Name | Weapon Skill | Damage | Range | Accuracy | # Attacks | Recoil | Ammo Type | Ammo Capacity | Comments |
---|---|---|---|---|---|---|---|---|---|
None | Martial Arts | 1-5 | Melee | Normal | Based on skill | Minimal | N/A | N/A | While fighting barehanded might seem like an unwise idea, remember that nobody can take your hands away from you… well, unless they cut your arms off. That would be problematic. |
Nightstick | Club | 5-25 | Melee | Normal | 1 | N/A | N/A | N/A | Used by police forces to maintain control through blunt force trauma. |
Crowbar | Club | 10-30 | Melee | Normal | 1 | N/A | N/A | N/A | Useful for prying open doors and boxes, as well as the skulls of your enemies. |
Baseball Bat | Club | 5-45 | Melee | Normal | 1 | N/A | N/A | N/A | Favored by organized crime for being cheap, legal, ubiquitous, and deadly. |
Maul | Club | 5-45 | Melee | Normal | 1 | N/A | N/A | N/A | This large sledgehammer is ideal for bashing down doors that won't open, and minds that won't open. |
Hammer | Club | 5-45 | Melee | Normal | 1 | N/A | N/A | N/A | This common claw hammer can be a quite painful tool in the right hands. |
Staff | Club | 5-25 | Melee | Normal | 1 | N/A | N/A | N/A | The quarterstaff is one of the most basic and easily manufactured weapons, and deadly in the right hands. |
Knife | Knife | 10-70 | Melee | Normal | 1 | N/A | N/A | N/A | A sharp combat knife, not recommended for use in the kitchen. |
Shank | Knife | 10-40 | Melee | Normal | 1 | N/A | N/A | N/A | An improvised weapon designed to be concealed until needed. |
Sword | Sword | 10-110 | Melee | Normal | 1 | N/A | N/A | N/A | A classic sword in European style. |
Daisho | Sword | 10-110 | Melee | Normal | 1 | N/A | N/A | N/A | A sword in the style of the Eastern masters. |
Axe | Axe | 10-110 | Melee | Normal | 1 | N/A | N/A | N/A | A large axe designed for chopping through obstructions. |
Cross | Club | 5-25 | Melee | Normal | 1 | N/A | N/A | N/A | A large, heavy-looking iron cross that serves to promote the faith of the holder. Sometimes through violence. |
Chain | Club | 5-25 | Melee | Normal | 1 | N/A | N/A | N/A | A short length of iron chain useful for connecting things together. |
Torch | Club | 5-15 | Melee | Normal | 1 | N/A | N/A | N/A | A burning torch, such as one might use to drive off a monster or explore a cave. |
Gavel | Club | 5-10 | Melee | Normal | 1 | N/A | N/A | N/A | A wooden mallet used in court proceedings. |
Syringe | Knife | 5-10 | Melee | Normal | 1 | N/A | N/A | N/A | A needle commonly used for injecting substances. |
Spraycan | Club | 5-10 | Melee | Normal | 1 | N/A | N/A | N/A | A can of spray paint used for artistic expression. |
Pitchfork | Sword | 10-70 | Melee | Normal | 1 | N/A | N/A | N/A | A sharp farm implement with a variety of uses. |
.38 Rev. | Pistol | 10-150 | Ranged | Normal | 1 | N/A | .38 Speedloader | 6 | A revolver that fires .38 caliber bullets. |
9mm Semi. | Pistol | 10-190 | Ranged | Normal | 1 | N/A | 9mm Pistol Mag | 15 | A small pistol that fires 9mm bullets. |
.45 Semi. | Pistol | 10-190 | Ranged | Normal | 1 | N/A | .45 Pistol Mag | 15 | A large pistol that fires .45 caliber bullets. |
.44 Mag. | Pistol | 10-285 | Ranged | Normal | 1 | N/A | .44 Speedloader | 6 | A large revolver that fires .44 Magnum bullets. |
Desert Eagle | Pistol | 10-315 | Ranged | Normal | 1 | N/A | .50AE Speedloader | 7 | A huge revolver that fires .50 caliber bullets. |
Pump Shotgun | Shotgun | 10-210 | Ranged | Normal | 1 | N/A | Shotgun Shells | 6 | The old-fashioned pump-action shotgun is used legally for hunting, and can be quite deadly at close quarters. |
MP5 SMG | SMG | 10-190 | Ranged | Normal | 3 | -1 | 9mm SMG Mag | 15 | This machine gun is commonly used by security forces due to its lightweight design and reliability. |
AR-15 | Rifle | 10-260 | Ranged | Normal | 1 | N/A | Aslt/Rifle Mag | 30 | This high-powered single-shot civilian rifle can put down a deer or a home invader with ease. |
M4 Carbine | Rifle | 10-230 | Ranged | High | 3 | -1 | Aslt/Rifle Mag | 30 | What this assault carbine lacks in power, it makes up for in accuracy. |
M16 Rifle | Rifle | 10-260 | Ranged | Normal | 3 | -3 | Aslt/Rifle Mag | 30 | This reliable assault rifle is a staple of the military and private mercenary contractors. |
AK-47 | Rifle | 10-260 | Ranged | Normal | 3 | -3 | Aslt/Rifle Mag | 30 | A mass-produced assault rifle that is commonly used by freedom fighters and terror organizations. |
Guitar | Music | Special | Ranged | Normal | 1 | N/A | N/A | N/A | Music hath charms to soothe the savage beast. Just remember that a war zone isn't the best place for an impromptu concert. |
Molotov | Throwing | 25-125 | Ranged | Normal | 1 | N/A | Molotov | 1 | Gasoline, a flammable rag, and a bottle, brought together for the anarchist's cocktail of choice. |
M2A1-7 Flamethrower | Heavy Weapons | 50-250 | Ranged | Normal | 1 | N/A | Gas Tank | 2 | Use of a flamethrower in combat is against the Geneva Convention, if you were curious. It's also a great way to start fires. |
Properties of Armors
Short Name: A shorter, max 14 characters, name for the armor type. Defaults to normal name.
Make Difficulty: Difficulty to make it yourself. 0 means impossible. Default: 0
Make Price: Cost to make it yourself. Default: 0
Fence Value: Money received if sold at pawn shop. Default: 0
Death Squad Legality: Armor can only be made if arch-conservative police and death laws. Default: false
Stealth Value: Stealth bonus given by the armor. No bonus means the armor is unusable for sneaking. Default: 0
Professionalism: Professional appearance. Useful when soliciting donations. Default: 2
Conceal Weapon Size: Largest weapon size the armor can conceal. Default: 5
Armor
Body: Protection offered to the body. Default: 0
Head: Protection offered to the head. Default: 0
Limbs: Protection offered to arms and legs. Default: 0
Fire Protection: If armor reduces damage from fire. Default: false
Body Covering
What parts of the body is the armor worn on.
Head: If worn on head. Default: false
Body: If worn on body. Default: true
Arms: If worn on arms. Default: true
Legs: If worn on legs. Default: true
Conceals Face: If face is concealed by the armor type. Default: false
Interrogation
Bonuses when wearing armor during interrogation.
Base Power: Always applied. Default: 0
Assault Bonus: Bonus when beating victim. Default: 0
Drug Bonus: Bonus when drugging victim. Default: 0
Appropriate Weapon: Whether you are allowed to carry a weapon as part of a disguise.
Disguise: Counts as an appropriate disguise at this location.
Name / Short Name | Make Diff | Make Price | Fence Value | Stealth Value | Professionalism | Concealment | Body Protection | Head Protection | Limb Protection | Fire Protection | Coverage | Hides Face | Interrogation Effects | Appropriate Weapons | Disguise |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Naked | N/A | N/A | N/A | 0 | 0 | 0 | 0 | 0 | 0 | 0 | None | No | None | None | None |
Clothes | 4 | $10 | $20 | 1 | 1 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | None | None | None |
Trenchcoat | 6 | $20 | $50 | 2 | 2 | 10 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +2 | None | None |
Work Clothes | 4 | $10 | $20 | 1 | 2 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | None | None | Factory |
Servant Uniform | 4 | $20 | $40 | 1 | 2 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | None | None | CEO House |
Police Uniform | 8 | $40 | $80 | 1 | 2 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs, Head | No | Base +6, Assault +4 | Pistols, Shotguns, Nightstick | Police Station, Courthouse, partial disguise elsewhere |
Cheap Suit | 9 | $50 | $100 | 1 | 3 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +4 | None | None |
Expensive Suit | 14 | $200 | $350 | 1 | 4 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +6 | None | Radio Station, TV Station |
Black Suit | 12 | $60 | $110 | 2 | 3 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +4, Assault +4 | None | Intel HQ |
Cheap Dress | 9 | $50 | $100 | 1 | 3 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +4 | None | None |
Expensive Dress | 14 | $200 | $350 | 1 | 4 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +6 | None | Radio Station, TV Station |
Black Dress | 12 | $60 | $110 | 2 | 3 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +4, Assault +4 | None | Intel HQ |
Lab Coat | 6 | $20 | $40 | 1 | 2 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +6 | Syringe | Nuclear Power Plant, Genetics Lab, Cosmetics Lab |
Black Robe | 5 | $20 | $40 | 2 | 2 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +2 | Gavel | Courthouse |
Clown Suit | 7 | $20 | $40 | 0 | 1 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +4, Assault +4 | None | None |
Bondage Gear | 7 | $30 | $60 | 1 | 1 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs, Head | No | Base +6, Assault +4, Drug +4 | None | None |
Mask | 7 | $30 | $60 | 1 | 1 | 5 | 0 | 0 | 0 | 0 | Head | Yes | Base +4, Assault +4, Drug +4 | None | None |
Army Uniform | 8 | $40 | $80 | 1 | 2 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs, Head | No | Base +6, Assault +4 | SMGs, Rifles | Army Base |
Guard Uniform | 8 | $40 | $80 | 1 | 2 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | Base +6, Assault +4 | Pistols, Nightsticks, Shotguns | Prison |
Orange Jumpsuit | 5 | $20 | $40 | 0 | 1 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | None | None | Prison |
Toga | 2 | $5 | $10 | 0 | 1 | 5 | 0 | 0 | 0 | 0 | Body | No | None | None | None |
Mithril Mail | N/A | – | $50 | 0 | 1 | 5 | 0 | 0 | 0 | 0 | Body | No | None | None | None |
Overalls | 4 | $10 | $20 | 1 | 2 | 5 | 0 | 0 | 0 | 0 | Body, Legs | No | None | None | None |
Wife Beater | 2 | $5 | $4 | 0 | 2 | 5 | 0 | 0 | 0 | 0 | Body, Legs | No | None | None | None |
Body Armor | 11 | $500 | $75 | 1 | 2 | 5 | 5 | 0 | 0 | 0 | Body | No | Base + 2 | None | None |
Police Body Armor | N/A | – | $150 | 1 | 2 | 5 | 7 | 0 | 0 | 0 | Body | No | Base + 6, Assault + 4 | Pistols, Nightsticks, Shotguns | Police Station, Courthouse |
Tactical SWAT Armor | N/A | – | $200 | 1 | 2 | 5 | 7 | 5 | 2 | 0 | Body, Arms, Legs, Head | No | Base + 4 | SMGs, Rifles | Police Station, Courthouse |
Army Body Armor | N/A | – | $250 | 1 | 2 | 5 | 8 | 6 | 0 | 0 | Body, Head | No | Base + 6, Assault + 4 | SMGs, Rifles | Army Base |
Heavy Body Armor | N/A | – | $400 | 0 | 1 | 5 | 10 | 8 | 4 | 0 | Body, Head, Arms, Legs | No | Base + 2 | SMGs, Rifles | Army Base |
Bunker Gear | 13 | $500 | $75 | 0 | 2 | 5 | 2 | 2 | 2 | True | Body, Head, Arms, Legs | No | None | Axe, Flamethrower (if Free Speech C+) | Fire Station |
Elephant Suit | 10 | $300 | $50 | 0 | 1 | 5 | 0 | 0 | 0 | 0 | Body, Head, Arms, Legs | Yes | Assault + 4, Drug + 4 | None | None |
Donkey Suit | 10 | $300 | $50 | 0 | 1 | 5 | 0 | 0 | 0 | 0 | Body, Head, Arms, Legs | Yes | Assault + 4, Drug + 4 | None | None |
Death Squad Uniform | 9 | $40 | $80 | 1 | 1 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs, Head | Yes | Base +8, Assault +6 | Rifles | Police Station, Courthouse, partial disguise elsewhere |
Black Turtleneck | 4 | $15 | $20 | 2 | 1 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs | No | None | None | None |
Ninja Costume | 7 | $200 | $75 | 3 | 1 | 5 | 0 | 0 | 0 | 0 | Body, Arms, Legs, Head | Yes | None | Drug + 4 | None |
Food supplies
Medical supplies
Weapons
Armor
Handguns
Rifles
Shotguns
SMGs
Heavy Weapons
Knives
Swords
Axes
Clubs
Fists
Throwing
Weapon Speed: Influences how many attacks you can get with it per turn. Agility / Speed = Max attacks per turn.
Weapon Random Damage: How much damage weapon can do.
Weapon Fixed Damage: How much damage weapon always does.
Weapon Accuracy: How accurate attacks are.
Weapon Recoil: How much successive attacks are penalized.
Weapon Bulk: How easily hidden weapon is.
Weapon Weight: How heavy weapon is.
Weapon Ammo: What weapon uses for ammunition.
Weapon AmmoCap: How much ammo it holds for bullets; how many units it holds for unit-based items such as fuel.
Weapon FuelRate: Rate at which one unit is consumed by weapon. (1 per…) Fractional amounts mean multiple units consumed per shot.
Weapon Noise: How noisy weapon is when used.
Weapon Intimidation: How intimidating weapon is.
Chainsaw Speed: Very Slow [10] RndDmg: High [251] FixDmg: High [50] Acc: Low [0] Rcl: High [-10] Bulk: Extreme [20] Weight: 10 lb Ammo: Gasoline AmmoCap: 1 [1 gallon] FuelRate: 10 [10 attacks per tank] Noise: Extreme [10] Intimidation: Extreme [10]
Shank Speed: Very High [2] RndDmg: Low [21] FixDmg: Low [5] Acc: Low [0] Rcl: Low [-1] Bulk: Low [2] Weight: 0.5 lb Ammo: None Noise: None Intimidation: Slight [2]
Intimidation works better if you have a more intimidating weapon than your opponent.
Intimidation factor may fade over time, allowing an enemy the chance to try to run.
Injured captives are always suspicious to any witnesses.
Captives detract from stealth.
Blood on the walls or floors is alarming.
Bloody clothing is alarming.
Damaged clothing is suspicious.
License plate numbers of suspicious vehicles may be taken down.
License plates and descriptions of vehicles involved in pursuits are likely to be taken down.
“Suspects were driving a red Ford Corolla, license plate MD5-AFK…”
Descriptions of individual revolutionaries are likely to be taken down, especially if cameras are available. Height, weight, hair color, eye color, skin color, ethnicity, weapons, etc. More detail if faces are not concealed.
Equipment:
Protects Feet
Protects Hands
Protects Torso
Protects Arms
Protects Legs
Protects Head
Protects Face
Hides Identity
Equipment Slots:
Outerwear
Clothing
Headwear
Footwear
Handwear
Accessory 1
Accessory 2
Equipped Item
Spare Items [8]
Backpack [Wearing a backpack lets you carry eight more spare items, but you can't get them out in combat.]
Notes on inventory management:
Small items stack (up to 9 per inventory slot.)
Clips count as small items.
Loose ammunition stacks to a count of 50.
Each person can carry any amount of money on-hand; this uses no inventory. Loose money is added to the Liberators pool when the squad safely leaves the site.
Returning to the exit gives you the opportunity to stash things in your vehicle if the alarm has not yet been raised; your vehicle can hold a number of slots based on its size. (Bugs hold much less than moving trucks.)
Very large items count as Hostages for purposes of hauling them around; alternately, if your inventory is full, you can use your Hostage slot to haul an item instead. Certain haulables can hold other items, and as such be used to move larger amounts of cargo (for example, pallets, laundry trucks, wagons, coolers…).
You automatically drop items in preference for hauling unconscious or dead teammates.
Name | Equip Slot | Buy | Sell | Make | Description | Effect |
---|---|---|---|---|---|---|
Shotgun Bandoleer | Accessory | $30 | $10 | Tailoring 6 ($20) | This bandoleer is used to securely hold fifty shotgun shells in place, and is highly durable. | Holds 50 loose Shotgun Shells. QuickLoad. |
Rifle Bandoleer | Accessory | $45 | $15 | Tailoring 6 ($30) | This bandoleer securely holds two Rifle clips and two Pistol clips, with quick release snaps for rapid reload. | Holds 2 Pistol and 2 Rifle clips. QuickLoad. |
SMG Bandoleer | Accessory | $65 | $20 | Tailoring 6 ($40) | This bandoleer securely holds four SMG clips, with quick-release snaps for rapid reload. | Holds 4 SMG clips. QuickLoad. |
Bunker Gear | Outerwear | $1000 | $250 | Tailoring 13 ($500) | A Nomex suit worn by firefighters to protect them from intense heat and flames. | Sneak 0, Pro 2, Hide 5, Body DR 2, Limb DR 2, Head DR 2, reduce fire damage by 3/4 in best condition. Disguises you as a Firefighter. Acceptable weapons: Axe, Flamethrower (if Free Speech C+ or worse). |
Special Effects:
QuickLoad: Can reload and fire in same turn.