Weapons and Equipment
From From The Ashes Wiki
Melee Weapons Chart
Weapon | Damage | Conceal |
---|---|---|
Sap+ | Strength +1 | P |
Club | Strength +2 | T |
Knife | Strength +1 | J |
Sword | Strength +2 | T |
Axe | Strength +3 | N |
- + Denotes a weapon that inflicts bashing damage.
- These are rough values, individual weapons may deviate from the norm, but this chart should serve as a suitable guide for most quick-and-dirty melee weapon needs.
Armor Chart
Class | Armor Rating | Penalty | Notes |
---|---|---|---|
Class One (reinforced clothing) | 1 | 0 | B/L Protects against physical attacks. |
Class Two (armor T-shirt) | 2 | 1 | B/L Protects against physical attacks. |
Class Three (Kevlar vest) | 3 | 1 | B/L/A Protects against physical attacks. |
Class Four (flak jacket) | 4 | 2 | B/L/A Protects against physicals and directed energy attacks. |
Class Five (full riot gear) | 5 | 3 | B/L/A Protects against physicals, energy, and fire. |
- All armor on From The Ashes: Detroit By Night will be given an armor value, an action penalty, and in many cases a list of damage types the armor will protect. Many armors will have different values against different damage types. The table provided here is intended as a guideline. Armor dice are rolled in addition to stamina dice if the damage being taken is of a type that the character wearing it may normally soak. Armor dice are rolled alone, even against damage types that the armor stops but that the wearer may not soak.
Ranged Weapons Chart
Type | Damage | Range | Rate | Capacity | Conceal |
---|---|---|---|---|---|
Light Revolver (.22, .25, .32 S&W) | 4 | 20 | 2 | 6 or 8 | P |
Service Revolver (.32 S&W Long, .38, .38sp) | 6 | 20 | 2 | 6 | P |
Heavy Revolver (.38sp +P, .357 Magnum, .44 Magnum) | 7 | 30 | 1 | 5 or 6 | J |
Light Automatic (.22, .22LR, 5.7x28mm) | 4 | 10 | 4 | 10, 12, 15, 20 | P for most, J for rest. |
Medium Automatic (9mm, .32ACP, .35 S&W Auto) | 6 | 15 | 4 | 8, 10, 12, 14, 16, or 18 | P for compact, low-capacity. J otherwise. |
Hi-Caliber Automatic (10mm, .45ACP, .357 & .44 Mag, .50AE) | 8 | 15 | 3 | 8, 10, or 12 | J |
Light Rifle (.17HMR, .22LR, .22 Hornet) | 6 | 100 | 1 (Bolt/Lever), 4 (Semi) | 1, 6, 10, or 15 | T |
Heavy Rifle (.30-06, .338 Lapua, .45-70 Gov't) | 9 | 200+ | 1 | 1, 6, or 8 | N |
Assault Rifle (5.56x45mm NATO, 7.62x39mm Soviet) | 8 | 150 | 6, Burst, Spray, & Full | 20 or 30 | N |
Anti-materiel Rifle (.50 BMG) | 10 | 1000 | 1 | 1, 4, or 5 | N |
Submachine Gun (.38, 9mm, 10mm, .40S&W, .45ACP) | 8 | 10 | 2, Burst, Spray, & Full | 30 | J or T |
Light Shotgun (.410 bore) | 6 | 50 | 1 | 6 or 8 | T |
Shotgun (20ga or 12ga) | 8 | 30 | 1 (Spray at long range, uses 1 shot) | 6 or 8 | T |
Shortbow (Archaic)+ | 5 | 10 x Archery | 1 | N/A | N |
Shortbow (Modern Composite)+ | 6 | 15 x Archery | 1 | N/A | N |
Shortbow (Reflex)+ | 7 | 10 x Archery | 1 | N/A | N |
Longbow (Archaic)++ | 8 | 20 x Archery | 1 | N/A | N |
Crossbow (Archaic) | 6 | 20 + 5 x Archery | 1/5 | N/A | N |
Crossbow (Modern, Hunting) | 7 | 30 + 5 x Archery | 1/3 | N/A | N |
- Damage: Indicates the damage dice pool. All firearms do lethal damage unless using special ammunition.
- Range: This is the practical shot range in yards. Weapons may be fired at twice this distance, but the attacks are considered long range (difficulty 8). Other situational modifiers may increase or decrease the effective range of the weapon.
- Rate: The maximum number of shots the weapon may discharge in a single round (including rage actions) without magical acceleration. Trying to fire a weapon faster than it can perform is a great way to jam it.
- Capacity: The number of rounds a weapon is designed to hold, by default. Some weapons (Automatic pistols in particular) are known for their ability to carry 'one in the pipe.' This is never a great idea, but is decidedly less of a good idea on certain models. Mind your condition of carry.
- Concealment: P = Can be carried in the pocket; J = Can be hidden in a jacket; T = Can be hidden in a trenchcoat; N = Cannot be concealed on the person at all.
- + Means the weapon requires the Archery skill to be taken as an 'Expert Skill.' The Archery skill is very rare, and no other training really suffices for the use of bows. Crossbows may use the Firearms skill, but to really get the most out of the weapon, Archery is still preferred.
- ++ Longbows require a strength of 3 to be used, in addition to the rules for bows, above.
- These are rough values, individual weapons may deviate from the norm, but this chart should serve as a suitable guide for most quick-and-dirty melee weapon needs. </b>
Vehicle Table
Vehicle | Safe Speed (mph) | Max Speed (mph) | Maneuver |
---|---|---|---|
6-Wheel Bobtail Truck | 25 | 75 | 2 |
Detroit Municipal Passenger Bus | 25 | 75 | 2 |
18-Wheel Tractor-Trailer Rig | 35 | 75 | 3 |
4-Door Mid-Size Sedan | 50 | 125 | 5 |
Minivan | 40 | 120 | 4 |
Economy Compact | 50 | 100 | 5 |
Sporty Compact | 65 | 140 | 7 |
Sport Coupe | 75 | 150 | 7 |
Sports Car | 75 | 150 | 8 |
Luxury Sedan | 60 | 150 | 6 |
SUV/Light Truck | 35 | 120 | 4 |
Formula One Racer | 140 | 240 | 10 |
- This table is provided for general reference as a guideline ONLY. The statistics contained in this table are overruled by any +jnotes approved by staff. Sometimes you need quick-and-dirty stats for a car, however, and this table is offered in that spirit.