Weapons and Equipment

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Revision as of 19:14, 11 May 2014 by TheSupremes (talk | contribs) (Melee Weapons Chart)
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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.

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.


Vehicle Table

Vehicle Safe Speed (mph/kph) Max Speed (mph/kph) Maneuver
6-Wheel Truck 60/95 90/145 3
Tank (modern) 60/95 100/160 4
Tank (WWII) 30/50 40/65 3
Bus 60/95 100/160 3
18-Wheeler 70/110 110/175 4
Sedan 70/110 120/195 5
Minivan 70/110 120/195 6
Compact 70/110 130/210 6
Sporty Compact 100/160 140/225 7
Sport Coupe 110/175 150/240 8
Sports Car 110/175 160/255 8
Exotic Car 130/210 190+/305+ 9
Luxury Sedan 85/135 155/250 7
Sport Sedan 85/135 165/265 8
Midsize 75/120 125/200 6
SUV/ Crossover 70/110 115/185 6
Formula One Racer 140/225 240/385 10


  • V20: p. 258 - 259