; totalcost 10 + 7 = 17 points.
2) Strong Ablative Vest II: Te ablative coatingon this vest is particularly thick and durable.Increase to Resistant Protection (+24 ED). 36Active Points; total cost 10 points; total cost oVest 16 points.
3) Weak Ablative Vest: Decrease to Protection (4PD/4 ED) and Resistant Protection (+8 ED).12 + 12 = 24 Active Points; total cost 4 + 3 = 7points.
4) Full Body Ablative Armor: Change to ActivationRoll 14- (-¼) or both parts.
Standard: otal cost 7 + 5 = 12 points.
Strong I: otal cost 11 + 8 = 19 points.
Weak: otal cost 5 + 3 = 8 points.
5) Reflective Undervest: Tis is a small vestcovering Hit Locations 9-12 only, worn bydignitaries or secret agents who want a littleprotection but can’t wear combat gear. As WeakAblative Vest, but change Activation Roll andchange OIF (-½) to IIF (-¼). otal cost 5 + 3 =
8 points.
H REFLECTIVE COVERALL
Effect: Resistant Protection (+12 ED), OnlyProtects Against Laser Attacks
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 4 PD/4 ED
Description: Tis is worn over other armor bycombat personnel who have to ace laser-armed
opponents but aren’t already wearing ablative/
reflective armor. It’s a light hooded coverall bigenough to fit over body armor that providesprotection only against lasers.
Game Information: Resistant Protection (+12ED) (18 Active Points); OIF (-½), Activation Roll15- (-¼), Only Protects Against Laser Attacks (-1),Real Armor (-¼). otal cost: 6 points.
H SUPERCONDUCTING SURFACE
Effect: Energy Damage Reduction, Resis-tant, 75%
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 12 PD/12 ED
Description: A more high-tech way to deeatenergy weapons comes rom developments insuperconductive materials. Tese are substanceswhich instantly conduct electricity or heat withno resistance. A suit o superconducting armor
spreads an attack over the entire surace o thesuit, radiating it harmlessly away. Characters canadd a superconducting surace to any other armor.
Game Information: Energy Damage Reduction,Resistant, 75% (60 Active Points); OIF (-½) plusother Limitations appropriate to armor beingcoated. otal cost: varies.
FORCE-FIELD TECHNOLOGY
In Space Opera Science Fiction and otherstories involving extremely advanced technology,orce-fields usually replace physical deenses suchas body armor. Ranging rom personal “orce
screens” to large orce shields configurable intoa variety o shapes, their generating equipmentoen weighs little. However, they require somesource o power to keep unctioning, and thus are vulnerable to attacks which deplete their energyreserves.
H DEFENSIVE NANOBOTS
Effect: Resistant Protection (6 PD), Impen-etrable (x2)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 6 DEF (see text)
Description: While not precisely a orce-field, thisdevice unctions similarly to one. Since conven-tional deenses are meaningless against nanotech-nology attacks, scientists developed “deensive”nanobots whose job is to seek out and destroyattacking nanobots. ypically the nanobots livein and on a suit o clothing or Resistant Protec-tion (or even on and in flesh) until they’re needed.Tey can use destroyed attack nanobots to buildmore o themselves, so only an attack that wipesthem all out at once (such as a flamethrower) can
get rid o them.
BATTLE ARMOR
Powered armor is
common in many
Science Fiction settingnovels like Joe Halde-
man’s The Forever Wa
John Steakley’s Armo
and Robert Heinlein’s
magnificent Starship
Troopers revolve aroun
it. The Powered Armor
section beginning on
page 247 can be
used to create
battle armors for
Science Fiction
characters...
though depending onthe setting’s technolog
the armors characters
can obtain may be
weaker or even more
powerful than what’s
depicted in this book.
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280 n Defensive Technology Hero System 6th Edition
Game Information: Resistant Protection (6 PD),Impenetrable (x2; +½), Uncontrolled (removedby fire, any other area-affecting damage-causingphenomenon; +½) (25 Active Points); Only VersusNanotech Attacks (-1). otal cost: 12 points.
Options:
1) Protective Nanoswarm: Instead o living onthe character, the nanobots swarm aroundhim in a cloud, patrolling the air around the
character, checking or enemy nanomachines,germs, and pests. Character also buys: LieSupport (Immunity: all terrestrial diseasesand biowarare agents) (5 Active Points); OnlyVersus Airborne Diseases/Agents (-½), Linked(-½). otal cost 2 points; total cost o gadget 14points
H FORCE DOME
Effect: Barrier 8 PD/8 ED, 8 BODY (50mlong, 4m high, and ½m thick),Restricted Shape (8m radius dome)
Target: Area
Duration: ConstantRange: No Range
Charges: 1 Continuing Fuel Charge (1 Hour)
Breakability: 17 PD/17 ED
Description: Tis portable but bulky devicecreates an 8-meter radius orce dome. Te domeis airtight, and the lie support unit in the devicecreates a temporary habitat in hazardous environ-ments (though the more people that are within thedome, the quicker the air gets used up).
Game Information: Barrier 8 PD/8 ED, 8 BODY(50m long, 4m high, and ½m thick) (87 Active
Points); OAF Bulky (-1½), Costs Charges (tomaintain; -½), No Range (only works in radiusaround generator; -½), Restricted Shape (8mradius dome only; -¼), 1 Continuing Fuel Charge(ueled by electricity, recharge is easily obtained; 1Hour; -0) (total cost: 23 points) plus Lie Support(Sel-Contained Breathing; Sae Environments:Intense Cold, Low Pressure/Vacuum), Area OEffect (fills entire area beneath dome; +½) (21Active Points); OAF Bulky (-1½), Linked (-½),1 Continuing Fuel Charge (ueled by air supply,resupply is easily obtained; 1 Hour; -0) (total cost:6 points). otal cost: 29 points.
H FORCE SHIELD PROJECTOR
Effect: Barrier 8 PD/8 ED, 8 BODY (up to3m long, 3m high, and ½m thick)
Target: Area
Duration: Instant
Range: No Range RBS
Charges: 1 Continuing Fuel Charge (20Minutes)
Breakability: 11 PD/11 ED
Description: A orce shield projector is usuallyarm-mounted, and creates a orce barrier in ronto the user.
Game Information: Barrier 8 PD/8 ED, 8 BODY(up to 3m long, 3m high, and ½m thick), Non-Anchored, Dismissable (54 Active Points); OIF(-½), Costs Charges (to maintain; -½), No Range(-½), 1 Continuing Fuel Charge (ueled by elec-tricity, recharge is easily obtained; 20 Minutes;-¼). otal cost: 20 points.
Options:
1) Strong Projector: Increase to Barrier 10 PD/10ED, 10 BODY. 62 Active Points; total cost 22points.
2) Weak Projector: Decrease to Barrier 6 PD/6 ED,6 BODY. 46 Active Points; total cost 17 points.
H PERSONAL FORCE SCREEN
Effect: Resistant Protection (10 PD/10 ED),Protects Carried Items
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Fuel Charge (20Minutes)
Breakability: 10 PD/10 ED
Description: Tis device is a belt that creates aorce-shield that hugs the user and stops incomingattacks. Early in its development cycle the beltis bulky, uncomortable, and only available tomilitary personnel. Eventually technology andsociety develop to the point where it’s much morecomortable and widely available.
Game Information: Resistant Protection (10PD/10 ED), Protects Carried Items (40 ActivePoints); OIF (shield belt; -½), 1 Continuing Fuel
Charge (ueled by electricity, recharge is easilyobtained; 20 Minutes; -¼). otal cost: 23 points.
Options:
1) Strong Personal Force Screen: Increase toResistant Protection (12 PD/12 ED). 46 ActivePoints; total cost 26 points.
2) Weak Personal Force Screen: Decrease to Resis-tant Protection (8 PD/8 ED). 34 Active Points;total cost 19 points.
3) Advanced Personal Force Screen: his versiono the shield belt creates a field strong enoughto hold in atmosphere. Combined with a smallair purifier and oxygen tank, it works just like a
space suit. Add: Lie Support (Sel-Contained
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Hero System Equipment Guide n Chapter Two 28
Breathing; Sae Environments: Intense Cold,Low Pressure/Vacuum) (14 Active Points);OIF (-½), Linked (-½), 1 Continuing FuelCharge (ueled by air supply, resupply is easilyobtained; 20 Minutes; -¼). otal cost 6 points;total cost or device 29 points.
4) Variant Personal Force Screen: Tis orm o theorce-field only blocks high-speed projectilesand energy beams, leaving the wearer ree to
engage in melee combat. Add Only WorksAgainst Ranged Attacks (-½). otal cost: 18points.
PLASTIC ARMORS
Te advanced materials science o manyScience Fiction settings can make unctionalarmor out o plastics.
H BIOPLASTIC ARMOR
Effect: Resistant Protection (20 PD/20 ED)plus Lie Support
Target: Sel
Duration: PersistentRange: Sel
END Cost: 0
Breakability: 20 PD/20 ED
Description: Instead o the rigid armor beloved oearly Science Fiction (see below), this is organic-looking bioplastic, made o materials spawnedrom the meeting o nanotechnology and geneticengineering. It’s a deceptively thin and flexible suito smart nanofibers which can react instantly toimpacts or energy attacks, going rigid or reflectiveas needed. Elastic fibers and liquid microtubulesrapidly disperse the energy o an attack, and semi-
autonomous nanomachines can actually “heal”damage to the suit. Te suit is ully capable ooperating in space or underwater and eatures anadaptive lie-support system.
Game Information:
Cost Power
34 Protective Armor: Resistant Protection (20
PD/20 ED) (60 Active Points); OIF (-½), Real Armor (-¼)
9 Limited Life Support: Life Support (Self-Contained Breathing; Safe Environments:
Intense Cold, Low Pressure/Vacuum) (14
Active Points); OIF (-½)Total cost: 43 points.
H EARLY PLASTIC ARMOR
Effect: Resistant Protection (12 PD/12 ED),Activation Roll 13-
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 12 PD/12 ED
Description: In early Science Fiction, charactersare oen shown wearing plastic armor that tosome extent mimics the armor o the knights oold: breastplate, greaves, vambraces, and more, allstylishly shaped and colored to match the wearer’suniorm.
Game Information: Resistant Protection (12PD/12 ED) (36 Active Points); OIF (-½), Activa-tion Roll 13- (-¼), Hal Mass (-½), Real Armor(-¼). otal cost: 14 points.
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282 n Defensive Technology Hero System 6th Edition
DEFENSIVE DRUGSAs mentioned on page 196, combat drugs are a
part o some Science Fiction settings. Here are twoexamples:
HMIND FLEX
Effect: Aid EGO 3d6
Target: One character
Duration: InstantRange: No Range
Charges: 4 Charges
Breakability: 1 PD/1 ED
Description: Boosting one’s willpower is impor-tant when dealing with enemies who possessespsionic abilities. By taking Mind Flex, the userincreases his mental strength... but aer it runsout he becomes more vulnerable to psionics thannormal.
Game Information: Aid EGO 3d6, DelayedReturn Rate (points ade at the rate o 5 per
Minute; +1) (36 Active Points); OAF Fragile(-1¼), Side Effects (-5 EGO or 24 hours aerCharge stops working, automatically occurs; -½),4 Charges (-1). otal cost: 10 points.
Options:
1) Strong Serum: Increase to Aid EGO 4d6. 48Active Points; total cost 13 points.
2) Weak Serum: Decrease to Aid EGO 2d6. 24Active Points; total cost 6 points.
3) Long-Lasting Serum: Increase to DelayedReturn Rate (points ade at the rate o 5 per 20Minutes; +1¼). 40 Active Points; total cost 11points.
H ROCKSTEADY
Effect: Aid PRE 3d6
Target: One character
Duration: Instant
Range: No Range
Charges: 4 Charges
Breakability: 1 PD/1 ED
Description: Tis injection increases a person’sbravery and confidence, making him able to
withstand shocks that would ordinarily cause himto flee or break down. While it has no direct sideeffects, it’s known to be physically and psycho-logically addictive (in game terms, each useadds ½d6 points’ worth o ransorm to give theuser the appropriate Physical and PsychologicalComplications).
Game Information: Aid PRE 3d6, Delayed ReturnRate (points ade at the rate o 5 per 20 Minutes;+1½) (45 Active Points); OAF Fragile (-1¼), Onlyo Protect Against Presence Attacks And PREDrains (-1), Side Effect (½d6 Major ransorminto addicted person; -0), 4 Charges (-1). otalcost: 10 points.
Options:
1) Strong Serum: Increase to Aid PRE 4d6. 60Active Points; total cost 14 points.
2) Weak Serum: Decrease to Aid PRE 2d6. 30Active Points; total cost 7 points.
3) Long-Lasting Serum: Increase to DelayedReturn Rate (points ade at the rate o 5 perHour; +1¾). 49 Active Points; total cost 11points.
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CHAPTER THREE
MOVEMENTEQUIPMENT
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Hero System Equipment Guide n Chapter Three 28
H ROCKET PACK
Effect: Flight 20m
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Fuel Charge
Breakability: 4 PD/4 ED
Description: Tis amazing gadget, not muchlarger than a typical backpack, allows the wearer
to fly! And it uses ordinary gasoline or uel,making it easy to reuel in mid-adventure inecessary.
Game Information: Flight 20m (20 Active Points);OIF (-½), 1 Continuing Fuel Charge lasting 2Hours (gasoline, Easy to obtain; -0). otal cost: 13points.
Options:
1) Strong Rocket Pack: Increase to Flight 30m. 30Active Points; total cost 20 points.
2) Weak Rocket Pack: Decrease to Flight 12m. 12
Active Points; total cost 8 points.3) Clumsy Rocket Pack: Steering with a rocket
strapped to your back isn’t exactly easy. AddIncreased urn Mode (Flight with the RocketPack always has a +4m urn Mode; -¼). otalcost: 11 points.
4) Dangerous Rocket Pack: Wearing a rocket and atank o gas on your back isn’t exactly sae. I theRocket Pack takes even a single point o BODYdamage past its deenses rom an energy attack(or any other attack that could ignite the uel),it bursts into flame, causing the user to take2d6 damage every Phase (no deense) until the
flames are extinguished. You can represent thiswith a -¼ Side Effect. otal cost: 11 points.
5) One Hand On The Controls At All Times: Te waythe Rocket Pack works, the character has tokeep at least one hand on a control rod, handcontrol, or chest control panel to maintain hisability to fly. Add Gestures (throughout; -½).otal cost: 10 points.
6) We Have Takeoff: Te character has to spenda Full Phase turning the Rocket Pack on, thenanother Full Phase launching himsel into thesky. Add (Extra Phase to activate [see text];-½). otal cost: 10 points.
7) Winged Rocket Pack: Te character’s RocketPack has large wings on it to give him li. I hegoes too slowly, he may stall and crash. AddStall Velocity (10m; -¼). otal cost: 11 points.
8) Experimental Rocket Pack: Miniaturizing arocket to fit into a backpack and not becomehot enough to burn the wearer is difficult; asa result, sometimes the rocket stops working.Add Activation Roll 14- (-¼). otal cost: 11points.
H RUBBER-SOLED SHOES
Effect: +2 to Stealth, Only For StealthyMovement
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Te character’s shoes or boots havespecial rubber soles that allow him to move muchmore quietly than someone with leather-soledshoes can.
Game Information: +2 to Stealth (4 ActivePoints); OIF (-½), Only For Stealthy Movement(-½). otal cost: 2 points.
SUPERHERO MOVEMENTGADGETS
Tis section has personal movement gadgets— devices designed using Movement Powersbut which aren’t built as Vehicles. (For those, seeHERO System Vehicles). In addition to the gadgetslisted here, see the Boots section o the poweredarmor devices (page 264) or Bootjets, Hoverpads,Rocketskates, and Springboots.
H ARM-WINGS
Effect: Flight 24m, Gestures
Target: Sel
Duration: Constant
Range: Sel
END Cost: 2
Breakability: 5 PD/5 ED
Description: Te character’s costume has wingsattached underneath the arms. By moving hisarms, the character can fly. However, he has tokeep moving at least one o his arms to keepflying; i he stops to perorm other actions withboth o his arms or hands, he starts to all.
Game Information: Flight 24m (24 Active Points);OAF (-1), Gestures (throughout; -½). otal cost:10 points.
Options:
1) Strong Wings: Increase to Flight 32m. 32 ActivePoints; total cost 13 points.
2) Weak Wings: Decrease to Flight 16m. 16 ActivePoints; total cost 6 points.
3) Realistic Wings: Te character must keep bothhis arms moving constantly i he wants toremain in the air. Change to Gestures (bothhands throughout; -1). otal cost: 8 points.
4) Agile Wings: Te character’s wings provide himso much control over his Flight that he canturn on a dime. Add No urn Mode (+¼). 30Active Points; total cost 12 points.
5) Wing-Blades: Te edges o the character’s wings
are so sharp that he can cut people with them
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286 n Movement Equipment Hero System 6th Edition
as he flies by. Character also buys HKA 1½d6,Armor Piercing (+¼), Reduced Endurance (0END; +½) (44 Active Points); OIF (-½), OnlyWith Move Bys (-1), No Velocity DamageBonus (-½), No Knockback (-¼). otal cost 13points; total cost o Arm-Wings 23 points.
H CLING-BOOTS
Effect: Clinging (normal SR)
Target: Sel Duration: Constant
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Tese boots use vacuum technology,super-adhesives, or some other method to allowthe wearer to stand and walk on walls as i theywere normal ground.
Game Information: Clinging (normal SR) (10Active Points); OIF (-½). otal cost: 7 points.
Options:
1) Strong Boots: Increase to +15 SR. 15 ActivePoints; total cost 10 points.
2) Weak Boots: Add Cannot Resist Knockback(-¼). otal cost: 6 points.
3) Realistic Boots: Clinging to walls is tiringwork. Add Costs Endurance (-½). otal cost: 5points.
4) Experimental Boots: Sometimes the boots’ tech-nology ails to work — a real problem i thecharacter is already ar up a wall. Add Activa-tion Roll 14- (-¼). otal cost: 6 points.
H COPTERPACK
Effect: Flight 24m, No urn Mode, Side-ways Maneuverability
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Fuel Charge lasting 1Hour
Breakability: 8 PD/8 ED
Description: Similar to a Jetpack, this backpack-like device contains a rotor and set o helicopterblade that old up to fit within. When the weareractivates the ’Pack (which takes time), the bladesunold, allowing him to fly away.
Game Information: Flight 24m, No urn Mode(+¼), Sideways Maneuverability (+½) (42 ActivePoints); OIF (-½), Extra ime (Extra Phase toactivate; -½), Side Effects (KA ½d6, Area O Effect(4m Radius) around character, automaticallyoccurs when Flight is in use, only affects environ-ment around character; -0), 1 Continuing FuelCharge lasting 1 Hour (requires specially-refined jet uel, Difficult to obtain; -¼). otal cost: 19points.
Options:
1) Strong Copterpack: Increase to Flight 30m. 52Active Points; total cost 23 points.
2) Weak Copterpack: Decrease to Flight 18m. 31Active Points; total cost 14 points.
3) Realistic Copterpack I: Using the Copterpacktires the character out. Add Costs Endurance(-½). otal cost: 15 points.
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Hero System Equipment Guide n Chapter Three 28
4) Realistic Copterpack II: Te character hasto keep at least one hand on the Copter-pack’s controls at all times. Add Gestures(throughout; -½). otal cost: 15 points.
5) Experimental Copterpack: Sometimes the rotorand blades ail to unold properly, or lock upin mid-flight. Add Activation Roll 14- Jammed(-½) and increase Side Effects to -½. otal cost:13 points.
H COSMIC FLYER
Effect: FL ravel (1 LY/hour)
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: Unbreakable
Description: Tis device, the product o aliensuper-science or the powers o some cosmically-powerul entity, allows the rider to travel throughspace at eight thousand times the speed o light!
Since it’s a ridden device, it provides no liesupport; the character has to have some way tosurvive in the vacuum o space while using it.
Te designer can make this device look likeany rideable object he wants: a bizarre, alien-techmotorcycle; a surfoard; a high-tech platorm;an altar; a flying Buick, or the like. Te chosenappearance usually depends on the character’scostume, name, or powers.
Game Information: FL ravel (1 LY/hour) (36Active Points); OAF (-1). otal cost: 18 points.
Options:
1) Faster Cosmic Flyer: Increase to FL ravel (4
LY/hour). 40 Active Points; total cost 20 points.2) Slower Cosmic Flyer: Decrease to FL ravel
(1 LY/4 hours). 32 Active Points; total cost 16points.
3) Realistic Cosmic Flyer I: It takes training andskill to ride a Cosmic Flyer. Add Requires APower: Use Cosmic Flyer Roll (-½). otal cost:14 points.
4) Realistic Cosmic Flyer II: Tough the CosmicFlyer is sel-powered, riding and steering onetakes a lot o the user. Add Costs Endurance(-½). otal cost: 14 points.
5) Realistic Cosmic Flyer III: One o the major
problems with using the Cosmic Flyer incombat is that i the rider takes Knockback,he oen gets knocked off the Flyer! Add SideEffects (i character takes Knockback, mustmake a DEX Roll at -1 per ull 4m o Knock-back or he alls off the Flyer; -¼). otal cost: 16points.
6) Ungrabbable Flyer: Not only is the CosmicFlyer unbreakable, but it’s so thoroughly underthe character’s control that no one can takeit away rom him — i anyone tries, it simplycomes to him at his mental command. RemoveOAF (-1). otal cost: 36 points.
7) Flyer As Weapon: I the character takes theUngrabbable Flyer option, he can also use theFlyer as a weapon by sending it away rom himto smash into his enemies. Change to:
Cost Power
60 Cosmic Flyer: Multipower, 60-point reserve
4f 1) Flight: FTL Travel (1 LY/hour)
6f 2) Weapon: Blast 12d6
Total cost: 70 points.
H DRILL GAUNTLETS
Effect: unneling 12m through DEF 12materials
Target: Sel
Duration: Constant
Range: Sel
END Cost: 5
Breakability: 7 PD/7 ED
Description: Tis device is a set o metal gaunt-lets with special drill bits attached to them so the
character can burrow through earth, stone, walls,and just about anything else.
Game Information: unneling 12m through PD12 materials (36 Active Points); OIF (-½). otalcost: 24 points.
Options:
1) Strong Gauntlets: Increase to unneling 16m.40 Active Points; total cost 27 points.
2) Weak Gauntlets: Decrease to unneling 8m. 32Active Points; total cost 21 points.
3) Realistic Gauntlets I: Te drill bits on theGauntlets severely hinder the character’s ability
to use his hands. Add Side Effects (-4 to DEXRolls involving manual dexterity, always occursand applies as long as gauntlets are worn; -½).otal cost: 18 points.
4) Realistic Gauntlets II: Te batteries in theGauntlets have a limited power supply. Add 12Charges (-¼). otal cost: 20 points.
5) Experimental Gauntlets: Due to their experi-mental nature, the Gauntlets break down easily.Add Activation Roll 14- (-¼). otal cost: 20points.
H FLIGHT DISK
Effect: Flight 20m Target: One character
Duration: Constant
Range: ouch
END Cost: 0
Breakability: 6 PD/6 ED
Description: Tis device, a disk about two inchesin diameter and hal an inch thick, uses sophisti-cated antigravity technology to allow the personit’s attached to to fly. It’s a Universal Focus, so theowner can give it to another person and allow thatperson to fly instead.
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Game Information: Flight 20m, Reduced Endur-ance (0 END; +½) (30 Active Points); OAF (-1).otal cost: 15 points.
Options:
1) Strong Disk I: Increase to Flight 30m. 45 ActivePoints; total cost 22 points.
2) Strong Disk II: Increase to x4 Noncombat. 37Active Points; total cost 18 points.
3) Weak Disk: Decrease to Flight 16m. 24 Active
Points; total cost 12 points.4) Realistic Disk: Flying via the Disk tires the user
out because he constantly has to alter his bodyattitude to steer. Remove Reduced Endurance(+½). 20 Active Points; total cost 10 points.
5) Experimental Disk: Even the most skilledgadgeteers have difficulty miniaturizingantigravity technology and getting it to workproperly all the time. Add Activation Roll 14-(-¼). otal cost: 13 points.
6) Maneuverable Disk: Te Disk grants the usera great deal o aerobatic maneuverability. AddNo urn Mode (+¼). 35 Active Points; total
cost 17 points.7) Many Disks: Te character has several Disks
he can give to his comrades or use as weapons.Character also buys x8 Flying Disks or anadditional 15 Character Points (total cost: 30points).
8) Attached Disk: Te Disk attaches to the char-acter’s costume or body so firmly that enemiescannot take it away in combat. Change OAF(-1) to OIF (-½). otal cost: 20 points.
9) Flight Disk Attack: Te character can attach aFlight Disk to someone and orce him to flyagainst that person’s will. Removing an “attack
disk” takes 1 urn, and i possible the characterputs it somewhere that the victim has troublereaching (e.g., between the victim’s shoulder-blades). Character buys:
Cost Power
55 Flight Disk: Multipower, 55-point reserve
1f 1) Personal Use: Flight 20m, Reduced Endur-ance (0 END; +½); OAF (-1)
4f 2) Attack Use: Flight 20m, Usable As Attack(does not work against targets who have their
own Flight or gravity-manipulation powers;+1¼), Reduced Endurance (0 END; +½); OIF(-½)
Total cost: 60 points.
H FLIGHT PLATFORM
Effect: Flight 30m, Usable By Nearby
Target: wo characters
Duration: Constant
Range: Sel/ouch
END Cost: 7
Breakability: 7 PD/7 ED
Description: Tis is a small platorm, big enoughto hold maybe two people at most, with handles
on either side. It uses hover technology (or likesystems) to fly. Ordinarily it would qualiy as aBulky Focus, but its built-in gravity negators makeit extremely easy to carry.
Game Information: Flight 30m, Reduced Endur-ance (½ END; +¼) (37 Active Points); OAF (-1)(total cost: 18 points) plus Usable By Nearby(allows character to carry one additional human-sized passenger; +1) or Flight (30 Active Points);OAF (-1) (total cost: 15 points). otal cost: 33points.
Options:1) Strong Platform: Increase to Flight 40m. 50 +40 = 90 Active Points; total cost 25 + 20 = 45points.
2) Weak Platform: Decrease to Flight 20m. 25 +20 = 45 Active Points; total cost 12 + 10 = 22points.
3) Realistic Platform: Te platorm needs uelto unction. Add to Flight 1 Continuing FuelCharge lasting 1 Hour (requires specially-refined jet uel, Difficult to obtain; -¼). 37 +30 = 55 Active Points; total cost 16 + 15 = 31points.
4) Experimental Platform: Te technology thatpowers the Platorm isn’t as reliable as it shouldbe. Add Activation Roll 14- (-¼) to Flight.otal cost 16 + 15 = 31 points.
5) Larger Platform: Increase the amount o peoplethe Platorm can carry (but it shouldn’t exceedour human-sized passengers at most; beyondthat it makes more sense to buy the Platorm asa Vehicle instead).
H FLIGHT RING
Effect: Flight 40m
Target: Sel
Duration: ConstantRange: Sel
END Cost: 4
Breakability: 8 PD/8 ED
Description: A team where every character isexpected to have the ability to fly at a certainminimum speed, even i it’s not part o his naturalor usual repertoire o abilities, might develop andissue flight gadgets to its members. o keep thedevice rom interering with or spoiling a charac-ter’s costume, it’s built into an inconspicuous ring.Te ring is loaded with microcircuitry and anantigravity engine powered by the wearer’s body
heat and kinetic motion.
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Hero System Equipment Guide n Chapter Three 28
In campaigns lacking technology thisadvanced, these devices should be larger thanfinger-rings, and probably as some other type oFocus (i.e., OAF, IAF, or OIF).
Game Information: Flight 40m (40 Active Points);IIF (-¼). otal cost: 32 points.
Options:
1) Strong Flight Ring: Increase to Flight 50m. 50Active Points; total cost 40 points.
2) Weak Flight Ring: Decrease to Flight 30m. 30Active Points; total cost 24 points.
3) Realistic Flight Ring: Te ring has an internalpower source that limits how long a charactercan use it each day. Add 1 Continuing FuelCharge lasting 5 Minutes (recharged via specialelectrical ring-recharging device; -½). otalcost: 23 points.
4) Experimental Flight Ring: echnology thisadvanced doesn’t always work properly — abad thing when you’re way up in the air. AddActivation Roll 14- (-¼). otal cost: 27 points.
5) Glowing Ring: Tis orm o Flight Ring islarger and glows when used, making it obviouswhere the character’s ability to fly comes rom.Change IIF (-¼) to OIF (-½). otal cost: 27points.
H GLIDER CAPE
Effect: Flight 24m, Gliding
Target: Sel
Duration: Constant
Range: Sel
END Cost: 2
Breakability: 5 PD/5 ED
Description: Te character’s cape is designedwith a special aerodynamic shape, and is cleverly
reinorced, so he can glide through the air whilewearing it.
Game Information: Flight 24m (24 Active Points);OAF (-1), Gliding (-1), Costs Endurance (-½).otal cost: 7 points.
Options:
1) Faster Glider Cape: Increase to Flight 30m. 30Active Points; total cost 8 points.
2) Slower Glider Cape: Decrease to Flight 16m. 16Active Points; total cost 4 points.
3) Realistic Glider Cape: Te character’s ability to
glide depends on his holding his body a certainway; i he moves the wrong way or tries toperorm other actions than just gliding, he allsto earth. Add Requires A PS: Use Glider CapeRoll (-¼) and Gestures (throughout; -½). otalcost: 6 points.
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4) Parachute Cape: Te character cannot actu-ally glide, but his cape can act as a parachuteto keep him rom hurting himsel in alls. AddLimited Movement (character cannot gain alti-tude, and must move at least 24m downwardor every 2m orward; -½). otal cost: 6 points.
5) Concealable Hangglider: Te character’s capedoesn’t normally allow him to glide, but it (orhis costume) conceals a hangglider-like device
that lets him glide once it’s activated. ChangeOAF (-1) to IAF (-½) and add Extra ime (FullPhase to activate; -¼). otal cost: 7 points.
H GLIDER-WINGS
Effect: Flight 16m
Target: Sel
Duration: Constant
Range: Sel
END Cost: 2
Breakability: 3 PD/3 ED
Description: Attached to the undersides o the
character’s costume’s arms and the sides o thecostume’s torso are panels o high-tech abric (orsome similar substance) that allow him to glidethrough the air. However, he has to hold his arms just right or the device to work; otherwise heplummets to the ground.
Game Information: Flight 16m (16 Active Points);OAF (-1), Gliding (-1), Costs Endurance (-½),Gestures (throughout; -½). otal cost: 4 points.
Options:
1) Strong Glider-Wings: Increase to Flight 24m. 24Active Points; total cost 6 points.
2) Weak Glider-Wings: Decrease to Flight 12m. 12
Active Points; total cost 3 points.3) Improved Glider-Wings: Te character’s glider-
wings don’t impair his ability to use his armsand hands. Remove Gestures (-½). otal cost:4 points.
H HOVERSHOES
Effect: Flight 12m, No urn Mode
Target: Sel
Duration: Constant
Range: Sel
END Cost: 1
Breakability: 3 PD/3 ED
Description: Tis device is a set o shoes or bootswith powerul anti-gravity plates on the bottom.When activated, the plates allow the wearer to“walk on air.” He can climb as i he were climbingstairs, run as i he were on the ground, and soorth. Tere’s a limit to how ast he can go, though— no more than hal his Combat Movement withRunning, up to a maximum o 12m. (I you preer,you can simply re-calculate the cost o the Hover-shoes with the appropriate meters o Running orthe character.)
Game Information: Flight 12m, No urn Mode(+¼) (15 Active Points); OIF (-½), Cannot MoveFaster Tan Hal Wearer’s Combat MovementWith Running Or 12m, Whichever Is Less (-0).otal cost: 10 points.
Options:
1) Strong Hovershoes: Increase to Flight 18m. 22Active Points; total cost 15 points.
2) Weak Hovershoes: Decrease to Flight 6m. 7
Active Points; total cost 5 points.3) Realistic Hovershoes: Te power packs built
into the Hovershoes have a very limited liebeore they need recharging. Add 12 Charges(-¼). otal cost: 8 points.
4) Experimental Hovershoes: Te anti-gravitytechnology in the Hovershoes is experimental.Best not to walk too ar above the ground. AddActivation Roll 14- (-¼). otal cost: 8 points.
H JETBOOTS
Effect: Flight 16m
Target: Sel
Duration: Constant
Range: Sel
END Cost: 2
Breakability: 3 PD/3 ED
Description: Tese boots come equipped withsmall rockets built into the heel or on the sides,enabling the wearer to fly. (See also PoweredArmor Bootjets, page 264.)
Game Information: Flight 16m (16 Active Points);OIF (-½). otal cost: 11 points.
Options:
1) Fast Jetboots: Increase to Flight 20m. 20 ActivePoints; total cost 13 points.
2) Slow Jetboots: Decrease to Flight 12m. 12Active Points; total cost 8 points.
3) Realistic Jetboots: Te jetboots have a smallsupply o high-efficiency uel; once it’s usedup, the wearer has to reuel them beore he canfly again. Add 1 Continuing Fuel Charge (30seconds, Difficult to obtain uel; -1). otal cost:6 points.
4) Experimental Jetboots: Te jetboots are newtechnology, and don’t always work — so don’tfly too high above the ground. Add Activation
Roll 13- (-¼). otal cost: 9 points.
H JETPACK
Effect: Flight 30m
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Fuel Charge
Breakability: 6 PD/6 ED
Description: A common gadget among poweredarmor wearers and gadgeteers, this backpack-likedevice has a built-in rocket system that allows the
wearer to fly. It uses a orm o specially-refined
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Hero System Equipment Guide n Chapter Three 29
and enhanced jet uel. At the GM’s option, a char-acter could reuel with ordinary gasoline (whichreduces the Flight to 24m, or even less).
I a Jet pack is not to a character’s taste, you canuse this write-up to represent any similar typeo gadget: a Jetbelt; Jetbracers; Jet-Boots; Jet-Harness; and so on.
Game Information: Flight 30m (30 Active Points);OIF (-½), 1 Continuing Fuel Charge lasting 2
Hours (requires specially-refined jet uel, Difficultto obtain; -0). otal cost: 20 points.
Options:
1) Strong Jetpack: Increase to Flight 40m. 40Active Points; total cost 27 points.
2) Weak Jetpack: Decrease to Flight 20m. 20Active Points; total cost 13 points.
3) Realistic Jetpack I: Steering with a rocketstrapped to your back isn’t exactly easy. AddIncreased urn Mode (Flight with the Jetpackalways has a +4m urn Mode; -¼). otal cost:17 points.
4) Realistic Jetpack II: Unortunately, the Jetpack
can be dangerous to the user. I it takes evena single point o BODY damage past itsdeenses rom an energy attack (or any otherattack that could ignite the uel), it bursts intoflame, causing the user to take 2d6 damageevery Phase (no deense) until the flames areextinguished. You can represent this with a -¼Limitation. otal cost: 17 points.
5) Realistic Jetpack III: Te character has to keepat least one hand on the Jetpack’s controls at alltimes. Add Gestures (throughout; -½). otalcost: 15 points.
6) Experimental Jetpack: Miniaturizing a rocket to
fit into a backpack and not become hot enoughto burn the wearer is difficult; as a result, some-times the rocket stops working. Add ActivationRoll 14- (-¼). otal cost: 17 points.
7) Self-Powered Jetpack: Instead o using uel,this orm o the Jetpack draws on the charac-ter’s own energy. Remove Charges (-0). otalcost: 20 points.
8) Jet-Staff: Instead o being a worn backpack-like device, this is a metallic staff that projectsa rocket blast, graviton manipulation wave, orthe like out o the bottom end so the personholding it can fly. Change OIF (-½) to OAF
(-1) and add Gestures (throughout; -½). otalcost: 12 points.
9) Mach Speed Jetpack: Tis powerul orm o theJetpack allows a character to fly at extremelyhigh speeds, possibly Mach 10 or higher(assuming he has the ability to breathe at thatspeed, and resist the G-orces generated). AddMegaScale (1m = 1 km; +1). 60 Active Points;total cost 40 points.
H LINEGUN
Effect: Swinging 40m and other powers
Target: Varies
Duration: Varies
Range: Varies
END Cost: Varies
Breakability: 6 PD/6 ED
Description: A linegun is a device o some sort— usually pistol-like, but possibly built into a billy
club, bracer, or similar device — that can projecta thin, strong line o cord. It’s primarily a trans-portation device, since it allows the character toswing, hoist himsel up to rooops, and so on, butcan also be used as a winch or bolo.
Game Information:Cost Power
15 Linegun: Multipower, 30-point reserve; all OAF(-1)
1f 1) Swingline I: Swinging 40m, x4 Noncombat;OAF (-1)
1f 2) Swingline II: Leaping 40m (20m upward);OAF (-1), Only To Carry User Upward (-½), No
Non-Combat Multiple (-¼)
1f 3) Swingline III: +5 to Climbing; OAF (-1)
1f 4) Winch: Telekinesis (10 STR); OAF (-1), OnlyTo Pull Objects Towards User (-½), Affects
Whole Object (-¼), Limited Range (30m; -¼)
1f 5) Bola-Line: Entangle 3d6, 3 PD/3 ED; OAF(-1), Lockout (cannot use Linegun’s otherpowers until Charge is recovered; -½), Limited
Range (30m; -¼), 1 Recoverable Charge (-1¼)
Total cost: 20 points
Options: 1) Line-Bracer: Tis orm o the Linegun isn’t so
easy to take away rom the character. Change toOIF (-½) throughout. otal cost: 26 points.
H MECHANO-STILTS
Effect: Stretching 40m plus Running +20m
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0/2
Breakability: 12 PD/12 ED
Description: Tis device is a set o retractabletubes that fit over the wearer’s legs and unctionlike mechanized stilts. Tey can extend up to40m, allowing the character to reach objects aroff the ground and walk at incredible speed (hegains +1m Running or every 2m o Stretching heuses). I he positions himsel properly, he can alsokick distant targets (sometimes by ully retractingone stilt, aiming his leg at the target, and thenextending the stilt so it smashes right into thetarget).
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Te Limited Body Parts Limitation receives ahigher value or this power than it normally does,since the ability to Stretch only the legs is muchless useul than the ability to Stretch just the handsor arms.
Game Information: Stretching 40m, ReducedEndurance (0 END; +½) (60 Active Points);OIF (-½), Always Direct (-¼), No NoncombatStretching (-¼), Limited Body Parts (legs only; -1)
(total cost: 20 points) plus Running +20m (32mtotal) (20 Active Points); OIF (-½), Linked (-½)(total cost: 10 points). otal cost: 30 points.
Options:
1) Long Stilts: Increase to Stretching 48m andRunning +24m. 72 + 24 = 96 Active Points;total cost 24 + 12 = 36 points.
2) Short Stilts: Decrease to Stretching 32m andRunning +16m. 48 + 16 = 64 Active Points;total cost 16 + 8 = 24 points.
3) Realistic Stilts: Walking on 130 oot-tall stilts,much less fighting in them, requires specialtraining. Add Requires A Power: Use Mech-
ano-Stilts Roll (-½) to both powers. otal cost17 + 8 = 25 points.
4) Experimental Stilts: Te technology required tomake the Mechano-Stilts work is still experi-mental; sometimes they don’t activate properly,or spontaneously retract without warning. AddActivation Roll 14- (-¼). otal cost 18 + 9 = 27points.
H ROCKETBOARD
Effect: Flight 40m, Only In Contact With ARelatively Smooth Solid Surace
Target: Sel
Duration: Constant
Range: Sel
END Cost: 2
Breakability: 10 PD/10 ED
Description: Tis super-tech skateboard notonly travels with microjet-assisted speed, it hasspecial tires that let it ride straight up walls! Witha rocketboard beneath his eat, there’s almostnowhere a character can’t go in an urban envi-ronment (but the board won’t work on roughsuraces, include bare or plant-covered earth inmost circumstances, or on any surace less firm
than loosely-packed earth). Te GM may requirea PS: Skateboarding roll i the character wants toperorm unusual stunts, like wall-riding or jumps.
Game Information: Flight 40m, Reduced Endur-ance (½ END; +¼) (50 Active Points); OAF (-1),Only In Contact With A Relatively Smooth SolidSurace (-¼). otal cost: 22 points.
Options:
1) Faster Rocketboard I: Increase to Flight 50m. 62Active Points; total cost 27 points.
2) Faster Rocketboard II: Add x4 Noncombat. 56Active Points; total cost 25 points.
3) Slower Rocketboard: Decrease to Flight 30m.37 Active Points; total cost 16 points.
4) Realistic Rocketboard I: Tis orm o Rock-etboard moves quickly along the ground,but cannot climb walls or the like. Change toRunning 40m, Reduced Endurance (½ END;+¼) (50 Active Points); OAF (-1), Does NotAdd o Base Running (-¼), Only On Appro-priate errain (-¼). otal cost: 20 points.
5) Realistic Rocketboard II: Te rocketboard hasa small supply o high-efficiency uel; once it’sused up, the wearer has to reuel it beore hecan ride again. Add 1 Continuing Fuel Charge(30 seconds, Difficult to obtain uel; -1). otalcost: 15 points.
6) Realistic Rocketboard III: Riding a rocketboardis difficult; many users lose their balance andall off... then watch helplessly as the Rocket-board zooms away rom them. Add Requires ADEX Roll (-½) and Side Effects (character allsto the ground and loses the rest o his Phase,but the rocketboard keeps traveling in the samedirection or the rest o the Segment, plus 1d6more Phases [at the character’s SPD] or untilstopped; -½). otal cost: 15 points.
7) Experimental Rocketboard: Unortunately, thisorm o the Rocketboard doesn’t always workproperly... which can really be a problem ithe character’s several stories up a wall whenthe engine conks out. Add Activation Roll 14-(-¼). otal cost: 20 points.
8) Armed Rocketboard: Te character’s Rocket-board mounts a small rack o mini-missilesthat it can fire at targets directly in ront o it.Character also buys RKA 3d6 (20m RadiusExplosion; +½) (67 Active Points); OAF (-1),
Limited Arc O Fire (2m wide Line, only onsame horizontal level as Rocketboard; -1), 4Charges (-1). otal cost: 17 points.
H ROCKET FLYER
Effect: Flight 40m, No urn Mode
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Fuel Charge
Breakability: 10 PD/10 ED
Description: Tis flight device is, essentially, a
jet engine the character can ride by standing onit or straddling it. Te character steers it throughposture and body attitude, making it extremelymaneuverable — it can literally turn on a dimewhen operated by a trained user. Te downside isthat it’s relatively easy to misdirect the device ortake it away rom the rider.
Te designer can make this device look likeany sort o flying creature or object: a bat; a birdo prey; a V-wing; a pterosaur; or the like. Techosen appearance usually depends on the charac-ter’s costume, name, or powers.
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H SUBMARINE IMPELLER
Effect: Swimming +16m, Only When FullyUnderwater
Target: Sel
Duration: Constant
Range: Sel
END Cost: 1
Breakability: 2 PD/2 ED
Description: Tis device, worn on the backsimilar to a Jetpack, uses tiny propellers to drivethe wearer through the water much aster than hecan swim naturally.
Game Information: Swimming +16m (8 ActivePoints); OIF (-½), Only Works When Wearer IsFully Underwater (-0). otal cost: 5 points.
Options:
1) Strong Impeller: Increase to Swimming +24m.12 Active Points; total cost 8 points.
2) Weak Impeller: Decrease to Swimming +10m. 5Active Points; total cost 3 points.
3) Realistic Impeller: Te Impeller requires uel.Add 1 Continuing Fuel Charge lasting 1 Hour(gasoline, Easy to obtain; -0). otal cost: 5points.
4) MHD Impeller: Instead o having propellers, thisImpeller uses magnetohydrodynamic tech-nology to move the wearer swily and silently.Add Invisible o Hearing Group (+¼). 10Active Points; total cost 7 points.
5) Grabbable Impeller: Some types o Impelleraren’t built as backpacks, but as large objectsthe user has to hold onto with at least onehand. Change OIF (-½) to OAF (-1) and add
Gestures (throughout; -½). otal cost: 3 points.
H SUPERCHUTE
Effect: Flight 16m, Gliding, Limited Move-ment (downward only)
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Recoverable Continuing Charge
Breakability: 3 PD/3 ED
Description: Tis device is similar to a standardparachute, but with two important differences.
First, it’s much smaller; a character could wear itunderneath a cape without distorting the cape’slines significantly. Second, it allows or a morerapid descent and greater maneuverability thanstandard parachutes.
Game Information: Flight 16m (16 Active Points);OAF (-1), Gliding (-1), Limited Movement(character cannot gain altitude, and must moveat least 12m downward or every 2m orward;-¼), 1 Recoverable Continuing Charge (lasts untilcharacter hits the ground or ’chute is ouled; -¾).otal cost: 4 points.
Options:
1) Strong Superchute: Increase to Flight 20m. 20Active Points; total cost 5 points.
2) Weak Superchute: Decrease to Flight 12m. 12Active Points; total cost 3 points.
3) Experimental Superchute: Sometimes theSuperchute ails to open.... Add Activation Roll14- (-¼). otal cost: 4 points.
H TELEPORTATION CAPEEffect: eleportation 60m
Target: Sel plus one person
Duration: Instant
Range: Sel
END Cost: 6
Breakability: 13 PD/13 ED
Description: Tis voluminous cape is interwovenwith circuitry that allows it to open a small dimen-sional portal. Te wearer o the cape, and possiblyalso one other person who he wraps the cloakaround, get carried through the portal and then
ejected back into this dimension at another pointwithin 60m o where they started. Te trip stressesthe metabolism o the cloak’s wearer, tiring himout.
Game Information: eleportation 60m, x2Increased Mass (65 Active Points); OAF (-1). otalcost: 32 points
Options:
1) Farther Teleportation: Increase to eleportation80m. 85 Active Points; total cost 42 points.
2) Shorter Teleportation: Decrease to eleportation40m. 45 Active Points; total cost 22 points.
3) Experimental Teleportation Cape: Unortunately,the eleportation Cape is an experimentaldevice; it doesn’t always work. Add ActivationRoll 11- (-½). otal cost: 26 points.
4) Onboard Battery: Te cape has a built-in batteryso that using it doesn’t tire the wearer out. Add12 Charges (-¼). otal cost: 29 points.
5) MegaPortation Cape: Te cape can not onlycarry the wearer (and his passenger) shortdistances, it can transport them up to 300 kilo-meters i necessary. Change to:
Cost Power
39 Teleportation Cape: Multipower, 79-point
reserve; all OAF (-1)
3f 1) Standard Teleportation: Teleportation 60m,
x2 Increased Mass; OAF (-1)
4f 2) Long-Distance Teleportation: Teleportation30m, x2 Increased Mass, MegaScale (1m =
10 km; +1¼); OAF (-1)
Total cost: 46 points.
6) Small Teleportation Cape: Tis orm o the capeisn’t large enough to carry another personalong. Remove x2 Increased Mass. 60 ActivePoints; total cost 30 points.
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H TELEPORTATION CORRIDORGENERATOR
Effect: eleportation 80m (or 20mMegaScaled)
Target: Sel
Duration: InstantRange: Sel or ouch
END Cost: 8
Breakability: 16 PD/16 ED
Description: Tis strange device, possibly theproduct o highly-advanced alien science, is anobject about the size o a large graperuit; usuallyit’s a sphere or a cube. It may be monochromatic,polychromatic, or carved/engraved/painted withelaborate decorations. It has the ability to opena “hyperspace corridor” and move the holderthrough it, thus transporting him instantly overbillions o kilometers.
Game Information:
Cost Power
45 Teleportation Corridor Generator: Multipower,
90-point reserve; all OAF (-1)
4f 1) Standard Corridor: Teleportation 80m; OAF(-1)
4f 2) Long-Distance Corridor: Teleportation 20m,
MegaScale (1m = 10 billion km; +3½); OAF(-1)
Total cost: 53 points.
Options:
1) Realistic Generator: Te Generator’s energysupply isn’t infinite; the owner can only useit so many times per day. Add 12 Charges orentire Multipower (-¼). otal cost: 48 points.
2) Experimental Generator: Te device’s unction isnot ully understood; sometimes it ails to workor unknown reasons. Add Activation Roll 14-(-¼) to reserve and both slots. otal cost: 47points.
3) Group Corridor: Te user o the device can carryup to another 700 kg worth o persons or goodswith him. Increase Multipower reserve to 157points and add x8 Increased Mass to both slots.otal cost: 91 points.
4) Attached Generator: Instead o being a heldobject, the Generator is built into a suit opowered armor or other device that’s not soeasy to take away rom the character. Change
OAF (-1) to OIF (-½) throughout. otal cost:71 points.
5) All Space And Time: Tis orm o the devicecan also send the user to other dimensions, orallow him to travel through time. Add a slot,Extra-Dimensional Movement (any location inany dimension, and any point in time). otalcost o slots 2 and 4, total cost o device 59points.
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Hero System Equipment Guide n Chapter Three 29
H TELEPORTATION DISKS
Effect: eleportation 40m, x250Noncombat, Only o Floating FixedLocations
Target: Sel
Duration: Instant
Range: Sel
Charges: 4 Recoverable Charges
Breakability: 15 PD/15 ED
Description: Tis device is a set o our disksabout the size o a human hand. Each containspowerul teleportation technology cyberneticallylinked to the owner’s bio-signature (or the like).Te user places a disk in a place he thinks hemight want to eleport to; the Disk is a FloatingFixed Location. When the user activates a Diskby cybernetic command, the Disk eleportshim to itsel (he has to be within 10 kilometerso it, or about six miles, or this to work). Aereleporting, the character can retrieve a Disk orlater placement, or leave it where it is or the time
being.I a character wants to eleport in a situation
where he hasn’t had time to place any Disks, hecan, with the GM’s permission, throw a Disk intoa target area; this counts as an Attack Action. Hecan then activate the Disk on his next Phase toeleport to it. Each Disk weighs .25 kg or thesepurposes.
Game Information:
Cost Power
25 Teleportation Disks: Teleportation 40m, x250Noncombat (about 6 miles) (75 Active Points);OAF (-1), Only To Floating Fixed Locations
(-½), 4 Recoverable Charges (-½)
10 Teleportation Disks: Four Floating Fixed Loca-tions; OAF (-1)
Total cost: 35 points.
Options:
1) Strong Disks I: Increase to x4,000 Noncombat(about 100 miles) (95 Active Points or ele-portation). otal cost: 32 + 10 = 42 points.
2) Strong Disks II: Increase to x32,000 Noncombat(about 800 miles) (110 Active Points or ele-portation). otal cost: 37 + 10 = 47 points.
3) Strong Disks III: Increase to x500,000
Noncombat (about 12,400 miles) (130 ActivePoints or eleportation). otal cost: 43 + 10 =53 points.
4) Weak Disks: Decrease to x64 Noncombat(about 1.6 miles) (65 Active Points or elepor-tation). otal cost: 22 + 10 = 32 Active Points.
5) Experimental Disks: eleportation technologyis oen fickle, especially when crammed into assmall a device as this. Add Activation Roll (11-;-½). otal cost: 21 + 8 = 29 points.
6) More Disks: Increase to 8 Recoverable Charges(-0). otal cost: 30 + 10 = 40 points.
H TELEPORTATION HARNESS
Effect: eleportation 40m
Target: Sel
Duration: Instant
Range: Sel
END Cost: 4
Breakability: 8 PD/8 ED
Description: Tis device, worn as part o acostume or perhaps even woven into the abric o
a costume or article o clothing (see option 5), canbreach the dimensional barrier and transport thecharacter up to 40m without his having to physi-cally cross the intervening space.
Game Information: eleportation 40m (40 ActivePoints); OIF (-½). otal cost: 27 points.
Options:
1) Strong Harness I: Increase to eleportation50m. 50 Active Points; total cost 33 points.
2) Strong Harness II: Add x4 Noncombat. 45Active Points; total cost 30 points.
3) Weak Harness: Decrease to eleportation 30m.30 Active Points; total cost 20 points.
4) Experimental Harness: Sometimes the ragile,cutting-edge systems o the Harness don’t workright. Add Activation Roll 14- (-¼). otal cost:23 points. (At the GM’s option, a ailed Activa-tion Roll might still result in eleportation — just to a location very different rom the onethe character intended....)
5) Inobvious Harness: Tis orm o the Harness isworked into clothing or a costume, concealingit — as ar as most observers can tell, the char-acter’s eleportation power is natural, not the
result o technology. Change OIF (-½) to IIF(-¼). otal cost: 32 points.
6) Damageable Harness: Tis orm o the Harnessis so ragile and easy or an opponent to grabthat it’s easy or someone to take it away romhim or deny him the use o it. Change OIF (-½)to OAF (-1). otal cost: 20 points.
7) Let’s Go For A Ride: Te character can takeone human-sized person along with him bywrapping his arms around that person. Add x2Increased Mass. 45 Active Points; total cost 30points.
8) Built-In Battery I: Te Harness has a built-in
battery and operates so smoothly that usingit doesn’t tire the character out at all. AddReduced Endurance (0 END; +½). 60 ActivePoints; total cost 40 points.
9) Built-In Battery II: Te Harness has an internalpower source strong enough to operate iteight times beore it needs recharging. Add 8Charges (-½). otal cost: 20 points.
10) Long-Range Harness: Te Harness can alsotransport the wearer over long distances. Add
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298 n Movement Equipment Hero System 6th Edition
MegaScale (1m = 1 km; +1). 80 Active Points;total cost 53 points.
11) Panic Ring: A “Panic Ring” is a orm oeleportation Harness that’s usually built intoa ring (or similar piece o jewelry). It allowsthe character to eleport great distances, butonly once per day... and only to a specific,predefined location. Master villains usually usethem to escape to a hideout or other place o
saety when their plans go awry and the heroesare about to capture them, hence the name.Here’s an example o one: eleportation 40m,MegaScale (1m = 1,000 km; +1¾), Invisibleo racing (other characters cannot track the“teleportation beam” back to its source; +¼),rigger (mental command, activating riggertakes no time; +½) (130 Active Points); IIF(-¼), Can Only eleport o Fixed Location(-1), 1 Charge (-2) (total cost: 30 points)plus Fixed Location (defined when Ring ispurchased) (1 Active Point); IIF (-¼) (totalcost: 1 point). otal cost: 31 points.
12) Supervillain Getaway Teleporter: Similar to a
Panic Ring, this device gives ulcers to super-heroes. It’s a small apparatus, concealed ona supervillain’s costume, that automaticallyteleports him to a predefined location romone to twenty kilometers away when certainconditions are met. Tose conditions includethe villain speaking a certain keyword or notsubvocalizing a word at least once per thirtyseconds aer speaking another keyword indi-cating imminent danger. eleportation 20m,MegaScale (1m = 1 km; +1), rigger (riggercan change each time power is used, acti- vating rigger takes no time, rigger requires1 urn to reset; +¼) (45 Active Points); IIF(-¼), 1 Charge (-2) (total cost: 14 points) plus1 Floating Fixed Location (5 Active Points);IIF (-¼) (total cost: 4 points). otal cost: 18points.
H WING HARNESS
Effect: Flight 24m, Restrainable
Target: Sel
Duration: Constant
Range: Sel
END Cost: 2
Breakability: 5 PD/5 ED
Description: Tis device is a vest-like harnesswith technological wings built into the back; it
lets the wearer fly like a bird. You can also usethis write-up or “jetpacks” that work not throughrocketry but by deploying a set o wings, such assome insect- or bird-themed characters mightwear.
Tis device is a rare example o a gadget thathas both the Focus and Restrainable Limitations.In most cases, it’s just as easy to interere with asi it were an Accessible Focus, but it can’t be takenaway rom the character unless someone spends aurn removing it.
Game Information: Flight 24m (24 Active Points);OIF (-½), Restrainable (-½). otal cost: 12 points.
Options:
1) Strong Harness: Increase to Flight 30m. 30Active Points; total cost 15 points.
2) Weak Harness: Decrease to Flight 18m. 18Active Points; total cost 9 points.
3) Experimental Harness: Because they’re madewith experimental technology, sometimes theHarness’s wings lock up, which may cause realproblems i the character’s in midair.... AddActivation Roll 14- (-¼). otal cost: 11 points.
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CHAPTER FOUR
SENSORY ANDCOMMUNICATIONSEQUIPMENT
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300 n Sensory And Communications Equipment Hero System 6th Edition
MODERN SENSORS
& COMMUNICATIONS
Sometimes he who perceives the enemyfirst lives longest. Tese devices help char-acters perorm reconnaissance, communi-cate with each other, detect enemies and
other threats, and in general perceive the worldaround themselves.
COMMUNICATIONS GEARA group o Modern characters — such as ateam o PC heroes — needs a way to stay in touchwith each other. Proper battlefield communica-tions oen contributes more to winning battlesand ensuring the success o a mission than heavyfirepower or the best body armor.
H RADIO
Effect: Radio Perception/ransmission
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Te typical communications gear orthe modern era is the radio, which characters canbuy in several different orms, as described below.
Game Information:
Radio Handset: Radio Perception/ransmis-sion (Radio Group) (10 Active Points); OAF(-1), Affected As Hearing Group As Well AsRadio Group (-¼), 1 Continuing Fuel Charge(battery, Easy to obtain; 6 Hours; -0). otal
cost: 4 points. Radio Headset: Radio Perception/ransmis-sion (Radio Group) (10 Active Points); OIF(-½), Affected As Hearing Group As Well AsRadio Group (-¼), 1 Continuing Fuel Charge(battery, Easy to obtain; 6 Hours; -0). otalcost: 6 points.
Concealed Radio Headset: Radio Percep-tion/ransmission (Radio Group) (10 ActivePoints); IIF (-¼), Affected As Hearing GroupAs Well As Radio Group (-¼), 1 ContinuingFuel Charge (battery, Easy to obtain; 6 Hours;-0). otal cost: 7 points.
Options:
1) Advanced Radios: In campaigns ocusing onadvanced technology, the GM might allowcharacters to substitute High-Range RadioPerception or Radio Perception/ransmission:
HRRP Handset: HRRP (Radio Group) (12Active Points); OAF (-1), Affected As HearingGroup As Well As Radio Group (-¼), 1
Continuing Fuel Charge (battery, Easy toobtain; 6 Hours; -0). otal cost: 5 points.
HRRP Headset: HRRP (Radio Group) (12Active Points); OIF (-½), Affected As HearingGroup As Well As Radio Group (-¼), 1Continuing Fuel Charge (battery, Easy toobtain; 6 Hours; -0). otal cost: 7 points.
Concealed HRRP Headset: HRRP (RadioGroup) (12 Active Points); IIF (-¼), AffectedAs Hearing Group As Well As Radio Group(-¼), 1 Continuing Fuel Charge (battery, Easyto obtain; 6 Hours; -0). otal cost: 8 points.
2) Cell Phones: Alternately, in a game that takes
place in an urban area, characters may relyon cellular phones instead o radios. Manymodern cell phones allow characters to sendimages as well as sound. (However, as notedon 6E1 32, many GMs let characters have suchmundane equipment or ree, but ree gear iseasier or a character to lose.)
Cellular Phone: HRRP (Radio Group) (12Active Points); OAF (-1), Affected As SightAnd Hearing Group As Well As Radio Group(-½), Cellular Phone-Band CommunicationsOnly (-1), 1 Continuing Fuel Charge (battery,Easy to obtain; 6 Hours; -0). otal cost: 3points.
ENCRYPTED COMMUNICATIONS
Sometimes the ability to communicate doesn’tdo characters much good i they can’t concealwhat they’re saying. In the HERO System, thereare several ways to represent encrypting anddecrypting transmissions:
CONCEALED
Te first is to apply the Concealed Sense Modi-fier to the Sense doing the transmitting. In thiscase the special effect o the Sense Modifier couldbe one o two things: either “the transmissioncannot be detected” (which is what Concealed
is normally used or); or “even i detected, the
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Hero System Equipment Guide n Chapter Four 30
transmission cannot be understood.” Te endresult is the same — the enemy doesn’t have atransmission he can comprehend (though in thelatter case, intercepting the transmission may beenough or the enemy to determine the point otransmission). Decrypting this sort o encryp-tion requires decoding equipment built with anEnhanced Sense that can “perceive” through theencryption. I a character buys a set o radios (orthe like) which all have Concealed, it’s sae toassume each o them can understand (decrypt)the transmissions o the others — the encryption/decryption process is programmed or hardwiredinto the devices.
Encrypted Radio Handsets: Radio Perception/ ransmission (Radio Group), Concealed (-5 toRadio Group PER Rolls), Usable Simultane-ously (up to eight persons at once; +1) (30 ActivePoints); OAF (-1), Affected As Hearing Group As Well As Radio Group (-¼), 1 Continuing FuelCharge (battery, Easy to obtain; 6 Hours; -0).otal cost: 13 points.
Improved Encrypted Radio Handsets: RadioPerception/ransmission (Radio Group),Concealed (-10 to Radio Group PER Rolls),Usable Simultaneously (up to eight persons atonce; +1) (40 Active Points); OAF (-1), Affected As Hearing Group As Well As Radio Group(-¼), 1 Continuing Fuel Charge (battery, Easy toobtain; 6 Hours; -0). otal cost: 18 points.
Alternately, instead o relying on the allible(but more “realistic”) Concealed, characters canbuy Invisible Power Effects (invisible to tracing)or their radios. Tat way, no matter how much
an enemy’s Systems Operation roll succeeds by,he won’t be able to perceive the transmission (hemay not receive it at all, or at best it sounds likemeaningless static rom which he can determinenothing).
Ultimate Encrypted Radio Handsets: RadioPerception/ransmission (Radio Group), Invisibleo racing (+¼), Usable Simultaneously (up toeight persons at once; +1) (22 Active Points);
OAF (-1), Affected As Hearing Group As Well As Radio Group (-¼), 1 Continuing Fuel Charge(battery, Easy to obtain; 6 Hours; -0). otal cost:10 points.
LANGUAGE VARIABLE POWER POOL
Another way to scramble transmissions is aVariable Power Pool or Languages. Only a personwith another radio device, programmed with thesame “language,” can understand what’s beingsent. Tis method requires the GM’s permission,since characters can’t buy Skills in Power Frame-works without the GM’s approval — but since thisis an intriguing, un, and not especially abusive
construct, most GMs allow it.o encrypt a transmission, the characters
simply agree on which Language their radioswill use. Tey don’t necessarily have to be reallanguages; the characters can simply call themLanguage A, Language B, and so on. Identi-ying the language precisely doesn’t matter; theLanguages are just a way to represent the specialeffect o “encrypted communications” in HEROSystem terms.
Te Language VPP method is cheap and easy,but it has some drawbacks. A successul Cryp-tography roll can decrypt a scrambler “language,”
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302 n Sensory And Communications Equipment Hero System 6th Edition
but the users can counter the cryptographer bychanging the computer-generated “language” atrequent intervals. Tis constitutes changing thePool and requires 1 Minute. o change the Pool in just a Full Phase, the character must buy a Skill todo so, though GMs could let characters use Cryp-tography or Systems Operation instead o makingthem buy a separate Skill.
Radio Handset with Scrambled Transmission
Option: Radio Perception/ransmission (RadioGroup) (10 Active Points); OAF (-1), Affected AsHearing Group As Well As Radio Group (-¼), 1Continuing Fuel Charge (battery, Easy to obtain;6 Hours; -0) (total cost: 4 points) plus VariablePower Pool (Scrambler Pool), 4 Pool + 4 ControlCost; OAF (-1), Only For One Language At Aime (-1), 1 Continuing Fuel Charge (battery,Easy to obtain; 6 Hours; -0) (total cost: 5 points).otal cost: 9 points.
Tis sort o scrambling is also vulnerable tocertain types o decryption equipment. In gameterms, you can represent that equipment with
Universal ranslator that Requires A SystemsOperation Roll.
MIND LINK
Another way to create a closed, untappablecommunications system is Mind Link. Te char-acter defines the number o radios he has, and thattells him how many people he can communicatewith at once. (Alternately, he can buy Mind Linkto Link with one other person who has bought thesame power.) For true privacy/encryption, leavethe Mind Link as a Mental Power, meaning thatonly other characters with appropriate MentalPowers, or decryption devices built with those
Mental Powers, can penetrate the communicationsnet. More realistically, characters should applythe Limitation Affected As Radio And HearingGroups, Not Mental Group (-½) — that way thingslike Darkness to the Radio Group can block theirtransmissions.
Closed Radio Link (Type 1): Mind Link, specific group o up to any 8 minds, No LOS Needed(35 Active Points); OAF (-1), Affected As Radio And Hearing Groups, Not Mental Group (-½), 1Continuing Fuel Charge (battery, Easy to obtain;6 Hours; -0). otal cost: 14 points.
Closed Radio Link (Type 2): Mind Link, any
one mind, No LOS Needed (25 Active Points);OAF (-1), Only Can Be Maintained With OthersWho Have Mind Link (-1), Affected As Radio And Hearing Groups, Not Mental Group (-½), 1Continuing Fuel Charge (battery, Easy to obtain;6 Hours; -0). otal cost: 7 points.
CRYPTOGRAPHY
Te ourth method is to give the radio equip-ment its own Cryptography Skill to represent itsability to encrypt its transmissions (and to decryptthose it receives, though as long as two usersagree on the orm o encryption the decryptionis automatic). Decrypting this sort o encryption
requires decoding equipment built with its own
Cryptography Skill to crack the code in a SkillVersus Skill Contest; Systems Operation may serveas a Complementary Skill.
Radio Handset with Encryption System: Radio Perception/ransmission (Radio Group)(10 Active Points); OAF (-1), Affected AsHearing Group As Well As Radio Group (-¼), 1Continuing Fuel Charge (battery, Easy to obtain;6 Hours; -0) (total cost: 4 points) plus Cryptog-
raphy 20- (25 Active Points); OAF (-1), Only oEncrypt/Decrypt Its Own ransmissions (-1), 1Continuing Fuel Charge (battery, Easy to obtain;6 Hours; -0) (total cost: 8 points). otal cost: 12 points.
SYSTEMS OPERATION
Similarly, a radio could be built with its ownSystems Operation Skill. Te character trying tosend an encrypted transmission makes a SystemsOperation roll to reflect his ability to hide/encryptthe transmission; a character trying to interceptthe transmission makes a competing roll to locate/decrypt it. In either case, Computer Program-
ming, Cryptography, and/or Electronics may actas Complementary Skills.
Radio Handset with Encryption System: Radio Perception/ransmission (Radio Group)(10 Active Points); OAF (-1), 1 ContinuingFuel Charge (battery, Easy to obtain; 6 Hours;-0) (total cost: 4 points) plus Systems Opera-tion 20- (25 Active Points); OAF (-1), Only oEncrypt/Decrypt Its Own ransmissions (-1), 1Continuing Fuel Charge (battery, Easy to obtain;6 Hours; -0) (total cost: 8 points). otal cost: 12 points.
SENSORY DEVICES
Sight Enhancement Gear Mankind has long sought or ways to improve
peoples’ ability to see. Here are some Moderndevices that do just that.
H BINOCULARS
Effect: +6 versus the Range Modifier orSight Group
Target: Sel Duration: Constant
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Binoculars increase a character’sability to see over a distance by magniying thesubject viewed. Tey range rom small versions(including monoculars) that provide only slightamplification, to larger military and huntingmodels that also have electronic readouts ondistance, direction, and the like.
BATTLE CODES
Another way for char-acters to keep their
communications secret
is to develop their own
unique language — a
“battle code,” if you
will. When used with
an encryption system,
a unique language (or a
very rare real-world one,
such as Navajo) provides
a double layer of secu-
rity. However, it may be
vulnerable to characters
or equipment with theUniversal Translator
Talent.
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H THERMALVISION DEVICE
Effect: Inrared Perception (Sight Group)
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Fuel Charge
Breakability: 1 PD/1 ED
Description: Termalvision devices allow acharacter to see heat patterns and traces, making
it possible to see people (and many objects) in thedark based on their body heat. Tey have manymundane applications, such as detecting over-heating components in electronic or mechanicalequipment.
Game Information: Inrared Perception (SightGroup) (5 Active Points); OAF (-1), 1 ContinuingFuel Charge (battery, Easy to obtain; 2 Hours; -0).otal cost: 2 points.
Options:
1) Powerful Thermalvision Device: Tis orm o
thermalvision device is so powerul that it can“see people through walls” by perceiving theirbody heat and the like. Add Partially Penetra-tive or Sight Group (blocked by anything that’ssufficiently thick, that generates its own heat, orthe like). 10 Active Points; total cost 5 points;total cost o device 7 points.
Bugs And Bug DetectorsBugs are electronic tracking and/or listening
devices. Tere are two basic kinds: those that emita simple radio signal which can be traced (suchas a character might put in an enemy’s car so hecould find the car anywhere in the city); and thosethat are actually miniature microphones and/orcameras, allowing a listener to hear or view whatoccurs in the vicinity o the bug. Either type obug needs to be properly placed so that it’s hiddenbut works as well as possible. Tis oen involvessneaking into someone’s office or home to plantthe bug, and requires the Bugging and Conceal-ment Skills or best results. O course, where thereare bugs, there are devices to detect and neutralizethem as well, even i they’re hidden inside walls orphone systems.
See HERO System Skills or a more detailed
discussion o bugs and bugging, includingnumerous bugs and related devices written up inHERO System terms.
H STANDARD VISUAL BUG
Effect: Clairsentience (Sight Group)
Target: Special
Duration: Constant
Range: 1,600m
Charges: 1 Continuing Fuel Charge
Breakability: 7 PD/7 ED
Description: Tis is the typical sort o device
used or visual electronic surveillance o a fixed
location. It broadcasts what it “sees” over a rangeo one mile. Unless there’s a direct wire connec-tion between the bug and the reception equipment(which is unlikely), anything that intereres withradio transmissions can disrupt the bug’s trans-mission temporarily or permanently. Becauseit’s an Obvious Focus, a character has to use hisConcealment Skill (with Bugging as a Comple-mentary Skill) to hide it.
Tis bug has an internal battery able to powerit or up to one week. Te longer the bug’s range,the larger its batteries have to be... but the easierit is to detect. Some visual bugs are extremelysmall (or example, pinhole lenses about 1/8 inchacross), but most are at least a little larger thanthat.
Game Information: Clairsentience (Sight Group),8x Range (1,600m, or 1 mile), 1 Continuing FuelCharge (battery, Easy to obtain; 1 Week; +¾) (61Active Points); OAF (-1), No Range (charactermust place bug at perception point beore he canuse the power; -½), Affected As Radio Group AsWell As Sight Group (-¼). otal cost: 22 points.
Options:
1) High-Powered Bug: Increase to 16x Range(3,200m). 70 Active Points; total cost 25 points.
2) Low-Powered Bug: Decrease to 2x Range(400m). 44 Active Points; total cost 16 points.
3) Standard Audio Bug: Tis is the same sort obug, but it picks up and transmits sound ratherthan visual images. Some o them are as smallas pencil erasers. Change to Clairsentience(Hearing Group). 61 Active Points; total cost22 points.
4) Standard Visual And Audio Bug: Tis bug picks
up and transmits both visual images andsound. Change to Clairsentience (Sight andHearing Groups). 79 Active Points; total cost29 points.
5) Landline Connection: Tis bug has a direct,wired connection between itsel and the unitthat receives the image it transmits, making itmuch more difficult to disrupt the transmis-sion. Remove Affected As Radio Group As WellAs Sight Group (-¼). otal cost: 24 points.
6) Disguised Bug: Tis orm o the Standard Bugis built into, or made to look like, an everydayobject — a radio, a clock, a smoke detector,or just about anything else you can think o.
Someone who examines the bug closely ortakes it apart will soon realize what it is (or atleast that it’s not what it looks like). ChangeOAF (-1) to IAF (-½):
Standard Visual: otal cost 27 points
Standard Audio: otal cost 27 points
Standard Visual And Audio: otal cost 35points.
7) Hard-To-Find Bug: Tis bug’s transmissions areparticularly difficult to find with bug detectorsor some reason. Usually bugs like these are alittle larger than normal, and thus harder tohide and easier to find than a normal bug. Add
Concealed (-6 to PER Rolls with Detect Bugs).
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Hero System Equipment Guide n Chapter Four 30
Standard Visual: 72 Active Points; total cost26 points.
Standard Audio: 72 Active Points; total cost 26points.
Standard Visual And Audio: 89 Active Points;total cost 32 points.
Disguised Standard Visual: 72 Active Points;total cost 32 points.
Disguised Standard Audio: 72 Active Points;
total cost 32 points. Disguised Standard Visual And Audio: 89
Active Points; total cost 39 points.
8) Undercover Agent Audio Bug: Tis “bug” is alistening device worn by an undercover policeofficer (or the like). Concealed under theclothes, it transmits voices and noises in thewearer’s vicinity to a nearby receiver. o theStandard Audio Bug, add Mobile PerceptionPoint. 70 Active Points; total cost 25 points(or an OAF version) or 31 points (or anIAF version disguised as a pen, a calculator, awatch, or the like).
H BUG DETECTOR
Effect: Detect Bugs 16-
Target: Sel
Duration: Constant
Range: 20m
Charges: 1 Continuing Charge
Breakability: 4 PD/4 ED
Description: Tis devices detects bugs byperceiving the radio waves they generate. Tis
means it only detects “active” bugs — bugs whichare transmitting while the Detector is in use.Bugs which are turned off or inactive cannot bedetected (and some types o bugs are harder todetect than others), nor can bugs using inraredlight or other media than radio waves. Its batteriesprovide enough power or a total o one hour ooperation.
Game Information: Detect Active Bugs 16-
(Radio Group), Increased Arc O Perception (360Degrees) (17 Active Points); OAF (-1), AffectedAs Sight Group As Well As Radio Group (-½),Limited Range (20m; -¼), 1 Continuing FuelCharge (Easy to replace batteries, 1 Hour; -0).otal cost: 6 points.
Options:
1) Strong Bug Detector: Increase to Detect ActiveBugs 20-. 21 Active Points; total cost 8 points.
2) Weak Bug Detector: Decrease to Detect ActiveBugs 13-. 14 Active Points; total cost 5 points.
H TRACKING BUG
Effect: Images to Radio Group, +4 to PERRolls
Target: 64m Radius
Duration: Constant
Range: No Range
Charges: 1 Continuing Recoverable Chargelasting 1 Week
Breakability: 15 PD/15 ED
Description: Tis is a device which characterscan attach to cars and other moving objects to
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306 n Sensory And Communications Equipment Hero System 6th Edition
ollow them. It emits a distinctive radio signalwhich identifies the bug’s location. racking thebeacon requires any specialized radio-perceivingdevice (one such device is assumed to come withthe racking Bug when the character buys it,but he could also use other radio equipment inecessary).
Te racking Bug can reliably be “picked up”on tracking equipment primarily within a 64mradius. However, much like a character can seethe beam rom a flashlight rom ar away withoutbeing inside the beam, characters outside the 64mradius may still be able to track the racer, i theGM so permits: rom 65-125m, the Image is atonly +2 to PER Rolls; rom 126-250m, it’s at +0;rom 251-500m it’s at -2; beyond that it wouldrequire an Extraordinary Skill Roll to locate it.
Game Information: Images to Radio Group, +4to PER Rolls, Area O Effect (64m Radius; +1¼),Usable As Attack (allows character to “stick” theImage to a target; +1¼), 1 Continuing RecoverableCharge lasting 1 Week (stops unctioning i it getswet or experiences severe radio intererence; +1)(76 Active Points); IAF (-½), Image Only Perceiv-able On Special Radio Frequencies (-0), No Range(character must place the bug on the target to beollowed; -½), Set Effect (detectable signal; -1).otal cost: 25 points.
Options:
1) Strong Bug: Increase to +6 to PER Rolls. 103Active Points; total cost 34 points.
2) Weak Bug: Decrease to +2 to PER Rolls. 49Active Points; total cost 16 points.
3) Broad-Signal Bug: Increase to Area O Effect(250m Radius; +1¾). 85 Active Points; totalcost 28 points.
4) Superheroic Tracking Bug: Tis orm o theracking Bug is a small object that a charactercan hurl onto a fleeing enemy’s back or getaway vehicle so he can track that person later.Change No Range (-½) to Range Based OnSR (-¼). otal cost: 28 points.
H WIRETAP
Effect: Clairsentience (Hearing Group),Only For Defined Phones
Target: Defined phone(s)
Duration: Constant
Range: 1,600m (see text)Charges: 1 Continuing Fuel Charge
Breakability: 7 PD/7 ED
Description: Tis bug is installed in a telephone(or, in some cases, on a telephone trunk lineleading to an entire office, entire building, or thelike). It picks up and transmits all conversationthat takes place over that phone, but doesn’t hearother sounds.
Game Information: Clairsentience (HearingGroup), 8x Range (1,600m, or 1 mile), 1Continuing Fuel Charge (battery, Easy to obtain;
1 Week; +¾) (61 Active Points); OAF (-1), No
Range (character must place bug at perceptionpoint beore he can use the power; -½), Can OnlyHear Sound From Specific elephone(s) (-1),Affected As Radio Group As Well As Sight Group(-¼). otal cost: 16 points.
Options:
1) Strong Wiretap: Increase to 16x Range(3,200m). 70 Active Points; total cost 19 points.
2) Weak Wiretap: Decrease to 2x Range (400m).
44 Active Points; total cost 12 points.3) Fax Tap: Similar devices exist to monitor and
capture inormation coming through axmachine phone lines. Change to Clairsentience(Radio Group). otal cost: 16 points.
MiscellaneousSensory Devices
H BOMB DETECTOR
Effect: Detect Explosives 16-
Target: Sel Duration: Constant
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Tis device detects nearby explosivesubstances by identiying the chemical vaporsthey give off. It needs to be near the explosives orapproximately two seconds to detect them.
Game Information: Detect Explosives 16- (Smell/aste Group) (12 Active Points); OAF (-1), Extraime (Extra Phase; -¾). otal cost: 4 points.
H DRUG DETECTOR
Effect: Detect Illegal Drugs 14-
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: A Drug Detector senses thechemical vapors given off by illegal drugs. It canusually “sniff out” drugs even i they’re hiddeninside objects or their odor is “masked” by other
substances. It does not indicate which drugs arepresent, and must be reasonably close to the drugsto detect them.
Game Information: Detect Illegal Drugs 14-(Smell/aste Group) (10 Active Points); OAF (-1).otal cost: 5 points.
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Hero System Equipment Guide n Chapter Four 30
H SATELLITE LINK
Effect: Various viewing abilities
Target: Sel
Duration: Constant
Range: Sel
END Cost: Varies
Breakability: 9 PD/9 ED
Description: Tis gadget uses the world-span-ning satellite network to give the user a view o
anything seen by satellite! Te character uses thelink to tap into the network and obtain a “eed”rom it showing whatever can be seen in thetarget area at that time. Tere may not always be asatellite available that’s watching what a characterwants to see; in game terms, i the ActivationRoll ails, the character’s objective is in a “blindzone” (either because no satellite is “on target” orbecause weather blocks his view).
I there’s a satellite in position, the charactercan see a lot — given the powerul IR and UVcapabilities o many satellites, a link might be able
to read the heat patterns o a building to deter-mine its layout, how many people are in it (andwhere they are), and so orth.
A typical Satellite Link requires a large systemo computer banks and monitors that must be keptin a Base.
At the GM’s option, in a high-tech campaign itmight be possible or characters to have a SatelliteLink that only requires a laptop computer, or evena viewing device mounted on a bracer or largewristwatch-like device. For a laptop, change OAFImmobile (-2) to OAF (-1) (total cost: 20 points);or a bracer, change it to OIF (-½) (total cost: 26points).
Game Information:
Cost Power
12 Satellite Link (Worldwide Viewing): Clairsen-
tience (Sight Group), MegaScale (1m = 1,000km; +1¾); OAF Immobile (-2), Activation Roll11- (can only see target area if satellites areavailable; -½), Requires A System Operations
Roll (-½), Limited Vision (can only see what asatellite could see; -½)
1 Satellite Link (IR Capability): Infrared Percep-
tion (Sight Group); OAF Immobile (-2), Linked(-½)
1 Satellite Link (UV Capability): UltravioletPerception (Sight Group); OAF Immobile (-2),
Linked (-½)
3 Satellite Link (Penetrating IR Capability):
Partially Penetrative for Sight Group (blockedby anything that’s sufficiently thick, that
generates its own heat, or the like); OAFImmobile (-2)
Total cost: 17 points.
H TEMPEST EQUIPMENT
Effect: Detect Computer Radio Emissions14-
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Fuel Charge
Breakability: 3 PD/3 ED
Description: EMPES stands or “ransientElectromagnetic Pulse Emanation Standard.” Itreers to the amount o electromagnetic radiationgiven off by various types o computer equip-ment (monitors, cables, motherboards, and soorth). Using what’s known as van Eck technology,EMPES gear monitors and records every-thing that passes across a computer’s screen byperceiving and “reading” the electromagneticradiation. Tis won’t necessarily work over longdistances (the normal rules or applying the RangeModifier to PER Rolls applies), and anythingthat provides the computer with Power Deense
automatically blocks EMPES reading (as willplacing a sheet o metal between the computer andthe EMPES gear).
Game Information: Detect Computer RadioEmissions 14- (Radio Group) (10 Active Points);OAF (-1), Blocked By Power Deense (-½), 1Continuing Fuel Charge (batteries, Easy to obtain;10 Hours; -0). otal cost: 4 points.
H WOLF’S EARS
Effect: +4 PER or Hearing Group plusHearing Group Flash Deense (10points)
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Fuel Charge
Breakability: 2 PD/2 ED
Description: Tis device serves two purposes.First, it enhances the user’s hearing. Second,it screens out all sounds above a certain level,preventing the wearer rom being deaened byexplosions or gunshots.
Game Information:
Cost Power 5 Wolf’s Ears (Hearing Enhancement): +4 PER
for Hearing Group; OIF (-½), 1 Continuing Fuel
Charge (battery, Easy to obtain; 6 Hours; -0)
7 Wolf’s Ears (Hearing Protection): HearingGroup Flash Defense (10 points); OIF (-½),1 Continuing Fuel Charge (battery, Easy to
obtain; 6 Hours; -0)
Total cost: 12 points.
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308 n Sensory And Communications Equipment Hero System 6th Edition
SUPERHERO SENSORS
& COMMUNICATIONS
Some o the Modern sensory and commu-nications gadgets described above arepretty impressive — but when Superhe-roic technology becomes available, even
more amazing and reliable devices are possible!Many o these also work well or Science Fictionsettings.
WEIRD SCIENCE SENSORY AND COMMUNICATIONS
GADGETSIn the Pulp era, radio is still a new thing, and
television and radar are only being invented... butthat doesn’t necessarily slow down a characterwho has access to Weird Science!
Communications Gadgets
H RADIO, ADVANCED
Effect: Radio Perception/ransmission
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Unlike most Pulp-era radios (whichimpose a -1 or greater penalty on PER Rolls toreceive or transmit due to their relatively primitivetechnology), this one has crystal-clear reception
and is easy to use.
Game Information: Radio Perception/ransmis-sion (10 Active Points); OAF (-1), Affected AsHearing Group As Well As Radio Group (-¼).otal cost: 4 points.
Options:
1) Concealed Radio: Tis orm o the radio iseasily hidden, or is built into some othergadget. Change OAF (-1) to IAF (-½). otalcost: 6 points.
H RADIO, MINIATURE
Effect: Radio Perception
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Tis high-quality radio is so smallthe character can fit it in his ear like a hearingaid, or otherwise conceal it on his person. It onlyallows him to receive transmissions, but that’senough to learn what his riends are doing or getorders rom his boss.
Game Information: Radio Perception (8 ActivePoints); IAF (-½), Affected As Hearing Group AsWell As Radio Group (-¼). otal cost: 4 points.
Options:
1) Receive And Transmit: Some Miniature Radioslet the character transmit as well. Change to
Radio Perception/ransmission. 10 ActivePoints; total cost 6 points.
H TELEVISION WRISTWATCH
Effect: HRRP (Radio Group)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Tis useul piece o Weird tech lookslike an oversized sort o wristwatch. It’s actually a
wrist television that allows the character to bothreceive and transmit images and voices. It’s theperect way or a team o heroes to stay in touch!
Game Information: HRRP (Radio Group) (12Active Points); OIF (-½), Affected As Sight AndHearing Group As Well As Radio Group (-½).otal cost: 6 points.
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310 n Sensory And Communications Equipment Hero System 6th Edition
H WIRELESS BUG
Effect: Clairsentience (Hearing Group)
Target: Sel
Duration: Constant
Range: No Range
Charges: 1 Continuing Fuel Charge lasting 1Week
Breakability: 12 PD/12 ED
Description: Tis amazing listening device worksby wireless radio broadcast. Once placed, ittransmits all nearby sounds to a listener who canbe a mile away. Te user can turn the bug on andoff via a special radio transmission to conservebattery power.
Game Information: Clairsentience (HearingGroup), 8x Range (1,600m, or about 1 mile), 1Continuing Fuel Charge (battery, Easy to obtain;1 Week; +¾) (61 Active Points); OAF (-1), NoRange (character must place bug at perceptionpoint beore he can use the power; -½), AffectedAs Radio Group As Well As Sight Group (-¼).otal cost: 22 points.
Options:
1) High-Powered Bug: Increase to 16x Range(5,600m). 70 Active Points; total cost 25 points.
2) Low-Powered Bug: Decrease to 2x Range(700m). 44 Active Points; total cost 16 points.
3) Experimental Bug: Te technology used in thisbug doesn’t always work right, with the recep-tion and/or transmission oen ading in andout briefly. Add Activation Roll 14- (-¼). otalcost: 20 points.
SUPERHERO SENSORY AND COMMUNICATIONS
EQUIPMENT
Communications Gadgets
H ENTOMOPATHIC HELMET
Effect: elepathy 8d6 (Animal class ominds), Insects Only
Target: One character
Duration: Constant
Range: LOS
END Cost: 4
Breakability: 8 PD/8 ED
Description: Tis helmet contains advancedneuro-circuitry that allows the wearer to commu-nicate with insects. He can’t compel the insects to
do what he wants, but he can get inormation romthem, request their assistance, and so orth.
For characters interested in talking to othertypes o animals, change the Insects Only Limi-tation to something more appropriate (or, tocommunicate with all types o animals, removethat Limitation altogether).
Game Information: elepathy 8d6 (Animal classo minds) (40 Active Points); OIF (-½), InsectsOnly (-1). otal cost: 16 points.
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Hero System Equipment Guide n Chapter Four 31
Options:
1) Strong Entomopathy: Increase to elepathy10d6. 50 Active Points; total cost 20 points.
2) Weak Entomopathy: Decrease to elepathy 6d6.30 Active Points; total cost 12 points.
3) Realistic Helmet: Te Helmet has a built-inbattery with a limited supply o power. Add 16Charges (-0). otal cost: 16 points.
4) Experimental Helmet: Neuro-circuitry, particu-
larly entomopathic neuro-circuitry, is so newthat all the kinks haven’t been worked out yet.Add Activation Roll 14- (-¼). otal cost: 14points.
5) Built-In Battery: Te Helmet comes with abuilt-in battery that has a virtually limitlesscharge. Add Reduced Endurance (0 END; +½).60 Active Points; total cost 24 points.
6) Bug Eyes: Te helmet’s eye-lenses are aceted,granting the character the wide-angle viewmany insects have. Character also buysIncreased Arc O Perception (360 Degrees) orSight Group (10 Active Points); OIF (-½). otal
cost 7 points; total cost o gadget 23 points.7) Restricted Entomopathy: Tis orm o the
Helmet can only communicate with one type oinsect, not all insects. Change Insects Only (-1)to [Defined ype O Insect] Only (-2). otalcost: 11 points.
8) Advanced Entomopathic Helmet: Tis orm othe Helmet not only allows the wearer to talkto insects, it lets him command them and callthem as well. Change to:
Cost Power
53 Entomopathic Helmet: Multipower, 80-pointreserve; all OIF (-½)
2f 1) Insect Communication: Telepathy 10d6(Animal class of minds); OIF (-½), Insects Only
(-1)
2f 2) Insect Command: Mind Control 10d6(Animal class of minds); OIF (-½), Insects Only(-1)
2f 3) Call Insect Swarm: Summon one StingingInsect Swarm built on 105 Total Points (seeHSB 489), Slavishly Loyal (+1); OIF (-½),Summoned Being Must Inhabit Locale (-½),
Arrives Under Own Power (-½)
3f 4) Call Giant Insect: Summon one Giant Insectbuilt on up to 320 Total Points (see HSB157-63), Expanded Class (giant insects; +¼);
OIF (-½), Summoned Being Must InhabitLocale (-½), Arrives Under Own Power (-½)
Total cost: 62 points.
H RADIO COMMUNICATOR, BASIC
Effect: Radio Perception/ransmission
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Tis is a radio reception and trans-mission device that’s either loosely attached to a
character’s costume, easy to damage or disablein some way, or carried like a walkie-talkie orCommuniCard. It’s voice-activated and set to onerequency, but the user can select other requen-cies on the AM, FM, and police bands. Usingit generally does not require any action romthe user beyond turning it on at the start o themission and turning it off at the end.
Game Information: Radio Perception/ransmis-sion (10 Active Points); OAF (-1). otal cost: 5points.
Options:1) Strong Radio: Add +3 PER with Radio Percep-tion/ransmission. 13 Active Points; total cost6 points.
2) Attached Radio: Tis orm o the Basic RadioCommunicator is more firmly attached to thecharacter, and thus difficult to take away ordamage — he could wear it as part o his mask,beneath (or as part o) a helmet, and so orth.Change OAF (-1) to OIF (-½). otal cost: 7points.
3) Scrambled Radio Communicator: Charactersconcerned with security sometimes add in ascrambler option to their radios. Tis is built asa Variable Power Pool o Languages (at Nativeaccent level) in a Focus. (Although Skills areSpecial Powers, and thereore cannot be boughtin Power Frameworks without GM permis-sion, GMs should permit this construct, whichis interesting, un, and not especially abusive.)A successul Cryptography roll can decrypt ascrambler “language,” but users can counterthe actions o cryptographers by changing thecomputer-generated “language” at requentintervals (this constitutes changing the Pooland requires 1 Minute; to change the Pool in just a Full Phase, the character must succeed
with a Cryptography or Systems Operationroll). Character also buys: Variable Power Pool(Scrambler Pool), 4 Pool + 4 Control Cost; IAF(-½), Only For One Language At A ime (-1).otal cost: 5 points. otal cost o device: 10points.
4) Variant Radio Communicator: Tis orm o thedevice is a closed radio link that only workswith up to eight people (the character haseight radio headsets he can distribute to thepeople he wants to talk with). echnically sinceit’s built with a Mental Power it’s perceivablewith Mental Awareness and so on, but in theinterest o common and dramatic sense the
GM should, on the basis o its Limitations,
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312 n Sensory And Communications Equipment Hero System 6th Edition
treat it as an ordinary radio device. Mind Link(specific group o up to any eight minds atonce), No LOS Needed (once characters receivetheir headsets) (35 Active Points); OAF (radioheadsets, character must give one to eachperson he wants to Link with; -1), Only WithOthers Who Have Mind Link (-1), Affected AsRadio And Hearing Groups, Not Mental Group(-½). otal cost: 10 points.
H RADIO COMMUNICATOR, ADVANCED
Effect: HRRP plus other unctions
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 5 PD/5 ED
Description: An Advanced Radio Communi-cator has much more unctionality than the Basicmodel. It can broadcast and receive on a muchgreater number o requencies, including visual
ones such as television. It can detect the source oradio transmissions and estimate range and trans-mission strength, allowing heroes to find homingbeacons and other transmission sources.
Additionally, Advanced Radio Communica-tors have powerul built-in computer unctions,including: basic atlas entries on a city, national,and world scale; a user-maintained contacts data-base, including all team members, with privatesignal codes (allowing the user to send out asignal to a specific team member, to all membersin a specific sub-group, to the team as a whole,and so on); and a sophisticated data managementprogram that allows the user to speciy handling
o incoming messages (e.g., “Put MegaManthrough to me immediately; take a message on allcalls rom Captain Norton”).
Among many superheroes, the most popularorm o the Advanced Radio Communicator is theCommuniCard — a device the shape and size oa credit card with a built-in miniaturized views-creen; it may double as an identity card. Otherpossibilities include a cell phone- or walkie-talkie-like device, a “communications sphere” accompa-nying the character, and so orth.
Game Information:
Cost Power
5 Communications: HRRP (Radio Group); OAF
(-1), Affected As Sight And Hearing Group AsWell As Radio Group (-½)
12 Broadcast Tracking: Detect Source Of RadioTransmissions (PER Roll) (Radio Group),
Discriminatory, Analyze, Increased Arc OfPerception (360 Degrees), Range; OAF (-1)0
5 Scrambled Transmission Function: Vari-
able Power Pool (Scrambler Pool), 4 Pool+ 2 Control Cost; OAF (-1), Only For OneLanguage At A Time (-1)
3 Onboard Computer: Computer (see below); OAF
(-1)
Total cost: 25 points
Options:
1) Attached Advanced Radio Communicator: Somecharacters preer to build their ARCs into acostume, helmet, or the like so they’re not soeasy to take away. Te most popular orm othis ARC is probably the Wrist Radio, a device
similar in size and shape to a wristwatch.Change OAF (-1) to OIF (-½) throughout.otal cost: 32 points.
Onboard Computer Val Char Cost Roll Notes10 INT 0 11- PER Roll 11-
10 DEX 0 11-
3 OCV 0
3 DCV 03 OMCV 03 DMCV 02 SPD 0 Phases: 6, 12
Total Characteristic Cost: 0
Cost Skills
2 AK: Earth 11-
2 AK: Home Nation 11-
2 CK: Campaign City 11-
2 KS: Contact Information 11-
4 PS: Personal Assistant 13-
3 Systems Operation 11-
Programs
1 Activate Homing Signal Upon Approved Remote Query
1 Automatically Signal Specific Team Member(s) On VerbalCue
1 Automatically Dial Recorded Number On Spoken Cue
1 Prioritize Incoming Calls According To User Preferences
1 Send Emergency Call to Team Members If SpecifiedProtocols Are Not Met
1 Search Reference Material For Information On A Topic
Talents
3 Clock: Absolute Time Sense
3 Calculator: Lightning Calculator
3 Instant-On Feature: Lightsleep
Total Computer Cost: 30/5 = 6
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Hero System Equipment Guide n Chapter Four 31
2) Advanced Computer Access: Te Commu-nicator’s computer is linked to one or morerestricted-access databases or systems. AddComputer Link (cost depends on how expen-sive the Link is).
H SIGNAL FLARE GUN
Effect: Sight Group Images, +4 to PERRolls
Target: 16m RadiusDuration: Constant
Range: 220m
Charges: 1 Continuing Charge
Breakability: 8 PD/8 ED
Description: Tis small, slim pistol, easily able tofit into a vest pocket, a pouch on a utility belt, orthe like, fires a projectile that creates a bright flare.It’s intended to serve as a warning or a request orassistance. Te character defines the shape andcolor o the flare effect when he purchases thegadget; usually it creates a signal in the shape o a
superteam’s emblem or the like.Game Information: Sight Group Images, +4 toPER Rolls, Area O Effect (16m Radius; +¾) (38Active Points); OAF (-1), Set Effect (signal flareo defined appearance; -1), 1 Continuing Chargelasting 1 Minute (-1). otal cost: 9 points.
Options:
1) Strong Flare: Increase to +6 to PER Rolls. 49Active Points; total cost 12 points.
2) Weak Flare: Decrease to +2 to PER Rolls. 28Active Points; total cost 7 points.
3) Experimental Signal Flare Gun: Te flare effectdoesn’t always maniest properly. Add Activa-
tion Roll 14- (-¼). otal cost: 9 points.4) Screamer Flare: Tis orm o the flare also
emits a specific noise. Add Hearing Group. 47Active Points; total cost 12 points.
5) Attached Signal Flare Gun: Te Flare Gun isbuilt into the character’s costume so it’s difficultto take away rom him. Change OAF (-1) toOIF (-½). otal cost: 11 points.
6) Multi-Shot Signal Flare Gun: Change to 4Continuing Charges lasting 1 Minute each(-¼). otal cost: 12 points.
Sensory GadgetsA amous crimefighter once observed, “You
can’t fight crime i you can’t find the criminals.”Tis section contains gadgets that enhance,augment, or add to the character’s natural senses.
H AUDIO-ENHANCING EARPHONES
Effect: Various Hearing Group-based
Sensory Powers Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: Varies
Description: Tis is a device like a set oearphones that enhances the wearer’s auditorysenses. A character may buy as many o the listedsenses as he wants, in whatever order he wants;he’s not required to buy some beore buyingothers.
Game Information:Cost Power
4 Hearing-Augmenting Earphones: +4 PER withHearing Group (8 Active Points); OAF (-1)
10 Hearing-Augmenting Earphones: Discrimina-tory, Analyze for Hearing Group (20 Active
Points); OAF (-1)
6 Parabolic Earphones: +8 versus Range Modi-fier for Hearing Group (12 Active Points); OAF(-1)
3 Radio Earphones I: Radio Perception (8 ActivePoints); OAF (-1), Affected As Hearing Group As Well As Radio Group (-¼)
5 Radio Earphones II: Radio Perception/Transmis-sion (Radio Group) (10 Active Points); OAF(-1), Affected As Hearing Group As Well AsRadio Group (-¼)
5 Radio Earphones III: HRRP (Radio Group) (12
Active Points); OAF (-1), Affected As HearingGroup As Well As Radio Group (-¼), Does NotReceive Or Transmit On Visual Wavelengths(-¼)
7 Sonar Earphones: Active Sonar (Hearing Group)(15 Active Points); OAF (-1)
10 Targeting Earphones: Targeting for HearingGroup (20 Active Points); OAF (-1)
1 Ultrasonic Earphones: Ultrasonic Perception(Hearing Group) (3 Active Points); OAF (-1)
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Options:
1) Attached Earphones: Tese earphones firmlyattach to the character’s costume — or they’renot earphones at all but earpieces, built into ahelmet, or the like. Change OAF (-1) to OIF(-½) throughout.
Cost Power
5 Hearing-Augmenting Earphones
13 Hearing-Augmenting Earphones8 Parabolic Earphones
4 Radio Earphones I
6 Radio Earphones II
5 Radio Earphones III
10 Sonar Earphones
13 Targeting Earphones
2 Ultrasonic Earphones
CHEMORECEPTION ENHANCER
H CHEMORECEPTION ENHANCER
Effect: Various Smell/aste Group-basedSensory Powers
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: Varies
Description: Tis device, usually built into amask, helmet, or the like, augments the charac-ter’s olactory senses (which in turn heightens hissense o taste). A character may buy as many othe listed senses as he wants, in whatever order hewants; he’s not required to buy some beore buyingothers.
Game Information:
Cost Power
3 Chemoreception Augmentation: +3 PER with
Smell/Taste Group (6 Active Points); OAF (-1)
6 Chemoreception Augmentation: +8 versusRange Modifier for Smell/Taste Group (12 Active Points); OAF (-1)
10 Chemoreception Augmentation: Discrimina-tory, Analyze for Smell/Taste Group (20 ActivePoints); OAF (-1)
10 Combat Chemoreception: Targeting for Smell/
Taste Group (20 Active Points); OAF (-1)
2 Tracking Chemoreception: Tracking for NormalSmell (5 Active Points); OAF (-1)
Options:
1) Attached Enhancer: Tis orm o the Enhancerattaches firmly to the character’s costume.Change OAF (-1) to OIF (-½) throughout.
4 Chemoreception Augmentation
8 Chemoreception Augmentation
13 Chemoreception Augmentation
13 Combat Chemoreception
3 racking Chemoreception
H CRIME SCENE ANALYZER
Effect: Criminology 18-
Target: Sel
Duration: Constant
Range: No Range
END Cost: 0
Breakability: 4 PD/4 ED
Description: Tis device looks like an oversizedhandheld computer, but it’s actually a highly-
sophisticated analytical device. Using a variety ominiaturized, built-in sensors, it can thoroughlyanalyze any crime scene, detecting the traceevidence and impressions le by a criminal andreporting to the user on their possible causes andimplications.
As with other Skill-based devices, the GMshould monitor the use o this gadget and disallowit i necessary. Used properly, it can add a lot tothe game (especially or a superteam without adetective-oriented PC); used improperly, it canunbalance some aspects o the campaign.
Game Information: Criminology 18- (21 ActivePoints); OAF (-1). otal cost: 10 points.
Options:
1) Strong Analyzer: Increase to Criminology 20-.25 Active Points; total cost 12 points.
2) Weak Analyzer: Decrease to Criminology 16-.17 Active Points; total cost 8 points.
3) Realistic Analyzer: Te Analyzer has a built-inbattery that requires periodic recharging. Add1 Continuing Fuel Charge lasting 1 Hour (-0).otal cost: 10 points.
4) Experimental Analyzer: Te Analyzer uses
sophisticated, cutting-edge technology, anddoesn’t always unction properly. Add Activa-tion Roll 14- (-¼). otal cost: 9 points.
5) Attached Analyzer: Te Analyzer is built intothe character’s costume. Change OAF (-1) toOIF (-½). otal cost: 14 points.
H MINDSCANNER HEADBAND
Effect: Mind Scan 8d6
Target: One character
Duration: Instant
Range: LOS
END Cost: 4
Breakability: 8 PD/8 ED
Description: Tis device is a headband made osome copper-colored metal with a gem-like crystal(usually white or mauve) set into it in the centero the orehead. While wearing it, a character canmentally scan an area or another mind.
Game Information: Mind Scan 8d6 (40 ActivePoints); OAF (-1). otal cost: 20 points.
Options:
1) Strong Headband: Increase to Mind Scan 12d6.60 Active Points; total cost 30 points.
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Hero System Equipment Guide n Chapter Four 31
2) Weak Headband: Decrease to Mind Scan 6d6.30 Active Points; total cost 15 points.
3) Realistic Headband: Te Headband has aninternal battery that only has enough energyor a ew seconds’ worth o mind-scanningbeore it requires recharging. Add 8 Charges(-½). otal cost: 16 points.
4) Experimental Headband: Psionic technology isa new field, and devices created with it don’t
always perorm as expected. Add ActivationRoll 14- (-¼). otal cost: 18 points.
5) Attached Headband: Tis orm o the Headbandisn’t so easily taken away rom the character. Itmay be built into a helmet, a ring, or the like— or it may simply fit very firmly around hishead. Change OAF (-1) to OIF (-½). otal cost:27 points.
H MUTANT SCANNER
Effect: Detect Mutant, Discriminatory
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 3 PD/3 ED
Description: Tis handheld device, said to havebeen invented by anti-mutant scientists, allows theuser to detect mutants near him. Mutants detectedby the device appear as blips on a small screen,with accompanying data readout; i the user can’tsee, the radar’s useless to him.
Game Information: Detect Mutant (IN Roll),Discriminatory (Radio Group) (10 Active Points);OAF (-1), Affected As Sight Group As Well As
Radio Group (-½), Nonpersistent (-¼). otal cost:4 points.
Options:
1) Strong Scanner: Add Analyze. 15 Active Points;total cost 5 points.
2) Realistic Scanner: Te Scanner has a built-inbattery that requires periodic recharging. Add1 Continuing Fuel Charge lasting 1 Hour (-0).otal cost: 4 points.
3) Experimental Scanner: Te Scanner usessophisticated, cutting-edge technology, anddoesn’t always unction properly. Add Activa-tion Roll 14- (-¼). otal cost: 3 points.
4) Attached Scanner: Te Scanner is built into thecharacter’s costume. Change OAF (-1) to OIF(-½). otal cost: 4 points.
H PORTABLE RADAR ARRAY
Effect: Radar
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 3 PD/3 ED
Description: Tis handheld device is a short-range directional radar unit. Objects detected by
the radar appear as blips on a small screen (thelarger the object, the better-defined the shape othe blip); i the user can’t see, the radar’s useless tohim.
Game Information: Radar (Radio Group) (15Active Points); OAF (-1), Affected As Sight GroupAs Well As Radio Group (-½). otal cost: 6points.
Options:
1) Strong Array: Add +3 PER with Radar. 18Active Points; total cost 7 points.
2) Realistic Array: Te Array has a built-in batterythat requires periodic recharging. Add 1Continuing Fuel Charge lasting 1 Hour (-0).otal cost: 6 points.
3) Experimental Array: Te Array uses sophisti-cated, cutting-edge technology, and doesn’talways unction properly. Add Activation Roll14- (-¼). otal cost: 5 points.
4) Attached Radar: Te Array is built into thecharacter’s costume. Change OAF (-1) to OIF(-½). otal cost: 7 points.
5) Omnidirectional Radar: Te Array can perceiveobjects all around the character. Add Increased
Arc O Perception (360 Degrees). 20 ActivePoints; total cost 8 points.
6) Stealth Radar: Tis Radar Array emits modu-lated “blips” that are difficult or others todetect. Add Concealed (-5 to PER Rolls toperceive Radar emissions). 20 Active Points;total cost 8 points.
H SENSE-ENHANCING MASK
Effect: Various Sensory Powers
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: Varies
Description: Incorporated into the character’smask are one or more devices designed to enhancehis senses, or provide senses he lacks — lensesover the eyes, auditory enhancers in the earpieces,and so orth. A character may buy any or all othese gadgets, as desired; he doesn’t have to buysome as a prerequisite or buying others.
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316 n Sensory And Communications Equipment Hero System 6th Edition
Game Information:
Cost Power
10 Active Sonar Array: Active Sonar (HearingGroup) (15 Active Points); OIF (-½)
5 Auditory Enhancers: +4 PER with HearingGroup (8 Active Points); OIF (-½)
4 Mask Radio I: Radio Perception (8 ActivePoints); OIF (-½), Affected As Hearing Group
As Well As Radio Group (-¼)6 Mask Radio II: Radio Perception/Transmission
(Radio Group) (10 Active Points); OIF (-½), Affected As Hearing Group As Well As RadioGroup (-¼)
6 Mask Radio III: HRRP (Radio Group) (12 Active
Points); OIF (-½), Affected As Sight AndHearing Group As Well As Radio Group (-½)
10 Micro-Lenses: Microscopic (x1,000) for SightGroup (15 Active Points); OIF (-½)
3 Nightsight Lenses: Nightvision (5 Active Points);OIF (-½)
8 Parabolic Receiver: +8 versus Range Modifier
for Hearing Group (12 Active Points); OIF (-½)10 Radar Array: Radar (Radio Group) (15 Active
Points); OIF (-½)
8 Telescopic Lenses: +8 versus Range Modifierfor Sight Group (12 Active Points); OIF (-½)
3 Thermalsight Lenses: Infrared Perception (Sight
Group) (5 Active Points); OIF (-½)
3 Ultrasight Lenses: Ultraviolet Perception (SightGroup) (5 Active Points); OIF (-½)
2 Ultrasonic Receiver: Ultrasonic Perception
(Hearing Group) (3 Active Points); OIF (-½)
7 Wide-Angle Lenses: Increased Arc Of Percep-tion (360 Degrees) for Sight Group (10 Active
Points); OIF (-½)
10 X-Ray Lenses: Fully Penetrative for Sight Group(stopped by lead, gold, or force-fields) (15 Active Points); OIF (-½)
H SIGHT-ENHANCING GOGGLES
Effect: Various Sight Group-based SensoryPowers
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: Varies
Description: Tis device is a set o goggles thatenhances the wearer’s visual senses. A charactermay buy as many o the listed senses as he wants,in whatever order he wants; he’s not required tobuy some beore buying others.
Game Information:
Cost Power
7 Micro-Goggles: Microscopic (x1,000) for SightGroup (15 Active Points); OAF (-1)
2 Nightsight Goggles: Nightvision (5 Active
Points); OAF (-1)
3 Sight-Augmenting Goggles: +3 PER with SightGroup (6 Active Points); OAF (-1)
6 Telescopic Goggles: +8 versus Range Modifierfor Sight Group (12 Active Points); OAF (-1)
2 Thermalsight Goggles: Infrared Perception
(Sight Group) (5 Active Points); OAF (-1)
5 Thermalsight Goggles, Hi-Res: InfraredPerception (Sight Group), Discriminatory (10
Active Points); OAF (-1)
5 Thermalsight Goggles, Wall-Penetrating:Partially Penetrative for Sight Group (blockedby anything that’s sufficiently thick, that
generates its own heat, or the like) (10 ActivePoints); OAF (-1)
2 Ultrasight Goggles: Ultraviolet Perception (SightGroup) (5 Active Points); OAF (-1)
5 Wide-Angle Goggles: Increased Arc Of Percep-tion (360 Degrees) for Sight Group (10 ActivePoints); OAF (-1)
7 X-Ray Lenses: Fully Penetrative for Sight Group
(stopped by lead, gold, or force-fields) (15 Active Points); OAF (-1)
Options:
1) Attached Goggles: Tese goggles firmly attachto the character’s costume — or they’re notgoggles at all but lenses, built into a helmet,or the like. Change OAF (-1) to OIF (-½)throughout.
Cost Power
10 Micro-Goggles
3 Nightsight Goggles
4 Sight-Augmenting Goggles
8 Telescopic Goggles
3 Thermalsight Goggles7 Thermalsight Goggles, Hi-Res
7 Thermalsight Goggles, Wall-Penetrating
3 Ultrasight Goggles
7 Wide-Angle Goggles
10 X-Ray Goggles
SPY-SPHERE
H SPY SPHERE
Effect: Automaton Follower with Clairsen-tience (Sight and Hearing Groups)and elekinesis (20 SR)
Target: N/A
Duration: N/A
Range: N/A
END Cost: N/A
Breakability: Special
Description: Tis device is a sphere, typicallyabout the same size as a baseball or graperuit,equipped with audio-visual devices that eedsensory data back to the character. Addition-ally, the sphere has a tractor beam that it can useto pick up and move objects at the character’scommand.
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Hero System Equipment Guide n Chapter Four 31
SPY-SPHERE Val Char Cost Roll Notes5 STR -5 10- Lift 50 kg; 1d6 HTH damage [0]
20 DEX 20 13-10 CON 0 11-20 INT 10 13- PER Roll 13-0 EGO 0 —
10 PRE 0 11- PRE Attack: N/A
5 OCV 10
12 DCV 450 OMCV 00 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12
10 PD 27 Total: 10 PD (10 rPD)10 ED 27 Total: 10 ED (10 rED)
3 REC 00 END -105 BODY -5
— STUN — Total Characteristics Cost: 149
Movement: Running: 0m Leaping: 0m
Swimming: 0m Flight: 20m
Cost Powers END
35 Audiovisual Systems: Mind Link (character’s mind),
No LOS Needed 0
plus Clairsentience (Sight and Hearing Groups)
Reduced Endurance (0 END; +½); Only To Allow
Character To Use Sphere’s Senses (-1), Linked (-¼)
45 Tractor Beam: Telekinesis (20 STR) 0Reduced Endurance (0 END; +½)
15 Robot Body: Does Not Bleed 0
45 Robot Body: Takes No STUN 0
2 Tireless: Reduced Endurance (0 END; +½) on 5 STR 0
30 Steel Body: Resistant (+½) for 10 PD/10 ED 0
35 Robot Body: Life Support: Total 0
45 Graviton Manipulation: Flight 20m 0
No Turn Mode (+¼), Sideways Maneuverability (+½),
Reduced Endurance (0 END; +½)
-12 No Legs: Running -12m (0m total)
-2 No Legs: Leaping -4m (0m total)
-2 No Legs: Swimming -4m (0m total)
5 Sphere Senses: Infrared Perception (Sight Group) 0
5 Sphere Senses: Ultraviolet Perception (Sight Group) 0
3 Sphere Senses: Ultrasonic Perception (Hearing Group) 0
Skills
7 Stealth 15-
Total Powers & Skills Cost: 256
Total Cost: 405
400 Matching Complications (75)
10 Physical Complication: Affected By Cyberkinesis (has
EGO 25 for purposes of cyberkinetic powers, and canbe affected by cyberkinesis-based Presence Attacks)
(Infrequently, Slightly Impairing)
5 Physical Complication: Cannot Make Presence Attacks(Infrequently, Barely Impairing)
25 Psychological Complication: Must Obey Wearer’s
Commands (Very Common, Total)
Total Complications Points: 40
Experience Points: 40
In game terms, the sphere is defined asan Automaton which the character buys as aFollower. Tat way it can operate apart rom thecharacter and is affected by attacks separately romthe character — an RKA or Drain SR used onthe sphere won’t injure the character or reduce hisSR. As a Follower, the spheres is technically ree-
willed, but or the sake o common and dramaticsense it’s best to treat it like an ordinary device andlet the character control it absolutely (the device’sPsychological Complications reflect this).
For ease o game play, it oen works best i thesphere has the same DEX, IN, and SPD as thecharacter using it. I necessary, adjust the device’sDEX, IN, and SPD. Te GM may also want thecharacter to “synch up” other aspects o the twocharacters, such as Combat Skill Levels.
O course, a character could easily buildother unctions into a Spy-Sphere i he wanted:weapons; invisibility generators; hologram projec-tors; and so on. Te only limits are the player’s
imagination, the GM’s tolerance, and the pointsavailable to spend on additions.
Game Information: See Character Sheet.
Options:
1) Variant Spy-Sphere: Characters who don’t wantthe complexities o buying the Spy-Sphereas a Follower can buy this simpler version.It defines the Sphere as a Mobile PerceptionPoint or Clairsentience with the argetingSense Modifier and Indirect elekinesis (thusallowing the character to control the use o theractor Beam via his Clairsentience when the
Sphere isn’t within his LOS). Te Sphere can goas ar as 9,600m (about six miles) away rom
the character.
Cost Power
48 Spy-Sphere Audiovisual Systems: Clairsen-tience (Sight and Hearing Groups), 32x Range(9,600m), Mobile Perception Point (24mmovement rate), Reduced Endurance (0 END;
+½); OAF (-1), Cannot Move Through SolidObjects (-0)
3 Spy-Sphere Audiovisual Systems: Targetingfor Clairsentience (10 Active Points); OAF (-1),
Only Works With Spy-Sphere Tractor Beam(-1)
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318 n Sensory And Communications Equipment Hero System 6th Edition
41 Spy-Sphere Tractor Beam: Telekinesis (20STR), Indirect (+1), Improved Maximum Range(9,600m; +1¼), Reduced Endurance (0 END;
+½); OAF (-1), Affects Whole Object (-¼), CanOnly Affect One Target At Once (-¼), Linked(only works at perception point of Clairsen-tience; -¼)
Total cost: 92 points
H TACTICAL COMPUTEREffect: Armor Piercing (x3; +1¾) or
attacks o up to 60 Active Points
Target: Sel
Duration: Constant
Range: Sel
END Cost: 10
Breakability: 20 PD/20 ED
Description: Tis highly-sophisticated deviceuses various built-in sensors plus a high-speedcomputer to detect, analyze, and determinethe best way to exploit weaknesses in a target’s
deenses.Tis gadget uses the rules or multiple Armor
Piercing on APG 137. I the GM doesn’t want tobring those rules into the campaign, considerconverting it to +10 with All Combat that can onlybe used to increase the damage o an attack.
Game Information: Armor Piercing (x3; +1¾)or attacks o up to 60 Active Points (105 ActivePoints); OAF (-1), Activation Roll 11- (-½). otalcost: 42 points.
Options:
1) Strong Computer: Increase to or attacks o upto 80 Active Points. 140 Active Points; total
cost 56 points.2) Weak Computer: Decrease to or attacks o up
to 40 Active Points. 70 Active Points; total cost28 points.
3) Realistic Computer: Tis device requires a loto power. Add Increased Endurance Cost (-½).otal cost: 35 points.
45) Attached Computer: Tis type o acticalComputer is built into a helmet, suit opowered armor, or the like, making it difficultor another character to take it away rom theuser. Change OAF (-1) to OIF (-½). otal cost:52 points.
H X-RAY VIEWER
Effect: Fully Penetrative or Sight Group,No Range
Target: Sel
Duration: Persistent
Range: ouch (see text)
Charges: 60 Charges
Breakability: 3 PD/3 ED
Description: Tis device is a viewer about a ootwide by eight inches high and one inch deep.When attached to a wall, door, or other object, itallows the character to see through that object towhatever’s beyond. For example, a character coulduse it to watch the tumblers in a sae’s door whilehe manipulated the lock (thus allowing him toopen the sae without the combination), or to findout who’s inside a room beore entering. Since thecharacter has to attach the Viewer to whatever hewants to see through, the power has the Limita-tion No Range, but the character can see to hisnormal range o sight once the device is attached.
Although 60 Charges is normally a +½ Advan-tage, in this case it’s reduced to +0 because thebenefit offered by lots o Charges — not usingEND — is one that doesn’t apply to this Power(since it already costs no END).
Game Information: Fully Penetrative or SightGroup (stopped by lead, gold, or orce-fields), 60Charges (see text; +0) (15 Active Points); OAF(-1), No Range (see text; -½). otal cost: 6 points.
Options:
1) Stronger Battery: Increase to 120 Charges (seetext; +0). otal cost: 6 points.
2) Weaker Battery: Decrease to 12 Charges (-¼).
otal cost: 5 points.
3) Realistic Viewer: Te basic write-up assumesonly the character can see through the Viewer(perhaps it connects to or broadcasts to specialgoggles he wears, or example). Tis versionallows anyone who can see the Viewer to viewthrough it; this is limited to eight people,because that many persons crowding aroundthe Viewer will block other peoples’ views.Change to: Fully Penetrative or Sight Group(stopped by lead, gold, or orce-fields), UsableBy Nearby (+1), 60 Charges (see text; +0) (30Active Points); OAF (-1), No Range (see text;
-½). otal cost: 12 points.4) Experimental Viewer: Packing x-ray technology
into such a small, portable device isn’t easy; asa result, sometimes the Viewer doesn’t workproperly. Add Activation Roll 14- (-½). otalcost: 5 points.
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Hero System Equipment Guide n Chapter Four 31
SCIENCE FICTION
COMMUNICATIONS AND SENSORS
Communications and sensory technologyreally come into their own in the ScienceFiction genre, when advances in micro-miniaturization, rubber sciences like
“hyperwave transmissions,” and other technolog-ical advances make it possible to condense whatwould once have required an entire battleship’sworth o sensors or communications gear into a
gadget that a character can hold in his hand.In addition to the devices described below,any o the Modern sensory and communicationsequipment, and most (i not all) o the Superhe-roic, is appropriate or Science Fiction campaigns.
COMMUNICATIONSEQUIPMENT
H COMM BUTTON
Effect: Radio Perception/ransmission,
MegaScale (transmission range is1,000 km per Active Point)
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Te descendant o modern cellphones and portable radios, this device is a tinyunit (no bigger than a nickel) with a sensitivemicrophone and voice-activated controls, capableo automatically linking up to the local wirelessnetwork to allow instant communication withanyone else on the planet (or in orbit). Tey needno maintenance because they’re cheap enough tobe disposable.
Game Information: Radio Perception/ransmis-sion (Radio Group), MegaScale (transmissionrange is 1,000 km per Active Point; +1¾) (27Active Points); IAF (-½), Affected By HearingGroup As Well As Radio Group (-¼), Nonpersis-tent (-¼). otal cost: 2 points.
Options:
1) Improved Comm Button: Tis orm o Comm“Button” is a little larger and has a viewscreenso that it can send and receive video trans-missions. It’s worn on the wrist or lower armor easy viewing. Change to: HRRP (RadioGroup), MegaScale (transmission range is1,000 km per Active Point; +1¾) (33 Active
Points); OAF (-1), Affected By Sight AndHearing Group As Well As Radio Group (-½),Nonpersistent (-¼). otal cost: 12 points.
H HOLOGRAPHICCOMMUNICATION SYSTEM
Effect: HRRP; Eidetic Memory; SightGroup Images
Target: Sel/Sel/1m Radius
Duration: Constant
Range: Sel/Sel/50m
Charges: 1 Continuing Fuel Charge lasting 1Hour
Breakability: 6 PD/6 ED
Description: An HCS makes it possible or peopleto communicate “ace to ace” by projecting holo-graphic images. Standard versions are installed inmany offices, starships, and homes; this version isthe portable personal model oen carried by tour-ists and people out or a night on the town.
Game Information:
Cost Power
15 Receiver/Transmitter: HRRP (Radio Group),
Megascale (transmission range is 1,000 km
per Active Point; +1¾) (33 Active Points); OAF(-1), Nonpersistent (-¼), 1 Continuing Fuel
Charge lasting 1 Hour (easily recharged; -0)
2 Memory: Eidetic Memory (5 Active Points); OAF(-1), Only To Remember Things Received/ Transmitted (-½), 1 Continuing Fuel Charge
lasting 1 Hour (easily recharged; -0)
1 Holo-Emitter: Sight Group Images (5 ActivePoints); OAF (-1), Set Effect (only received/ broadcast images; -1), 1 Continuing Fuel
Charge lasting 1 Hour (easily recharged; -0)
Total cost: 18 points.
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320 n Sensory And Communications Equipment Hero System 6th Edition
H HOLOPROJECTOR
Effect: Sight and Hearing Group Images,Set Effect (recorded or broadcastimages only)
Target: 1m Radius
Duration: Constant
Range: 150m
Charges: 1 Continuing Fuel Charge lasting 1
HourBreakability: 3 PD/3 ED
Description: A very common gadget used orentertainment, advertising, “telepresence,” and various other purposes ranging rom deadlyserious to silly, a Holoprojector projects visualimages, either realtime eeds rom a camera orrecorded.
Game Information: Sight and Hearing GroupImages (15 Active Points); OAF (-1), Set Effect(recorded or broadcast images only; -½), 1Continuing Fuel Charge lasting 1 Hour (easilyrecharged; -0). otal cost: 6 points.
H TRANSLATOR
Effect: Universal ranslator 18-
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 6 PD/6 ED
Description: In a Galaxy filled with dozens osentient species, some o whom may not even
communicate via speech, a handheld devicethat can translate back and orth is oen essen-tial! Tey’re powered by microbatteries thatlast or days. Stationary versions o this deviceare installed in many starships and buildings,removing the need or characters to carry theirown ranslators.
Game Information: Universal ranslator 18- (29Active Points); OAF (-1). otal cost: 14 points.
Options:
1) Concealed Translator: Some species or beings
consider holding a ranslator while talking tobe gauche. o get around this they conceal theranslator as part o their clothing or jewelry.Change OAF (-1) to IAF (-½). otal cost: 19points.
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Hero System Equipment Guide n Chapter Four 32
SENSORY EQUIPMENT
H ELECTRO-BINOCULARS
Effect: Various vision abilities
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 4 PD/4 ED
Description: Tese powerul vision aids, oenused by soldiers, scientists, and explorers, providelight amplification, thermal sensing, magnifica-tion, and real-time image enhancement.
Game Information:
Cost Power
2 Basic Nightsight: Nightvision (5 Active Points);OAF (-1)
2 Thermal Sensing: Infrared Perception (Sight
Group) (5 Active Points); OAF (-1)9 Magnification: +12 versus Range for Sight
Group (18 Active Points); OAF (-1)
2 Image Enhancement: +2 PER with Sight Group(4 Active Points); OAF (-1)
1 Rangefinder: Absolute Range Sense (3 Active
Points); OAF (-1)
Total cost: 16 points.
Options:
1) Attached Electro-Binoculars: Tis orm o thedevice attaches to a helmet, thus reeing theuser’s hands.
Cost Power
3 Basic Nightsight: Nightvision (5 Active Points);OIF (-½)
3 Thermal Sensing: Infrared Perception (Sight
Group) (5 Active Points); OIF (-½)
12 Magnification: +12 versus Range for SightGroup (18 Active Points); OIF (-½)
3 Image Enhancement: +2 PER with Sight Group(4 Active Points); OIF (-½)
2 Rangefinder: Absolute Range Sense (3 ActivePoints); OIF (-½)
Total cost: 23 points.
H NANOSPIES
Effect: Inrared Perception (Sight Group)plus Clairsentience (Sight Group)
Target: Sel
Duration: Constant
Range: Sel/3,200m
Charges: 4 Continuing Charges lasting 1Hour each
Breakability: 16 PD/16 ED
Description: Nanobots aren’t always destructive;some are used or reconnaissance instead. “Nano-spies” carry small cameras and transmitters thatsend a visual image (including thermal images)back to the person who activated them.
Game Information: Inrared Perception (SightGroup), 4 Continuing Charges lasting 1 Hour each(+0) (5 Active Points); OAF (nanospy launcher;-1) (total cost: 3 points) plus Clairsentience (SightGroup), 16x Range (3,200m), Mobile PerceptionPoint, Multiple Perception Points (up to our atonce), 4 Continuing Charges lasting 1 Hour each(+½) (82 Active Points); OAF (nanospy launcher;-1) (total cost: 41 points). otal cost: 43 points.
H NIGHTSIGHT GLASSES
Effect: Nightvision; Inrared Perception;Ultraviolet Perception; Sight GroupFlash Deense (10 points)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Futuristic descendants o modernnightvision devices (see page 303), these are aslight and comortable as a pair o sunglasses andadjust automatically to ambient light, providingboth night vision and glare protection.
Game Information:
Cost Power
2 Basic Nightsight: Nightvision (5 Active Points);
OAF (-1)
2 Thermal Sensing: Infrared Perception (SightGroup) (5 Active Points); OAF (-1)
2 Ultraviolet Sensing: Ultraviolet Perception (Sight
Group) (5 Active Points); OAF (-1)
5 Glare Protection: Sight Group Flash Defense (10points) (10 Active Points); OAF (-1)
Total cost: 11 points.
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322 n Sensory And Communications Equipment Hero System 6th Edition
H SENSOR JEWELRY
Effect: Various Sensory Powers
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0Breakability: Varies
Description: In some Science Fiction settings,technology’s advanced enough to allow charactersto wear powerul sensors that look like ordinary,attractive jewelry. Audio and radio sensors tendto be earrings (or sometimes rings or bracelets ithey have video capability). Visual sensors eature“stones” large enough to accomplish the task, andsometimes have to be held up to the eye to beused, thus giving the object’s purpose away. (Aew cultures build such devices into monocles orheadbands in some way.) A character may buy anyor all o these gadgets, as desired; he doesn’t haveto buy some as a prerequisite or buying others.
Game Information:
Cost Power
10 Active Sonar Array: Active Sonar (Hearing
Group) (15 Active Points); IAF (-½)
5 Auditory Enhancers: +4 PER with HearingGroup (8 Active Points); IAF (-½)
4 Radio I: Radio Perception (8 Active Points); IAF
(-½), Affected As Hearing Group As Well As
Radio Group (-¼)6 Radio II: Radio Perception/Transmission (Radio
Group) (10 Active Points); IAF (-½), Affected
As Hearing Group As Well As Radio Group (-¼)
6 Radio III: HRRP (Radio Group) (12 Active Points);IAF (-½), Affected As Sight And Hearing Group As Well As Radio Group (-½)
10 Micro-Lens: Microscopic (x1,000) for SightGroup (15 Active Points); IAF (-½)
3 Nightsight Lens: Nightvision (5 Active Points);IAF (-½)
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Hero System Equipment Guide n Chapter Four 32
BUILT-IN COMPUTER Val Char Cost Roll Notes10 INT 0 11- PER Roll 11-10 DEX 0 11-
3 OCV 03 DCV 03 OMCV 0
3 DMCV 02 SPD 0 Phases: 6, 12
Total Characteristic Cost: 0
Cost Skills
3 Computer Programming 11-
3 Cryptography 11-
42 AK: Milky Way Galaxy 50-
42 KS: Everything 50-
50 50 points’ worth of Science Skills (based on the PSU’sprimary function[s])
3 Systems Operation 11-
Programs
1 Activate Homing Signal Upon Approved Remote Query
1 Analyze Gathered Data
1 Automatically Signal Designated Person(s) On Verbal Cue
1 Operate PSU’s Sensors To Gather Data
1 Send Emergency Call To Designated Person(s) If Specified
Protocols Are Not Met
1 Search Reference Material For Information On A Topic
Talents
3 Clock: Absolute Time Sense
3 Calculator: Lightning Calculator
3 Instant-On Feature: Lightsleep
Total Computer Cost: 158/5 = 32
Total cost of PSU: 50 points
8 Parabolic Receiver: +8 versus Range Modifierfor Hearing Group (12 Active Points); IAF (-½)
10 Radar Array: Radar (Radio Group) (15 ActivePoints); IAF (-½)
8 Telescopic Lens: +8 versus Range Modifier forSight Group (12 Active Points); IAF (-½)
3 Thermalsight Lens: Infrared Perception (SightGroup) (5 Active Points); IAF (-½)
3 Ultrasight Lens: Ultraviolet Perception (Sight
Group) (5 Active Points); IAF (-½)
2 Ultrasonic Receiver: Ultrasonic Perception(Hearing Group) (3 Active Points); IAF (-½)
7 Wide-Angle Lens: Increased Arc Of Perception(360 Degrees) for Sight Group (10 ActivePoints); IAF (-½)
10 X-Ray Lens: Fully Penetrative for Sight Group
(stopped by lead, gold, or force-fields) (15 Active Points); IAF (-½)
PERSONAL SENSOR UNIT
Carried by explorers, scientists, detectives, andanyone who needs to gather inormation roma locale, personal sensor units include spectro-graphic scanners to analyze materials, a batteryo electromagnetic radiation detectors, and apowerul built-in analytic computer. Scanningtakes some time, but the results can be recordedand studied later. Specialized versions are availableor specific jobs (see Options).
H PERSONAL SENSOR UNIT
Effect: Detect Electromagnetic RadiationAnd Physical Objects 14-; HRRP
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 7 PD/7 ED
Description: Carried by explorers, scientists,detectives, and anyone who needs to gatherinormation rom a locale, personal sensor unitsinclude spectrographic scanners to analyze mate-rials, a battery o electromagnetic radiation detec-tors, and a powerul built-in analytic computer.Scanning takes some time, but the results can berecorded and studied later. Specialized versionsare available or specific jobs (see Options). A PSUis powered by microbatteries that work or hours,i not days.
Anyone can use a Personal Sensor Unit orbasic tasks. However, fine-tuning it or specific
tasks or readings may require a Systems Opera-tion roll, and interpreting the data it collects mayrequire a wide range o Skills.
Game Information: Detect Electromagnetic Radi-ation And Physical Objects 14- (Radio Group),Discriminatory, Analyze (30 Active Points); OAF(-1), Nonpersistent (-¼), Requires A SystemsOperation Roll (see text; -0), Affected As SightAnd Hearing Group As Well As Radio Group (-½)(total cost: 12 points) plus HRRP (Radio Group)(12 Active Points); OAF (-1), Affected As SightAnd Hearing Group As Well As Radio Group(-½), Nonpersistent (-¼) (total cost: 4 points)
plus Eidetic Memory (5 Active Points); OAF (-1),Nonpersistent (-¼), Requires A Systems Opera-tion Roll (see text; -0), Only o Remember Tings
Detected (-½) (total cost: 2 points). otalcost: 18 points.
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324 n Sensory And Communications Equipment Hero System 6th Edition
Options:
1) Translator PSU: Tis orm o PSU includes abuilt-in ranslator. Add Universal ranslator18- (29 Active Points); OAF (-1). otal cost 14points; total cost o PSU 32 points.
2) Built-In Computer: Some PSUs have powerulbuilt-in computers that can interpret the gath-ered data and explain it to the user at whateverlevel o comprehension he’s most comortable
with. Add the computer on page 323.3) Specialized PSUs: Some characters use special-
ized PSUs, such as:
Atmospheric Analyzer: Utilized by planetaryexplorers, the atmospheric analyzer has theability to precisely determine the molecularcomposition o a planet’s atmosphere. It canalso be used to determine i another vesselhas breathable air. Change to: Detect Atmo-spheric Composition 14- (Radio Group),Discriminatory, Analyze, Increased Arc OPerception (240 Degrees) (22 Active Points);OAF (-1), Nonpersistent (-¼), Requires
A Systems Operation Roll (see text; -0),Affected As Sight and Hearing Group As WellAs Radio Group (-½) (total cost: 8 points)plus HRRP (Radio Group) (12 Active Points);OAF (-1), Affected As Sight And HearingGroup As Well As Radio Group (-½),Nonpersistent (-¼) (total cost: 4 points) plusEidetic Memory (5 Active Points); OAF (-1),Requires A Systems Operation Roll (see text;-0), Only o Remember Tings Detected (-½)(total cost: 2 points). otal cost: 14 points.
Bio-Scanner: Popular among explorers,soldiers, and spies, a bio-scanner can detectlieorms and provide detailed inormation
about them (size, weight, body structure, typeo ood consumed, and the like). In additionto its obvious scientific uses, a bio-scannercan detect enemy troop locations, or help theImperial authorities track down ugitives.Change to: Detect Lie 14- (Radio Group),Discriminatory, Analyze, Increased ArcO Perception (360 Degrees), racking (35Active Points); OAF (-1), Nonpersistent (-¼),Requires A Systems Operation Roll (see text;-0), Affected As Sight and Hearing GroupAs Well As Radio Group (-½) (total cost: 13points) plus HRRP (Radio Group) (12 ActivePoints); OAF (-1), Affected As Sight AndHearing Group As Well As Radio Group (-½),Nonpersistent (-¼) (total cost: 4 points) plusEidetic Memory (5 Active Points); OAF (-1),Requires A Systems Operation Roll (see text;-0), Only o Remember Tings Detected (-½)(total cost: 2 points). otal cost: 18 points.
Cybernetics Detector: Tis PSU detects thepresence o cybernetic technology concealedwithin a person’s body. It’s oen used byborder inspectors and law enorcementofficers. Change to: Detect Cybernetics 13-(Radio Group), Discriminatory, IncreasedArc O Perception (360 Degrees) (19 ActivePoints); OAF (-1), Nonpersistent (-¼),Affected As Sight And Hearing Group AsWell As Radio Group (-½), Limited Range(40m; -¼) (total cost: 7 points) plus HRRP(Radio Group) (12 Active Points); OAF(-1), Affected As Sight And Hearing GroupAs Well As Radio Group (-½), Nonpersis-tent (-¼) (total cost: 4 points) plus EideticMemory (5 Active Points); OAF (-1),Requires A Systems Operation Roll (see text;-0), Only o Remember Tings Detected (-½)(total cost: 2 points). otal cost: 13 points.
Medical PSU: A “med-scan” (as they’re called)can quickly and reliably diagnose a patient’smedical condition. Field medics use themregularly, as do hospital doctors and many
explorers (though knowing a medical condi-tion, and knowing how to cure or repair it,are two different things). Change to: DetectMedical Condition 14- (Radio Group),Discriminatory, Analyze, Microscopic (x100)(26 Active Points); OAF (-1), Nonpersistent(-¼), Requires A Systems Operation Roll(see text; -0), Affected As Sight And HearingGroup As Well As Radio Group (-½) (totalcost: 9 points) plus HRRP (Radio Group) (12Active Points); OAF (-1), Affected As SightAnd Hearing Group As Well As Radio Group(-½), Nonpersistent (-¼) (total cost: 4 points)plus Eidetic Memory (5 Active Points); OAF(-1), Requires A Systems Operation Roll (seetext; -0), Only o Remember Tings Detected(-½) (total cost: 2 points). otal cost: 15points.
Geo-Scanner PSU: Prospectors and explorerslooking or suitable planets or mining and/or colonization use soil analyzers to obtaindetailed reports o surrounding mineraldeposits. Te device can also detect andlocate trace deposits o any known physicalcompound or metallic alloy. Change to:Detect Soil Composition 14- (Radio Group),Discriminatory, Analyze, Microscopic (x100)
(26 Active Points); OAF (-1), Nonpersistent(-¼), Requires A Systems Operation Roll(see text; -0), Affected As Sight and HearingGroup As Well As Radio Group (-½) (totalcost: 9 points) plus HRRP (Radio Group) (12Active Points); OAF (-1), Affected As SightAnd Hearing Group As Well As Radio Group(-½), Nonpersistent (-¼) (total cost: 4 points)plus Eidetic Memory (5 Active Points); OAF(-1), Requires A Systems Operation Roll (seetext; -0), Only o Remember Tings Detected(-½) (total cost: 2 points). otal cost: 15points.
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CHAPTER FIVE
MISCELLANEOUSEQUIPMENT
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326 n Miscellaneous Equipment Hero System 6th Edition
MEDICAL
EQUIPMENT
Weapons being as powerul as they are,sometimes deensive gear alone isn’tenough. Characters may need medicalequipment to heal torn flesh and
repair broken bones.
MODERN MEDICAL
EQUIPMENTHere’s some examples o the sort o personal
medical equipment available to Modern-daycharacters.
DrugsHere are a ew generically-described drugs
that characters might be given when they’re hurt...or give to an enemy to weaken him temporarily.Tey take the Limitation Must Be Injected (-½),meaning they have to be injected into the target’s
body with a syringe or the like; the options haveother delivery methods.
H KNOCKOUT DRUG
Effect: Blast 1d6, NND, Damage Overime
Target: One character
Duration: Instant
Range: No Range
Charges: 12 Charges
Breakability: 1 PD/1 ED
Description: Tis is a ast-acting drug designedto render a person unconscious, typically becausehe’s in tremendous pain or someone needs toperorm a painul medical procedure on him.
Game Information: Blast 1d6, NND (deenseis Lie Support [appropriate Immunity]; +1),Damage Over ime (8 increments, one per 3Segments or 24 seconds, target’s deense onlyapplies once; +4½) (32 Active Points); OAF Fragile(-1¼), Must Be Injected (-½), No Range (-½), 12Charges (-¼). otal cost: 9 points.
Options:1) Strong Knockout Drug: Increase to Blast 2d6. 65
Active Points; total cost 18 points.
2) Weak Knockout Drug: Decrease to Blast ½d6. 19Active Points; total cost 5 points.
3) Knockout Pill: Tis orm o the drug is a pill acharacter can take, rather than an injection.Remove Must Be Injected (-½). otal cost: 11points.
H PAINKILLER DRUG
Effect: Physical and Energy DamageReduction, Resistant, 25%
Target: One characterDuration: Constant
Range: Sel
Charges: 12 Continuing Charges lasting 20Minutes each
Breakability: 1 PD/1 ED
Description: Tis drug deadens a character’sability to eel pain or 20 minutes.
Game Information: Physical and Energy DamageReduction, Resistant, 25% (30 Active Points);OAF Fragile (-1¼), Must Be Injected (-½), SUNDamage Only (-½), 12 Continuing Charges lasting
20 Minutes each (-0). otal cost: 9 points.
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Hero System Equipment Guide n Chapter Five 32
Options:
1) Painkiller Pill: Tis orm o the drug is a pill acharacter can take, rather than an injection.Remove Must Be Injected (-½). otal cost: 11points.
H STIMULANT DRUG
Effect: Lie Support (Diminished Sleep: noneed to sleep)
Target: One characterDuration: Constant
Range: Sel
Charges: 12 Continuing Charges lasting 6Hours each
Breakability: 1 PD/1 ED
Description: Tis drug shakes off the sleepies in amajor way, eliminating a character’s need to sleepor the next six hours no matter how tired he is.Characters can stay awake on Stimulant Drugs ora long time, but i they keep it up too long eventu-ally they’ll “crash” and have to sleep no matter how
powerul the drugs are.Game Information: Lie Support (DiminishedSleep: no need to sleep) (3 Active Points);OAF Fragile (-1¼), Must Be Injected (-½), 12Continuing Charges lasting 6 Hours each (-0).otal cost: 1 point.
Options:
1) Stimulant Pill: Tis orm o the drug is a pill acharacter can take, rather than an injection.Remove Must Be Injected (-½). otal cost: 1point.
Other Medical Equipment H FIRST AID KIT
Effect: +2 with Paramedics rolls
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0 (see text)
Breakability: 1 PD/1 ED
Description: Tis item is a standard paramedic’sfirst aid kit, well-stocked with expendable supplies(bandages, gauze, some types o drugs, and soon) plus reusable supplies (small scissors, scalpel,thermometer, and the like).
Although the Kit itsel costs no END to useand doesn’t have Charges, some o its supplies —drugs, gauze, and so on — are finite. Once theyrun out, characters have to obtain more, and theGM may reduce the Kit’s bonus to +1 (or even +0in some circumstances) due to the lack o supplies.
See Skill Kits, page 336, or many similargadgets that improve a character’s ability to usespecific Skills.
Game Information: +2 with Paramedics rolls (4Active Points); OAF (-1). otal cost: 2 points.
SCIENCE FICTIONMEDICAL EQUIPMENT
Most o this equipment is primarily appro-priate or Space Opera settings and othercampaigns where high technology is advanced andcommonplace. In other sorts o games — such asmany Low Science Fiction or Post-Apocalyptic
campaigns — Modern medical technology(perhaps slightly improved) may be the best thingavailable.
HMEDICAL NANOBOTS
Effect: Regeneration (1 BODY per Minute)
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Charge lasting or 5Minutes
Breakability: 1 PD/1 ED
Description: Medical nanobots are microscopicmachines suspended in a saline solution. Wheninjected into a person’s body, they immediatelygo to work “repairing” injured tissue and helpingto stabilize that person’s condition. Tey have a“liespan” o five minutes.
Game Information: Regeneration (1 BODY perMinute) (14 Active Points); OAF Fragile (-1¼),1 Continuing Charge lasting or 5 Minutes (-¾).otal cost: 5 points.
Options:
1) Strong Medical Nanobots: Increase to 1Continuing Charge lasting or 10 Minutes (-¾).otal cost: 5 points.
2) Weak Medical Nanobots: Decrease to 1Continuing Charge lasting or 3 Minutes (-1).otal cost: 4 points.
HMEDKIT
Effect: Simplified Healing 2d6
Target: One character
Duration: Instant
Range: ouch
Charges: 6 Charges
Breakability: 4 PD/4 ED
Description: Te standard first aid kit in utur-istic settings, a Medkit includes bandages whichunction like stitches, drugs to stop bleeding andprevent shock, stimulants, immunoboosters, andmore. It can fix minor injuries in mere seconds.
Game Information: Simplified Healing 2d6 (20Active Points); OAF (-1), Extra ime (1 urn,-1¼), Requires A Paramedics Roll (-½), 6 Charges(-¾). otal cost: 4 points.
Options:
1) Strong Medkit: Increase to Simplified Healing3d6. 30 Active Points; total cost 7 points.
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328 n Miscellaneous Equipment Hero System 6th Edition
2) Weak Medkit: Decrease to Simplified Healing1d6. 10 Active Points; total cost 2 points.
3) Larger Medkit: Increase to 12 Charges (-¼). 20Active Points; total cost 5 points.
HMULTISYRINGE
Effect: Minor ransorm 8d6 (sick personsinto well persons)
Target: One character
Duration: Instant
Range: ouch
Charges: 12 Charges
Breakability: 8 PD/8 ED
Description: Tis handheld device contains anextensive supply o different medicines its user caninject into a sick person to cure him. Te Activa-tion Roll represents the act that the multisyringemight not have quite the right medicine or aspecific illness (or a specific species); i charac-ters know in advance what illnesses they mayencounter, they can load the multisyringe with the
appropriate medications and ignore the roll.Note that the multisyringe does not provide
any sort o Healing — it simply stops the courseo a disease or illness. Characters who have lostBODY, SUN, or other Characteristics to anillness must recover them normally (or with thehelp o other medical technology).
Game Information: Minor ransorm 8d6 (stan-dard Effect: 24 BODY) (sick persons into wellpersons, heals back through any normal meansthat would cause character to contract the samedisease) (40 Active Points); OAF (-1), ActivationRoll 11- (-½), No Range (-½), All Or Nothing
(-½), Limited arget (sentient beings; -¼), 12Charges (-¼). otal cost: 10 points.
Options:
1) Larger Multisyringe: Increase to 32 Charges(+¼). 50 Active Points; total cost 13 points.
H PERSONAL HEALING AMPULE
Effect: Healing BODY 2d6
Target: One character
Duration: Instant
Range: ouch
Charges: 4 Charges
Breakability: 4 PD/4 ED
Description: Oen given as standard issue tomilitary personnel, a Personal Healing Ampule
(“PHA”) helps soldiers mend injuries they’vereceived when medical assistance is not readilyavailable. Te ampule contains a biochemical gel.When ejected through the nozzle into a wound,it accelerates the body’s natural healing processes.However, not only does this make the personreceiving the treatment extremely hungry, it canhave adverse mental effects i used too oen. Foreach PHA dose aer the first a character receivesduring a 24-hour period, the GM should roll 3d6.On an 11-, the character loses ½d6 IN or 6d6hours. For each use beyond the second, increase
the roll by 2 (13-, 15-, and so on).Game Information: Healing BODY 2d6 (20 ActivePoints); OAF (-1), Extra ime (at least one ExtraPhase, possibly longer; -¾), Side Effect (see text;-0), 4 Charges (-2). otal cost: 4 points.
Options:
1) Strong PHA: Increase to Healing BODY 3d6. 30Active Points; total cost 6 points.
2) Weak PHA: Decrease to Healing BODY 1d6. 10Active Points; total cost 2 points.
H PORTABLE AUTODOCTOR
Effect: Simplified Healing 6d6 Target: One character
Duration: Instant
Range: No Range
Charges: 2 Charges
Breakability: 12 PD/12 ED
Description: A marvel o Space Opera technology,this device is a small chamber. ypically it’s builtonto a pedastal in a space station or starship, butthe version described here is a man-portable tent-like affair that’s carried in a special backpack andcan be set up in less than a minute by a traineduser. An injured person seals himsel in, and thecomputers operating the Autodoctor go to work,using its built-in diagnostic systems and medicaltechnology to repair injured bodies, cure illnesses,and otherwise restore the character to goodhealth. Tis oen takes a long time — a minimumo 1 Minute, but usually one hour to one day perBODY lost.
Game Information: Simplified Healing 6d6 (60Active Points); OAF Bulky (-1½), Extra ime (seetext; -1½), 2 Charges (-1½). otal cost: 11 points.
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Hero System Equipment Guide n Chapter Five 32
PSIONIC
EQUIPMENT
In some Superhero and Science Fictionsettings, it’s possible to duplicate psionicpowers with technology. It may be so rare thatbuilding it requires special Skills (such as SS:
Psionic Engineering), or it may be so common-place that any engineer can create a psi-gadget.
In theory the types o psionic equipment couldbe almost numberless; such devices might even
have to be custom-built specifically or indi- vidual minds. Here are just a ew examples o thepossibilities.
H PSIONIC BLASTER HEADBAND
Effect: Mental Blast 4d6, Only Works ForPersons Who Are Already Psionic
Target: One character
Duration: Instant
Range: LOS
END Cost: 4
Breakability: 8 PD/8 ED
Description: Tis headband enhances the powerso persons who are already psionic by allowingthem to project blasts o mental energy. Using itcan be tiring, and requires a level o concentrationthat may expose the user to counterattack, but it’sa powerul weapon in the right circumstances.
Game Information: Mental Blast 4d6 (40 ActivePoints); OAF (-1), Only Works For Persons WhoAre Already Psionic (-0), Concentration (½ DCV;-¼), Limited Normal Range (40m; -¼). otal cost:16 points.
Options:
1) Strong Headband: Increase to Mental Blast 6d6.
60 Active Points; total cost 24 points.2) Weak Headband: Decrease to Mental Blast 3d6.
30 Active Points; total cost 12 points.
3) Universal Headband: Anyone, even a non-psionic, can put on this headband and gain theability to project mental blasts. Remove OnlyWorks For Persons Who Are Already Psionic(-0). otal cost: 16 points.
H PSI-SCAN CAMOUFLAGER
Effect: Images o Detect Psionic Powers,-5 to PER Rolls
Target: Sel
Duration: Constant
Range: No Range
Charges: 1 Continuing Fuel Charge lasting 20
MinutesBreakability: 4 PD/4 ED
Description: Tis device, usually built into a hat,headband, necklace, or the like, intereres withdevices designed to detect psionic abilities. Itcannot conceal the use o psi-powers rom anotherpsi, but does prevent non-psionic authorities romuncovering the wearer’s powers via psi-detector.o their scanners, his mind appears to be anormal, non-psionic mind.
Game Information: Images o Detect PsionicPowers, -5 to PER Rolls (20 Active Points);IAF (-½), Set Effect (only to make character’smind seem non-psionic; -1), No Range (-½), 1Continuing Fuel Charge lasting 20 Minutes (easilyreplenished with a new power cell; -¼). otal cost:6 points.
Options:
1) Strong Camouflager: Increase to -8 to PERRolls. 29 Active Points; total cost 9 points.
2) Weak Camouflager: Decrease to -3 to PERRolls. 14 Active Points; total cost 4 points.
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Hero System Equipment Guide n Chapter Five 33
SURVIVAL &
ENVIRONMENTALEQUIPMENT
This section describes equipmentcommonly used by characters to helpthem cope with their environment and thethreats it presents. Some o this equipment
also has deensive or sensory unctions.
MODERN SURVIVAL
AND ENVIRONMENTALEQUIPMENT
H GEIGER COUNTER
Effect: Detect Radiation (IN Roll +8) (noSense Group)
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 4 PD/4 ED
Description: Highly useul in many Modern-day situations, and one o the most sought-aerdevices in Post-Apocalyptic settings where theholocaust that ended society involved nuclearwar, a Geiger counter detects ionizing radia-tion. A particle o radiation causes the inert gasin the device to become conductive, creating anelectrical signal that indicates the presence oradiation. Some Geiger counters use the electricalsignal to move a needle, some to light an indicator,but most indicate the presence and intensity oradiation with a distinctive “clicking” sound thatbecomes aster and more intense the stronger and
closer the source o radiation is.
Game Information: Detect Radiation (IN Roll+8) (no Sense Group), Range (18 Active Points);OAF (-1), Nonpersistent (-¼). otal cost: 8 points.
H GAS MASK
Effect: Lie Support: Sel-ContainedBreathing; Sight Group FlashDeense, Only Protects Against earGas-ype Flashes
Target: Sel
Duration: Constant/Persistent
Range: Sel Charges: 1 Continuing Fuel Charge/0 END
Breakability: 2 PD/2 ED
Description: A gas mask covers the entire headand either screens out harmul gases or gives thewearer his own sel-contained air supply or ashort time. Tis protection extends to tear gas.
Game Information: Lie Support: Sel-ContainedBreathing (10 Active Points); OIF (-½), 1Continuing Fuel Charge (easy to replenish, 1Hour; -0) (total cost: costs 7 points) plus SightGroup Flash Deense (10 points) (10 ActivePoints); OIF (-½), Only Protects Against earGas-ype Flashes (-1) (total cost: 4 points). otalcost: 11 points.
H SURVIVAL KIT
Effect: +2 to Survival rolls
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Tis incredibly useul package
o items and materials make it a lot easier orsomeone to survive in the wild. It includes a tentmade o material that reflects heat internally tokeep most o the user’s body heat inside, waterpurification tablets, a selection o fishhooks andline, a survival knie, handy waterproo reerencematerials, and the like.
See Skill Kits, page 336, or many similargadgets that improve a character’s ability to usespecific Skills.
Game Information: +2 with Survival rolls (4Active Points); OAF (-1). otal cost: 2 points.
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332 n Miscellaneous Equipment Hero System 6th Edition
SCIENCE FICTIONSURVIVAL AND
ENVIRONMENTALEQUIPMENT
Many worlds both within and without settledspace present grave environmental risks or
visitors and explorers — everything rom lacko oxygen, to the existence o alien diseases andcontaminants, to bizarre lieorms that viewHumans (and other sentients) as ood. Fortu-nately, explorers have developed equipment tolessen the risks posed by these hostile conditions.
H ANTI-GLARE GOGGLES
Effect: Sight Group Flash Deense (10points), Hardened
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Protective eyewear is important inspace (where one might gaze directly at a star ora unctioning rocket exhaust port) and planetside(since blinding sunlight makes driving and hikingmore onerous). Tese stylish goggles protect thewearer rom bright lights. Te tinted, solarizedlenses are scratchproo, shatter-resistant, and comein any number o dark and colorul shades.
Game Information: Sight Group Flash Deense(10 points), Hardened (+¼) (12 Active Points);
OAF (-1). otal cost: 6 points.Options:
1) Ultra-Dark Goggles: Increase to Sight GroupFlash Deense (20 points). 25 Active Points;total cost 12 points.
H ANTI-RADIATION INJECTION
Effect: Lie Support (Sae Environment:High Radiation)
Target: One character
Duration: Constant
Range: Sel
Charges: 12 Continuing Charges lasting 6Hours each
Breakability: 1 PD/1 ED
Description: Tis serum protects a character romthat most insidious o environmental threats,radiation. Worth its weight in gold in many Post-Apocalyptic settings (among others), it makes acharacter immune to the effects o radiation or sixhours.
Game Information: Lie Support (Sae Envi-ronment: High Radiation) (2 Active Points);OAF Fragile (-1¼), Must Be Injected (-½), 12
Continuing Charges lasting 6 Hours each (-0).otal cost: 1 point.
Options:
1) Anti-Radiation Pill: Tis orm o the drug is apill a character can take, rather than an injec-tion. Remove Must Be Injected (-½). otal cost:1 point.
2) Realistic Anti-Radiation Injection: Tis orm othe drug provides protection against radiation,
but not the absolute immunity offered by thestandard injection. It increases the character’sCON or purposes o resisting the effects orads (see 6E2 153-54). Change to: +30 CON(30 Active Points); OAF Fragile (-1¼), Must BeInjected (-½), Only o Resist Radiation Effects(see 6E2 153-54; -2), 12 Continuing Chargeslasting 6 Hours each (-0). otal cost: 6 points.
H DECONTAMINATION FOAM
Effect: Minor ransorm 10d6 (radioactiveperson or object into non-radioac-tive one)
Target: One character or objectDuration: Instant
Range: No Range
Charges: 4 Charges
Breakability: 10 PD/10 ED
Description: Tis yellowish oam, which comesin sturdy cannisters about the size o a 12 ouncebeverage can that contain our doses, can totallyremove radiation rom a single person or object.It can’t correct the effects o exposure to radiationthat someone’s already suffered, but it can preventhim rom getting any worse going orward, and itcan make irradiated objects sae to handle.
Tis item also comes in pill/powder orm soit can be mixed with radioactive ood to render itsaely edible.
Game Information: Minor ransorm 10d6(radioactive person or object into non-radioactiveone, heals back through urther exposure to radia-tion) (50 Active Points); OAF (-1), No Range (-½),4 Charges (-1). otal cost: 14 points.
H EVA SUIT
Effect: Lie Support, Resistant Protection (4PD/4 ED), and other abilities
Target: Sel Duration: Varies
Range: Sel
END Cost: Varies
Breakability: 4 PD/4 ED
Description: Every species has its own versiono the Extra-Vehicular Activity (EVA) suit, asuccessor to the lower-tech spacesuit (see below).EVA suits offer the same sort o protection as aspacesuit, but are slimmer, lighter, and easier touse. Furthermore, unlike a spacesuit they don’tsuffer rom limited supplies o breathing gases— as long as the built-in power pack remains
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Hero System Equipment Guide n Chapter Five 33
unctional, the suit continues to provide a saebreathing environment or the wearer (who canprogram into it the type o breathing gases hepreers).
Te basic model described here is a HumanEVA suit that comes equipped with magnetizedboots and an adequate thruster system to allowor maximum maneuverability in an environmentwithout gravity or air. Generally used by engi-neers and mechanics needing to make externalrepairs to vessels and stations, this ensemble isalso standard issue to explorers landing on planetsor the first time. Manuacturers have developednumerous helpul additions to the suit (see below).
Game Information:
Cost Power
9 Environmental Protection: Life Support (Self-
Contained Breathing; Safe Environments:High Pressure, High Radiation, Intense Cold,Intense Heat, Low Pressure/Vacuum); OIF(-½), Costs Endurance (-½)
8 Protection: Resistant Protection (4 PD/4 ED); OIF
(-½)
7 Magnetic Boots: Clinging (normal STR +15);OIF (-½), Costs Endurance (-½), STR 20
Maximum (-0), Works Only on Metal Surfaces(-¼)
4 Thrusters: Flight 10m; OIF (-½), Only Works In AVacuum (-1)
7 Glare Shielding: Sight Group Flash Defense (10points); OIF (-½)
6 Communications System: HRRP (Radio Group);OIF (-½), Affected As Sight And Hearing Group
As Well As Radio Group (-½)
6 Power Pack: Endurance Reserve (16 END, 12REC); OAF (-1)
Total cost: 47 points
Options:
1) Optional Equipment: EVAs are to some extentmodular; characters can buy many othersystems as a part o them (or that attack tothem), though care must be taken not tostrain the suit’s power pack. Examples includea wristlight (orearm-mounted flashlight),searchlights mounted on chest, shoulder, orhelmet, and jumpboots.
Cost Power
11 Wristlight: Sight Group Images, +4 to PER Rolls,Reduced Endurance (0 END; +½) (33 ActivePoints); OIF (-½), No Range (-½), Only To
Create Light (-1)
16 Searchlight: Sight Group Images, +4 to PERRolls, Area Of Effect (8m Radius; +½),
Reduced Endurance (0 END; +½) (44 ActivePoints); OIF (-½), Limited Range (40m; -¼),Only To Create Light (-1)
3 Jumpboots: Leaping +20m (24m forward, 12m
upward); OIF (-½), Increased Endurance Cost(x3 END; -1), Only Works In A Vacuum (-1)
H GILL PACK
Effect: Lie Support (Expanded Breathing:Breathe Underwater)
Target: Sel
Duration: Persistent
Range: Sel
Charges: 1 Continuing Fuel Charge lasting 1Day
Breakability: 1 PD/1 ED
Description: Tis advanced underwater breathingsystem extracts oxygen rom the surroundingwater by electrolysis, giving the wearer effectivelyunlimited breathing until the power runs out(the battery pack lasts a day). Te unit mixes theoxygen with argon to avoid some hazards o highpressure on deep dives.
Game Information: Lie Support (ExpandedBreathing: Breathe Underwater) (5 Active Points);OIF (-½), 1 Continuing Fuel Charge lasting 1 Day(easily reueled; -0). otal cost: 3 points.
HMICROHEATEREffect: Lie Support (Sae Environment:
Intense Cold), Usable By Nearby(creates heat in a 4m radius area)
Target: Sel
Duration: Constant
Range: No Range
Charges: 1 Continuing Fuel Charge lasting 12Hours
Breakability: 1 PD/1 ED
Description: Although small and light enough
to fit comortably in the palm o one hand, thisdevice puts out enough heat to warm a 4m radiusarea or up to hal a day.
Game Information: Lie Support (Sae Environ-ment: Intense Cold), Usable By Nearby (createsheat in a 4m radius area; +1) (4 Active Points);OAF (-1), 1 Continuing Fuel Charge lasting 12Hours (-0). otal cost: 2 points.
H OXYGENATION PILLS
Effect: Lie Support (Sel-ContainedBreathing)
Target: Sel
Duration: PersistentRange: Sel
Charges: 4 Continuing Charges lasting 1 Dayeach
Breakability: 2 PD/2 ED
Description: Tese large blue-white WeirdScience pills contain enough concentrated oxygento keep a person alive or up to 1 Day without theneed to breathe. Tis allows a hero to adventureunderwater, withstand some types o gas attacks,and the like.
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334 n Miscellaneous Equipment Hero System 6th Edition
Game Information: Lie Support (Sel-ContainedBreathing), Usable Simultaneously (up to ourpersons at once, must be given separately to eachperson and uses 1 Charge per person; +½), 4Continuing Charges lasting 1 Day each (+0) (15Active Points); OAF (-1). otal cost: 7 points.
Options:
1) Strong Pills: Increase to 4 Continuing Chargeslasting 1 Week each (+1¼). 15 Active Points;
total cost 7 points.2) Weak Pills: Decrease to 4 Continuing Charges
lasting 1 Hour each (+0). 15 Active Points; totalcost 7 points.
H SPACESUIT
Effect: Lie Support, Resistant Protection (2PD/2 ED), and other abilities
Target: Sel
Duration: Varies
Range: Sel
END Cost: 0 (1 Continuing Fuel Charge lasting6 Hours or Breathing Gases)
Breakability: 2 PD/2 ED
Description: Anyone venturing into raceatmospheres or outer space needs a spacesuit.Tis version represents early twenty-first centuryHuman models, with a rigid chest section oreasy access to controls. It provides pressure andtemperature support indefinitely, and oxygen orup to six hours.
Game Information:
Cost Power
3 Environment Protection: Life Support (Safe
Environments: Intense Cold, Low Pressure/ Vacuum) (4 Active Points); OIF (-½)
7 Breathing Gases: Life Support (Self-ContainedBreathing) (10 Active Points); OIF (-½), 1Continuing Fuel Charge (easily obtained; 6Hours; -0)
3 Protection: Resistant Protection (2 PD/2 ED)(6 Active Points); OIF (-½); Activation Roll11- (-½)
5 Communications System: Radio Perception/
Transmission (Radio Group); OIF (-½), Affected As Sight And Hearing Group As Well As RadioGroup (-½)
Total cost: 18 points.Options:
1) Advanced Spacesuit (Skinsuit): As space travelbecomes more common, people want suitswhich are less bulky and allow more reedomo movement. Skinsuits are the solution —instead o wearing a pressurized balloon, theuser wears a suit that hugs the skin, turninghis own skin into a “spacesuit.” Te helmet isa clear bubble, and the backpack can provideoxygen or up to a day. (Use the first twopowers or the standard Spacesuit, above, butthe Breathing Gases last or 1 Day.) otal cost:
18 points.
2) Armored Spacesuit: For environments like theatmosphere o Jupiter, characters need a spacesuit that’s also designed to keep pressure out, and to provide more protection in general. Tisparticular suit resists up to 90 atmosphereso pressure (see Star Hero), enough to allowa character to walk on the surace o Venus.It also works fine as a deep-diving suit in theoceans o Earth or Europa. Change to:
Cost Power 5 Environment Protection: Life Support (Safe
Environments: High Pressure, Intense Cold,Intense Heat, Low Pressure/Vacuum) (7 ActivePoints); OIF (-½)
7 Breathing Gases: Life Support (Self-ContainedBreathing) (10 Active Points); OIF (-½), 1Continuing Fuel Charge (easily obtained; 6Hours; -0)
50 Protection: Resistant Protection (30 PD/20 ED)(75 Active Points); OIF (-½)
5 Communications System: Radio Perception/ Transmission (Radio Group); OIF (-½), Affected
As Sight And Hearing Group As Well As RadioGroup (-½)
Total cost: 67 points.
H SURVIVAL OVERSKIN
Effect: Lie Support (Sae Environments:Intense Cold, Intense Heat)
Target: Sel
Duration: Persistent
Range: Sel
Charges: 4 Continuing Charges lasting 1 Dayeach
Breakability: 2 PD/2 ED
Description: Tis Weird Science gadget is anaerosol can filled with a special chemical spray (itcould also be a tube o ointment, or anything elsethat could saely be applied to the skin). A personit’s sprayed on eels no harmul effects romextreme cold or heat or one day.
Game Information: Lie Support (Sae Envi-ronments: Intense Cold, Intense Heat), UsableSimultaneously (up to our persons at once, mustbe applied separately to each person and uses 1Charge per person; +½), 4 Continuing Charges
lasting 1 Day each (+0) (6 Active Points); OAF(-1). otal cost: 3 points.
Options:
1) Strong Overskin: Increase to 4 ContinuingCharges lasting 1 Week each (+1¼). 6 ActivePoints; total cost 3 points.
2) Weak Overskin: Decrease to 4 ContinuingCharges lasting 1 Hour each (+0). 6 ActivePoints; total cost 3 points.
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Hero System Equipment Guide n Chapter Five 33
H SURVIVAL TENT
Effect: Lie Support plus Barrier 2 PD/2ED, 2 BODY (25m long, 2m tall,and 1” thick)
Target: Area
Duration: Constant
Range: No Range
Charges: 1 Continuing Fuel Charge lasting 12
HoursBreakability: 2 PD/2 ED
Description: Tis airtight structure providesprotection rom the weather as well as shieldingrom minor physical attacks. Te tent canwithstand arctic temperatures and storms, theblistering heat o a desert at noontime, and thethunderstorms o rain orests.
Game Information:
Cost Power
12 Sealed Environment: Life Support (Self-Contained Breathing; Safe Environments:
Intense Cold and Intense Heat), Area Of Effect(2m Radius; +¼) (24 Active Points); OIF (-½),Linked (to Barrier; -½), 1 Continuing FuelCharge lasting 12 Hours (-0)
16 Protective Structure: Barrier 2 PD/2 ED, 2BODY (25m long, 2m tall, and ½m thick)(36 Active Points); OIF (-½), No Range (-½),Restricted Shape (4m radius circle; -¼), 1
Continuing Fuel Charge lasting 12 Hours (-0)
Total cost: 28 points.
HWATERSUIT
Effect: Lie Support (Sel-ContainedBreathing, Sae Environments), plusother abilities to help aquatic aliensunction out o water
Target: Sel
Duration: Varies
Range: Sel
END Cost: Varies
Breakability: 3 PD/3 ED
Description: Built or ichthyoid aliens and otherwater-dwelling species who wish to unctionoutside o an aquatic environment, the watersuitprovides reedom o movement as well as environ-
mental protection. It resembles a standard erranEVA suit in many respects, and contains enoughwater to keep an aquatic alien alive almost indefi-nitely with the help o a power pack that rereshesthe water. Inside the container, the wearer hasaccess to a miniature control system, allowinghim to manipulate the mechanical arms and legsinstalled in the suit (assuming he’s not humanoid;i he is his suit lacks the artificial limbs).
Game Information:
Cost Power
9 Safe Environment: Life Support (Self-Contained
Breathing; Safe Environments: High Pressure,High Radiation, Intense Cold, Intense Heat,Low Pressure/Vacuum; OIF (-½), Costs Endur-
ance (-½)
2 Artificial Hands: Extra Limbs (2); OIF (-½), CostsEndurance (-½)
8 Artificial Feet: Running 12m; OIF (-½)
6 Hardened Metal: Resistant Protection (3 PD/3
ED); OIF (-½)
5 Battery Pack: Endurance Reserve (12 END, 12REC); OAF (-1)
Total cost: 30 points.
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336 n Miscellaneous Equipment Hero System 6th Edition
TOOLS
Characters oen have important tasks toperorm, and sometimes the right tool is just what they need to get the job donequickly and well.
SKILL KITSA Skill Kit is a collection o special, better-
than-average quality tools and supplies that helpa character use a particular Skill. Sometimesthey’re literally “kits,” as with the First Aid Kit andSurvival Kit described above, but they can simplybe a collection o high-quality Skill-related gear,as shown by many o the examples below. A ew othe examples are Skill-related equipment built inother ways than a Skill Roll bonus.
H SKILL KIT
Effect: +1 with defined Skill
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Tis writeup represents a genericSkill Kit. All you have to do is define which Skillit applies to when you buy it (such as DemolitionsKit, Interrogation Kit, Mechanics Kit, or SystemsOperation Kit). It can apply to most Skills, but theGM has the final say. (For Skills that have specificrules or equipment bonuses, like Climbing, eitheradjust this writeup or use a Skill-specific writeupbelow i available.)
In some cases the materials that come with aSkill Kit may get used up. For example, the drugsand bandages in a Paramedics Kit run out aera while, requiring the character to replace them.Tis generally doesn’t qualiy or the Charges Limitation unless the GM rules that the characterhas so ew supplies that he has to replace thempractically every day.
Te bonus bought or this basic Skill Kitequates to the lowest level o the “Good” equip-ment modifier listed on 6E1 58. Te optionsdescribe how to buy even better equipment.Tus, by buying a Skill Kit, a character effectivelyguarantees that he always has at least “Good” or
better equipment to work with. (In game terms, hegets the bonus he paid or; he doesn’t get both thepurchased bonus and the Skill Modifier bonus.)
Game Information: +1 to defined Skill (2 ActivePoints); OAF (-1). otal cost: 1 point.
Options:
1) Better Skill Kit: Increase to +2 with definedSkill. 4 Active Points; total cost 2 points.
2) Really Good Skill Kit: Increase to +3 withdefined Skill. 6 Active Points; total cost 3points.
3) Very Good Skill Kit: Increase to +4 with definedSkill. 8 Active Points; total cost 4 points.
4) Extremely Good Skill Kit: Increase to +5 withdefined Skill. 10 Active Points; total cost 5points.
5) Multi-Skill Skill Kit I: Instead o just applyingto one Skill, the character’s Skill Kit applies tothree related Skills:
Good Kit: +1 with three related Skills. 3 Active
Points; total cost 1 point. Better Kit: +2 with three related Skills. 6
Active Points; total cost 3 points.
Really Good Kit: +3 with three related Skills. 9Active Points; total cost 4 points.
Very Good Kit: +4 with three related Skills. 12Active Points; total cost 6 points.
Extremely Good Kit: +5 with three relatedSkills. 15 Active Points; total cost 7 points.
6) Multi-Skill Skill Kit II: Te character’s Kit appliesto all Skills o a given category (e.g., all echno-logical Skills), subject to the standard rules orthis type o Skill Level.
Good Kit: +1 with all Skills o a definedcategory. 4 Active Points; total cost 2 points.
Better Kit: +2 with all Skills o a definedcategory. 8 Active Points; total cost 4 points.
Really Good Kit: +3 with all Skills o a definedcategory. 12 Active Points; total cost 6 points.
Very Good Kit: +4 with all Skills o a definedcategory. 16 Active Points; total cost 8 points.
Extremely Good Kit: +5 with all Skills o adefined category. 20 Active Points; total cost10 points.
7) Concealed Skill Kit: Tis orm o Skill Kit ismeant to be hidden, or is constructed to look
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Hero System Equipment Guide n Chapter Five 33
like some mundane object. (See also ConcealedLockpicks, below, or another approach tocreating concealed Skill gear.) Change OAF(-1) to OIF (-½). otal costs are:
Good Kit: 1 point
Better Kit: 3 points
Really Good Kit: 4 points
Very Good Kit: 5 points
Extremely Good Kit: 7 points
H CLIMBING — CLIMBING GEAR
Effect: +3 to Climbing
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Tis writeup represents “Basic”climbing equipment, such as a ropeand grapnel. Te options listed below
describe more advanced climbing gear.Game Information: +3 to Climbing (6Active Points); OAF (-1). otal cost: 3points.
Options:
1) Advanced Climbing Gear: Increase to+6 with Climbing. 12 Active Points;total cost 6 points.
2) Very Advanced Climbing Gear: Increase to +12 with Climbing. 24Active Points; total cost 12 points.
3) Climbing Shoes or Climbing Claws: Character also buys: +1 with
Climbing (2 Active Points); OIF(-½). otal cost: 1 point.
H DISGUISE — ACID-SENSITIVE CLOTHING
Effect: Cosmetic ransorm 2d6(one set o clothes intoanother pre-preparedset)
Target: Sel
Duration: Instant
Range: No Range
Charges: 1 ChargesBreakability: 2 PD/2 ED
Description: o assist with hisdisguises and ability to maintain hissecret identity, the character oenwears special chemically-treatedclothing. Tis clothing dissolvesinstantly and completely when exposedto a mild acid (o which the charactertypically carries a vial), or to any strongacid. Te character wears a set onormal underneath.
Game Information: Cosmetic ransorm 2d6 (oneset o worn clothing into another set o clothingworn underneath; heals back by obtaining a newsuit rom the character’s headquarters or supplier),Improved Results Group (+¼) (12 Active Points);IIF (-¼), Limited arget (clothes; -½), 1 Charge(-2). otal cost: 3 points.
H DISGUISE — DISGUISE KIT
Effect: +2 to Disguise Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Te character carries a concealable,compact kit o various disguise supplies and aidsto make it even easier or him to conceal his iden-tity and impersonate others.
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Game Information: +2 to Disguise (4 ActivePoints); IAF (-½). otal cost: 3 points.
Options:
1) Better Kit: Increase to +3 to Disguise. 6 ActivePoints; total cost 4 points.
2) Worse Kit: Decrease to +1 to Disguise. 2 ActivePoints; total cost 1 point.
H DISGUISE — FALSE FINGERPRINTS
Effect: Shape Shi (ouch Group), Finger-prints Only
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Charge lasting 1 Day
Breakability: 4 PD/4 ED
Description: By preparing and applying specially-molded plastics to his fingertips, the charactercan cover up his own fingerprints and substitutedifferent ones. He can’t imitate another person’sprints, but disguising his own is a big help when it
comes to evading the authorities. Te ake printswear off his fingers aer one day.
Game Information: Shape Shi (ouch Group,any sort o human fingerprint), 1 ContinuingCharge lasting 1 Day (+¼) (19 Active Points); IIF(-¼), Extra ime (takes 5 Minutes to prepare andapply, but can be used normally thereaer; -1),Fingerprints Only (-1). otal cost: 6 points.
Options:
1) Imitative Prints: Te character’s equipmentallows him to imitate the fingerprints o otherpeople. He has to have a sample o the otherperson’s prints to make a mold that duplicatesthem. Add Imitation and Requires Sample oDuplicate (-¼). 31 Active Points; total cost 9ints.
H GAMBLING - GAMBLING RIG
Effect: +3 with Gambling, Only o CheatAt Card Games
Target: Sel
Duration: Persistent
Range: Sel
Charges: 1 Recoverable Charge (see text)
Breakability: 1 PD/1 ED
Description: Gamblers in the Wild West some-times wore elaborate rigs under their clothing. Bymoving their arms or legs just so, they could causethe rig to drop a card into their hands so theycould win. Te device comes with one card (whichmust be chosen in advance) in it. When the char-acter uses the rig, he can make a Sleight O Handroll to take the card it gives him and replace it withanother he already has in his hand, saving thatcard or later use. O course, the device only worksi the card put in the rig to begin with matches thecards used at the table in terms o appearance.
Game Information: +3 with Gambling (6 ActivePoints); IIF (-¼), Only o Cheat At Card Games(-½), Requires A PS: Use Gambling Rig Roll (-¼),1 Recoverable Charge (see text; -1¼). otal cost: 2points.
Options:
1) Computerized Rig: Modern card sharps some-times use microcomputers built into theirshoes and other items o apparel to count cards,
giving them a real edge when playing black- jack. Change to: +3 with Gambling (6 ActivePoints); IIF (-½), Only o Cheat At Blackjack(-1), Requires A PS: Use Gambling Rig Roll(-¼). otal cost: 2 points.
H GAMBLING — MARKED CARDS
Effect: +2 with Gambling, Only o CheatAt Card Games
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Te character has a set o subtly-marked cards. When he plays with them, he can“read” the markings on the backs o the cards toknow what each opponent has in his hand, thusmaking it much easier or him to win.
Game Information: +2 with Gambling (4 ActivePoints); IAF (-½), Only o Cheat At Card Games(-½). otal cost: 2 points.
H LOCKPICKING — LOCKS
Effect: Lockpicking 8- (or better)
Target: One door or locked object
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: I the GM wants to use the “Simpli-fied Lockpicking” rules rom HSS 229, here’s what various categories o lock would cost. Te costsare listed unmodified (since they’re primarily oruse with Vehicles, Bases, and the like); the GM caneasily apply a Focus Limitation to them i desired.
Game Information: Lockpicking 8-. otal cost: 1point.
Options:
1) Higher-Quality Locks: Te lock listed above isa “Poor”-quality lock - the sort o lock thatany Vehicle or Base might have as “Everymanequipment.” Here’s what better locks cost:
Average Lock: Lockpicking 11-. otal cost: 7points.
Above Average Lock: Lockpicking 14-. otalcost: 13 points.
High Quality Lock: Lockpicking 17-. otalcost: 19 points.
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Hero System Equipment Guide n Chapter Five 33
Very High Quality Lock: Lockpicking 20-. otalcost: 25 points.
Superb Lock: Lockpicking 23-. otal cost: 31points.
H LOCKPICKING — CONCEALEDLOCKPICKS
Effect: Concealment 16-, Only o HideLockpick Set
Target: Sel
Duration: Constant
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: A character may need to carry aset o lockpicks into a location without anyonedetecting them. Tis set is specially concealedinside a pen or like object. Since characters don’tnormally pay Character Points or ordinary tools,it’s bought as a highly-Limited orm o Conceal-ment; or tools characters pay points or (such
as lockpicks good enough to provide a Skill Rollbonus), you can simply buy them as IAFs insteado OAFs.
Characters can use this writeup buy“concealed” versions o the equipment or otherSkills - just change the name o the Skill in theLimitation.
Game Information: Concealment 16- (17 ActivePoints); IAF (-½), Only o Hide Lockpick Set (-2).otal cost: 5 points.
H LOCKPICKING — SAFE CRACKER
Effect: RKA 4d6, Penetrating (x2), Only
Works On Sae/Vault Doors Target: One sae/vault door
Duration: Instant
Range: No Range
Charges: 8 Charges
Breakability: 24 PD/24 ED
Description: A thie who gets his hand on one othese Weird tech wonders will soon find himselon easy street i he plays his cards right. It usesWeird Science principles to destroy or peel openthe doors o saes and vaults, allowing the userready access to all the loot inside.
Game Information: RKA 4d6, Penetrating (x2;+1) (120 Active Points); OAF Bulky (-1½), Extraime (1 Minute; -1½), No Range (-½), OnlyWorks On Sae/Vault Doors (-2), 8 Charges (-½).otal cost: 17 points
Options:
1) Strong Safe Cracker: Increase to RKA 6d6. 180Active Points; total cost 26 points.
2) Weak Safe Cracker: Decrease to RKA 3d6. 90Active Points; total cost 13 points.
3) Experimental Safe Cracker: Weird Science isn’talways reliable. Add Activation Roll 11- (-½).otal cost: 16 points.
H LOCKPICKING — SKELETON KEY
Effect: Lockpicking 18-
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 4 PD/4 ED
Description: A avorite o detectives, maskedcrimefighters, and thieves everywhere, the Skel-
eton Key can open virtually any lock.
Game Information: Lockpicking 18- (21 ActivePoints); OAF (-1). otal cost: 10 points.
Options:
1) Strong Skeleton Key: Increase to Lockpicking21-. 27 Active Points; total cost 13 points.
2) Weak Skeleton Key: Decrease to Lockpicking15-. 15 Active Points; total cost 7 points.
3) Disguised Skeleton Key: Te Skeleton Keyactually looks like a necklace (or part o one)or some other bit o jewelry, or is hidden inside
a cane, pocketknie, or other mundane object.Change OAF (-1) to IAF (-½). otal cost: 14points.
H NAVIGATION — ADVANCEDGPS DEVICE
Effect: Navigation (Land) 16-
Target: Sel
Duration: Persistent
Range: Sel
Charges: 1 Continuing Fuel Charge (6 Hours)
Breakability: 3 PD/3 ED
Description: As discussed on HSS 241, a basicGPS device is bought as an Enhanced Sense(Detect Exact Position On Earth). But manyGPS devices come with built-in computers withmapping soware and other eatures that makeit a snap or the user to find his way rom oneplace to another even i he doesn’t understand thelatitude/longitude system. Te battery has enoughpower or six hours o continuous operation; theuser recharges it by plugging the device into anyelectrical outlet.
Game Information: Navigation (Land) 16- (17Active Points); OAF (-1), Affected As Sight And
Radio Sense Group (-½), Extra ime (Full Phaseto use; -½), 1 Continuing Fuel Charge (6 Hours,easily recharged; -0). otal cost: 6 points.
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H SECURITY SYSTEMS —SECURITY DEVICES
Effect: Security Systems 8- (or better)
Target: One door, room, ence, or securedobject
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: I the GM wants to use the “Simpli-fied Security Systems” rules rom HSS 268, here’swhat various categories o security device wouldcost. Te costs are listed unmodified (since they’reprimarily or use with Vehicles, Bases, and thelike); the GM can easily apply a Focus Limitationto them i desired.
Game Information: Security Systems 8-. otalcost: 1 point.
Options:
1) Higher-Quality Devices: Te security device
listed above is a “Poor”-quality one - the sorto alarm that any Vehicle or Base might haveas “Everyman equipment.” Here’s what bettersecurity devices cost:
Average Security Device: Lockpicking 11-.otal cost: 7 points.
Above Average Security Device: Lockpicking14-. otal cost: 13 points.
High Quality Security Device: Lockpicking 17-.otal cost: 19 points.
Very High Quality Security Device: Lock-picking 20-. otal cost: 25 points.
Superb Security Device: Lockpicking 23-.
otal cost: 31 points.
H STEALTH — SNEAKY SHOES
Effect: +2 with Stealth rolls; Only o MoveSilently
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Te character has a special pair oso-soled, non-squeak shoes that make it easier to
walk without creating any noise.
Game Information: +2 with Stealth rolls (4 ActivePoints); OIF (-½), Only o Move Silently (-½).otal cost: 2 points.
Options:
1) Even Sneakier Shoes: Increase to +3 withStealth rolls. 6 Active Points; total cost 3 points.
2) Less Sneaky Shoes: Decrease to +1 with Stealthrolls. 2 Active Points; total cost 1 point.
H TECHNOLOGY SKILLS —MINIATURE TOOLKIT
Effect: +2 to echnology Skills
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Te character carries a conceal-able, compact kit that contains a variety o useulminiaturized tools. Tese tools make it easier orhim to perorm any task that relates to repairing,altering, or modiying equipment or technologicalobjects. Tey don’t help him use equipment, justwork on it. Tus, the Skill Levels would apply tomost Lockpicking rolls, to Electronics rolls torewire a radio, or the like, but not to a SystemsOperation roll to tune or use a radio properly.
Game Information: +2 to echnology Skills (8Active Points); IAF (-½). otal cost: 5 points.
Options:1) Better Kit: Increase to +3 to echnology Skills.
12 Active Points; total cost 8 points.
2) Worse Kit: Decrease to +1 to echnology Skills.4 Active Points; total cost 3 points.
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Hero System Equipment Guide n Chapter Five 34
SCIENCE FICTION TOOLS
H ENGINEER'S TOOLBOX
Effect: +2 with echnology Skills
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 1 PD/1 ED
Description: Filled with all sorts o useul toolsand related devices, this toolbox is de rigeuer orengineers and technicians throughout the Galaxy— particularly those who travel requently orwork all over a large ship. It contains a miniatur-ized analytical computer, a universal systemsinterace, an assortment o electro-spanners, and various other miniaturized tools and widely-usedspare parts.
Game Information: +2 with echnology Skills (8
Active Points); OAF (-1). otal cost: 4 points.Options:
1) Better Toolkit: Increase to +3 with echnologySkills. 12 Active Points; total cost 6 points.
2) Even Better Toolkit: Increase to +4 with ech-nology Skills. 16 Active Points; total cost 8points.
3) Smaller/Less Sophisticated Toolkit: Decreaseto +1 with echnology Skills. 4 Active Points;total cost 2 points.
H FORCEBEAM TOOL
Effect: RKA 1d6; elekinesis (10 SR), FineManipulation; +1 with echnologySkills
Target: One character/One character/Sel
Duration: Instant/Constant/Persistent
Range: No Range/60m/Sel
Charges: 1 Continuing Fuel Charge lasting 1Hour
Breakability: 5 PD/5 ED
Description: An outgrowth o orce-field tech-nology, this versatile gadget is a cutter, a short-range orcebeam projector, and an all-purposetool.
Game Information:
Cost Power
12 Forcebeam Tool: Multipower, 25-point reserve,
1 Continuing Fuel Charge lasting 1 Hour(refuels by recharging; -0) for entire reserve;all OAF (-1)
1f 1) Cutter: RKA 1d6; OAF (-1), No Range (-½)
1f 2) Tractor Beam: Telekinesis (10 STR), FineManipulation; OAF (-1), Limited Range (60m;-¼), Reduced By Range (-¼)
1f 3) Toolbox-In-One: +1 with Technology Skills;
OAF (-1)
Total cost: 15 points.
H GRAVITY LIFTER
Effect: +20 SR
Target: Sel
Duration: Constant
Range: Sel
Charges: 1 Continuing Fuel Charge lasting 1 Hour
Breakability: 4 PD/4 ED
Description: Te development o antigravitytechnology makes moving heavy objects easy. A
gravity lier is simply an antigravity module anda strong clamp. Attach it to a load, switch on themodule, and suddenly a child can li the heaviestcargo.
Game Information: +20 SR (20 Active Points);OAF (-1), 1 Continuing Fuel Charge lasting 1Hour (reuels by recharging; -0), Only or Liing(-1). otal cost: 7 points.
Options:
1) Strong Lifter: Increase to +30 SR. 30 ActivePoints; total cost 10 points.
2) Weak Lifter: Decrease to to +15 SR. 15 ActivePoints; total cost 5 points.
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342 n Miscellaneous Equipment Hero System 6th Edition
HMULTITOOL
Effect: +3 with all echnology Skills
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 2 PD/2 ED
Description: Instead o carrying a whole toolbox,why not use a Multitool? Made o “smart matter”and a mini-computer with a database o hundredso different configurations, the Multitool can take just about any shape needed.
Game Information: +3 with all echnology Skills(12 Active Points); OAF (-1). otal cost: 6 points.
H POWER-MOVER EXO-SKELETON
Effect: 30 SR; Resistant Protection (6PD/6 ED); Endurance Reserve (20END/12 REC)
Target: Sel
Duration: Persistent
Range: Sel
END Cost: 3/0/0
Breakability: 6 PD/6 ED
Description: Oen used by cargo loaders ontender and supply starships, as well as workers inactories and starports, this “tool” is an enor-mous skeletal metal ramework with motors andhydraulic systems attached. Te systems give theuser incredible liing power; the metal rame-
work provides limited protection. Te machine
responds to the user’s actions ast enough that heincurs no SPD or DEX penalty or using it, thoughits size may sometimes prove inconvenient.
Game Information:
Cost Power
15 Clamps, Grips, And Servos: 30 STR (30 ActivePoints); OIF Bulky (-1), Character Cannot UseOwn STR (-0)
5 Exoskeletal Protection: Resistant Protection (6PD/6 ED) (18 Active Points); OIF Bulky (-1), Activation Roll 9- (-1½)
6 Battery: Endurance Reserve (20 END/12 REC)
(13 Active Points); OIF Bulky (-1).
Total cost: 26 points.
H REPAIR ROD
Effect: Healing BODY 8d6, Only WorksOn Electronics And Similar
Machinery Target: One device/machine
Duration: Instant
Range: ouch
Charges: 16 Charges
Breakability: 16 PD/16 ED
Description: Tis expensive but versatile engi-neer’s tool allows the user to repair just about anysort o damaged machinery or electronic device.Te engineer must first study and diagnose theproblem (i.e., make a Skill Roll with an appro-priate technology-related Skill), then program the
proper instructions into the nanobots contained
5
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Hero System Equipment Guide n Chapter Five 34
within the rod. He then unleashes them to beginrepairs. A ew minutes later, the device is as goodas new... assuming the ’bots can find enoughraw materials to work with and were properlyprogrammed.
Game Information: Healing BODY 8d6 (damagedmachine or machine component into workingmachine or machine component) (80 ActivePoints); OAF (-1), Only Works On Electronics
And Similar Machinery (-1), Extra ime (takesa minimum o 5 Minutes per point o BODYdamage the machine has suffered; -2), CharacterMay ake No Other Actions While Using RepairRod (-¼), Requires A Skill Roll (see text; -½), 16Charges (-0). otal cost: 14 points.
Power DevicesIn Science Fiction settings, where technology
is omnipresent, one highly useul tool is a portablepower source. Here are a ew examples.
H COLD FUSION GENERATOR
Effect: Endurance Reserve (80 END/75REC)
Target: One or more electricity-powereddevice(s)
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 14 PD/14 ED
Description: Tis is a second-generation coldusion device. It’s small enough or one person tocarry in a large backpack, but strong enough toprovide enough power or a campsite, household,or personal vehicle.
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344 n Miscellaneous Equipment Hero System 6th Edition
Game Information: Endurance Reserve (80END/75 REC) (70 Active Points); OAF Bulky(-1½), Only Powers Electrical Devices (-¼). otalcost: 25 points.
H PERSONAL FUSION UNIT
Effect: Endurance Reserve (120 END/120REC)
Target: One or more electricity-powereddevice(s)
Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 22 PD/22 ED
Description: Built with late stararing-era tech-nology, this is a portable usion plant weighing100 kilograms and occupying about as much spaceas a small filing cabinet. It can run or a decade on
one supply o uel.
Game Information: Endurance Reserve (120END/120 REC) (110 Active Points); OAF Bulky(-1½), Only Powers Electrical Devices (-¼). otalcost: 40 points.
H UNIVERSAL BATTERY
Effect: Endurance Reserve (100 END) plusEndurance Reserve (10 REC), SlowRecovery (1 Hour)
Target: One or more electricity-powered
device(s)Duration: Persistent
Range: Sel
END Cost: 0
Breakability: 4 PD/4 ED
Description: Tis amazing item is a small,portable battery that can provide power to virtu-ally any device that uses electricity. It’s about sixinches wide, six inches tall, and three inches deep.Using a broadcast power system it can providepower (in game terms, END) to electrical deviceswithin roughly two eet o itsel; it can power morethan one device at once i set up to do so. Once itspower reserves run out it slowly “regenerates” itspower (at the GM’s option it has small solar panelsand i exposed to direct sunlight it Recovers on aonce per 5 Minutes basis instead o its usual onceper Hour).
Game Information: Endurance Reserve (100END) (20 Active Points); OAF (-1), Only PowersElectrical Devices (-¼) (total cost: 9 points) plusEndurance Reserve (12 REC) (8 Active Points);OAF (-1), Slow Recovery (1 Hour; -4) (total cost:2 points). otal cost: 11 points.
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APPENDIX
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346 n Appendix Hero System 6th Edition
Arco Publishing, Inc. Te Strategy O Combat
Arnold, Dave, ed. Handguns 2004
Barnes, Frank. Cartridges O Te World, 10th Ed.
Bonds, Ray, ed. Te Modern U.S. War Machine
Bunch, Bryan and Alexander Hellemans. Te
imetables O echnology Combs, Roger. Holsters And Other Gun Leather
Considine, Douglas, ed. Chemical And Processechnology Encyclopedia
Department o the Army. Unconventional WarareDevices And echniques Incendiaries
DeVries, Kelly. Medieval Military echnology
Te Diagram Group. Weapons; An InternationalEncyclopedia From 5000 B.C. o 2000 A.D.
Dorling-Kindersley. Weapon; A Visual History O Arms And Armor
Edge, David and John Miles Paddock. Arms And Armor O Te Medieval Knight
Ezell, Edward. Handguns O Te World
—Small Arms O Te World, 12th Ed.
Ferguson, om. Modern Law EnorcementWeapons And actics, 2nd Ed.
Ford, Roger. Te Grim Reaper; Machine-Guns And Machine-Gunners In Action
Gies, Joseph and Frances Gies. Cathedral, Forge, And Waterwheel; echnology And Invention InTe Middle Ages
Hartink, A.E. Encyclopaedia O Pistols AndRevolvers
—Te Complete Encyclopedia O Antique Firearms
Haythorthwaite, Philip. Weapons And EquipmentO Te Napoleonic Wars
Hodges, Henry. echnology In Te Ancient World
Hogg, Ian. Te Greenhill Military Small Arms DataBook
—Te Illustrated Encyclopedia O Ammunition
— Military Small Arms O Te 20th Century, 7th Ed.
—Pistols O Te World, 3rd Ed.
—Te World’s Sniping Rifles
Hogshire, Jim. You Are Going o Prison
Jane’s Inormation Systems. Jane’s AmmunitionHandbook
— Jane’s Gun Recognition Guide
— Jane’s Inantry Weapons
Lewis, Jack, ed. Te Gun Digest Book O Assault
Weapons, 6th
Ed.Long, Duncan. Combat Ammo O Te 21st Century
—Combat Rifles o the 21st Century
— Modern Ballistic Armor
—Streetsweepers; Te Complete Book O CombatShotguns
Luger, Jack. Improvised Weapons In AmericanPrisons
Miller, David. Te Illustrated Directory O 20th Century Guns
Newton, Michael. Armed And Dangerous; AWriter’s Guide o Weapons
O’Neill, Richard, ed. An Illustrated Guide o Te Modern U.S. Army
Payne-Gallway, Ralph. Te Book O Te Crossbow
Pegler, Martin. Powder And Ball Small Arms
Schwing, Ned. Te Standard Catalog O MilitaryFirearms, 2nd Ed.
Stockholm International Peace Research Institute.Incendiary Weapons
Stone, George Cameron. A Glossary O TeConstruction, Decoration, And Use O Arms And Armor
raister, John. Antique Guns; Te Collector’s Guide
Walmer, Max. An Illustrated Guide o Weapons O
Te Special ForcesWalter, John. Modern Machine Guns
Williams, Anthony. Rapid Fire
Wills, Chuck. Te Illustrated History O Weaponry
Woosnam-Savage, Robert and Anthony Hall.Brassey’s Book O Body Armor
BIBLIOGRAPHY
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Hero System Equipment Guide n Index 34
INDEX
+P, +P+ ammunition Chu
+P, +P+ ammunition 94, 96
Ablative armors 278-79
Ablative Foam 278
Ablative Vest 279
Abrin (poison) 207
Accessories for firearms 102-08
Acid Squirter 169
Acid-Sensitive Clothing 337
Aconite (poison) 207
Acoustic weapons See Sonic Weapons Advanced GPS Device 339
Advantages for Fantasy weapons 41
AET ammunition 90, 96
AET Composite ammunition 90, 96
Age-Altering Ray 127
Aikuchi 22
Air Bomb shotgun ammuntion 98, 101
Allure Perfume 169
Amatol 201, 203
Ambidextrous Conversion for
firearms 109, 111
Amentum 33
Ammonium Picrate 200, 203
Ammunition
Modern 87-101
Nineteenth-century 51, 58-59
Shotgun 97-101
Anchoring Post Maul 16
ANFO 200, 203
Anthrax bioweapon 215
Anti-Glare Goggles 332
Anti-Radiation Injection 332
Anti-vampire bullets 94
Antimatter bullets 87
Antimony (poison) 207
AP Depleted Uranium
ammunition 90, 96
AP Explosive ammunition 90, 96
AP Hardcore ammunition 90, 96
AP Hardcore Explosive
ammunition 90, 96
AP Incendiary ammunition 91, 96
AP Saboted ammunition 91, 96
Arare 25, 33
Arbalest 28, 31
Arbir 11, 18
Arcane Neutralization Blaster 130
Arit 13, 22
Arm-Wings 285
Armor, Fantasy 226-39
Armor, modern 240-42
Armor Piercing ammunition 90, 96
Armor Piercing Slug shotgun
ammuntion 98, 101
Armor, Science Fiction 278-79, 281
Armor Skill Levels 235
Armor-Weakening Capsules 150
Armored Costume 272
Arquebus 48, 50
Arrows 26-28, 31
Arrows, Super 155-59
Arsenal Staff 170 Arsenic (poison) 207
Artificial Limbs 266
Ashiko 11, 17
Asphyxiants 217
Assault rifles 78
Atlatl 33
Atropine (poison) 208
Attack Nanobots 198
Attack Toys 166
Audio-Enhancing Earphones 313
Awl Pike 11
Axes 8, 10
Ba 18
Ba Tou 18
Badik 21
Bakuhatsugama 16
Balancing weapons and armor 36
Balisong 20
Banded mail 227, 229
Barding 231
Barrel Coating for firearms 109, 111
Barrel Fluting for firearms 109, 111
Bashing damage for weapons 39
Bastard musket 48, 50
Bastard sword 13, 19
Baton 10
Baton/Beanbag shotgun
ammuntion 98, 101
Battle Armor 279Battle axe 8, 10
Battle codes 302
Battle Vest 273
Bedding, Improved for firearms 110-11
Bezainted armors 227-28
Bian 22
Bian Tzu Chiang 22
Bibliography 346
Billy Club 139
Binary poisons 210
Binoculars 302
Biological weapons 214-15
Bioplastic Armor 281
Biosteel armor 240-42
Bisento 18
Black powder 200, 203
Blacklight Goggles 309
Blade weapons 12-13
Blade-Boots 140
Bladed Cape 140
Bladeshooter 170
Blaster Cane 124
Blaster Gauntlet 125
Blaster Glove 125Blaster Staff 140
Blasters 124-35
Blasting cap 200, 203
Blessed bullets 94
Blinding Laser 211
Blistering agents 217
Blowgun 26, 28
Blown weapons 26, 28
Blunderbuss 50
Bo 12, 19
Bo Shuriken 29, 34
BODY of firearms 58
Body armor 240-42
Bokken 12, 20Bola Gun 160
Bolas, Thrown 160
Bolts 31
Bomb Detector 306
Boomerang 35
Boomerangs, Super 154-55
Booster Pill 170
Boot Systems, Powered Armor 264-65
Bores, shotgun 97
Botano-Weapons 166
Botulin gas 218
Bows 27-28, 31-32
Bows, Super 155-59
Bracer Blaster 126
Bracer Gun 126
Brass Catcher (firearms
accessory) 102, 107
Brass Knuckles 11
Brawn Serum 196
Breaking armor 236
Breaking weapons and shields 47
BRI Slug shotgun ammuntion 99, 101
Brigandine armor 227-28
Broadsword 13, 19
Bubonic Plague bioweapon 214-25
Buck and ball ammunition 58
Buffered Shot shotgun
ammuntion 99, 101
Bug Detector 305
Bugs (listening devices) 304
Building Fantasy weapons 36
Building firearms 68
Bulletproof Undershirt
Bullets 51, 58-59, 87-
Bundi 12
Bunot-Page 13
Butterfly Sword 12
Button Grenades
Buzzsaw Gauntlet BZ gas
Caliver 48
Camera (firearms accessory) 102,
Camouflage Clothing
Camouflage Suit
Candy-Shaped Weapons
Cap-and-ball firearms
Capturefoam Projector
Carbon nanotube armor 240
Cased Telescoped Ammunition
ammunition 91
Caseless ammunition 91
Cell Phone
Cerebrohelmet
Cestus 11
Ch’uan Bi
Cha
Cha’shur, Mondabi 189
Chai-Dao 11
Chain Sword
Chain weapons 8-10
Chain Whip 13
Chainmail 227,
Chainsword 189
Chakar 10
Chan
Chang
Char
Chemeti
Chemical weapons 216
Chemoreception Enhancer
Chestplate Systems, Powered
Armor 257
Chiang 11
Chigiriki
Chinese axe 8
Chizikunbo
Chu-ko-nu 28
Chua
Chuai
Chuarare 28
Chun Jung Whule-Do
Chuu
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348 n Index Hero System 6th Edition Cinquedea Hallucination Spray
Cinquedea 12, 20
Clarke’s Law 278
Clawed Glove 141
Claymore 20
Clear Grips/Magazine for
firearms 109, 111
Climbing Gear 337
Climbing Suction Cups 284
Cling-Boots 286
Cloth armors 227-28Clubs 10, 16
CN gas 216
Cold Fusion Generator 343
Collapsible Grapnel And Line 284
Collimating Sight (firearms
accessory) 103, 107
Colt Peacemaker 53-54, 59
Combat Analyzer 171
Combat drugs 196
Combat Gauntlets 171
Combat Vest 245
Combat wear 243-45
Combat Yo-Yo 167
Comet Star Hammer 28, 33
Comm Button 319
Communications equipment 299-324
Communications Systems,
Powered Armor 253-54
Compressed Air Blaster 126
Compressed Air Gauntlets 141
Compressed Airjet Boots 294
Concealable Hangglider 290
Concealable Parachute 284
Concealed Lockpicks 339
Concealed weapons and
gadgets 112-13
Concealment Holster 244
Contact poisons 204
Copper Hammer 11, 17Copterpack 286
Corrosive Gas Pellet Projector 136
Cosmic Flyer 287
Cosmic Gem 172
Cowardice Ray 135
Creating Fantasy weapons 36-45
Creating firearms 68-70
Crime Scene Analyzer 314
Crossbows 28, 31-33
Crotin (poison) 208
Cryotreatment for firearms 109, 111
CS gas 216
Cubic Shot shotgun ammuntion 99, 101
Cuir-bouilli armor 227-28
Curare (poison) 208
Custom Grips/Stock for
firearms 109, 111
Customizing firearms 109-111
Cutlass 12, 20
Cyanide (poison) 208
Cyclone Gauntlets 173
Cyclotol 201, 203
Cymbal 12, 20
Da Dau 18
Daab 20
Dag 50
Daggers 12-13
Dai Dao 18
Daisho 20
Damage by bullet caliber 88-89
Dan Bong 16
Dan Sang Gum 20
Darkness Ray 173
Darn Do 12, 20
Dart 28
Dau 20
Dazedness Ray 135
DCV, armor and 235
Death Ray 118Death Ray-Resistant Suit 246
Decontamination Foam 332
Defenses of firearms 58
Defensive Cape 273
Defensive equipment 225-82
Defensive Mask 273
Defensive Nanobots 279
Deflection Orb 274
Derringers, nineteenth-century 54
Detonating cord 200, 203
Detonation Ray 119
Devolutionizer Ray 127
DEX, armor and 235
Digitoxin (poison) 208
Dimension-Shifter Ray 173
Dimensional Shunt Field 274
Dirk 12
Disguise Kit 337
Disguised weapons and
gadgets 112-13
Disintegrator Ray 119
Disintegrator Pistol 127
Disintegrators 192-94
Distracting Costume 174
DMSO 210
Dokubari 25
Donning armor 234
Double-action firearms 51
Double-barreled shotguns 98Drill Gauntlets 287
Dropped Marbles 13, 22
Drug Detector 306
Drugs 196, 282, 326-27
Duckfoot pistol 50
Duplex ammunition 91, 96
Dynamite 200, 203
Early Plastic Armor 281
ED of firearms 58
Eelskin Costume 174
Eiku 19
Electric ammunition 91, 96
Electric Wand 121
Electrified Lariat 142Electrified Sword 143
Electro-Binoculars 321
Electro-Claws 141
Electro-Limpet 175
Electron beams 191-94
Electronic Ear 309
Electronic Trigger for firearms 109, 111
Electronics Neutralization Blaster 130
Electropistol 119
Electrothermal-chemical propellants 87
Emotion Manipulator 146
Encrypted communications 300
Encumbrance, armor and 235
END, armor and 235
Endokuken 29, 33
Energy blades 144, 190
Energy Bracers 175
Energy Net 161
Energy Weakness Ray 135
Energy Whip 142
Enervation Ray 135
Engine-Stopping Ray120
Engineer’s Toolbox 341
Enlarged Magazine forfirearms 109, 111
Entomobelt 274
Entomopathic Helmet 311
Environmental equipment 331-35
Epee 12, 20
Equal damage weapons 37-38
Er Mei Tzu 17
ES gas 216
EVA Suit 332
Exoskeleton 248-49
Explosive ammunition 92, 96
Explosive Slug shotgun
ammuntion 99, 101
Explosives 199-203
External Modules, Powered
Armor 266-67
Eyebrow Spear 18
Face shields 243
Falcata 20
Falchion 12, 20
False Fingerprints 338
Fang 13, 23
Fanning 51
Fast Draw Holster 244
Fear Gas 136
Feebleness Ray 135
Fiberglass/Plastic ammunition 92, 96
Fighting methods with Fantasy
weapons 46Fine Tuning for firearms 109, 111
Fingernail Razors 17
Fingertip Flash Powder 121
Fire bottle 201, 203
Fire Neutralization Blaster 130
Firearms 48-113
Firearms’ BODY and defenses 58
Fireball shotgun ammuntion 99, 101
Firing Pin, Improved for firearms 110-11
First Aid Kit 327
Fishbowl Helmet 271
Fist-Loads 11
Flails 8, 10
Flamethrower, Super- 184
Flare shotgun ammuntion 99, 101
Flash Suppressor (firearms
accessory) 102, 107
Flashlight (firearms accessory) 102, 107
Flechette ammunition 92, 96
Flechette shotgun ammuntion 99, 101
Flight Disk 287
Flight Platform 288
Flight Ring 288
Flintlock firearms 49-50
Flying Claw 9-10
Flying Guillotine 9-10
Fo 13, 23
Foam explosive 200, 203
Foil 12, 20
Forcebeam Tool 341
Force-Field Harness 269
Force-Field Projector 269
Force Dome 280
Force Shield Bracer 270
Force Shield Projector 280
Fragility Ray 135
Francisca 8, 10
Frangible ammunition 92, 96
Fu Sou 17Fukimi-bari 27-28
Fukiya 27-28
Fustibal 28, 33
Gada 10, 16
Gambling Rig 338
Gao Loon Cha 18
Garrotte 13, 23
Gas Gun 121
Gas Mask 331
Gas Pistol 137
Gas Squirter 138
Gas Weapons 136-38
Gatling gun 56, 60
Gauntlet Systems, Powered
Armor 260-64
Gauntlet-Mounted Machine Gun 266
Gauss weapons 192-94
Geiger Counter 331
Gelled gasoline 201, 203
Gen 24
Ghi 11, 18
Giau Tzu Jen 20
Gill Pack 333
Gladius 20
Glaive 11
Glider Cape 289
Glider-Wings 290
Glue Grenades 162
Glue Gun 163Glue Rifle 163
Golok 21
Gravitic Control Rod 175
Gravity Globes 163
Gravity Lifter 341
Great sword 13, 19
Grenade Launcher Backpack 176
Grenade launchers 79, 85
Grenades
Modern 79
Pulp era 66
Science Fiction 197
Smoke 29, 33, 61, 79, 85, 152
Superheroic 151-52 Guisarme 11
Gum 21
Gunn 19
Gunpowder weapons 48-113
Guns 48-113
Gunsen 25
Guom 21
Gyrojet ammunition 92, 96
Hackbut 48, 50
Haemotoxins 218
Hair Trigger for firearms 109, 111
Halberd 11
Halloween Arsenal 167
Hallucination Spray 147
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350 n Index Hero System 6th Edition Oxygenation Pills Semi-Armor Piercing ammo
Oxygenation Pills 333
Painkiller Drug 326
Paint Gun 179
Pande 21
Panic Ring 298
Panu 16
Parachute Cape 290
Paraffin-Sawdust 202, 203
Paralysis Beam 164
Paralysis Dart Projector 164Paralysis Ray 120
Parang 13, 21
Parking Meter Mace 17
Particle guns 193-96
Partisan 11
PD of firearms 58
Peacemaker, Colt 53-54, 59
Pedang 13, 21
Pendjepit 14, 24
Penetrating Frangible
ammunition 93, 96
Pentjong 16
Pentolite 201, 203
Pepper Spracy 211
PER Rolls, armor and 235
Percussion firearms 58
Personal Force Screen 280
Personal Fusion Unit 344
Personal Healing Ampule 328
Personalization for firearms 110-11
Personal Sensor Unit 323
Petjat 14, 24
PETN 201, 203
Petronel 48, 50
Phone Recorder 309
Phosgene gas 217
Phytotoxins 218
Picks 11
Piercing damage for weapons 39Pike 11
Pisau 22
Pistol Crossbow 28, 33
Pistol Stock for firearms 110-11
Pistols
Modern 71-73
Nineteenth-century 52-54
Pulp era 62-63
Plasma guns 193-96
Plastic armors 281
Plastique 201, 203
Plate armors 227, 229
Plong 19
Pnuegun 212Poison Dust 153
Poisoned ammunition 94, 96
Poisons 204-10
Pole Axe 11
Polearms 11
Policeman’s Belt 245
Polygonal Rifling for firearms 110-11
Poor-quality armors 232-22
Poor-quality weapons 43-45
Porcupine Costume 179
Portable Autodoctor 328
Portable Radar Array 315
Power Augmentor 179
Power Crystal/Sword/Wand/Lantern 180
Power Devices 343-44
Power Hammer 144
Power Negator 165
Power Ring/Helmet/Bracers/Torc 181
Power Staff 180
Power Suppression Field Generator 181
Power Systems, Powered Armor 254
Power-Mover Exo-Skeleton 342
Powered Armor 247-67
Powered Armor Bootjets 264Powered Armor Closed
Communication System 253
Powered Armor Combined
Protection System 249
Powered Armor Communications
Suite 253
Powered Armor Cooling System 249
Powered Armor Electronic Warfare
System 257
Powered Armor Exotic Defense
System 250
Powered Armor Fingertip Toolkit 261
Powered Armor Fire Suppression
System 250
Powered Armor Force ShieldGenerator 252
Powered Armor Force-Field
Generator 251
Powered Armor Gauntlet Laser 262
Powered Armor Gauntlet
Concussor Beam 260
Powered Armor Gauntlet Electro-
Blaster 260
Powered Armor Gauntlet-Mounted
Claws 260
Powered Armor Holo-Generator 257
Powered Armor Hoverpads 264
Powered Armor Life Support
Systems 253
Powered Armor Magna-Gauntlets 262
Powered Armor Palm Pulson
Blaster 262
Powered Armor Polarized Lenses 255
Powered Armor Psionic Shielding 255
Powered Armor Punch
Augmentation Gauntlets 263
Powered Armor Reach Extenders 263
Powered Armor Reaction
Augmentation System 263
Powered Armor Resilience
Augmentation 252
Powered Armor Rocketskates 265
Powered Armor Sensory
Enhancements 256Powered Armor Smokescreen
Generator 258
Powered Armor Spotlight 259
Powered Armor Springboots 265
Powered Armor Standard
Protection System 247
Powered Armor Standard Battery 254
Powered Armor Strength
Augmentation 259
Powered Armor Tangleweb Sprayer 259
Powered Armor Vari-Beam
Projector 259
Primacord 200, 203
Probability Neutralization Blaster 130
Protection Systems, Powered
Armor 247-52
Proton guns 193-96
Psionic equipment 329-30
Psionic Blaster Headband 329
Psionic Feedback Inducer 149
Psionic Neutralization Blaster 130
Psi-Scan Camouflager 329
Psi-Shield Headband 330
Psi-Static Generator 275Puffer 50
Pulson Assault Rifle 132
Pulson Cannon 133
Pulson Carbine 132
Pulson Mega-Cannon 133
Pulson Pistol 131
Pulson Projector Helmet 271
Pulson Rifle 132
Pulson-RF Pistol 131
Puñal 13, 21
Putting on armor 234
Quality armors 232-22
Quality weapons 43-45
Quan Tao 18
Quarrels 31
Quarterstaff 12
Questionite Claws 144
Questionite Shield 276
Questionite-Augmented Skeleton 275
Quickjuice 196
Races, Fantasy/alien
Armor and 226
Blades and 36, 189
Radio 300
Radio, Advanced 308
Radio Communicator, Basic
and Advanced 311-13
Radio, Miniature 308
Rail guns 87, 192Range, Improved for firearms 110-11
Rangefinder (firearms
accessory) 103, 107
Ranseur 11
Rante 10, 16
Rapier 13, 21
Rapier Belt 123
Razor, Straight 13, 21
RDX 201, 203
Real Armor (Limitation) 234
Real Weapon (Limitation) 40, 69
Realism, firearms and 69
Recoil Compensator (firearms
accessory) 103, 107
Red Tears (fictional poison) 206
Reflective armors 278-79
Reflective Coverall 279
Reflex Sight (firearms
accessory) 103, 107
Reinforced Leather armors 227-28
Repair Rod 342
Restraining Weapons 160-66
Restraining weapons 211-13
Returning Throwing Weapon 153
Reversed Ogive ammunition 93, 96
Revolutionary-era firearms 49-50
Revolvers
Modern 71
Nineteenth-century 52-54
Pulp era 62
Rhino-Helm 272
Ricin (poison) 209
Rifle Grenade Launcher (firearms
accessory) 102, 107
Rifle spin 51
Rifles Modern 76
Nineteenth-century 55-56
Pulp era 65
Ring Needle 11, 17
Rings 14, 24
Robin (poison) 209
Robot Neutralization Blaster 130
Rochin 25
Rocketboard 292
Rocket Flyer 292
Rocket Pack 285
Rocket Pistol 123
Rockets
Modern 82
Science Fiction 197
Rocketskates 294
Rocksteady 282
Rokushakubo 19
Rope Dart 10, 16
Rope weapons 8-10, 16
Ropethrower (shotgun
accessory) 106, 108
Rubber ammunition 93, 96
Rubber Shot shotgun
ammuntion 100, 101
Rubber-Soled Shoes 285
Sa Tjat Koen 25
Saboted Slug shotgun
ammuntion 100, 101Sabre 13, 22
Safe Cracker 339
Sageo 21
Sai 14, 24
Salvaged weapons 16-17
Samurai armor 239
San 25
San Men Barn 24
Sang Kauw 20
Sarin gas 218
Sarong 16
Satellite Link 307
Sawed-Off, modification for
shotguns 110-11
Scale mails 227-28
Schlaeger 13, 22
Scimitar 13, 22
Scopes (firearms accessory) 103, 107
Seagull Sword 21
Sectional armor 229
Security Devices 340
Segu 25
Semi-AP Slug shotgun
ammuntion 100, 101
Semi-Armor Piercing ammo 93, 96
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Hero System Equipment Guide n Index 35 Semi-automatic handguns Wireless Bu
Semi-automatic handguns
Modern 72-73
Pulp era 62-63
Senban shuriken 34
Sense-Enhancing Mask 315
Sensor Jewelry 322
Sensory equipment 299-324
Shamshir 22
Shao-tzu 25
Shaou Dau 22Shaped charges 201
Shaped-charge bullets 87
Sharpened Hubcap 17
Shell Adapter (shotgun
accessory) 106, 108
Sher Ther Jien 20
Shield breakage 47
Shields 236-37
Shikomi-zue 24
Shillelagh 10
Shinai 13, 22
Shinobi-Zue 14, 24
Shinobigatama/gatana 21
Shock Glove 145
Shockbaton 212
Short sword 13, 20
Shot Spreader (shotgun
accessory) 106, 108
Shot, Standard shotgun
ammuntion 98, 101
Shotgun accessories 106-08
Shotgun Barrel Flattening (shotgun
accessory) 106, 108
Shotguns 80-81, 97-101, 106
Shou Li Jien 22
Shoulder-Mounted Blaster 266
Shoulder-Mounted Grenade
Launcher 267
Shrinking Ray 182Shui For Gunn 19
Shuko 11, 17
Shuriken 29, 34
Shuun Gou Shih 18
Siangkam 24
Sickle, Ackálian 189-90
Sight-Enhancing Goggles 316
Sights (firearms accessory) 103, 107
Signal Flare Gun 313
Signpole Sword 17
Silencers (firearms
accessory) 104-05, 107
Silent ammunition 93, 96
Silent shotgun ammuntion 100, 101
Silhouette-Distorting Cape 277
Silver bullets 94
Silverleaf Chumetha Poison
(fictional poison) 206
Single-action firearms 51
Size Reduction for firearms 110-11
Sjang Sutai 18
Skeleton Key 339
Skill Kits 336-340
Slashing damage for weapons 39
Slickness Spray 212
Slings 28, 33
Slip guns 51
Slowness Ray 135
Slug, Standard shotgun
ammuntion 98, 101
Smallsword 13, 20
Smoke grenade 29, 33, 61, 79, 85, 152
Smoke shotgun ammuntion 100, 101
Snaphaunce firearms 49
Sneaky Shoes 340Sneezing powder 216
Sodegarami 18
Soft Hammer 10, 16
Song Dao 20
Sonic Blaster 133
Sonic Sword 144
Sonic Weapons 133, 193-96, 212
Sound Mimicry System 183
Space Impeller 295
Space Ring 277
Spacesuit 334
Spears 12
Special maneuvers for Fantasy
weapons 47
Spectra 240-42
Spent Uranium ammunition 94, 96
Splint armor 227-28
Spread-The-Water Knife 13, 22
Springboots 294
Springsleeve Holster 245
Spy-Sphere 316-17
Staff Sling 28, 33
Staffs 12
Standard ammunition 87-89, 96
Standard Visual Bug 304
Stealth Suit 269
Steel Olive 29, 35
Steel Shot shotgun
ammuntion 100, 101Steel Tentacles 183
Steel Toad 29, 35
Steel Whip 145
Stethoscopic Disc 309
Stick 10
Sticky Foam 213
Stiletto 13
Stimulant Drug 327
Straight razor 13, 21
Streamlining for firearms 110-11
Strychnine (poison) 210
Stun Dart Projector 184
Stun Rod 190-91
Stunner Pistol 134Stupidity Ray 135
Submachine guns, modern 74-75
Submachine guns, Pulp era 64
Submarine Impeller 295
Subsonic ammunition 94, 96
Suk Piao 16
Sumpit 27
Sun Tooth Saber 20
Sunakekebo 19
Super-Boomerangs 154-55
Super BowAnd Arrows II 159
Supercuffs 165
Supervillain Getaway Teleporter 298
Suruchin 16
Surveillance Scope 303
Survival equipment 331-33
Survival Kit 331
Survival Overskin 334
Survival Tent 335
Sword-Cane 123
Sword-Spear 12, 18Swords 12-13, 19-22
Tabiumi 27
Tachi 21
Tactical Computer 318
Tai-Dao 12, 18
Tangleweb Projector 165
Tanto 13, 22
Targeting Computer (firearms
accessory) 104, 107
Tasawwaf 21
Taser 213
Tear gas 216
Tear Gas Fountain Pen 124
Tear Gas shotgun ammuntion 100, 101
Tekken 16
Tekkokagi 17
Teleportation Cape 295
Teleportation Corridor Generator 296
Teleportation Disks 297
Teleportation Harness 297
Telescopic Sight (firearms
accessory) 104, 107
Television Wristwatch 308
TEMPEST Equipment 307
Teppo 50
Tessen 25
Tetrodotoxin (poison) 210
Tetrytol 201, 203
Tetsu-To 13, 22Tetsubishi 14, 24
Tetsubo 12, 19
Thallium (poison) 210
Theme Weaponry 166-69
Thermal Sight (firearms
accessory) 104, 107
Thermalvision Device 304
Thermate 202, 203
Thermite 202, 203
Thompson submachine gun
(“Tommy gun”) 61, 64
Three-Section Staff 14, 25
Throwing Blades 160
Throwing Club 29, 35
Throwing Knife 29, 35
Throwing Pellets 151-52
Thuan 18
Thuong 18
Tieh Tzu 16
Tien Bong 16
Tiger Fork 12, 18
Tijo 18
Timbe 14, 25
Time-released poisons 210
Titanobelt 185
TNT 201,
To Sangto
Toami 29
Tombak
Ton Zen
Tonfa 14
Tongkat
Tools 336
Tooth Saber
Toradar Torpex 201,
Toxin gases
Toy Weapons
Toya
Tracer ammunition 94
Tracking Bug
Tracking Spray
Tractor Beam Generator
Tranq bullets
Translator
Trick Umbrella
Trident
Trigger, Improved for firearms 110
Tsubute 29
Tulwar 13
Tumbler ammunition 94
Umbrella, Trick
Umebi 14
Universal Battery
Urumi 13
Using armor 234
Using Fantasy weapons 45
Utility Belt
Utility Helmet
Vari-Blaster
Vectran 240
Velayudaya
Venomous Claws
Vest Blaster Vibro-Blaster
Vomiting gas
Voulge
Wadcutter ammunition 94
Wakizashi 13
War Fan 14
War hammer 11
Water and Fire Rod
Watersuit
Watertight for firearms 110
Weakness Ray
Weapon breakage
Weapons 7-
Weapons of mass destruction 214Web Projector
Weighted Cape
Weight Reduction for firearms 110
Weird Science, principles of 116
Wheellock firearms 49
Whip 14
White Phosphorus 202,
Will-Sapping Ray
Willow Leaf Knife
Wind/Fire Wheels 14
Wi H