"I'm going to need a weapon... and some armor. Also I would not object to a tank."

 

Guns

Name - the name of the weapon
Type - the type of the weapon (relevant for some talents)
Range - measured in meters, if the target is out of this range you take a penalty of -1 per meter. This penalty can stack with penalties for your personal range capability.
Magazine - Measured simply in # of shots until reload required, has automatically calculated RoF to true magazine size, this is just the relevant number for gameplay.
Damage - The dice to roll if you hit something
Cost - Money makes the world go round.

Name Type Range Mag Damage Description Cost
Junkyard P-01 Pistol 30 7 1d8 AP: 3 A standardized and mass produced 9mm design, despite the brand name these are surprisingly reliable. 300
GA-6 Pistol 200 10 3d4 AP: 1 The guardian angel .45 handheld series has been considered highly desirable but mostly because it looks cool. 800
Peacekeeper .50 Pistol 200 7 1d12 AP:3 The favored weapon of classical gunslingers. The only pistol good enough to be a first-choice weapon, designed for quick draw stopping power. 2000
Stryx Revolver Pistol 150 3 1d8 AP:3 The strix revolver is uniquely made to load special bullets the illuminati produces for specific situations. See table below. 1000
OCA-EW SMG 200 5 4d4 AP:2 A classical SMG for close quarters bullet hosing.
Special: -2 dodge skill to target.
750
"The Whisper" SMG 200 6 4d4 AP: 5 The illuminati signature weapon.
Special: -3 dodge skill to target. Increase personal max range by 10. +1 ranged skill under 25m.
1500
Spaz-21 Shotgun 40 9 special A pump action shotgun with a wide variety of ammo. Sometimes referred to as the "gun mage". Reloads 2 shells per reload action. Utilizes shotgun shells found below which alter its range and damage values. 500
Sawn-off "Pistol" 10 2 special Some people feel that pistols are only for "oh shit" moments instead of extended combat. Those people prefer these. Utilizes shotgun shells found below which alter its range and damage. 200
AKR-37 Assault Rifle 300 7 3d6 AP: 6 Considered to be magic due to its tendency not to jam. Scientist are still trying to break it. 750
El Cicatriz Assault Rifle 400 7 3d6 AP:4 Special: +1 to ranged skill. A widely beloved and reliable assault rifle. 1400
Infringement Sniper 1800 4 1d20 AP: 10 Special: Personal Effective range +50. -3 block to target. Cannot equip sight or scope item. This .50 sniper is very popular with people who hate something else. 4800
Alejandro W. Pablo Sniper 800 4 1d12 AP: 7 Special: Personal Effective range +50. Cannot equip sight or scope item. A classic and reliable sniper named after its creator. Very popular due to its affordability. 1200

 

Shotgun shells:

Name Damage Description
Buckshot 3d6 AP1 Special: +2 ranged skill under 20m. Tried and true.
Dragonfire 1d8 AP1 Special: deals an additional 1d8 fire damage that does not count as separate die for DR. +2 ranged skill under 20m. -2 to opponent dodge skill. Not recommended against daezra.
Razor 6d4 Special: +2 ranged skill under 20m. Great for killing unarmored things
Slug 1d10 AP: 4 Special: triples shotgun's effective range stat. Sometimes you need a bit of range and a bit of armor penetration.
Inferno 2d6 Fire Special: 10 meter cone. Basically a flamethrower instead of a molten pellet.
Burst special Knocks light (up to 300lb) things 3 meters backward. If thrown object is a person they take 1d4 damage, if they collide with something that doesn't move 3d4. If object collides with a person, 1d8 per 100 lbs. Object picked up must be within 20m, but can be thrown up to 5m regardless of where they were picked up. Damage is done to torso. Cannot be dodged.
Steelbreaker 1d6 AP:8 Against armor with no durability (such as natural armor) it reduces the armor DR by 3 permanently.
Taser none Provokes a -3 con save, failure results in loss of next turn and any readied actions.
Tranquilizer None Provokes a -2 con save, failure causes target to fall unconscious. The -2 stacks with other tranquilizers. Doesn't care about hit location (exception to special monsters). Not particularly effective against very large things. Target must have 4 or less armor DR for this to work.

 

Stryx Rounds

Name Damage Description
Aqua Round 0 damage Basically a projectile fire extinguisher. Puts out fires in a 3 meter area, instant kills phoenix form pyromancy.
Banshee Round none Does no damage, but is made like a whistle. As it moves through the air it produces an ungodly loud screeching sound.
Bone Cracker 1d4 AP:0 Provokes -4 con save, failure breaks the limb that it hits regardless of limb's max health. May not work on large or well armored enemies. Requires target to have 6 or less armor DR.
Illuminator 1d4 AP:0 Its a revolver loaded flare. Disrupts all shadowmancy for 2 rounds. Countered by creeping darkness.
"Last Stand" 1d12+8 AP: 5 Roll for 2 hit locations. A uniquely destructive round that destroys the gun that fires it, but as a pistol bullet it is exceptionally strong if you are desperate.
Steel Cracker 1d4 AP:5 Good at breaking armor with volatile chemicals. Against armor with no durability it reduces armor DR by 2 permanently.
Tranquilizer None Provokes -1 con save. Failure causes target to fall unconscious. The -1 stacks with successive tranquilizer rounds. Does not care about hit location. Target must have 4 or less armor DR for this to work.

 

Melee

Melee weapons have some useful quirks, but take a lot of practice to truly be effective with. Though sometimes you just need a bashy thing. With talents, melee weapons can be very effective though. The +[stat] damage only applies if you have the talent "Technique" and the stat's damage bonus is halved (talent details this).

Name Damage Description Cost
Bayonet 1d6+str Special: If attached to a gun, doesn't need to be drawn. A classic choice with practicality in mind. Can be detached and used the old fashioned way if desired, at which point it turns into the "knife" found below. 125
Fist str or dex If you don't have one of these, you have other problems. -
Knife 1d4+dex Special: Can be drawn as a free action. A classic big tactical knife, no foldouts here. Can be strapped to a gun, at which point it becomes the bayonet object above. 125
Improvised object 1d4+str A big stick, a table leg, a baseball bat, literally anything with mass. -
Improvised Tool 1d6+str Climbing axes, hammers, hard metal things meant for striking. -
Machete/Hatchet 1d8+str A great chopper even in unskilled hands. 150
Spear 1d6+str or dex Special: can hit up to 3 meters away. Historically speaking, the most effective weapon ever. Also doubles as a walking stick! 100
Sword 1d8+dex There's always that one guy in the wasteland with an actual sword for some reason. 600

 

Armor

There are no proficiencies to wear various classes of armor. Though various con scores are required to lug around the weight everywhere you go. The real factor in wearing armor is the cost and replacing it after it takes a hit too many. Or some dick naraxas shadowcaster breaks it with a sunder spell.

Con - the required con score to lug it around
DR - Damage Reduction, applies to each damage dice rolled as they represent individual bullets.
Dur - Durability, at 0 it breaks. Durability is reduced by the AP value of whatever attack struck you.

Name Con DR Dur Description Cost
Junkyard A12 8 3 8 Often utilized for people not actually expecting to get into a fight but want to be prepared. 800
Junkyard AA3 8 4 16 A reliable option 2400
Ranger A8 10 7 4 Developed by the U.S. Rangers for confronting Daezra specifically. Or really anything without AP weapons. 1200
Ranger AAA 11 5 15 Developed by the U.S. Rangers for a wider variety of possible conflicts. 3600
Obelisk Mini 10 15 4 Originally designed for protecting non-combat VIPs. Basically protects from one or two shots then breaks, very effective at its job though. May make VIP slower. 2600
Obelisk -12 14 6 30 The ultimate in personal defense. Once you get in this, you're basically a space marine. 9000

 

Misc.

Sometimes you need things other then guns.

Name Effect Cost
Air Mask Full face mask that draws air from a tank for maximum protection 150
--Rebreather Mask Special: 50% duration increase on any air tank. Far more efficient for utilizing with air tanks. 300
Air Tank (20 min) Compressed air tank for use with mask or just to shoot air at things. 50
Air Tank (2 hours) Big and heavy, a must have for delving into truly risky environments. Or scuba. 250
Cigarettes (20) Smoke breaks restore 5 sanity. Warning, may be addictive and cause loss of sanity without fulfilling addiction. Also smoking in mid-combat does not restore sanity. 10
Crowbar +4 str when using to pry things open. Also sometimes its just more ammo efficient to have one on hand. 20
Flashlight Projects some light. Doubles as an alarm that you're in a horror movie if it breaks. 10
Gas Mask Filters out airborne contaminants. Good in radioactive zones and dusty places. 185
Goggles Protects the eyes. 30
--Tinted Goggles Look like a proper post apoc badass with these. Also protects eyes from debris and bright lights. 40
--Welders Goggles For welders, or those who want to stare at the sun. 60
Medkit Has basic medical supplies for a variety of common situations. 80
Radiation Lining Make an armor suit radiation proof. If DR reaches 0 it is breached. 600
Rope (50ft) Polyester rope rated for up to 3300 lbs. Comes with sewn in end loops and some clips. Ain't no shoddy D&D hempen ropes to be found in this shop. 70
Sight Stick it on a gun, +10m personal range. 500
--Scope Stick it on a gun, +30m personal range 700
Toolbox Comes with wrenches, screw drivers, a mini saw, and more! All the essentials. 50
--Quality Toolbox Same stuff as regular toolbox, but GM won't roll to see if they break. 250
Towel Soaks up things, wipes stuff off. More absorbent then a rag, also larger for more varied uses. 10