Table of Contents

Items and Equipment

Weapons

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.

Armor

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]

Notes

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.