Equipment Listing

The following is a list of all the standard equipment that one might use in a Hero @ Heart campaign.
==Melee Weapons==
This is a list of weapons that can be used in melee combat.
Melee Weapon Listing
Weapon 	Damage 	Extra Info
Dagger 	Poor Sharp/Fair Puncture 	
Short Sword 	Fair Sharp or Puncture 	
Long Sword 	Fair Sharp/Good Puncture 	
Broad Sword 	Good Sharp/Good Puncture 	
Great Sword 	Good Sharp/Excellent Puncture 	
Hand Axe 	Fair Sharp 	
Battle Axe 	Fair Sharp/Good Crushing 	
Great Axe 	Good Sharp/Good Crushing 	
Mace 	Good Crushing 	
Club 	Fair Blunt 	
Morning Star 	Fair Blunt 	Negates 1 rank of armor
Spear 	Fair Puncture 	
Halberd 	Good Puncture/Fair Sharp 	
Pipe / Bat 	Fair Blunt 	
Brass Knuckles	Double Fortitude damage from punches	
Chain 	Poor Blunt 	Can be used to suffocate or ensnare
Chainsaw 	Excellent Mauling 	Will run continually for one hour on one tank of gas
Staff 	Poor Blunt 	
Whip 	Poor Blunt 	Can be used to suffocate or ensnare
==Ranged Weapons==
The following is a list of ranged weapons, including weapons that can be thrown.
Ranged Weapon Listing
Weapon 	Range 	Spread 	Damage 	Ammo	Rate of Fire	Reload Time
Derringer 	10' 	0 	Fair Puncture 	1 	1 	10
Revolver 	2000' 	0 	Good Puncture 	6 	1 	8
Handgun 	2500' 	0 	Good Puncture 	12 	1 	6
Semiautomatic Handgun	2500' 	up to 10' 	Good Puncture 	12 	3 per turn 	6
Assault Rifle 	3000' 	up to 20' 	Good Puncture 	45 	4 per turn 	6
Hunting Rifle 	4000' 	0 	Good Puncture 	8 	2 	8
Sniper Rifle 	5000' 	0 	Excellent Puncture	6 	2 	8
Uzi 	1000' 	up to 25' 	Good Puncture 	50 	10 per turn 	5
Shotgun 	100' 	10' 	Good Mauling 	2 	1 	6
Javelin 	STR of thrower in feet	0 	Good Puncture 	n/a 	n/a 	n/a
Darts 	20' 	0 	Poor Puncture 	n/a 	2 	n/a
Shurikens 	25' 	5 per shuriken	Poor Sharp 	n/a 	5 per turn  	n/a
Short Bow 	100' 	0 	Fair Puncture 	n/a 	3 	6
Long Bow 	200' 	0 	Fair Puncture 	n/a 	4 	6
Compound Bow 	300' 	0 	Fair Puncture 	n/a 	5 	6
Hand Crossbow 	80' 	0 	Poor Puncture 	n/a 	1 	6
Crossbow 	250' 	0 	Fair Puncture 	n/a 	1 	8
Heavy Crossbow 	400' 	0 	Good Puncture 	n/a 	1 	12
==Heavy Weapons==
This list contains heavy weapons designed to do large amounts of damage.
Heavy Weapons
Weapon 	Range 	Damage 	Reload Time
Rocket Launcher 	1200 feet 	Good Mauling 	1 round
Minigun 	3000 feet 	Excellent Puncture 	5 rounds
Flamethrower 	50 feet 	Good Fire 	3 rounds
Grenade 	feet equal to STR	Fair Mauling 	n/a
Flashbang 	feet equal to STR	Good Vision and Hearing Damage	n/a
Shrapnel Grenade	feet equal to STR	Good Mauling 	n/a
Teargas Grenade 	feet equal to STR	Knockout 	n/a
Molotov Cocktail	feet equal to STR	Fair Fire Damage 	n/a
Tank Cannon 	9 miles 	Excellent Mauling 	5 rounds
==Armor==
This is a list of different types of armor.
Armor Listing
Armor Type	Protection Strength	Extra
Cloth 	None 	Heavy Cloth clothing provides Fair protection against Cold
Leather 	Poor 	Good vs. Sharp
Kevlar 	Good 	No protection vs. Crushing
Chain 	Fair 	
Scale 	Good 	
Plate 	Excellent 	
==Equipment==
The following is a list of equipment of all sorts that might be used by characters in a Hero @ Heart campaign.
Equipment Listing
Item 	Description
Binoculars 	Allows viewing things from a great distance, including granting +1 to sight-based focus rolls.
Bullet, Armor Piercing	Reduces armor bonuses by 1 rank
Bullet, Hollow Point 	Breaks apart inside the target, causing Mauling instead of Puncture damage and reducing Surgery rolls to heal the target by 1 rank
Cell Phone 	Allows calls as long as there is signal, which is up to the GM. Smartphones can be loaded with various apps, which is up to the GM
Crowbar 	
This can be used as a Blunt weapon (Fair damage), but can also be used to prise open doors or crates. Certain crowbars have tire irons on them which will help in changing a tire
Cutting Torch 	
This torch allows the person using it to cut through metal as long as it has fuel
Digital Camera 	Allows the user to take photographs which can be stored on digital media and edited using digital applications
Electric Lantern 	
This allows an area of 50 square feet to be illuminated with nonmagickal light
Electric Torch 	
This is a heavy-duty, high-candlewatt flashlight, which has an effective range of 100 feet
First Aid Kit 	
A First Aid Kit increases the rank of all First Aid rolls by one. Some injuries may not be able to be healed using the items in a first aid kit, as per the GM, and some may not be able to be healed without them
Flashlight 	
A flashlight causes a beam of light which allows visibility in a 20 foot line
Handcuffs 	
These allow a person to be restrained. Attempting to break them requires a Strength roll with a Good Difficulty Rating, and trying to damage them is like attacking Good armor
Laptop 	
The uses of a laptop are virtually limitless. Allow the GM to help you figure out the types of software and hardware installed on the laptop and how it can help you in the field
Laser Scope 	
This will allow a sniper to make a Focus roll before his attack to use as an assisting roll to his attack. 
Lockpicks 	
This is a kit that must be in the possession of someone trying to use the Lockpicking skill. A similar item, called a Jimmy, must be used to use the Lockpicking skill on a vehicle.
Maglight 	
A maglight is a heavy-duty flashlight which will provide visibility in a 30 foot line. It can also double as a Fair Blunt damage weapon.
Pepper Spray 	
Pepper spray causes 1d10 Fortitude damage and Fair vision damage if sprayed into the face of a target.
Rope 	
Rope is very useful for climbing, tying things off, or tying people up.
Silencer 	
A silencer, which can only be applied to a handgun, allows the weapon to be fired without a sound, thus preventing it from alerting nearby enemies.
Stethoscope 	
A stethescope can help diagnosing internal injury or sickness. However, its best (although not primary) use is to grant a +1 rank to Safecracking rolls
Taser 	
A Taser is a weapon which deals Fair Electricity damage to the target that is touched by it. Some tasers can be fired, causing this damage up to 15 feet away, but they must then be reloaded, which takes 10 turns and cannot be done in the middle of combat
Tool Kit 	
A tool kit includes items which could help someone perform tasks which would require certain tools. Consult your GM to find out if the job you are doing requires a tool, and if your toolkit has such a tool in it
Walkie-Talkie 	
A Walkie Talkie allows for short range communication (2 miles maximum) with someone equipped with a similar radio
Welding Torch 	
A welding torch allows its user to weld together two pieces of metal. This may be useful, for example, in repairing a damaged piece of equipment, building or repairing armor, or welding shut a steel door
Category:Campaign
Category:Equipment