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Modern Gear

There is no such thing as a monthly payment in Semiautomagic. You‚re welcome.

Name

Cost

Mass

Name

Cost

Mass

„Adventuring Gear„

„Medical Items„

Flashlight

$5

0.25kg

Searchlight

$45

2 kg

Camera, Digital

Camera, Film

Camera, 35mm

Cell phone

$100

„Food and Drink„

Smartphone

$300

Computer, Netbook

$300

Computer, Laptop

$1,000

„Combat Gear„

Computer, Desktop

$750

Bipod

$40

0.25 kg

Radio, Two-way

$50

Flash Goggles

Air Tank, 8L (4 hours)

$400

16 kg

Gas Mask

Air Tank, 2x6L (6 hours)

$600

26 kg

Holster, Concealed

Handcuffs, Steel

$75

Illuminator

$60

0.25 kg

Handcuffs, Zip-tie (25)

$5

Laser Sight

$125

0.25 kg

Parachute

$1,000

10kg

Nightvision Goggles

$2,000

0.5 kg

Scope, Telescopic

$250

0.5 kg

Scope, Nightvision

$2,500

1 kg

Scope, Reflex

$500

0.25 kg

Speed Loader

$2

neg

„Vehicles„

Suppressor, Pistol

$500

0.25 kg

Civilian Car

$10,400

1,600 kg

Suppressor, Rifle

$2,500

1 kg

SUV

$31,600

Tripod

$100

3 kg

Pickup Truck

$31,400

Stun Grenade

Helicopter

$3.1M

Frag Grenade

Motorcycle, Racing

$22,700

Motorcycle, Highway

$4,300

Clothing

Fatigues

$

Formal

$

Ghillie Suit

Adventuring Gear:

  1.   Flashlight: A typical flashlight shines a scale 1 cone (2m) of normal light, and a scale 2 (4m) cone of hazy light.
  2.   Searchlight: Basically just a large flashlight, a searchlight creates a scale 3 cone (8m) of normal light, and a scale 4 cone (16m) of hazy light.
  3.   Camera: Film cameras are increasingly rare in the age of digital cameras, but there are still a few kicking around. Developing film costs $5, or takes a DC 3 Science (Chemistry) check. A roll of film holds 24 photos. 35mm cameras are basically just extremely high-quality, expensive film cameras used by professionals. Digital cameras can hold hundreds of photos, or more with an expansion memory card.
  4.   Parachute: Parachutes are invaluable when falling from extreme altitudes. Deploying a parachute takes a 2SA. Once deployed, the character‚s terminal velocity decreases by 75% to 15m/s (maximum of 1d6+3 damage). A fall with a parachute is still dangerous, but significantly less so than one without.

Medical Items:

Food and Drink:

Combat Gear:

  1.   Stun Grenade: Stun grenades emit an extremely loud noise and bright flash. The perception DC to see or hear a stun grenade is -15, meaning that a DC 6 fortitude check is required within 10m of the stun grenade‚s explosion area to avoid being blinded and deafened for one round. Failure by 5 or more results in permanent blindness and deafness. If the grenade goes off in your occupied area, another fortitude check (DC 8) is required. Failure results in being Stunned for 1d6 seconds.
  2.   Laser Sight: With a laser sight, you can aim the attached gun as a 0SA as long as the target is within 10m.
  3.   Scope, Nightvision: Nightvision scopes function identical to regular telescopic scopes except that they are bulkier (reflected in their increased mass) and that the shooter can enable Lowlight or Nightvision. Lowlight vision grants the wearer lowlight vision, while Nightvision allows him to see in total darkness. Nightvision produces a grainy image, imposing a -1 penalty to visual Perception checks.
  4.   Scope, Reflex: These devices are designed so that the wearer can aim through the sight with both eyes open, allowing for rapid target acquisition.  This comes at a cost of reduced image magnification compared to a traditional scope. They function like telescopic scopes except that they do not increase the time it takes to aim, but don't increase perception increments, either.
  5.   Scope, Telescopic: Adding a scope to a weapon does a few things. It increases Perception increments from 10 m to 100 m, so it is much easier to spot far away targets. When you aim at targets through a scope, you decrease range penalties by an additional 1 point (to a total of 2). However, you cannot use the iron sights on a weapon with a scope, so if you fire without aiming, you take a -1 attack penalty. Using a scope limits your vision, doubling the time it takes to aim (typically from 2 seconds to 4 seconds).
  6.   Speed Loader: A speed loader is simply a plastic or metal ring that can be loaded ahead of time with revolver bullets. In this manner, all six or eight bullets can be loaded into a revolver at once, reducing the reload time to 3 seconds, the same as with a box magazine.
  7.   Suppressor:   suppressors may not be used with shotguns, revolvers, or grenade launchers. Suppressors decrease the sound of a gun firing. They add +5 to the DC to hear the gun firing, which stacks with Subsonic ammunition. Suppressors are designed with a specific calibre in mind, and can‚t be used with guns of different calibres. Attaching or removing a Suppressor takes a 4SA. Firearms with a calibre of 5.56 or larger require a Rifle Suppressor. Weapons larger than .50 BMG cannot take a suppressor.
  8.   Bipod: A bipod is a light, usually collapsible stand that connects under the barrel of a gun. A weapon with a bipod can be fired even if its recoil is double the character's usual Heavy maximum (counting as a Super Heavy weapon); although he must be prone, or otherwise have a stable object at shoulder height to rest the bipod on.
  9.   Tripod: A Tripod is a heavy metal mount that bolts to the floor. A weapon bolted down in this manner becomes a stationary emplacement, and as such uses the scale of the weapon (based on its calibre) or the scale of the character, whichever is higher, to determine attack penalties.
  10.   Illuminator: An illuminator is a small flashlight that can attach under the barrel of a pistol, or to an accessory rail of a rifle. It functions like a normal flashlight.

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