1300 lines
103 KiB
JSON
1300 lines
103 KiB
JSON
{
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"label": "SWADE Équipement",
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"mapping": {
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"description": "data.description",
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"skill": {
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"path": "data.actions.skill",
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||
"converter": "gear_skill"
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||
},
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||
"range": {
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||
"path": "data.range",
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||
"converter": "gear_range"
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||
},
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||
"ammo": {
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||
"path": "data.ammo",
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||
"converter": "gear_ammo"
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||
}
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||
},
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||
"entries": [
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||
{
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||
"id": "\"Bug\" (Micro Transmitter)",
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||
"name": "\"Bug\" (Micro Transmitter)",
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||
"description": "<div class=\"swade-core\">\n<p>12 heures d'utilisation continue.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "120mm Tank Gun (AP Rounds)",
|
||
"name": "Canon de tank de 120mm (PA Rounds)",
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||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "120mm Tank Gun (HE Rounds)",
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||
"name": "Canon de tank de 120mm (HE Rounds)",
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||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "125mm Tank Gun (AP Rounds)",
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||
"name": "Canon de tank de 125mm (PA Rounds)",
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||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
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||
"id": "125mm Tank Gun (HE Rounds)",
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||
"name": "Canon de tank de 125mm (HE Rounds)",
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||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
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||
{
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||
"id": "2 pd AT Gun (AP Rounds)",
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||
"name": "Canon antichar 2 pd (PA Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "2 pd AT Gun (HE Rounds)",
|
||
"name": "Canon antichar 2 pd (HE Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "20mm Cannon",
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||
"name": "Canon de 20mm",
|
||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "25mm Cannon",
|
||
"name": "Canon de 25mm",
|
||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "30mm Cannon",
|
||
"name": "Canon de 30mm",
|
||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "37mm AT Gun (AP Rounds)",
|
||
"name": "Canon antichar de 37mm (PA Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
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||
"id": "37mm AT Gun (HE Rounds)",
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||
"name": "Canon antichar de 37mm (HE Rounds)",
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||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
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||
"id": "40mm Cannon (AP Rounds)",
|
||
"name": "Canon de 40mm (PA Rounds)",
|
||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div><div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "40mm Cannon (HE Rounds)",
|
||
"name": "Canon de 40mm (HE Rounds)",
|
||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div><div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "57mm AT Gun (AP Rounds)",
|
||
"name": "Canon antichar de 57mm (PA Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "57mm AT Gun (HE Rounds)",
|
||
"name": "Canon antichar de 57mm (HE Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "75mm Tank Gun (AP Rounds)",
|
||
"name": "Canon de tank de 75mm (PA Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "75mm Tank Gun (HE Rounds)",
|
||
"name": "Canon de tank de 75mm (HE Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "76mm Tank Gun (AP Rounds)",
|
||
"name": "Canon de tank de 76mm (PA Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "76mm Tank Gun (HE Rounds)",
|
||
"name": "Canon de tank de 76mm (HE Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "88mm Tank Gun (AP Rounds)",
|
||
"name": "Canon de tank de 88mm (PA Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "88mm Tank Gun (HE Rounds)",
|
||
"name": "Canon de tank de 88mm (HE Rounds)",
|
||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||
},
|
||
{
|
||
"id": "AK47",
|
||
"name": "AK47",
|
||
"description": "<div class=\"swade-core\"><p>Un chargeur peut s’acheter pour 10 % du prix de l’arme. Plein il pèse environ 500g</p></div>"
|
||
},
|
||
{
|
||
"id": "Anti-Personnel Mine",
|
||
"name": "Mine Anti-Personnel",
|
||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>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.</p>\n<p><strong>Minefields:</strong> 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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Anti-Tank Mine",
|
||
"name": "Mine Anti-Tank",
|
||
"description": "<div class=\"swade-core\">\n<p>@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}.</p>\n<hr />\n<p>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.</p>\n<p><strong>Minefields:</strong> 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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Arrows/Bolts",
|
||
"name": "Flèches/Carreaux",
|
||
"description": "<div class=\"swade-core\">\n<p>Arrows for @Compendium[swade-core-rules.swade-equipment.Bow]{bows}, bolts for @Compendium[swade-core-rules.swade-equipment.Crossbow]{crossbow}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "AT-4",
|
||
"name": "AT-4",
|
||
"description": "<div class=\"swade-core\">\n<p>A heavy American anti-tank weapon of the modern era. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Axe, Battle",
|
||
"name": "Hache, Bataille",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Axe, Great",
|
||
"name": "Hache, Grande",
|
||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Parry]{Parry} –1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Axe, Hand",
|
||
"name": "Hache, Courte",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Axe, Throwing",
|
||
"name": "Hache, Lancer",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Backpack",
|
||
"name": "Sac à dos",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Ballistic Shield",
|
||
"name": "Ballistic Shield",
|
||
"description": "<div class=\"swade-core\">\n<p>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).</p>\n<hr />\n<p>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}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Bangstick",
|
||
"name": "Bangstick",
|
||
"description": "<div class=\"swade-core\"><p>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)</p></div>"
|
||
},
|
||
{
|
||
"id": "Barrett",
|
||
"name": "Barrett",
|
||
"description": "<div class=\"swade-core\">\n<p>@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}.</p>\n<hr />\n<p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Battle Helmet",
|
||
"name": "Casque de bataille",
|
||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p></div>"
|
||
},
|
||
{
|
||
"id": "Battle Helmet w/ Energy Skin",
|
||
"name": "Battle Helmet w/ Energy Skin",
|
||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.</p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}:</strong> 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.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Bayonet",
|
||
"name": "Baïonette",
|
||
"description": "<div class=\"swade-core\">\n<p>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}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Bazooka",
|
||
"name": "Bazooka",
|
||
"description": "<div class=\"swade-core\">\n<p>@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}.</p>\n<hr />\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Bedroll",
|
||
"name": "Sac de couchage",
|
||
"description": "<div class=\"swade-core\">\n<p>Sleeping bag; winterized</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Bike helmet",
|
||
"name": "Casque de vélo",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Billy Club/Baton",
|
||
"name": "Billy Club/Baton",
|
||
"description": "<div class=\"swade-core\"><p>Often carried by law enforcement</p></div>"
|
||
},
|
||
{
|
||
"id": "Bipod/Tripod",
|
||
"name": "Bipod/Tripod",
|
||
"description": "<div class=\"swade-core\">\n<p>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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Blanket",
|
||
"name": "Blanket",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Blunderbuss",
|
||
"name": "Tromblon",
|
||
"description": "<div class=\"swade-core\"><p>Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.</p>\n<p>Treat as @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotgun}.</p></div>"
|
||
},
|
||
{
|
||
"id": "Body Armor",
|
||
"name": "Armure",
|
||
"description": "<div class=\"swade-core\">\n<p>Light, armored clothing made from complex polymers or advanced ballistic weave.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Body Armor w/Energy Skin",
|
||
"name": "Body Armor w/Energy Skin",
|
||
"description": "<div class=\"swade-core\">\n<p>Light, armored clothing made from complex polymers or advanced ballistic weave.</p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}:</strong> 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.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Bombproof suit",
|
||
"name": "Bombproof suit",
|
||
"description": "<div class=\"swade-core\">\n<p>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).</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Bombs",
|
||
"name": "Bombes",
|
||
"description": "<div class=\"swade-core\"><blockquote>\n<p>Bomb Damage: All of it.</p>\n<p>A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone <em>not</em> in the affected area.</p>\n<p><cite>- Clint Black</cite></p>\n</blockquote></div>"
|
||
},
|
||
{
|
||
"id": "Boots, Hiking",
|
||
"name": "Boots, Hiking",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Bouncing Betty",
|
||
"name": "Bouncing Betty",
|
||
"description": "<div class=\"swade-core\">\n<p>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}.</p>\n<hr />\n<p>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.</p>\n<p><strong>Minefields:</strong> 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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Bow",
|
||
"name": "Arc",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Brass Knuckles",
|
||
"name": "Brass Knuckles",
|
||
"description": "<div class=\"swade-core\"><p>Do not count as a weapon for @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}</p></div>"
|
||
},
|
||
{
|
||
"id": "Bronze Barding (horse)",
|
||
"name": "Bronze Barding (horse)",
|
||
"description": "<div class=\"swade-core\"><p>Typically only found in ancient times or pre-iron civilizations.</p></div>"
|
||
},
|
||
{
|
||
"id": "Bronze Corselet",
|
||
"name": "Bronze Corselet",
|
||
"description": "<div class=\"swade-core\"><p>Typically only found in ancient times or pre-iron civilizations.</p></div>"
|
||
},
|
||
{
|
||
"id": "Bronze Helmet",
|
||
"name": "Bronze Helmet",
|
||
"description": "<div class=\"swade-core\"><p>Typically only found in ancient times or pre-iron civilizations.</p></div>"
|
||
},
|
||
{
|
||
"id": "Brown Bess or Similar Muskets",
|
||
"name": "Mousquets ou assimilés",
|
||
"description": "<div class=\"swade-core\"><p>Les armes à poudre noire ont @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.</p></div>"
|
||
},
|
||
{
|
||
"id": "Browning Automatic Rifle",
|
||
"name": "Browning Automatic Rifle",
|
||
"description": "<div class=\"swade-core\">\n<p>@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).</p>\n<hr />\n<p>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.</p>\n<p><strong>Weapon Mount:</strong> 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.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Bullets, Large",
|
||
"name": "Balles, Grandes",
|
||
"description": "<div class=\"swade-core\">\n<p>.50 caliber and larger rounds</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Bullets, Medium",
|
||
"name": "Balles, Mediums",
|
||
"description": "<div class=\"swade-core\"><p>9mm to .45 caliber</p></div>"
|
||
},
|
||
{
|
||
"id": "Bullets, Small",
|
||
"name": "Balles, Petites",
|
||
"description": "<div class=\"swade-core\"><p>.22 to .32 caliber</p></div>"
|
||
},
|
||
{
|
||
"id": "Button Camera",
|
||
"name": "Button Camera",
|
||
"description": "<div class=\"swade-core\"><p>12 hours of continuous use.</p></div>"
|
||
},
|
||
{
|
||
"id": "Camera (digital)",
|
||
"name": "Caméra (digitale)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Camera (disposable)",
|
||
"name": "Camera (disposable)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Camera (regular)",
|
||
"name": "Camera (regular)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Camouflage Fatigues",
|
||
"name": "Camouflage Fatigues",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Candle",
|
||
"name": "Bougie",
|
||
"description": "<div class=\"swade-core\">\n<p>One hour, 2” radius</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Canister Shot (Cannon)",
|
||
"name": "Canister Shot (Cannon)",
|
||
"description": "<div class=\"swade-core\">\n<p>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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Cannon (12 lb), Canister",
|
||
"name": "Cannon (12 lb), Canister",
|
||
"description": "<div class=\"swade-core\">\n<p>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.</p>\n<p><strong>Bombard:</strong> 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).</p>\n<p><strong>Canister:</strong> 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).</p>\n<p>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.</p>\n<p><strong>Note:</strong> 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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Cannon (12 lb), Shrapnel",
|
||
"name": "Cannon (12 lb), Shrapnel",
|
||
"description": "<div class=\"swade-core\">\n<p>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.</p>\n<p><strong>Bombard:</strong> 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).</p>\n<p><strong>Shrapnel:</strong> 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.</p>\n<p><strong>Note:</strong> 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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Cannon (12 lb), Solid Shot",
|
||
"name": "Cannon (12 lb), Solid Shot",
|
||
"description": "<div class=\"swade-core\">\n<p>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.</p>\n<p><strong>Bombard:</strong> 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).</p>\n<p><strong>Solid Shot:</strong> 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.</p>\n<p><strong>Note:</strong> 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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Canteen (waterskin)",
|
||
"name": "Canteen (waterskin)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Cap (Cloth/Light Leather)",
|
||
"name": "Cap (Cloth/Light Leather)",
|
||
"description": "<div class=\"swade-core\"><p>Heavy winter clothing, supple leather armor, soft hides.</p></div>"
|
||
},
|
||
{
|
||
"id": "Cap (Thick Leather/Tough Hides)",
|
||
"name": "Cap (Thick Leather/Tough Hides)",
|
||
"description": "<div class=\"swade-core\"><p>Boiled leather, cuir bouilli, alligator hides.</p></div>"
|
||
},
|
||
{
|
||
"id": "Catapult",
|
||
"name": "Catapulte",
|
||
"description": "<div class=\"swade-core\">\n<p>@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.</p>\n<hr />\n<p>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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Cellular Interceptor",
|
||
"name": "Cellular Interceptor",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Chain Hood or Helm",
|
||
"name": "Chain Hood or Helm",
|
||
"description": "<div class=\"swade-core\"><p>Chain, splint, metal scale, ring mail, samurai armor.</p></div>"
|
||
},
|
||
{
|
||
"id": "Chainsaw",
|
||
"name": "Tronçonneuse",
|
||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} hits the user</p></div>"
|
||
},
|
||
{
|
||
"id": "Claymore Mine",
|
||
"name": "Claymore Mine",
|
||
"description": "<div class=\"swade-core\">\n<p>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}.</p>\n<hr />\n<p>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.</p>\n<p><strong>Minefields:</strong> 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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Clothing, Casual",
|
||
"name": "Clothing, Casual",
|
||
"description": ""
|
||
},
|
||
{
|
||
"id": "Clothing, Formal",
|
||
"name": "Clothing, Formal",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Club, Heavy",
|
||
"name": "Club, Heavy",
|
||
"description": "<div class=\"swade-core\"><p>A sign of low status or thuggery</p></div>"
|
||
},
|
||
{
|
||
"id": "Club, Light",
|
||
"name": "Club, Light",
|
||
"description": "<div class=\"swade-core\"><p>A sign of low status or thuggery</p></div>"
|
||
},
|
||
{
|
||
"id": "Colt 1911",
|
||
"name": "Colt 1911",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Colt Peacemaker",
|
||
"name": "Colt Peacemaker",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Compound Bow",
|
||
"name": "Arc composite",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Computer, Desktop",
|
||
"name": "Ordinateur, Desktop",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Computer, Hand held",
|
||
"name": "Ordinateur, terminal portatif",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Computer, Laptop",
|
||
"name": "Ordinateur, Laptop",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Corselet (Plate Mail)",
|
||
"name": "Corselet (Plate Mail)",
|
||
"description": "<div class=\"swade-core\">\n<p>Heavy steel armor made with “plates” of metal.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Crossbow",
|
||
"name": "Arbalète",
|
||
"description": "<div class=\"swade-core\"><p>Hand-drawn.</p></div>"
|
||
},
|
||
{
|
||
"id": "Crossbow (Modern)",
|
||
"name": "Arbalète (Moderne)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Crossbow, Heavy",
|
||
"name": "Arbalète, Lourde",
|
||
"description": "<div class=\"swade-core\"><p>Requires a windlass to load. @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2.</p></div>"
|
||
},
|
||
{
|
||
"id": "Crowbar",
|
||
"name": "Pied de biche",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Dagger/Knife (melee)",
|
||
"name": "Dague/Couteau (Mêlée)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Dagger/Knife (Throwing)",
|
||
"name": "Dague/Couteau (Lancer)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Derringer",
|
||
"name": "Derringer",
|
||
"description": "<div class=\"swade-core\">\n<p>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.</p>\n<p>−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Desert Eagle",
|
||
"name": "Desert Eagle",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Double-Barrel Shotgun",
|
||
"name": "Shotgun à double barillets",
|
||
"description": "<div class=\"swade-core\"><p>@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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Elaborate Saddle",
|
||
"name": "Elaborate Saddle",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Fast Food Meal",
|
||
"name": "Fast Food Meal",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "First Aid Kit",
|
||
"name": "First Aid Kit",
|
||
"description": "<div class=\"swade-core\">\n<p>Three uses, see @Compendium[swade-core-rules.swade-rules.Healing]{Healing}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Flail",
|
||
"name": "Fléau",
|
||
"description": "<div class=\"swade-core\">\n<p>Ignore @Compendium[swade-core-rules.swade-rules.Shields]{shield} bonus</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Flak Jacket (Vietnam-era)",
|
||
"name": "Flak Jacket (Vietnam-era)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Flamethrower",
|
||
"name": "Lance-flammes",
|
||
"description": "<div class=\"swade-core\">\n<p>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}.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} protects normally, but flammable targets may @Compendium[swade-core-rules.swade-rules.Fire]{catch fire}.</p>\n<p>For vehicular flamethrowers, see @Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Heavy Flamethrower}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Flashlight",
|
||
"name": "Flashlight",
|
||
"description": "<div class=\"swade-core\"><p>10” beam</p></div>"
|
||
},
|
||
{
|
||
"id": "Flask (ceramic)",
|
||
"name": "Flask (ceramic)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Flint and Steel",
|
||
"name": "Flint and Steel",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Flintlock Pistol",
|
||
"name": "Flintlock Pistol",
|
||
"description": "<div class=\"swade-core\"><p>Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.</p></div>"
|
||
},
|
||
{
|
||
"id": "Gatling",
|
||
"name": "Gatling",
|
||
"description": "<div class=\"swade-core\"><p>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.</p>\n<p><strong>Weapon Mount:</strong> 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.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p></div>"
|
||
},
|
||
{
|
||
"id": "Gatling (Laser)",
|
||
"name": "Gatling (Laser)",
|
||
"description": "<div class=\"swade-core\">\n<p><strong>Minimum Rate of Fire:</strong> 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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{No Recoil, Overcharge, Cauterize}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Gatling (Laser)",
|
||
"name": "Gatling (Laser)",
|
||
"description": "<div class=\"swade-core\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> 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}.</p>\n<p><strong>Overcharge:</strong> 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.</p>\n<p><strong>No Recoil:</strong> 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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Glock (9mm)",
|
||
"name": "Glock (9mm)",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Goggles",
|
||
"name": "Goggles",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Good Meal (restaurant)",
|
||
"name": "Good Meal (restaurant)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "GPS",
|
||
"name": "GPS",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Grappling Hook",
|
||
"name": "Grappling Hook",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Greaves (Bronze Armor)",
|
||
"name": "Greaves (Bronze Armor)",
|
||
"description": "<div class=\"swade-core\"><p>Typically only found in ancient times or pre-iron civilizations.</p></div>"
|
||
},
|
||
{
|
||
"id": "Greaves (Plate Mail)",
|
||
"name": "Greaves (Plate Mail)",
|
||
"description": "<div class=\"swade-core\"><p>Heavy steel armor made with “plates” of metal.</p></div>"
|
||
},
|
||
{
|
||
"id": "H&K MP5 (9mm)",
|
||
"name": "H&K MP5 (9mm)",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Halberd",
|
||
"name": "Hallebarde",
|
||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands</p></div>"
|
||
},
|
||
{
|
||
"id": "Hammer",
|
||
"name": "Marteau",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Handcuffs (manacles)",
|
||
"name": "Handcuffs (manacles)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Heavy Flamethrower",
|
||
"name": "Heavy Flamethrower",
|
||
"description": "<div class=\"swade-core\">\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Heavy Helm",
|
||
"name": "Heavy Helm",
|
||
"description": "<div class=\"swade-core\"><p>Heavy steel armor made with “plates” of metal.</p></div>"
|
||
},
|
||
{
|
||
"id": "Heavy Helm, Enclosed",
|
||
"name": "Heavy Helm, Enclosed",
|
||
"description": "<div class=\"swade-core\">\n<p>Heavy steel armor made with “plates” of metal.</p>\n<p>–1 to vision-based @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Heavy Laser",
|
||
"name": "Heavy Laser",
|
||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Heavy Machine Gun",
|
||
"name": "Heavy Machine Gun",
|
||
"description": "<div class=\"swade-core\"><p><strong>Minimum Rate of Fire:</strong> 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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Hellfire",
|
||
"name": "Hellfire",
|
||
"description": "<div class=\"swade-core\">\n<p>@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}.</p>\n<hr />\n<p>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.</p>\n<p>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}.</p>\n<p><strong>Anti-Missile Systems:</strong> 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).</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Horse",
|
||
"name": "Cheval",
|
||
"description": "<div class=\"swade-core\">\n<p>See @Actor[RFfhBAdJgR2vIiCw]{Horse} for stats.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Hunting Rifle",
|
||
"name": "Fusil de chasse",
|
||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</p>\n<hr />\n<p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||
},
|
||
{
|
||
"id": "Infantry Battle Suit",
|
||
"name": "Infantry Battle Suit",
|
||
"description": "<div class=\"swade-core\"><p>A full suit of armor with boots and gloves.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p></div>"
|
||
},
|
||
{
|
||
"id": "Infantry Battle Suit w/ Energy Skin",
|
||
"name": "Infantry Battle Suit w/ Energy Skin",
|
||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.</p>\n<p>A full suit of armor with boots and gloves.</p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}:</strong> 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.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Jacket (Cloth/Light Leather)",
|
||
"name": "Jacket (Cloth/Light Leather)",
|
||
"description": "<div class=\"swade-core\"><p>Heavy winter clothing, supple leather armor, soft hides.</p></div>"
|
||
},
|
||
{
|
||
"id": "Jacket (Thick Leather/Tough Hides)",
|
||
"name": "Jacket (Thick Leather/Tough Hides)",
|
||
"description": "<div class=\"swade-core\"><p>Boiled leather, cuir bouilli, alligator hides.</p></div>"
|
||
},
|
||
{
|
||
"id": "Katana",
|
||
"name": "Katana",
|
||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Two Hands]{Two hands}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Kentucky Rifle",
|
||
"name": "Kentucky Rifle",
|
||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Reload]{Reload} 4. The tight rifling requires four actions to reload instead of the usual three.</p></div>"
|
||
},
|
||
{
|
||
"id": "Kevlar helmet",
|
||
"name": "Casque en Kevlar",
|
||
"description": "<div class=\"swade-core\"><p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p></div>"
|
||
},
|
||
{
|
||
"id": "Kevlar Riding Jacket",
|
||
"name": "Kevlar Riding Jacket",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Kevlar Riding Jeans",
|
||
"name": "Kevlar Riding Jeans",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Kevlar Vest",
|
||
"name": "Kevlar Vest",
|
||
"description": "<div class=\"swade-core\">\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Kevlar Vest with ceramic inserts",
|
||
"name": "Kevlar Vest with ceramic inserts",
|
||
"description": "<div class=\"swade-core\"><p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p></div>"
|
||
},
|
||
{
|
||
"id": "Lance",
|
||
"name": "Lance",
|
||
"description": "<div class=\"swade-core\">\n<p>@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}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Lantern",
|
||
"name": "Lanterne",
|
||
"description": "<div class=\"swade-core\"><p>Four hours, 4” radius</p></div>"
|
||
},
|
||
{
|
||
"id": "Large Shield",
|
||
"name": "Large Shield",
|
||
"description": "<div class=\"swade-core\">\n<p>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).</p>\n<hr />\n<p>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}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Laser Battery, Gatling",
|
||
"name": "Laser Battery, Gatling",
|
||
"description": "<div class=\"swade-core\"><p>Provides one full magazine for the listed weapon</p></div>"
|
||
},
|
||
{
|
||
"id": "Laser Battery, Pistol",
|
||
"name": "Laser Battery, Pistol",
|
||
"description": "<div class=\"swade-core\"><p>Provides one full magazine for the listed weapon</p></div>"
|
||
},
|
||
{
|
||
"id": "Laser Battery, Rifle / SMG",
|
||
"name": "Laser Battery, Rifle / SMG",
|
||
"description": "<div class=\"swade-core\"><p>Provides one full magazine for the listed weapon</p></div>"
|
||
},
|
||
{
|
||
"id": "Laser Sword",
|
||
"name": "Laser Sword",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Laser/Red Dot Sight",
|
||
"name": "Laser/Red Dot Sight",
|
||
"description": "<div class=\"swade-core\">\n<p>+1 to @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} at Short and Medium @Compendium[swade-core-rules.swade-rules.Range]{Range}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Leather Riding Chaps",
|
||
"name": "Leather Riding Chaps",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Leggings (Chain Mail)",
|
||
"name": "Leggings (Chain Mail)",
|
||
"description": "<div class=\"swade-core\"><p>Chain, splint, metal scale, ring mail, samurai armor.</p></div>"
|
||
},
|
||
{
|
||
"id": "Leggings (Cloth/Light Leather)",
|
||
"name": "Leggings (Cloth/Light Leather)",
|
||
"description": "<div class=\"swade-core\"><p>Heavy winter clothing, supple leather armor, soft hides.</p></div>"
|
||
},
|
||
{
|
||
"id": "Leggings (Thick Leather/Tough Hides)",
|
||
"name": "Leggings (Thick Leather/Tough Hides)",
|
||
"description": "<div class=\"swade-core\"><p>Boiled leather, cuir bouilli, alligator hides.</p></div>"
|
||
},
|
||
{
|
||
"id": "Lighter",
|
||
"name": "Lighter",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Lineman's Telephone",
|
||
"name": "Lineman's Telephone",
|
||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll to tap into a phone line.</p></div>"
|
||
},
|
||
{
|
||
"id": "Lockpicks",
|
||
"name": "Lockpicks",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Long Bow",
|
||
"name": "Arc long",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "M-16",
|
||
"name": "M-16",
|
||
"description": "<div class=\"swade-core\"><p>The A-2 version can also fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}.</p>\n<hr />\n<p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||
},
|
||
{
|
||
"id": "M1 Garand",
|
||
"name": "M1 Garand",
|
||
"description": "<div class=\"swade-core\"><p>The standard US infantry rifle in World War II.</p>\n<hr />\n<p><span style=\"color: #191813; background-color: #dfe6f5;\">Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</span></p></div>"
|
||
},
|
||
{
|
||
"id": "M2 Browning",
|
||
"name": "M2 Browning",
|
||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</p>\n<hr />\n<p>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.</p>\n<p><strong>Weapon Mount:</strong> 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.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "M203 40MM",
|
||
"name": "M203 40MM",
|
||
"description": "<div class=\"swade-core\">\n<p>@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}.</p>\n<hr />\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "M60",
|
||
"name": "M60",
|
||
"description": "<div class=\"swade-core\"><p>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.</p>\n<p><strong>Weapon Mount:</strong> 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.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p></div>"
|
||
},
|
||
{
|
||
"id": "M72 Law",
|
||
"name": "M72 Law",
|
||
"description": "<div class=\"swade-core\">\n<p>@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}.</p>\n<hr />\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Mace",
|
||
"name": "Mace",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Maul",
|
||
"name": "Maul",
|
||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Two Hands]{Two hands}, +2 damage to @Compendium[swade-core-rules.swade-rules.Breaking Things]{break objects}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Medic Kit",
|
||
"name": "Medic Kit",
|
||
"description": "<div class=\"swade-core\">\n<p>Five uses, +1 to @Compendium[swade-core-rules.swade-skills.Healing]{Healing} skill rolls; $25 to refill.</p>\n<p>Also see main @Compendium[swade-core-rules.swade-rules.Healing]{Healing} rules.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Medium Machine Gun",
|
||
"name": "Medium Machine Gun",
|
||
"description": "<div class=\"swade-core\"><p><strong>Minimum Rate of Fire:</strong> 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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Medium Shield",
|
||
"name": "Medium Shield",
|
||
"description": "<div class=\"swade-core\">\n<p>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).</p>\n<hr />\n<p>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}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "MG42",
|
||
"name": "MG42",
|
||
"description": "<div class=\"swade-core\"><p>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.</p>\n<p><strong>Weapon Mount:</strong> 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.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p></div>"
|
||
},
|
||
{
|
||
"id": "Minigun",
|
||
"name": "Minigun",
|
||
"description": "<div class=\"swade-core\"><p>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).</p>\n<hr />\n<p>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.</p>\n<p><strong>Weapon Mount:</strong> 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.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p></div>"
|
||
},
|
||
{
|
||
"id": "Mk II (WW2 Pineapple)",
|
||
"name": "Mk II (WW2 Pineapple)",
|
||
"description": "<div class=\"swade-core\">\n<p>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}.</p>\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Mk67 (Modern)",
|
||
"name": "Mk67 (Modern)",
|
||
"description": "<div class=\"swade-core\">\n<p>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}</p>\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Molecular Knife",
|
||
"name": "Molecular Knife",
|
||
"description": "<div class=\"swade-core\"><p>Cannot be thrown</p></div>"
|
||
},
|
||
{
|
||
"id": "Molecular Sword",
|
||
"name": "Molecular Sword",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Motorcycle Helmet",
|
||
"name": "Motorcycle Helmet",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "MRE (Meal Ready to Eat)",
|
||
"name": "MRE (Meal Ready to Eat)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Net (Weighted)",
|
||
"name": "Net (Weighted)",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Night Vision Goggles",
|
||
"name": "Night Vision Goggles",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Oil",
|
||
"name": "Huile",
|
||
"description": "<div class=\"swade-core\"><p>For lantern; one pint</p></div>"
|
||
},
|
||
{
|
||
"id": "Panzerschreck",
|
||
"name": "Panzerschreck",
|
||
"description": "<div class=\"swade-core\">\n<p>@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}.</p>\n<hr />\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Parabolic Microphone",
|
||
"name": "Parabolic Microphone",
|
||
"description": "<div class=\"swade-core\"><p>Hear whispers up to 200 yards distant.</p></div>"
|
||
},
|
||
{
|
||
"id": "Pepper Spray",
|
||
"name": "Pepper Spray",
|
||
"description": "<div class=\"swade-core\">\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Pike",
|
||
"name": "Pike",
|
||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Pistol (Laser)",
|
||
"name": "Pistol (Laser)",
|
||
"description": "<div class=\"swade-core\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> 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}.</p>\n<p><strong>Overcharge:</strong> 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.</p>\n<p><strong>No Recoil:</strong> 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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Plate Barding (horse)",
|
||
"name": "Plate Barding (horse)",
|
||
"description": "<div class=\"swade-core\"><p>Heavy steel armor made with “plates” of metal.</p></div>"
|
||
},
|
||
{
|
||
"id": "Police Revolver",
|
||
"name": "Police Revolver",
|
||
"description": "<div class=\"swade-core\"><p><span style=\"color: #191813; background-color: #dfe6f5;\">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.</span></p></div>"
|
||
},
|
||
{
|
||
"id": "Polymer Shield, large",
|
||
"name": "Polymer Shield, large",
|
||
"description": "<div class=\"swade-core\">\n<p>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).</p>\n<hr />\n<p>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}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Polymer Shield, medium",
|
||
"name": "Polymer Shield, medium",
|
||
"description": "<div class=\"swade-core\">\n<p>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).</p>\n<hr />\n<p>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}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Polymer Shield, small",
|
||
"name": "Polymer Shield, small",
|
||
"description": "<div class=\"swade-core\">\n<p>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).</p>\n<hr />\n<p>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}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Potato Masher (WW2)",
|
||
"name": "Potato Masher (WW2)",
|
||
"description": "<div class=\"swade-core\">\n<p>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}.</p>\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Pump Action Shotgun",
|
||
"name": "Pump Action Shotgun",
|
||
"description": "<div class=\"swade-core\"><p><span style=\"color: #191813; background-color: #dfe6f5;\">@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.</span></p></div>"
|
||
},
|
||
{
|
||
"id": "Quiver",
|
||
"name": "Quiver",
|
||
"description": "<div class=\"swade-core\"><p>Holds 20 @Compendium[swade-core-rules.swade-equipment.Arrows/Bolts]{Arrows/Bolts}.</p></div>"
|
||
},
|
||
{
|
||
"id": "Rapier",
|
||
"name": "Rapière",
|
||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1</p></div>"
|
||
},
|
||
{
|
||
"id": "Rifle (Laser)",
|
||
"name": "Rifle (Laser)",
|
||
"description": "<div class=\"swade-core\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> 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}.</p>\n<p><strong>Overcharge:</strong> 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.</p>\n<p><strong>No Recoil:</strong> 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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Rifle Scope",
|
||
"name": "Rifle Scope",
|
||
"description": "<div class=\"swade-core\">\n<p>Cancels 2 additional points of penalties when @Compendium[swade-core-rules.swade-rules.Aim]{Aiming}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Riot Shield",
|
||
"name": "Riot Shield",
|
||
"description": "<div class=\"swade-core\">\n<p>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).</p>\n<hr />\n<p>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}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Robes",
|
||
"name": "Robes",
|
||
"description": "<div class=\"swade-core\"><p>Heavy winter clothing, supple leather armor, soft hides.</p></div>"
|
||
},
|
||
{
|
||
"id": "Rope, hemp",
|
||
"name": "Rope, hemp",
|
||
"description": "<div class=\"swade-core\"><p>10”/20 yards</p></div>"
|
||
},
|
||
{
|
||
"id": "Rope, nylon",
|
||
"name": "Rope, nylon",
|
||
"description": "<div class=\"swade-core\"><p>10”/20 yards</p></div>"
|
||
},
|
||
{
|
||
"id": "Ruger",
|
||
"name": "Ruger",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Saddle",
|
||
"name": "Saddle",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "SAW",
|
||
"name": "SAW",
|
||
"description": "<div class=\"swade-core\"><p>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.</p>\n<p><strong>Weapon Mount:</strong> 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.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p></div>"
|
||
},
|
||
{
|
||
"id": "Sawed-Off Double-Barrel Shotgun",
|
||
"name": "Sawed-Off Double-Barrel Shotgun",
|
||
"description": "<div class=\"swade-core\"><p>@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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Sharps Big 50",
|
||
"name": "Sharps Big 50",
|
||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</p>\n<hr />\n<p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||
},
|
||
{
|
||
"id": "Shirt (Chain Mail)",
|
||
"name": "Shirt (Chain Mail)",
|
||
"description": "<div class=\"swade-core\">\n<p>Chain, splint, metal scale, ring mail, samurai armor.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Shot (w/ powder)",
|
||
"name": "Shot (w/ powder)",
|
||
"description": "<div class=\"swade-core\"><p>For black powder weapons</p></div>"
|
||
},
|
||
{
|
||
"id": "Shotgun Shells",
|
||
"name": "Shotgun Shells",
|
||
"description": "<div class=\"swade-core\"><p>Standard buckshot</p></div>"
|
||
},
|
||
{
|
||
"id": "Shotgun Slugs",
|
||
"name": "Shotgun Slugs",
|
||
"description": "<div class=\"swade-core\"><p>See @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}.</p></div>"
|
||
},
|
||
{
|
||
"id": "Shovel",
|
||
"name": "Shovel",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Shrapnel Shot (Cannon)",
|
||
"name": "Shrapnel Shot (Cannon)",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Sidewinder",
|
||
"name": "Sidewinder",
|
||
"description": "<div class=\"swade-core\">\n<p><span style=\"background-color: #dfe6f5; color: #191813;\">@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</span>. A short range, heat-seeking missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>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.</p>\n<p>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}.</p>\n<p><strong>Anti-Missile Systems:</strong> 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).</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Sling",
|
||
"name": "Sling",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Sling stones",
|
||
"name": "Sling stones",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Small Shield",
|
||
"name": "Small Shield",
|
||
"description": "<div class=\"swade-core\">\n<p>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).</p>\n<hr />\n<p>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}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "SMG (Laser)",
|
||
"name": "SMG (Laser)",
|
||
"description": "<div class=\"swade-core\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> 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}.</p>\n<p><strong>Overcharge:</strong> 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.</p>\n<p><strong>No Recoil:</strong> 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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Smith & Wesson",
|
||
"name": "Smith & Wesson",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Smoke Grenade",
|
||
"name": "Smoke Grenade",
|
||
"description": "<div class=\"swade-core\">\n<p>Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} that obscures vision (–4).</p>\n<hr />\n<p>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}.</p>\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Soap",
|
||
"name": "Soap",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Solid Shot (Cannon)",
|
||
"name": "Solid Shot (Cannon)",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Sparrow",
|
||
"name": "Sparrow",
|
||
"description": "<div class=\"swade-core\">\n<p><span style=\"background-color: #dfe6f5; color: #191813;\">@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</span>. A medium range, radar-guided missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>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.</p>\n<p>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}.</p>\n<p><strong>Anti-Missile Systems:</strong> 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).</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Spear",
|
||
"name": "Spear",
|
||
"description": "<div class=\"swade-core\">\n<p>@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}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Spear/Javelin",
|
||
"name": "Spear/Javelin",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Spencer Carbine",
|
||
"name": "Spencer Carbine",
|
||
"description": "<div class=\"swade-core\"><p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||
},
|
||
{
|
||
"id": "Springfield Model 1861",
|
||
"name": "Springfield Model 1861",
|
||
"description": "<div class=\"swade-core\"><p>Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.</p></div>"
|
||
},
|
||
{
|
||
"id": "Staff",
|
||
"name": "Staff",
|
||
"description": "<div class=\"swade-core\">\n<p>+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}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Steyr AUG",
|
||
"name": "Steyr AUG",
|
||
"description": "<div class=\"swade-core\"><p>May fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}.</p></div>"
|
||
},
|
||
{
|
||
"id": "Streetsweeper Shotgun",
|
||
"name": "Streetsweeper Shotgun",
|
||
"description": "<div class=\"swade-core\"><p>@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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Stun Grenade",
|
||
"name": "Stun Grenade",
|
||
"description": "<div class=\"swade-core\">\n<p>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}.</p>\n<hr />\n<p>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}</p>\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Stun Gun",
|
||
"name": "Stun Gun",
|
||
"description": "<div class=\"swade-core\">\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Survival Knife",
|
||
"name": "Survival Knife",
|
||
"description": "<div class=\"swade-core\"><p>Basic tools in handle add +1 to @Compendium[swade-core-rules.swade-skills.Survival]{Survival} rolls</p></div>"
|
||
},
|
||
{
|
||
"id": "Switchblade",
|
||
"name": "Switchblade",
|
||
"description": "<div class=\"swade-core\">\n<p>−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Sword, Great",
|
||
"name": "Sword, Great",
|
||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Two Hands]{Two hands}</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Sword, Long",
|
||
"name": "Sword, Long",
|
||
"description": "<div class=\"swade-core\"><p>Basic swords and scimitars</p></div>"
|
||
},
|
||
{
|
||
"id": "Sword, Short",
|
||
"name": "Sword, Short",
|
||
"description": "<div class=\"swade-core\"><p>Includes cavalry sabers</p></div>"
|
||
},
|
||
{
|
||
"id": "Telephone Tap",
|
||
"name": "Telephone Tap",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Thick Coat, Leather Jacket",
|
||
"name": "Thick Coat, Leather Jacket",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Tommy Gun",
|
||
"name": "Tommy Gun",
|
||
"description": "<div class=\"swade-core\">\n<p>Thompson submachine guns may also use a 50-round drum. This increases the weight by 2 lbs and each loaded drum costs $50.</p>\n<hr />\n<p>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.</p>\n<p> </p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Tool Kit",
|
||
"name": "Tool Kit",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Torch",
|
||
"name": "Torch",
|
||
"description": "<div class=\"swade-core\"><p> One hour, 4” radius.</p></div>"
|
||
},
|
||
{
|
||
"id": "Torpedo",
|
||
"name": "Torpedo",
|
||
"description": "<div class=\"swade-core\">\n<p>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}.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "TOW Missile Launcher",
|
||
"name": "TOW Missile Launcher",
|
||
"description": "<div class=\"swade-core\">\n<p>@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}.</p>\n<hr />\n<p>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.</p>\n<p>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}.</p>\n<p><strong>Anti-Missile Systems:</strong> 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).</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Trail Rations",
|
||
"name": "Trail Rations",
|
||
"description": "<div class=\"swade-core\"><p>5 meals; keeps one week.</p></div>"
|
||
},
|
||
{
|
||
"id": "Transmitter Detector",
|
||
"name": "Transmitter Detector",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Trebuchet",
|
||
"name": "Trebuchet",
|
||
"description": "<div class=\"swade-core\">\n<p>@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.</p>\n<hr />\n<p>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.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Umbrella",
|
||
"name": "Umbrella",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Uzi (9mm)",
|
||
"name": "Uzi (9mm)",
|
||
"description": "<div class=\"swade-core\"><p>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.</p></div>"
|
||
},
|
||
{
|
||
"id": "Vambraces (Bronze Armor)",
|
||
"name": "Vambraces (Bronze Armor)",
|
||
"description": "<div class=\"swade-core\"><p>Typically only found in ancient times or pre-iron civilizations.</p></div>"
|
||
},
|
||
{
|
||
"id": "Vambraces (Plate Mail)",
|
||
"name": "Vambraces (Plate Mail)",
|
||
"description": "<div class=\"swade-core\"><p>Heavy steel armor made with “plates” of metal.</p></div>"
|
||
},
|
||
{
|
||
"id": "War Horse",
|
||
"name": "Cheval de guerre",
|
||
"description": "<div class=\"swade-core\">\n<p>See @Actor[YhXM3GoaSTkJKto3]{Horse, War} for stats.</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Warhammer",
|
||
"name": "Marteau de guerre",
|
||
"description": "<div class=\"swade-core\">\n<p>Spiked, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 1</p>\n</div>"
|
||
},
|
||
{
|
||
"id": "Whetstone",
|
||
"name": "Whetstone",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Whistle",
|
||
"name": "Whistle",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Winchester ‘73",
|
||
"name": "Winchester ‘73",
|
||
"description": "<div class=\"swade-core\"><p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||
},
|
||
{
|
||
"id": "Winter Boots",
|
||
"name": "Winter Boots",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
},
|
||
{
|
||
"id": "Winter Gear (cloak/parka)",
|
||
"name": "Winter Gear (cloak/parka)",
|
||
"description": "<div class=\"swade-core\"></div>"
|
||
}
|
||
]
|
||
} |