Weapons and Equipment

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Close Combat Maneuvers Table

Maneuver Trait Accuracy Difficulty Damage
Bite Dex + Brawl +1 Normal Str +1 (A)
Block Dex + Brawl Special Normal None (R)
Claw Dex + Brawl Normal Normal Str +1 (A)
Clinch Str + Brawl Normal Normal Str (C)
Disarm Dex + Melee Normal +1 Special
Dodge Dex + Athletics Special Normal None (R)
Hold Str + Brawl Normal Normal None (C)
Kick Dex + Brawl Normal +1 Str +1
Parry Dex + Melee Special Normal None (R)
Strike Dex + Brawl Normal Normal Str
Sweep Dex + Brawl/Melee Normal +1 Str (K)
Tackle Str + Brawl Normal +1 Str +1 (K)
Weapon Strike Dex + Melee Normal Normal Weapon

  • (A): The maneuver inflicts aggravated damage.
  • (C): The maneuver carries over on successive turns.
  • (K): The maneuver causes knockdown.
  • (R): The maneuver reduces an opponent’s attack successes.

Ranged Combat Maneuvers Table

Maneuver Trait Accuracy Difficulty Damage
Automatic Fire Dex + Firearms +10 +2 Special
Multiple Shots Dex + Firearms Special Normal Weapon
Strafing Dex + Firearms +10 +2 Special
3-Round Burst Dex + Firearms +2 +1 Weapon
Two Weapons Dex + Firearms Normal +1/off-hand Weapon

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
Stake* Strength +1 T

  • + Denotes a blunt object. Blunt objects inflict bashing damage unless targeted at the head (see “Targeting,” p. 274). Head shots inflict lethal damage.

  • * Stake Through Heart: A vampire can indeed be incapacitated by the classic wooden stake of legend. However, the legends err on one point: A Kindred impaled through the heart with a wooden stake is not destroyed, but merely paralyzed until the stake is removed.

    To stake a vampire, an attacker must target the heart (difficulty 9). If the attack succeeds and inflicts at least three health levels of damage, the target is immobilized. An immobilized victim is conscious (and may use perception powers, such as those in the Auspex Discipline), but may not move or spend blood points.

Armor Chart

Class Armor Rating Penalty
Class One (reinforced clothing) 1 0
Class Two (armor T-shirt) 2 1
Class Three (Kevlar vest) 3 1
Class Four (flak jacket) 4 2
Class Five (full riot gear) 5 3

  • Armor adds its rating to the character’s soak dice pool against bashing damage, lethal damage, and aggravated damage from fangs and claws. It does not protect against fire or sunlight. However, armor also subtracts a number of dice from dice pools related to bodily coordination and agility (most Dexterity- based dice pools). This is reflected in the penalty listing. Attackers may make targeting rolls to hit unprotected portions of a defender and thus ignore the armor (Storyteller assigns difficulty penalty — typically +1 or +2).

Ranged Weapons Chart

Type Damage Range Rate Capacity Conceal
Place Holder Something witty # # # # Letter
Place Holder Something witty # # # # Letter
Place Holder Something witty # # # # Letter
Place Holder Something witty # # # # Letter
Place Holder Something witty # # # # Letter
Place Holder Something witty # # # # Letter
Place Holder Something witty # # # # Letter
Place Holder Something witty # # # # Letter

  • Damage: Indicates the damage dice pool. Against mortals, firearms are considered lethal damage. Versus vampires, firearms are considered bashing damage unless the head is targeted (see “Targeting,” p. 274), in which case the damage is considered lethal.
  • Range: This is the practical shot range in yards or meters. Weapons may be fired at twice this distance, but the attacks are considered long range (difficulty 8).
  • Rate: The maximum number of bullets or three-round bursts the gun can fire in a single turn. This rate does not apply to full-auto or spray attacks.
  • Capacity: The number of shells a gun can hold. The +1 indicates a bullet can be held in the chamber, ready to fire.
  • 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.
  • *Indicates the weapon is capable of three-round bursts, full auto, and sprays.
  • **The crossbow is included for characters who wish to try staking an opponent. Crossbows require five turns to reload. Unless the crossbow is aimed at the head or heart, it inflicts bashing damage on Kindred. It inflicts lethal damage versus mortals.