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Gear

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Gear
      Uses
      Devices
   Armor
      Armored Costume
      Force Field Generator
      Powered Assist
      Enviro Suit
      Pressurized Suit
   Gadgets
      Toolkit
      Lockpicks
      Interfacer
      Tracking Device
      Listening Device
      Comm Array
      Jammer
      Crime Computer
      Spectacles
      HUD
   Weapons
      Throwarangs
      Explosive Throwarangs
      Throwing Projectiles
      Sidearm
      Rifle
      Raygun
      Repulsor
      Stungun
      Artificial Claws
      Whip
      Power Puncher
      Hand Stunner
      Entangler
   Bow & Arrows
      Bow
      Standard Arrow
      Broadhead Arrow
      Blunted Arrow
   Grenades
      Grenade Launcher
      Frag Grenade
      Concussion Grenade
      Flash-bang Grenade
   Shield
      Tactical Shield
      Tower Shield
      Throwing Shield
      Smashing Shield


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Uses

Some devices have a finite amount of uses per encounter, and will indicate a number. Some Stunts will indicate that more or fewer uses are consumed and under what circumstances, but by default each time a Stunt is played, a use is consumed.

Weapons usually refer to this concept as ammunition. Each bullet, grenade, arrow, or shot equals on use. Weapons that allow attacks on multiple targets consume a shot of ammunition for each target.

Characters can refill their allotment of uses for their devices in Story Mode or between Acts if given the opportunity, and at the GM's discretion.

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Devices

See the Device Justification for details.

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Armor

Armor is worn on the body, and cannot be disarmed. Armor devices are usually, but not always, more durable than most devices due to their typically rugged nature. Armor is considered to be Integrated Devices.

Armor Stunts can be worn individually, and they can also be combined with other Gear Stunts to assemble a suit of "power armor" For instance, the Powered Assist Stunt plus Armored Costume Stunt, Enviro Suit Stunt, HUD Stunt, and Raygun Stunt could collectively be treated as a suit of "power armor". Mixing and matching different Gear Stunts to modularly "assemble" a "power armor" suit allows for a large array of variations.

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Armored Costume

Armored Costume
Open, Gear, Passive, Device
Prereq: Strength 3+
This card is always considered to be in play.
You wear an armored outfit that protects you from harm.
The Armored Costume is a device and thus can be targeted directly and broken via damage, but it benefits from it's own durability and has (12 + SR) Soak vs. attacks that target it directly. An Armored Costume cannot be disarmed if you are wearing it.
You have +1 Soak.
 
 
 
 
 
Gear: You have + SR Soak. I.e. if you have SR 3, you have +3 Soak.

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Force Field Generator

Force Field Generator
Gear, Passive, Device
None
Prereq: Technology trained
This card is always considered to be in play unless deliberately left off.
You have a device that generates some kind of protective non-matter based field that helps shield you from harm. The protective field is visible.
The Force Field Generator is a device and thus can be targeted directly and broken via damage, but it benefits from it's own protection; it has 2 DEF and (9 + SR) Soak vs attacks that target it directly .
SR1: You have +1 DEF.
SR2: You have +2 DEF
SR3: You have +2 DEF, +1 Soak, +1 Psyche
SR4: You have +2 DEF, +2 Soak, +2 Psyche
SR5: You have +2 DEF, +2 Soak, +2 Psyche, and you may add Image to any check made to avoid a malign condition.

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Powered Assist

Powered Assist
Gear, Passive, Device
Prereq: Technology trained
This card is always considered to be in play unless deliberately taken off out of Combat mode.
You have an mechanized exo-skeleton, a suit of "power armor", a robotic carapace, or some other technological device that grants you enhanced physical capabilities.
The Powered Assist is a device and thus can be targeted directly and broken via damage, but it is particularly sturdy and has (10 + SR) Soak and (SR x 2) Wounds vs attacks that target it directly.
You may allocate SR number of +1 bonuses to Strength, Agility, or Soak which raises both rating and maxima while you wear the Powered Assist and it is in working order. You must permanently allocate each bonus when you raise the Stunt Rating of this Stunt, and they cannot be changed thereafter. I.e. if you have SR 3 you could have +1 Strength, +1 Agility, +1 Soak, or +2 Agility +1 Strength, or +3 Agility, or any other combination of 3 +1 bonuses split in any way between Strength, Agility, or Soak.
 
 
 

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Enviro Suit

Enviro Suit
Open, Gear, Passive, Device
Prereq: Strength 3+
This card is always considered to be in play.
You have a suit or force field that protects you from environmental harm. It might be incorporated into an armored costume or worn on its own.
An Enviro Suit is a device and thus can be targeted directly and broken via damage, but it benefits from some added durability and has (9 + SR) Soak.
While the suit is intact you gain the following benefits. You are resistant to the effects of exposure to heat, cold, and radiation. You are immune to poison, disease, and impure air. You remove SR # of tokens from the Ignited, Slowed, and Sickened conditions if they are applied to you.
 
 
 
Gear: Your Enviro Suit has +SR # of Wounds vs attacks that target it directly.

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Pressurized Suit

Pressurized Suit
Open, Gear, Passive, Device
Prereq: Strength 3+, Enviro Suit Stunt
This card is always considered to be in play.
You have a suit or force field that protects you from environmental harm, including vacuum exposure and the depths of the ocean. It might be incorporated into an armored costume or worn on its own.
A Pressurized Suit is an upgraded Enviro Suit. The rating of Pressurized Suit cannot exceed the rating of Enviro Suit.
While the suit is intact you gain the normal benefits of an Enviro Suit, plus you are protected from vacuum exposure and from the pressures of deep ocean, and have a supply of breathable air and astronaut food sufficient to allow you to survive for (SR) days.
 
 
 
Gear: Your Pressurized Suit has +SR # of Wounds vs attacks that target it directly.


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Gadgets

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Toolkit

Toolkit
Gear, Passive, Device
None
Prereq: Repair trained
You have various tools, perhaps even built in ones, that make it easier to work on and repair things.
Toolkits are a device and thus can be targeted directly and broken via damage.
You gain SR # of Image to all Repair checks. Furthermore, repair tasks take less time to complete. Though circumstances in play and the needs of the plot may dictate otherwise, determining the normal amount of time necessary to conduct a repair then dividing that amount by SR is a good rule of thumb. Thus a repair that should take 9 minutes would take someone with Toolkit (3) about 3 minutes.
If you have Technology trained, you gain Image on checks related to repairing technology.
If you have Engineering trained, you gain Image on checks related to building new things.

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Lockpicks

Lockpicks
Open, Gear, Passive
None
Prereq: Skulduggery trained
You have various lockpicks and specialized equipment that makes it easier to open locks.
Lockpicks are a device and thus can be targeted directly and broken via damage.
You gain SR # of Image to all Skulduggery checks related to locks. Furthermore, lockpicking tasks take less time to complete. Though circumstances in play and the needs of the plot may dictate otherwise, determining the normal amount of time necessary to pick a lock and then dividing that amount by SR is a good rule of thumb. Thus a lock that should take 1 minute to pick would take someone with Lockpicks (3) about 20 seconds.
Gear: Your Skulduggery dice pool gains Image when you are able to use your Lockpicks to pick locks.

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Interfacer

Interfacer
Gear, Passive, Device
Prereq: Technology trained
This card is always considered to be in play.
You have one or more devices or perhaps even a built in gizmo that makes it easier to interface with computers and similar technology.
Interfacers are a device and thus can be targeted directly and broken via damage.
You gain SR # of Image to all checks made to interface with or use computerized devices, and the time frame for doing so is reduced significantly. Though circumstances in play and the needs of the plot may dictate otherwise, determining the normal amount of time necessary to do a computerized task and then dividing that amount by (SR+1) is a good rule of thumb. Thus a task that should take 4 minutes would take someone with Interfacer (3) about 1 minute.

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Tracking Device

Tracking Device
Recharge: *
Image
Gear, Device
Technology trained
Technology (Int) vs Observation (Int)
If an opponent is within Medium range you may play this card. If you are engaged with an opponent add Image.
1: You successfully attach a tracking bug to the target. You may track the bug at any later point until it is discovered, destroyed, or it runs out of power. The range at which you can track the bugs are based on Stunt Rating. You can have a number of bugs active at once equal to the number of times you have trained the Technology skill. You know roughly how far away the tracking device is. The tracking bug and the tracking tool itself are devices and can be broken.
SR1: Long Range
SR2: Extreme Range
SR3: Plot Range (within a greater metropolitan area)
SR4: Plot Range (within the same hemisphere)
SR5: Plot Range (global)

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Listening Device

Listening Device
Recharge: *
Image Image
Gear, Story, Device
Technology trained, Skulduggery trained
Technology (Int) vs Observation (Int)
This Stunt is usually used in Story mode rather than in combat. It allows a character to plant a listening bug (typically in a concealed location), and then eavesdrop or record conversations held within range of the listening device.
1: You successfully plant a listening bug without it or you being noticed. You may later listen in on and record conversations held around the bug until it is discovered, destroyed, or it runs out of power. The range at which you can receive the bug's transmissions are based on Stunt Rating. You can have a number of bugs active at once equal to the number of times you have trained the Technology skill. The listening bug and the receiver itself are devices and can be broken.
SR1: Long Range
SR2: Extreme Range
SR3: Plot Range (within a greater metropolitan area)
SR4: as (SR3), plus grainy black and white video feed
SR5: as (SR3), plus high quality color video feed

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Comm Array

Comm Array
Open, Gear, Passive, Device
Prereq: Technology acquired.
Technology (Int) vs (5 - SR) Image
This card is always considered to be in play.
You have a radio, a police scanner, a microwave burst transmitter, or some other means of monitoring and sending communications.
Comm Array is based on hearing and voice and cannot be used properly or at all while either deaf or mute.
You can gain information from and communicate with other people with a compatible comm array either directly (active communication) or indirectly (eavesdropping or scanning the communications of others). For basic usage there is no check, but unusual usage usually requires one or more Technology checks. The base difficulty is determined by SR; at SR 5 there is no base difficulty. The GM should assign additional situational difficulties as circumstances dictate for encryption, distance, interference, and the needs of the plot.
Gear: Your comm array has access to a special channel that is guaranteed to be private.

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Jammer

Jammer
Recharge: (6-SR)
Image
Prereq: Technology acquired.
Gear, Lingering, Device
Technology (Int)
You have a device that is capable of jamming technological communications.
Jammers are a device and thus can be targeted directly and broken via damage.
1: You jam communication devices within Long range; attempts to use them add Image to their dice pools.
3: You jam communication devices within Extreme range; attempts to use them add Image to their dice pools.
5: You jam communication devices within Plot range; attempts to use them add Image to their dice pools.

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Crime Computer

Crime Computer
Open, Gear, Passive, Device
Prereq: Technology trained
You have access to a computer that helps you figure stuff out.
Usage of a Crime Computer usually happens during Story Mode, but not always.
You add Image to any Intelligence based skill check if you are able to justify using your Crime Computer to assist in some way. You must be able to access the computer in conjunction with or immediately before the check in order to gain this bonus.
Gear: You add SR # of Image to any Intelligence based skill check if you are able to justify using your Crime Computer to assist in some way. You must be able to access the computer in conjunction with or immediately before the check in order to gain this bonus.


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Spectacles

Spectacles
Open, Gear, Passive, Device
This card is always considered to be in play.
You wear goggles, a visor, advanced contacts, or some other device that improves your vision.
Spectacles is based on sight and cannot be used while blinded or otherwise rendered unable to see.
SR1: You offset up to Image penalties to Observation checks based on sight
SR2: When you use the Observe action, remove 1 recharge token.
SR3: You add Image to Observation checks based on sight.
SR4: When you use the Observe action, remove 1 additional recharge token.
SR5: When you succeed with the Observe action, regain 1 Fortune.
Gear: As above, and if you gain the Blinded condition remove (SRx2) # of counters before it takes effect; if no counters remain the condition has no effect and is removed from play.

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HUD

HUD
Gear, Passive, Device
This card is always considered to be in play.
You have a heads up display that helps you track details and targets via sight.
A HUD is based on sight and cannot be used while blinded or otherwise rendered unable to see.
SR1: You add Image to all Observation checks based on sight, and all Melee and Ranged checks.
SR2: You add Image to all Observation checks based on sight, and all Melee and Ranged checks.
SR3: You add Image to all Observation checks based on sight, and all Melee and Ranged checks.
SR4: You add Image to all Observation checks based on sight, and all Melee and Ranged checks. You offset up to Image penalties to Observation checks based on sight.
SR5: You add Image to all Observation checks based on sight, and all Melee and Ranged checks. You offset up to Image penalties to Observation checks based on sight.

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Weapons

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Throwarangs

Throwarangs
Usages: (SR x 3)
Gear, Device
Image
Prereq: Strength 3+, Ranged skill trained.
Ranged Skill (Ag) vs Target Defense; Medium range
If there is an opponent within Medium range you may play this card.
Throwarangs are devices and thus can be targeted directly and broken via damage. You can carry (SR x 3) Throwarangs; you can refill your allotment of Throwarangs in Story Mode or between Acts if given the opportunity and at the GM's discretion.
1: you hit for SR + 3 damage
3: you hit for SR + 3 damage and the target must make a Resilience check or gain the Sluggish condition for (SR)
3: you throw two throwarangs and they both hit for SR + 3 damage
5: you throw three throwarangs and they all hit for SR + 3 damage
++: a throwarang returns to your hand

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Explosive Throwarangs

Explosive Throwarangs
Recharge: 0
Gear, Device
Image
Prereq: Strength 3+
Ranged Skill (Ag) vs Target Defense; Medium range
If there is an opponent within Medium range you may play this card.
Explosive Throwarangs are devices and thus can be targeted directly and broken via damage. You can carry (SR x 3) Explosive Throwarangs; you can refill your allotment of Explosive Throwarangs in Story Mode or between Acts if given the opportunity and at the GM's discretion.
1: you hit for SR + 3 damage
3: you hit for SR + 3 damage with Pierce (SR)
++: your throwarang explodes, causing +3 damage or +1 critical (your choice)

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Throwing Projectiles

Throwing Projectiles
Gear, Ranged, Device
Uses: (SR x 6)
Prereq: Ranged skill trained.
Your Throwing Projectiles have a Damage Rating equal to (SR / 2) and a Critical Rating equal to (7-SR); (round up). Your Throwing Projectiles are most effective at Medium range, but can be used at Long range with Image added to the dice pool.
I.e., if you had SR 5 your Throwing Projectiles would have DR3 and CR2.
You may throw up to SR # of Throwing Projectiles as a single attack action against a single target; add Image to the dice pool per Throwing Projectile.
You can attack with your Throwing Projectiles using the Ranged action or an equivalent Stunt where noted. Attacks with Throwing Projectiles add the following result lines:
1 fortune: This attack gains the Burst trait. You expend 1 ammunition per target affected.
!: This attack gains Pierce (SR).
??: You gain the Challenged condition for (3).

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Sidearm

Sidearm
Open, Gear, Ranged, Device
Uses: (SR x 10)
You can carry up to two Sidearms. It requires a maneuver to draw, holster, or prime a Sidearm.
You have a pistol or similar one handed ranged weapon that you can make Ranged attacks with at up to Medium range. Your Sidearm has a Damage Rating equal to SR and a Critical Rating equal to (6-SR).
I.e., if you had SR 5 your Sidearm would have DR5 and CR1.
Your Sidearm can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with Sidearms add the following result line:
?: Reload!: Your Sidearm needs to be reloaded; you must spend a Prepare maneuver before using it again.
Gear: When using your Sidearm to attack you may add Image to your dice pool.

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Rifle

Rifle
Open, Gear, Ranged, Device
Uses: (SR x 7)
Prereq: Ranged skill trained.
You can carry one Rifle. It requires a maneuver to ready, sling, or prime a Rifle.
You have a rifle or similar two handed ranged weapon that you can make Ranged attacks with at up to Long range. Your Rifle has a Damage Rating equal to (SR+3) and a Critical Rating equal to (7-SR).
I.e., if you had SR 5 your Rifle would have DR8 and CR2.
Your Rifle can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with a Rifle add the following result line:
?: Reload!: Your Rifle needs to be reloaded; you must spend a Prepare maneuver before using it again.
Gear: When using your Rifle to attack you may add Image to your dice pool.

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Raygun

Raygun
Uses: (SR x 10)
Gear, Ranged, Device
Prereq: Technology acquired, Ranged skill trained.
You can carry up to two Rayguns. It requires a maneuver to draw, holster, or prime a Raygun.
You have a high tech one handed ranged weapon that you can make Ranged attacks with at up to Medium range. Your Raygun has a Damage Rating equal to SR and a Critical Rating equal to (8-SR).
I.e., if you had SR 5 your Raygun would have DR5 and CR3.
Your Raygun can be used in conjunction with the Ranged basic action or a similar Stunt where noted. Attacks with a Raygun add Image to your dice pool, and add the following result lines:
!: This attack gains Pierce (SR).
1 fortune: Add the Blast trait to this attack.
??: Burnout: The Raygun painfully shorts out in your hand; you suffer 1 Wound.
Gear: When using your Raygun to attack you may add Image to your dice pool.

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Repulsor

Repulsor
Uses: (SR x 3)
Gear, Ranged, Device
Prereq: Technology acquired, Ranged skill trained.
You can carry up to two Repulsors. It requires a maneuver to draw, holster, or prime a Repulsor.
You have a high tech one handed ranged weapon that you can make Ranged attacks with at up to Medium range. Your Repulsor has a Damage Rating equal to (SR+4) and a Critical Rating equal to (9-SR).
I.e., if you had SR 5 your Repulsor would have DR9 and CR4.
Your Repulsor can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with a Repulsor add Image to your dice pool, and add the following result lines:
+: You may expend 1 extra ammunition to add +3 damage.
++: The target must must make a Coordination (Ag) check vs SR difficulty or be knocked back 1 movement maneuver away from you.
Gear: When using your Repulsor to attack you may add Image to your dice pool.

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Stungun

Stungun
Uses: (SR x 2)
Gear, Ranged, Device
Prereq: Technology acquired, Ranged skill trained.
You can carry one Stungun. It requires a maneuver to draw, holster, or prime a Stungun.
You have a high tech one handed ranged weapon that you can make Ranged attacks with at up to Medium range. Stunguns do 0 damage.
1: you hit; the target must make a Resilience (To) check vs SR difficulty or gain the Held condition for (SR).
Your Stungun can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with a Repulsor add ImageImage to your dice pool, and add the following result lines:
+++: You may expend 1 extra ammunition to add SR # of recharge tokens to the Held condition granted by this action.
Gear: When using your Stungun to attack you may add Image to your dice pool.

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Artificial Claws

Artificial Claws
Gear, Melee, Claws, Device
Prereq: Technology acquired, Ranged skill trained.
You have claws on your hands. You may also have claws on your feet if you wish. Your Artificial Claws have a Damage Rating equal to SR and a Critical Rating equal to (6-SR).
I.e., if you had SR 5 your Artificial Claws would have DR5 and CR1.
You can attack with your Artificial Claws using the Melee action or an equivalent Stunt where noted. Attacks with Artificial Claws add ImageImage to your dice pool, and add the following result lines:
!: This attack gains Pierce (SR).
??: Busted: Your Artificial Claws got busted or fouled; you cannot use them again until they are Repaired.
Retractable: You may pay 1 creation point or advance as a Facilitator to make your Artificial Claws retractable. Retractable Claws are only visible when you "pop them out" or use them.

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Whip

Whip
Recharge: 0
Gear, Device
Prereq: Melee skill trained, Coordination trained
Image
Melee Skill (Ag) vs Target Defense; Close Range
You have a whip or chain, or some other high-tech equivalent that lets you strike at things within close range and swing from chandeliers. Whips are devices and thus can be targeted directly and broken via damage.
If you are within Close range of a target you may play this card.
If you are engaged add Image to your dice pool.
As an Improvisation, you may use a whip to swing 1 movement maneuver distance, to flip a switch or equivalent at Close range, to keep wild animals at bay, and so forth.
1: you hit for SR + 3 damage.
4: As (1) and the target must make a Coordination (Ag) check vs SR difficulty or be disarmed or knocked prone (your choice).
+: add (Strength / 3) damage (round down).
++: the target must make a Resilience (To) check vs SR difficulty or gain the Thunderstruck conditions for (SR).
-: Add 1 recharge token to this card; this is usable many times.



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Power Puncher

Power Puncher
Gear, Melee, Blunt, Device
You have energized gauntlets, a powerfist, a kinetic induction plate, or some other high-tech equivalent to brass knuckles that let you hit harder than you can unassisted. Punchers are devices and thus can be targeted directly and broken via damage. You can have one or two Power Punchers as you prefer; if you have one it ignores one Broken condition.
Your Power Puncher has a Damage Rating equal to (SR/3) rounded up and a Critical Rating equal to (7-SR).
I.e., if you had SR 5 your Power Puncher would have DR3 and CR2.
You can attack with your Power Puncher using the Melee action or an equivalent Stunt where noted. Attacks with a Power Puncher add the following result lines:
*: You may convert extra successes into +1 damage each.
++: the target must make a Coordination check vs SR difficulty or be knocked prone.
!: If you hit, the target must make a Resilience (To) check vs SR difficulty or gain the Thunderstruck condition for (SR).
???: Busted: Your Power Puncher got broken or fouled; you cannot use it again until it is Repaired or replaced.

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Hand Stunner

Hand Stunner
Recharge: 5
Gear, Device
Image
Melee Skill (Ag) vs Target Defense; Engaged
If you are engaged with an opponent you may play this card.
Hand Stunners are devices and thus can be targeted directly and broken via damage. You can carry one Hand Stunner with enough ammunition for (SR x 2) uses. You can refill your ammunition in Story Mode or between Acts if given the opportunity and at the GM's discretion.
Held characters cannot take physical maneuvers or actions and are impeded. Held characters can take mental and social actions if they do not have a physical aspect; Image or more extra difficulty might be added to their dice pools at the GM's discretion.
1: you hit; the target gains the Held condition for (SR).
Gear: Reduce difficulty by Image.

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Entangler

Entangler
Usages: (SRx4)
Image
Gear, Device
Prereq: Ranged skill trained.
Ranged (Ag) vs Target Defense; Long range
If an opponent is within Long range you may play this card. If you are engaged with an opponent or targeting an opponent at Long range add Image. Entangled opponents can attempt to break free as an action with an opposed Strength check with the entangle, by inflicting damage on the entangle, or by an effect that explicitly frees them from impediments or entangles.
1: You hit with your entangler device, entangling the target. The entangle has SR + 2 Strength and SR x 2 Wounds.
+: The entangle has +1 Wound
+: The entangle has +1 Wound
!: The entangle has +1 strength
?: The entangle has -1 strength and -2 Wounds.

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Bow & Arrows

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Bow

Bow
Gear, Archery, Device
Prereq: Ranged Skill trained, Strength 3+, Agility 3+, One or more Stunts with the Arrows trait.
You have a bow (or crossbow) that allows you to use Arrows at Long range.
A Bow upgrades Stunts with the Arrows trait, and counts as a Ranged weapon if you have at least 1 Arrow remaining.
If you are engaged with an enemy, add Image to your dice pool.
You may use Arrows at Long range. A Bow requires the Prepare maneuver to load each Arrow.
SR2: You can use your Bow as a blunt weapon in conjunction with a Melee strike, with Damage Rating 2 and a Critical Rating of 4.
SR3: Opponents targeting your Bow add SR # of Image to their dice pool.
SR4: The Prepare requirement to load Arrows is waived.
SR5: You may use Arrows at Extreme Range, though you add Image to your dice pool when you do so.
Archery: When using your Bow to attack you may add Image to your dice pool.

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Standard Arrow

Standard Arrow
Uses: (SR x 6)
Gear, Archery, Arrows, Device
Prereq: Ranged Skill trained, a Bow.
You carry Standard Arrows which can be launched from a Bow as a Ranged attack at up to Long or Extreme range (based on your Bow rating).
Your Standard Arrows have a Damage Rating equal to (SR+1) and a Critical Rating equal to (7-SR).
I.e., if you had SR 5 your Standard Arrows would have DR6 and CR2.
A Bow and Standard Arrows can be used in conjunction with the basic Ranged attack or a similar Stunt where noted.
Archery: your Standard Arrows have Pierce (1)

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Broadhead Arrow

Broadhead Arrow
Recharge: 0
Uses: (SR x 3)
Image
Gear, Archery, Arrows, Device
Prereq: Ranged Skill trained, a Bow.
Ranged Skill (Ag) vs Target Def
1: you hit for Agility + SR damage +1 critical; Pierce (SR). Affected targets must make a Resilience (To) check vs SR difficulty or be knocked prone. If the superteam has the Heroic or Idealistic traits move the tension meter 1 step to the right for each critical inflicted.
+: +1 critical
Archery: your Broadhead Arrows have Pierce (1)

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Blunted Arrow

Blunted Arrow
Recharge: 0
Uses: (SR x 4)
ImageImage
Gear, Archery, Arrows, Device
Prereq: Ranged Skill trained, a Bow.
Ranged Skill (Ag) vs Target Def
1: you hit; the target must make a Resilience (To) check vs SR difficulty or suffer (SR + 2) fatigue immediately.
4: you hit; the target must make a Resilience (To) check vs SR difficulty or suffer (SR x 2) fatigue immediately.
!: Head Shot: Treat SR as SR + 2 for this resolution. A Grandstand is appropriate.
?: Grazing Shot: Treat SR as SR - 2 for this resolution; if (SR-2) < 1, there is no effect.
Archery: remove Image from your check.

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Grenades

To select Grenade Stunts a character needs the "Grenadier" specialization for the Ranged Skill.

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Grenade Launcher

Grenade Launcher
Grenadier, Gear, Device
Prereq: Ranged Skill trained, Observation trained, Strength 3+, One or more Stunts with the Grenade trait.
A Grenade Launcher upgrades Grenade based Stunts.
You have a gun or device that allows you to use Grenades at Long range. A Grenade Launcher has 14 Soak and (SR+1) Wounds.
The Grenade Launcher can hold SR # of Grenades as a single "load"; it requires the Prepare maneuver to load each Grenade into the Grenade Launcher. A Grenade Launcher is generally assumed to start an encounter pre-loaded. A character with multiple types of Grenades should keep track of which Grenades they have in a load.
SR1: Opponents targeting your Grenade Launcher add Image to their dice pool.
SR2: You can use your Grenade Launcher as a club as a Melee strike, with Damage Rating 2.
SR3: You can load SR # of Grenades with a single Prepare maneuver.
SR4: You may use Grenades at Extreme Range, you add Image to your dice pool when you do so.
SR5: You add Image to your Grenade Launcher attack checks.

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Frag Grenade

Frag Grenade
Grenadier, Gear, Grenade, DeviceUses: SR
Ranged Skill (Ag); Medium RangeImage Image
You may target a designated spot within Medium range and play this card as an action. If your superteam has the Heroic or Idealistic traits move the superteam tension meter 1 step to the right.
1: you hit; everything within Close range of the designated spot must make a Coordination (Ag) check vs SR difficulty or be knocked prone and take (SRx2) damage. Targets that take damage must also make a Resilience check vs SR difficulty or gain the Staggered condition for (SR), and a Discipline check vs SR difficulty or gain the Demoralized condition for (SR). The force of the blast causes noticeable collateral damage.
!: +SR damage; usable multiple times.
-: You suffer 1 fatigue
?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you.

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Concussion Grenade

Concussion Grenade
Grenadier, Gear, Grenade, DeviceUses: SR
Ranged Skill (Ag); Medium RangeImage Image
You may target a designated spot within Medium range and play this card as an action.
1: you hit; everything within Close range of the designated spot must make a Resilience (To) check vs SR difficulty or suffer 1 Wound and SR stress immediately, and gain both the Susceptible condition and the Shocked condition for (SR).
!: Affected targets suffer 1 stress; usable multiple times.
-: You suffer 1 fatigue
?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you.

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Flash-bang Grenade

Flash-bang Grenade
Grenadier, Gear, Grenade, DeviceUses: SR
Ranged Skill (Ag); Medium RangeImage Image
You may target a designated spot within Medium range and play this card as an action.
1: you hit; everything within Close range of the designated spot must make a Resilience (To) check vs SR difficulty or gain the Staggered condition for (SR). Affected targets must also make a Coordination (Ag) check vs SR Difficulty or gain the Blinded condition for (SR).
!: Targets that become Staggered also gain the Deafened condition for (SR).
-: You suffer 1 fatigue
?: If you hit, everything within Medium range of the target is affected. If you did not hit the Grenade bounces back to within Close range of you.

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Shield

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Tactical Shield

Tactical Shield
Open, Gear, Device
Prereq: Strength 3+
You have a sturdy combat shield that helps protect you from harm, while it is readied.
The Tactical Shield is a device and thus can be targeted directly and broken via damage, but a Tactical Shield is particularly sturdy and has (12 + SR) Soak. A Tactical Shield can be disarmed.
While the Tactical Shield is readied it occupies a hand but you have the following benefits.
+1 DEF, +1 Soak
Gear: SR2: +2 DEF, +1 Soak
Gear: SR3: +3 DEF, +1 Soak
Gear: SR4: +3 DEF, +2 Soak
Gear: SR5: +3 DEF, +3 Soak


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Tower Shield

Tower Shield
Gear, Device
Prereq: Strength 4+
You have a very large full-bodied shield that helps protect you from harm, while it is readied.
The Tower Shield is a device and thus can be targeted directly and broken via damage, but a Tower Shield is particularly sturdy and has (16 + SR) Soak. A Tower Shield can be disarmed, but attempts add Image.
While the Tower Shield is readied it occupies a hand and grants the following modifiers.
The Tower Shield acts as an object with SR x 3 Soak and SR # of Wounds; it resists attacks against you until it is broken.
If your Tower Shield takes more Wounds than it has, it is broken and no longer protects you until repaired.
You take no Wounds from attacks while your Tower Shield is ready and intact.
It requires 2 extra maneuvers for opponents to engage you, but if they succeed your Tower Shield does not protect you from that opponents attacks.
You lose 1 maneuver each Turn while carrying a Tower Shield, and are encumbered.
At any time, as a React, you may drop your Tower Shield; flip this card over and leave it in play. You must engage with the Tower Shield to regain it.


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Throwing Shield

Throwing Shield
Recharge: *
Gear, Device
Fatigue: 1; Image
Prereq: Agility 4+, Strength 4+, Range Skill trained, Tactical Shield Stunt
A Throwing Shield is an upgraded Tactical Shield. The rating of Throwing Shield cannot exceed the rating of Tactical Shield
Ranged Skill (Ag) vs Target Defense; Medium range
If there is an opponent within Medium range you may play this card.
1: you hit for SR + Strength + 3 damage
3: As (1), and the target must make a Resilience check or gain the Sluggish condition for (SR)
5: As (3), and you may make a Ranged Skill (Ag) vs Target Defense check to hit a second target within Close range of the first.
8: As (5), and you may make a Ranged Skill (Ag) vs Target Defense check to hit a third target within Close range of the second.
++: the Throwing Shield returns to your hand during your End of Turn phase.

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Smashing Shield

Smashing Shield
Recharge: 3
Gear, Device
Image
Melee Skill (Str) vs Target Defense
Prereq: Strength 4+, Melee Skill trained, Tactical Shield Stunt
A Smashing Shield is an upgraded Tactical Shield. The rating of Smashing Shield cannot exceed the rating of Tactical Shield
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength + 3 damage.
4: you hit for SR + Strength + 5 damage, and the target must make a Coordination check vs SR difficulty or be knocked prone.
++: the target must make a Resilience check vs SR difficulty or gain the Thunderstruck conditions for (SR).
-: Add 1 recharge token to this card.

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