{ "label": "SWADE Équipement", "entries": [ { "id": "\"Bug\" (Micro Transmitter)", "name": "\"Bug\" (Micro Transmitter)", "description": "
\n

12 hours of continuous use.

\n
" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "#[CF_tempEntity]", "name": "#[CF_tempEntity]", "description": "" }, { "id": "120mm Tank Gun (AP Rounds)", "name": "120mm Tank Gun (AP Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} 

\n
" }, { "id": "120mm Tank Gun (HE Rounds)", "name": "120mm Tank Gun (HE Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n
" }, { "id": "125mm Tank Gun (AP Rounds)", "name": "125mm Tank Gun (AP Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

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@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} 

\n
" }, { "id": "125mm Tank Gun (HE Rounds)", "name": "125mm Tank Gun (HE Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n
" }, { "id": "2 pd AT Gun (AP Rounds)", "name": "2 pd AT Gun (AP Rounds)", "description": "

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

" }, { "id": "2 pd AT Gun (HE Rounds)", "name": "2 pd AT Gun (HE Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n
" }, { "id": "20mm Cannon", "name": "20mm Cannon", "description": "

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

" }, { "id": "25mm Cannon", "name": "25mm Cannon", "description": "

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

" }, { "id": "30mm Cannon", "name": "30mm Cannon", "description": "

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

" }, { "id": "37mm AT Gun (AP Rounds)", "name": "37mm AT Gun (AP Rounds)", "description": "

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

" }, { "id": "37mm AT Gun (HE Rounds)", "name": "37mm AT Gun (HE Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n
" }, { "id": "40mm Cannon (AP Rounds)", "name": "40mm Cannon (AP Rounds)", "description": "
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Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

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Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n
" }, { "id": "40mm Cannon (HE Rounds)", "name": "40mm Cannon (HE Rounds)", "description": "
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Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

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Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n
" }, { "id": "57mm AT Gun (AP Rounds)", "name": "57mm AT Gun (AP Rounds)", "description": "

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

" }, { "id": "57mm AT Gun (HE Rounds)", "name": "57mm AT Gun (HE Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n
" }, { "id": "75mm Tank Gun (AP Rounds)", "name": "75mm Tank Gun (AP Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} 

\n
" }, { "id": "75mm Tank Gun (HE Rounds)", "name": "75mm Tank Gun (HE Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n
" }, { "id": "76mm Tank Gun (AP Rounds)", "name": "76mm Tank Gun (AP Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} 

\n
" }, { "id": "76mm Tank Gun (HE Rounds)", "name": "76mm Tank Gun (HE Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n
" }, { "id": "88mm Tank Gun (AP Rounds)", "name": "88mm Tank Gun (AP Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} 

\n
" }, { "id": "88mm Tank Gun (HE Rounds)", "name": "88mm Tank Gun (HE Rounds)", "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n
" }, { "id": "AK47", "name": "AK47", "description": "

Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.

" }, { "id": "Anti-Personnel Mine", "name": "Anti-Personnel Mine", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.

\n
\n

Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.

\n

Minefields: For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.

\n
" }, { "id": "Anti-Tank Mine", "name": "Anti-Tank Mine", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, AP 5 vs. ½ the vehicle’s @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value (round up), @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n
\n

Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.

\n

Minefields: For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.

\n
" }, { "id": "Arrows/Bolts", "name": "Arrows/Bolts", "description": "
\n

Arrows for @Compendium[swade-core-rules.swade-equipment.Bow]{bows}, bolts for @Compendium[swade-core-rules.swade-equipment.Crossbow]{crossbow}

\n
" }, { "id": "AT-4", "name": "AT-4", "description": "
\n

A heavy American anti-tank weapon of the modern era. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n
\n

Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.

\n
" }, { "id": "Axe, Battle", "name": "Axe, Battle", "description": "
" }, { "id": "Axe, Great", "name": "Axe, Great", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Parry]{Parry} –1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}

\n
" }, { "id": "Axe, Hand", "name": "Axe, Hand", "description": "
" }, { "id": "Axe, Throwing", "name": "Axe, Throwing", "description": "
" }, { "id": "Backpack", "name": "Backpack", "description": "
" }, { "id": "Ballistic Shield", "name": "Ballistic Shield", "description": "
\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\n
\n

Modern shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).

\n

While worn, shields can be used to bash for Str+d4 damage.

\n
" }, { "id": "Bangstick", "name": "Bangstick", "description": "

A @Compendium[swade-core-rules.swade-rules.Shotguns]{shotgun} shell on a stick used in melee; must be reloaded with a fresh shell (one action)

" }, { "id": "Barrett", "name": "Barrett", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Barretts use a 10-shot removable magazine that weighs 2 lbs when loaded. They are almost always fitted with a @Compendium[swade-core-rules.swade-equipment.Rifle Scope]{Rifle Scope}.

\n
\n

Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.

\n
" }, { "id": "Battle Helmet", "name": "Battle Helmet", "description": "

@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.

\n

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

" }, { "id": "Battle Helmet w/ Energy Skin", "name": "Battle Helmet w/ Energy Skin", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.

\n

@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.

\n

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

\n
" }, { "id": "Bayonet", "name": "Bayonet", "description": "
\n

Str+d6 and @Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1 attached to rifle, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}

\n
" }, { "id": "Bazooka", "name": "Bazooka", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in World War II. Additional warheads weigh 9 lbs and cost $50. WWII price. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n
\n

Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.

\n
" }, { "id": "Bedroll", "name": "Bedroll", "description": "
\n

Sleeping bag; winterized

\n
" }, { "id": "Bike helmet", "name": "Bike helmet", "description": "
" }, { "id": "Billy Club/Baton", "name": "Billy Club/Baton", "description": "

Often carried by law enforcement

" }, { "id": "Bipod/Tripod", "name": "Bipod/Tripod", "description": "
\n

Takes an action to deploy. Negates @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties.

\n
" }, { "id": "Blanket", "name": "Blanket", "description": "
" }, { "id": "Blunderbuss", "name": "Blunderbuss", "description": "

Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.

\n

Treat as @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotgun}.

" }, { "id": "Body Armor", "name": "Body Armor", "description": "
\n

Light, armored clothing made from complex polymers or advanced ballistic weave.

\n

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

\n
" }, { "id": "Body Armor w/Energy Skin", "name": "Body Armor w/Energy Skin", "description": "
\n

Light, armored clothing made from complex polymers or advanced ballistic weave.

\n

@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.

\n

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

\n
" }, { "id": "Bombproof suit", "name": "Bombproof suit", "description": "
\n

Bombproof suits aren’t built for flexibility except in the hands, which are uncovered. @Compendium[swade-core-rules.swade-rules.Traits]{Agility} and related skills that require more than manual dexterity cannot exceed d6 while wearing the suit, and @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is reduced by 2 (in addition to @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties).

\n
" }, { "id": "Bombs", "name": "Bombs", "description": "
\n

Bomb Damage: All of it.

\n

A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

\n

- Clint Black

\n
" }, { "id": "Boots, Hiking", "name": "Boots, Hiking", "description": "
" }, { "id": "Bouncing Betty", "name": "Bouncing Betty", "description": "
\n

These deadly anti-personnel mines are designed to pop up into the air and rain shrapnel down from about head-height. Only full overhead cover offers an @Compendium[swade-core-rules.swade-rules.Armor]{Armor} bonus against such devices. Simply being prone offers no protection from these deadly explosives. Use a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.

\n
\n

Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.

\n

Minefields: For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.

\n
" }, { "id": "Bow", "name": "Bow", "description": "
" }, { "id": "Brass Knuckles", "name": "Brass Knuckles", "description": "

Do not count as a weapon for @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}

" }, { "id": "Bronze Barding (horse)", "name": "Bronze Barding (horse)", "description": "

Typically only found in ancient times or pre-iron civilizations.

" }, { "id": "Bronze Corselet", "name": "Bronze Corselet", "description": "

Typically only found in ancient times or pre-iron civilizations.

" }, { "id": "Bronze Helmet", "name": "Bronze Helmet", "description": "

Typically only found in ancient times or pre-iron civilizations.

" }, { "id": "Brown Bess or Similar Muskets", "name": "Brown Bess or Similar Muskets", "description": "

Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.

" }, { "id": "Browning Automatic Rifle", "name": "Browning Automatic Rifle", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 1 to 3. Uses magazines (one action to @Compendium[swade-core-rules.swade-rules.Reload]{Reload} instead of the usual 2).

\n
\n

Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.

\n

Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.

\n

Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

\n
" }, { "id": "Bullets, Large", "name": "Bullets, Large", "description": "
\n

.50 caliber and larger rounds

\n
" }, { "id": "Bullets, Medium", "name": "Bullets, Medium", "description": "

9mm to .45 caliber

" }, { "id": "Bullets, Small", "name": "Bullets, Small", "description": "

.22 to .32 caliber

" }, { "id": "Button Camera", "name": "Button Camera", "description": "

12 hours of continuous use.

" }, { "id": "Camera (digital)", "name": "Camera (digital)", "description": "
" }, { "id": "Camera (disposable)", "name": "Camera (disposable)", "description": "
" }, { "id": "Camera (regular)", "name": "Camera (regular)", "description": "
" }, { "id": "Camouflage Fatigues", "name": "Camouflage Fatigues", "description": "
" }, { "id": "Candle", "name": "Candle", "description": "
\n

One hour, 2” radius

\n
" }, { "id": "Canister Shot (Cannon)", "name": "Canister Shot (Cannon)", "description": "
\n

Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} and moves in a straight line up to 24” (it affects [[/r d6]] targets if not using miniatures, or [[/r 2d6]] if they’re tightly packed). Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll to every target within using a base TN of 4, adjusted for each target’s cover, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, etc. A hit causes 2d6 damage and a raise causes 3d6.

\n
" }, { "id": "Cannon (12 lb), Canister", "name": "Cannon (12 lb), Canister", "description": "
\n

Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.

\n

Bombard: Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).

\n

Canister: Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} and moves in a straight line up to 24” (it affects [[/r d6]] targets if not using miniatures, or [[/r 2d6]] if they’re tightly packed).

\n

Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll to every target within using a base TN of 4, adjusted for each target’s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, etc. A hit causes 2d6 damage and a raise causes 3d6.

\n

Note: All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.

\n
" }, { "id": "Cannon (12 lb), Shrapnel", "name": "Cannon (12 lb), Shrapnel", "description": "
\n

Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.

\n

Bombard: Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).

\n

Shrapnel: Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attack} and uses the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} unless otherwise noted.

\n

Note: All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.

\n
" }, { "id": "Cannon (12 lb), Solid Shot", "name": "Cannon (12 lb), Solid Shot", "description": "
\n

Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.

\n

Bombard: Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).

\n

Solid Shot: Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.

\n

Note: All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.

\n
" }, { "id": "Canteen (waterskin)", "name": "Canteen (waterskin)", "description": "
" }, { "id": "Cap (Cloth/Light Leather)", "name": "Cap (Cloth/Light Leather)", "description": "

Heavy winter clothing, supple leather armor, soft hides.

" }, { "id": "Cap (Thick Leather/Tough Hides)", "name": "Cap (Thick Leather/Tough Hides)", "description": "

Boiled leather, cuir bouilli, alligator hides.

" }, { "id": "Catapult", "name": "Catapult", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.

\n
\n

Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.

\n
" }, { "id": "Cellular Interceptor", "name": "Cellular Interceptor", "description": "
" }, { "id": "Chain Hood or Helm", "name": "Chain Hood or Helm", "description": "

Chain, splint, metal scale, ring mail, samurai armor.

" }, { "id": "Chainsaw", "name": "Chainsaw", "description": "

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} hits the user

" }, { "id": "Claymore Mine", "name": "Claymore Mine", "description": "
\n

Claymores fire a spray of deadly steel balls in a 60° frontal arc. Everyone within 12″ (24 yards) is automatically hit. Roll a die for all other targets up to 50″ (100 yards). Those who get an odd result are also hit. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Special Area Effect Damage}.

\n
\n

Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.

\n

Minefields: For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.

\n
" }, { "id": "Clothing, Casual", "name": "Clothing, Casual", "description": "" }, { "id": "Clothing, Formal", "name": "Clothing, Formal", "description": "
" }, { "id": "Club, Heavy", "name": "Club, Heavy", "description": "

A sign of low status or thuggery

" }, { "id": "Club, Light", "name": "Club, Light", "description": "

A sign of low status or thuggery

" }, { "id": "Colt 1911", "name": "Colt 1911", "description": "

Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.

" }, { "id": "Colt Peacemaker", "name": "Colt Peacemaker", "description": "

Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.

" }, { "id": "Compound Bow", "name": "Compound Bow", "description": "
" }, { "id": "Computer, Desktop", "name": "Computer, Desktop", "description": "
" }, { "id": "Computer, Hand held", "name": "Computer, Hand held", "description": "
" }, { "id": "Computer, Laptop", "name": "Computer, Laptop", "description": "
" }, { "id": "Corselet (Plate Mail)", "name": "Corselet (Plate Mail)", "description": "
\n

Heavy steel armor made with “plates” of metal.

\n
" }, { "id": "Crossbow", "name": "Crossbow", "description": "

Hand-drawn.

" }, { "id": "Crossbow (Modern)", "name": "Crossbow (Modern)", "description": "
" }, { "id": "Crossbow, Heavy", "name": "Crossbow, Heavy", "description": "

Requires a windlass to load. @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2.

" }, { "id": "Crowbar", "name": "Crowbar", "description": "
" }, { "id": "Dagger/Knife (melee)", "name": "Dagger/Knife (melee)", "description": "
" }, { "id": "Dagger/Knife (Throwing)", "name": "Dagger/Knife (Throwing)", "description": "
" }, { "id": "Derringer", "name": "Derringer", "description": "
\n

Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.

\n

−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden.

\n
" }, { "id": "Desert Eagle", "name": "Desert Eagle", "description": "

Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.

" }, { "id": "Double-Barrel Shotgun", "name": "Double-Barrel Shotgun", "description": "

@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.

" }, { "id": "Elaborate Saddle", "name": "Elaborate Saddle", "description": "
" }, { "id": "Fast Food Meal", "name": "Fast Food Meal", "description": "
" }, { "id": "First Aid Kit", "name": "First Aid Kit", "description": "
\n

Three uses, see @Compendium[swade-core-rules.swade-rules.Healing]{Healing}.

\n
" }, { "id": "Flail", "name": "Flail", "description": "
\n

Ignores @Compendium[swade-core-rules.swade-rules.Shields]{shield} bonus

\n
" }, { "id": "Flak Jacket (Vietnam-era)", "name": "Flak Jacket (Vietnam-era)", "description": "
" }, { "id": "Flamethrower", "name": "Flamethrower", "description": "
\n

Flamethrowers propel incendiary liquid or gas to incinerate their targets. They are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}, and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n

@Compendium[swade-core-rules.swade-rules.Armor]{Armor} protects normally, but flammable targets may @Compendium[swade-core-rules.swade-rules.Fire]{catch fire}.

\n

For vehicular flamethrowers, see @Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Heavy Flamethrower}.

\n
" }, { "id": "Flashlight", "name": "Flashlight", "description": "

10” beam

" }, { "id": "Flask (ceramic)", "name": "Flask (ceramic)", "description": "
" }, { "id": "Flint and Steel", "name": "Flint and Steel", "description": "
" }, { "id": "Flintlock Pistol", "name": "Flintlock Pistol", "description": "

Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.

" }, { "id": "Gatling", "name": "Gatling", "description": "

Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.

\n

Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.

\n

Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

\n

Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

" }, { "id": "Gatling (Laser)", "name": "Gatling (Laser)", "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{No Recoil, Overcharge, Cauterize}

\n
" }, { "id": "Gatling (Laser)", "name": "Gatling (Laser)", "description": "
\n

Lasers fire intensely focused beams of light to penetrate and burn their targets.

\n

Cauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.

\n

Overcharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.

\n

No Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.

\n
" }, { "id": "Glock (9mm)", "name": "Glock (9mm)", "description": "

Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.

" }, { "id": "Goggles", "name": "Goggles", "description": "
" }, { "id": "Good Meal (restaurant)", "name": "Good Meal (restaurant)", "description": "
" }, { "id": "GPS", "name": "GPS", "description": "
" }, { "id": "Grappling Hook", "name": "Grappling Hook", "description": "
" }, { "id": "Greaves (Bronze Armor)", "name": "Greaves (Bronze Armor)", "description": "

Typically only found in ancient times or pre-iron civilizations.

" }, { "id": "Greaves (Plate Mail)", "name": "Greaves (Plate Mail)", "description": "

Heavy steel armor made with “plates” of metal.

" }, { "id": "H&K MP5 (9mm)", "name": "H&K MP5 (9mm)", "description": "

Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.

" }, { "id": "Halberd", "name": "Halberd", "description": "

@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands

" }, { "id": "Hammer", "name": "Hammer", "description": "
" }, { "id": "Handcuffs (manacles)", "name": "Handcuffs (manacles)", "description": "
" }, { "id": "Heavy Flamethrower", "name": "Heavy Flamethrower", "description": "
\n

Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or arc a blast the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Deviate}.

\n
" }, { "id": "Heavy Helm", "name": "Heavy Helm", "description": "

Heavy steel armor made with “plates” of metal.

" }, { "id": "Heavy Helm, Enclosed", "name": "Heavy Helm, Enclosed", "description": "
\n

Heavy steel armor made with “plates” of metal.

\n

–1 to vision-based @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.

\n
" }, { "id": "Heavy Laser", "name": "Heavy Laser", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
" }, { "id": "Heavy Machine Gun", "name": "Heavy Machine Gun", "description": "

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

" }, { "id": "Hellfire", "name": "Hellfire", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A laser-guided missile fired from a vehicle-mounted launcher. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).

\n
" }, { "id": "Horse", "name": "Horse", "description": "
\n

See @Actor[RFfhBAdJgR2vIiCw]{Horse} for stats.

\n
" }, { "id": "Hunting Rifle", "name": "Hunting Rifle", "description": "

@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}

\n
\n

Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.

" }, { "id": "Infantry Battle Suit", "name": "Infantry Battle Suit", "description": "

A full suit of armor with boots and gloves.

\n

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

" }, { "id": "Infantry Battle Suit w/ Energy Skin", "name": "Infantry Battle Suit w/ Energy Skin", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.

\n

A full suit of armor with boots and gloves.

\n

@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.

\n

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

\n
" }, { "id": "Jacket (Cloth/Light Leather)", "name": "Jacket (Cloth/Light Leather)", "description": "

Heavy winter clothing, supple leather armor, soft hides.

" }, { "id": "Jacket (Thick Leather/Tough Hides)", "name": "Jacket (Thick Leather/Tough Hides)", "description": "

Boiled leather, cuir bouilli, alligator hides.

" }, { "id": "Katana", "name": "Katana", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Two Hands]{Two hands}

\n
" }, { "id": "Kentucky Rifle", "name": "Kentucky Rifle", "description": "

@Compendium[swade-core-rules.swade-rules.Reload]{Reload} 4. The tight rifling requires four actions to reload instead of the usual three.

" }, { "id": "Kevlar helmet", "name": "Kevlar helmet", "description": "

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

" }, { "id": "Kevlar Riding Jacket", "name": "Kevlar Riding Jacket", "description": "
" }, { "id": "Kevlar Riding Jeans", "name": "Kevlar Riding Jeans", "description": "
" }, { "id": "Kevlar Vest", "name": "Kevlar Vest", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

\n
" }, { "id": "Kevlar Vest with ceramic inserts", "name": "Kevlar Vest with ceramic inserts", "description": "

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

" }, { "id": "Lance", "name": "Lance", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2 when charging, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, only usable in @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}

\n
" }, { "id": "Lantern", "name": "Lantern", "description": "

Four hours, 4” radius

" }, { "id": "Large Shield", "name": "Large Shield", "description": "
\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\n
\n

Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).

\n

While worn, shields can be used to bash for Str+d4 damage.

\n
" }, { "id": "Laser Battery, Gatling", "name": "Laser Battery, Gatling", "description": "

Provides one full magazine for the listed weapon

" }, { "id": "Laser Battery, Pistol", "name": "Laser Battery, Pistol", "description": "

Provides one full magazine for the listed weapon

" }, { "id": "Laser Battery, Rifle / SMG", "name": "Laser Battery, Rifle / SMG", "description": "

Provides one full magazine for the listed weapon

" }, { "id": "Laser Sword", "name": "Laser Sword", "description": "
" }, { "id": "Laser/Red Dot Sight", "name": "Laser/Red Dot Sight", "description": "
\n

+1 to @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} at Short and Medium @Compendium[swade-core-rules.swade-rules.Range]{Range}.

\n
" }, { "id": "Leather Riding Chaps", "name": "Leather Riding Chaps", "description": "
" }, { "id": "Leggings (Chain Mail)", "name": "Leggings (Chain Mail)", "description": "

Chain, splint, metal scale, ring mail, samurai armor.

" }, { "id": "Leggings (Cloth/Light Leather)", "name": "Leggings (Cloth/Light Leather)", "description": "

Heavy winter clothing, supple leather armor, soft hides.

" }, { "id": "Leggings (Thick Leather/Tough Hides)", "name": "Leggings (Thick Leather/Tough Hides)", "description": "

Boiled leather, cuir bouilli, alligator hides.

" }, { "id": "Lighter", "name": "Lighter", "description": "
" }, { "id": "Lineman's Telephone", "name": "Lineman's Telephone", "description": "

@Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll to tap into a phone line.

" }, { "id": "Lockpicks", "name": "Lockpicks", "description": "
" }, { "id": "Long Bow", "name": "Long Bow", "description": "
" }, { "id": "M-16", "name": "M-16", "description": "

The A-2 version can also fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}.

\n
\n

Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.

" }, { "id": "M1 Garand", "name": "M1 Garand", "description": "

The standard US infantry rifle in World War II.

\n
\n

Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.

" }, { "id": "M2 Browning", "name": "M2 Browning", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}

\n
\n

Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.

\n

Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.

\n

Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

\n

Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

\n
" }, { "id": "M203 40MM", "name": "M203 40MM", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. A grenade launcher mounted on the bottom of an assault rifle. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n
\n

Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.

\n
" }, { "id": "M60", "name": "M60", "description": "

Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.

\n

Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.

\n

Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

\n

Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

" }, { "id": "M72 Law", "name": "M72 Law", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in Vietnam. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n
\n

Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.

\n
" }, { "id": "Mace", "name": "Mace", "description": "
" }, { "id": "Maul", "name": "Maul", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Two Hands]{Two hands}, +2 damage to @Compendium[swade-core-rules.swade-rules.Breaking Things]{break objects}.

\n
" }, { "id": "Medic Kit", "name": "Medic Kit", "description": "
\n

Five uses, +1 to @Compendium[swade-core-rules.swade-skills.Healing]{Healing} skill rolls; $25 to refill.

\n

Also see main @Compendium[swade-core-rules.swade-rules.Healing]{Healing} rules.

\n
" }, { "id": "Medium Machine Gun", "name": "Medium Machine Gun", "description": "

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

" }, { "id": "Medium Shield", "name": "Medium Shield", "description": "
\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\n
\n

Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).

\n

While worn, shields can be used to bash for Str+d4 damage.

\n
" }, { "id": "MG42", "name": "MG42", "description": "

Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.

\n

Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.

\n

Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

\n

Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

" }, { "id": "Minigun", "name": "Minigun", "description": "

Minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3, requires backpack harness with ammo which weighs an additional 85 pounds when full (carries 4000 linked rounds).

\n
\n

Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.

\n

Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.

\n

Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

" }, { "id": "Mk II (WW2 Pineapple)", "name": "Mk II (WW2 Pineapple)", "description": "
\n

Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n

All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n
" }, { "id": "Mk67 (Modern)", "name": "Mk67 (Modern)", "description": "
\n

Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n

All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n
" }, { "id": "Molecular Knife", "name": "Molecular Knife", "description": "

Cannot be thrown

" }, { "id": "Molecular Sword", "name": "Molecular Sword", "description": "
" }, { "id": "Motorcycle Helmet", "name": "Motorcycle Helmet", "description": "
" }, { "id": "MRE (Meal Ready to Eat)", "name": "MRE (Meal Ready to Eat)", "description": "
" }, { "id": "Net (Weighted)", "name": "Net (Weighted)", "description": "

A successful hit means the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. The net is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and vulnerable only to cutting attacks.

" }, { "id": "Night Vision Goggles", "name": "Night Vision Goggles", "description": "

No penalty for Dim or Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}. For double the price the goggles are “active” and ignore all Illumination penalties.

" }, { "id": "Oil", "name": "Oil", "description": "

For lantern; one pint

" }, { "id": "Panzerschreck", "name": "Panzerschreck", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the “tank terror” rocket launcher used by German forces in World War II. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n
\n

Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.

\n
" }, { "id": "Parabolic Microphone", "name": "Parabolic Microphone", "description": "

Hear whispers up to 200 yards distant.

" }, { "id": "Pepper Spray", "name": "Pepper Spray", "description": "
\n

Use @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} (or @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} if engaged). No @Compendium[swade-core-rules.swade-rules.Attacks]{Range Penalty} but max range is 2″ (about 10 feet), Shots 5, victim must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

\n
" }, { "id": "Pike", "name": "Pike", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}

\n
" }, { "id": "Pistol (Laser)", "name": "Pistol (Laser)", "description": "
\n

Lasers fire intensely focused beams of light to penetrate and burn their targets.

\n

Cauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.

\n

Overcharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.

\n

No Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.

\n
" }, { "id": "Plate Barding (horse)", "name": "Plate Barding (horse)", "description": "

Heavy steel armor made with “plates” of metal.

" }, { "id": "Police Revolver", "name": "Police Revolver", "description": "

Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.

" }, { "id": "Polymer Shield, large", "name": "Polymer Shield, large", "description": "
\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\n
\n

Polymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).

\n

While worn, shields can be used to bash for Str+d4 damage.

\n
" }, { "id": "Polymer Shield, medium", "name": "Polymer Shield, medium", "description": "
\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\n
\n

Polymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).

\n

While worn, shields can be used to bash for Str+d4 damage.

\n
" }, { "id": "Polymer Shield, small", "name": "Polymer Shield, small", "description": "
\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\n
\n

Polymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).

\n

While worn, shields can be used to bash for Str+d4 damage.

\n
" }, { "id": "Potato Masher (WW2)", "name": "Potato Masher (WW2)", "description": "
\n

Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of Extreme Range (see @Compendium[swade-core-rules.swade-rules.Range]{Range}). @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n

All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n
" }, { "id": "Pump Action Shotgun", "name": "Pump Action Shotgun", "description": "

@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.

" }, { "id": "Quiver", "name": "Quiver", "description": "

Holds 20 @Compendium[swade-core-rules.swade-equipment.Arrows/Bolts]{Arrows/Bolts}.

" }, { "id": "Rapier", "name": "Rapier", "description": "

@Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1

" }, { "id": "Rifle (Laser)", "name": "Rifle (Laser)", "description": "
\n

Lasers fire intensely focused beams of light to penetrate and burn their targets.

\n

Cauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.

\n

Overcharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.

\n

No Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.

\n
" }, { "id": "Rifle Scope", "name": "Rifle Scope", "description": "
\n

Cancels 2 additional points of penalties when @Compendium[swade-core-rules.swade-rules.Aim]{Aiming}.

\n
" }, { "id": "Riot Shield", "name": "Riot Shield", "description": "
\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\n
\n

Modern shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).

\n

While worn, shields can be used to bash for Str+d4 damage.

\n
" }, { "id": "Robes", "name": "Robes", "description": "

Heavy winter clothing, supple leather armor, soft hides.

" }, { "id": "Rope, hemp", "name": "Rope, hemp", "description": "

10”/20 yards

" }, { "id": "Rope, nylon", "name": "Rope, nylon", "description": "

10”/20 yards

" }, { "id": "Ruger", "name": "Ruger", "description": "

Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.

" }, { "id": "Saddle", "name": "Saddle", "description": "
" }, { "id": "SAW", "name": "SAW", "description": "

Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.

\n

Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.

\n

Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

\n

Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

" }, { "id": "Sawed-Off Double-Barrel Shotgun", "name": "Sawed-Off Double-Barrel Shotgun", "description": "

@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.

" }, { "id": "Sharps Big 50", "name": "Sharps Big 50", "description": "

@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}

\n
\n

Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.

" }, { "id": "Shirt (Chain Mail)", "name": "Shirt (Chain Mail)", "description": "
\n

Chain, splint, metal scale, ring mail, samurai armor.

\n
" }, { "id": "Shot (w/ powder)", "name": "Shot (w/ powder)", "description": "

For black powder weapons

" }, { "id": "Shotgun Shells", "name": "Shotgun Shells", "description": "

Standard buckshot

" }, { "id": "Shotgun Slugs", "name": "Shotgun Slugs", "description": "

See @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}.

" }, { "id": "Shovel", "name": "Shovel", "description": "
" }, { "id": "Shrapnel Shot (Cannon)", "name": "Shrapnel Shot (Cannon)", "description": "

Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attack} and uses the Medium Blast Template unless otherwise noted.

" }, { "id": "Sidewinder", "name": "Sidewinder", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A short range, heat-seeking missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).

\n
" }, { "id": "Sling", "name": "Sling", "description": "
" }, { "id": "Sling stones", "name": "Sling stones", "description": "
" }, { "id": "Small Shield", "name": "Small Shield", "description": "
\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\n
\n

Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).

\n

While worn, shields can be used to bash for Str+d4 damage.

\n
" }, { "id": "SMG (Laser)", "name": "SMG (Laser)", "description": "
\n

Lasers fire intensely focused beams of light to penetrate and burn their targets.

\n

Cauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.

\n

Overcharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.

\n

No Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.

\n
" }, { "id": "Smith & Wesson", "name": "Smith & Wesson", "description": "

Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.

" }, { "id": "Smoke Grenade", "name": "Smoke Grenade", "description": "
\n

Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} that obscures vision (–4).

\n
\n

Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}.

\n

All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n
" }, { "id": "Soap", "name": "Soap", "description": "
" }, { "id": "Solid Shot (Cannon)", "name": "Solid Shot (Cannon)", "description": "

Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.

" }, { "id": "Sparrow", "name": "Sparrow", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A medium range, radar-guided missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).

\n
" }, { "id": "Spear", "name": "Spear", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1 if used @Compendium[swade-core-rules.swade-rules.Two Hands]{two-handed}

\n
" }, { "id": "Spear/Javelin", "name": "Spear/Javelin", "description": "
" }, { "id": "Spencer Carbine", "name": "Spencer Carbine", "description": "

Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.

" }, { "id": "Springfield Model 1861", "name": "Springfield Model 1861", "description": "

Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.

" }, { "id": "Staff", "name": "Staff", "description": "
\n

+1 @Compendium[swade-core-rules.swade-rules.Parry]{Parry}, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}

\n
" }, { "id": "Steyr AUG", "name": "Steyr AUG", "description": "

May fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}.

" }, { "id": "Streetsweeper Shotgun", "name": "Streetsweeper Shotgun", "description": "

@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.

" }, { "id": "Stun Grenade", "name": "Stun Grenade", "description": "
\n

Targets must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at –2 with a raise) or be @Compendium[swade-core-rules.swade-powers.Stun]{Stunned}.

\n
\n

Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}

\n

All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n
" }, { "id": "Stun Gun", "name": "Stun Gun", "description": "
\n

Uses @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}. @Compendium[swade-core-rules.swade-rules.Range]{Range} 1/2/4. Shots 3 before needing to be recharged for at least two hours. Victims must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

\n
" }, { "id": "Survival Knife", "name": "Survival Knife", "description": "

Basic tools in handle add +1 to @Compendium[swade-core-rules.swade-skills.Survival]{Survival} rolls

" }, { "id": "Switchblade", "name": "Switchblade", "description": "
\n

−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden

\n
" }, { "id": "Sword, Great", "name": "Sword, Great", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Two Hands]{Two hands}

\n
" }, { "id": "Sword, Long", "name": "Sword, Long", "description": "

Basic swords and scimitars

" }, { "id": "Sword, Short", "name": "Sword, Short", "description": "

Includes cavalry sabers

" }, { "id": "Telephone Tap", "name": "Telephone Tap", "description": "
" }, { "id": "Thick Coat, Leather Jacket", "name": "Thick Coat, Leather Jacket", "description": "
" }, { "id": "Tommy Gun", "name": "Tommy Gun", "description": "
\n

Thompson submachine guns may also use a 50-round drum. This increases the weight by 2 lbs and each loaded drum costs $50.

\n
\n

Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.

\n

 

\n
" }, { "id": "Tool Kit", "name": "Tool Kit", "description": "
" }, { "id": "Torch", "name": "Torch", "description": "

 One hour, 4” radius.

" }, { "id": "Torpedo", "name": "Torpedo", "description": "
\n

Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.

\n
" }, { "id": "TOW Missile Launcher", "name": "TOW Missile Launcher", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn’t require a lock—just a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll, and can’t be jammed. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).

\n
" }, { "id": "Trail Rations", "name": "Trail Rations", "description": "

5 meals; keeps one week.

" }, { "id": "Transmitter Detector", "name": "Transmitter Detector", "description": "
" }, { "id": "Trebuchet", "name": "Trebuchet", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.

\n
\n

Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.

\n
" }, { "id": "Umbrella", "name": "Umbrella", "description": "
" }, { "id": "Uzi (9mm)", "name": "Uzi (9mm)", "description": "

Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.

" }, { "id": "Vambraces (Bronze Armor)", "name": "Vambraces (Bronze Armor)", "description": "

Typically only found in ancient times or pre-iron civilizations.

" }, { "id": "Vambraces (Plate Mail)", "name": "Vambraces (Plate Mail)", "description": "

Heavy steel armor made with “plates” of metal.

" }, { "id": "War Horse", "name": "War Horse", "description": "
\n

See @Actor[YhXM3GoaSTkJKto3]{Horse, War} for stats.

\n
" }, { "id": "Warhammer", "name": "Warhammer", "description": "
\n

Spiked, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 1

\n
" }, { "id": "Whetstone", "name": "Whetstone", "description": "
" }, { "id": "Whistle", "name": "Whistle", "description": "
" }, { "id": "Winchester ‘73", "name": "Winchester ‘73", "description": "

Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.

" }, { "id": "Winter Boots", "name": "Winter Boots", "description": "
" }, { "id": "Winter Gear (cloak/parka)", "name": "Winter Gear (cloak/parka)", "description": "
" } ] }