FTRPG Rules Version 2.0 (B)

Chapter 11: Basic Items

In this chapter, the basic equipment in the world of spokes is listed.

The value of these pieces of equipment may not be proportional to their power; Because the price of many weapons is related to the rarity of these weapons.

For example, after the war, 5mm and 10mm bullets with different calibers became popular due to manufacturing process limitations, so weapons using these two types of bullets were common.

Because of the widespread use of energy weapons, SEC and MEC are also common.

And those jīng bullets, such as .223 (5.56mm), .50in, etc., are powerful in comparison, but they are difficult to find.

Now, let's take a look at the weapons in the world of spokenness.

Note: All weapons do not come with bullets at the time of initial purchase, so please purchase them yourself. In addition, the initial weapon and most stores can only buy weapons marked with the "standard" description, and whether or not other weapons can be purchased is up to the GM's own preference. Weapons marked with the description "rare" are generally difficult to obtain.

Weapon description format (two-handed weapons marked with TH, two-handed weapons marked with STH, two-handed weapons marked with STs. Built with two-handed weapons one-handed with HC-20. )

Weapon name: Shè Cheng Weapon Damage Ammo Type HC Modified

APS: Point shè requires APT: Aim attack requires APB: Sweep shè requires AP/sweep shè ammo count at a time R: Reload requires AP (yes-items cannot be performed)

Special modifications

The general value of the value weapon, the general selling price is half of the value Min.ST (minimum strength requirement): W (weight):

Character card description format

The name of the weapon, the name of the weapon, the state of the weapon, the state of the weapon, the weapon itself, the angle of the weapon, the hit rate of the weapon

Damage: Damage dealt by the weapon, ammo type, ammo load, ammo damage, final damage

APS: Point shè requires APT: Aim attack requires APB: Sweep shè requires AP/sweep shè ammo count at a time R: Reload requires AP (yes-items cannot be performed)

The add-on genus xìng modification of a special weapon describes the state of the modification of the weapon

Combat weapons

Unarmed

These weapons use combat skills when attacking. Most of the time, relying on punches and kicks to enhance your weapon will limit your special attack skills.

Fighting weapons - basic fighting skills

Basic martial arts are your last hope – and of course, there are some strong ones who can take down tough enemies with their fighting skills.

Weapon Name Fist shè Cheng 1 Damage 1d4 + MD Ammo -HC Modified-

APS:3T:4B:-R:-

Special-Retrofit-

Value:-

It means that your fist is your last weapon. Fists are a fighting skill for all humanoids.

As your fighting skills go up, so do your punch and leg abilities. Fill in the "Retrofit" field for the enhancement item of your choice. When you choose to learn a special skill, please write the special skill in the "Special genus xìng" column.

For more information, see the "Combat" section of the skill.

Weapon Name Leg shè Cheng 1 Damage 1d6 + MD Ammo -HC Correction-

APS:4T:5B:-R:-

Special-Retrofit-

Value:-

Legs are your last weapon. Legs are a fighting skill for all humanoids.

As your fighting skills go up, so do your punch and leg abilities. Fill in the "Retrofit" field for the enhancement item of your choice. When you choose to learn a special skill, please write the special skill in the "Special genus xìng" column.

For more information, see the "Combat" section of the skill.

Weapon Name: Mechanical Fist shè Cheng 1 Damage 1d12 + MD Ammo -HC Correction-

APS:3T:4B:-R:-

Special-Retrofit-

Value:-

Explain that the Mechanical Fist is your last weapon. Mechanical boxing is a fighting skill for all machine qì people.

Weapon Name Death Claw Fist shè Cheng 1 Damage 2d6 + MD Ammo -HC Modified-

APS:3T:4B:-R:-

Special-Retrofit-

Value:-

Explain that the Deathclaw Fist is your most commonly used weapon. Deathclaw Punch is a fighting skill for all Deathclaws.

Skill 100 or more can choose to use an additional 2AP to get an armor-piercing attack. Fill in the "Retrofit" field for the enhancement item of your choice.

Weapon Name Death Claw Impact shè Cheng 1 Damage 1d8 + MD Ammo -HC Modified-

APS:5T:-B:-R:-

Special Knockdown, ENDC12 Retrofit -

Value:-

Explain that Deathclaw Blast is your most commonly used weapon. Deathclaw Blast is a combat skill for all Deathclaws.

Skill 100 or more can choose to use an additional 2AP to get an armor-piercing attack. Fill in the "Retrofit" field for the enhancement item of your choice.

Weapon Name Dog Scratch shè Cheng 1 Damage 1d4 + MD Ammo -HC Correction-

APS:4T:-B:-R:-

Special Knockdown, ENDC12 Retrofit -

Value:-

Explain that dog scratching is your most common weapon. Dog scratching is a fighting skill for all dogs.

Skill 100 or more can choose to use an additional 2AP to get an armor-piercing attack. Fill in the "Retrofit" field for the enhancement item of your choice.

Fighting weapons - fist gloves/knuckles

It is important to note that all gloves/fingers will restrict the use of special techniques.

Weapon Name Bronze Finger Tiger shè Cheng 1 Damage 1d10 + MD Ammo -HC Modified-

APS:3T:4B:-R:-

Special-Retrofit-

Value: 50Min.ST: 1W:1

Explains that Brass Knuckles are the most basic combat weapons, and are generally used as backup weapons. The biggest advantage is that it is cheap. Standard combat weapons.

Weapon name stabbing finger tiger shè cheng 1 damage 1d10 + 4 + MD ammo -HC modified-

APS:3T:4B:-R:-

Special-Retrofit-

Value: 250Min.ST: 1W:1

Description: Spiked Knuckles is an improved version of the Copper-Knuckles, and is generally used as a backup weapon. Standard combat weapons.

Weapon Name: Boxing Gun shè Cheng 1 Damage +1d10 + 5 + MD Ammo 1/1-12gaugeHC Modified-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 600MinST: 2W: 7

Explain that the PunchGun will emit a shotgun when it attacks, and it will make a loud noise. Therefore, the hair shè is a little slower, but the power is very satisfying.

Weapon Name: Vajra Claw shè Cheng 1 Damage 3d8 + 5 + MD Ammo - HC Modified-

APS:3T:4B:-R:-

Special-Retrofit-

Value: 1000Min.ST: 2W: 3

Description of the adamantine claws (jīng金claws?) It is a relatively late backup weapon, after all, no one knows when the gun in their hand will break. Rare weapons.

Weapon Name Energy Fist Shè Cheng 1 Damage 2d20 + 5 + MD Ammo 5/5 - SECHC Correction-

APS:4T:5B:-R:4

Special-Retrofit-

Value: 2000Min.ST: 1W: 10

Description: The PowerFist is a powerful melee attack weapon that is extremely powerful. Standard energy combat weapons.

Weapon Name: Powerful Energy Fist Shè Cheng 1 Damage 5d12 + 5 + MD Ammo 5/5 - SECHC Correction-

APS:4T:5B:-R:4

Special-Retrofit-

Value: 4000Min.ST: 1W: 10

Description: MegaPowerFist, the most powerful melee attack weapon, is so powerful that it can even penetrate combat armor.

Melee weapons

MeleeWeapons

Melee weapons are much more powerful, but comparatively less skillful.

Melee weapons - swords, bladed weapons

Bladed weapons are characterized by large damage variations and a large margin for modification. Many bladed weapons are quenched.

Bladed weapons cannot be used to knock down.

Weapon Name: Knife shè Cheng 1 Damage 1d12 + MD Ammo -HC Modified-

APS:3T:4B:-R:-

Special-Retrofit-

Value: 50Min.ST: 2W:1

Explain the Knife, the basics of a melee weapon. Except for being cheap, there is no advantage. Standard melee weapon.

Weapon Name: Spear/STHshè Cheng 2 Damage 1d12 + 4 + MD Ammo - HC Modifier -10 (-30)

APS:4T:5B:-R:-

Special-Retrofit-

Value: 150Min.ST: 4W:4

Explain that the spear (Spear), which can attack 2m away, is its biggest advantage, but it can hit a low point. Standard medium-range melee weapon.

Weapon Name: Combat Knife shè Cheng 1 Damage 1d12 + 6 + MD Ammo - HC Correction-

APS:3T:4B:-R:-

Special-Retrofit-

Value: 200Min.ST: 2W:2

Description of the CombatKnife, a slightly stronger weapon. I'm not going to take the melee spare horn sè, at least get this at first. Standard melee weapon.

Weapon Name: Katana/STHshè Cheng 1 Damage 1d20 + 8 + MD Ammo - HC Modifier - (-20)

APS:3T:4B:-R:-

Special CM+5 Retrofit -

Value: 400MinST: 2W: 2

The Katana (Wakizashi Blade) is really good value for money compared to the price. However, it is easy to damage and has a high CM rate.

Weapon Name Scalpel shè Cheng 1 Damage 1d8 + 3 + MD Ammo -HC Modified-

APS:3T:4B:-R:-

Special CM+5 Retrofit -

Value: 500Min.ST: 1W:1

Explain that the scalpel is not used to attack. Carrying it on your body will give the Doctor a +10 bonus - of course, bringing too much will not work. Standard treatment tools.

Weapon Name Ripper shè Cheng 1 Damage 2d20 + 5 + MD Ammo 5/5 - SECHC Correction -

APS:4T:5B:-R:4

Special-Retrofit-

Value: 1500Min.ST: 4W:5

Description of the Ripper, a chainsaw that spins at high speed. Brutal methods of killing. Nowadays, the people of the wasteland have long forgotten about the "JacktheRipper", but when it comes to this Ripper, people still fear it.

Melee weapons - blunt weapons

Blunt instruments couldn't be better for knockouts, aren't they?

Although the general attack is slow, there is always a chance to take down the enemy.

Weapon name crowbar shè cheng 1 damage 1d12 + 3 + MD ammo -HC modified-

APS:4T:5B:-R:-

Special Knockdown DC+2 Makeover-

Value: 100Min.ST: 5W: 6

Explain that a crowbar is a somewhat curved iron bar. It's great to use it to hit people, and of course, it's also good to pry doors (+3 strength bonus when prying doors).

Weapon Name: Hammer/STHshè Cheng 2 Damage 3d6+2+MD Ammo -HC Modifier - (-20)

APS:4T:5B:-R:-

Special Knockdown DC+4 Makeover-

Value: 200Min.ST: 6W: 12

It shows that the easy-to-use hammer (Sledgehammer) has a high knockdown probability and can also attack 2m. Standard melee blunt weapon.

Weapon name: Leather Whip shè Cheng 4 damage 1d8 + 2 + MD ammo -HC modifier -20

APS:4T:5B:-R:-

Special-Retrofit-

Value: 400Min.ST: 1W:1

Description: The Whip is a special melee weapon. Unlike other melee weapons, the Leather Whip can be used for a wide range of purposes. The whip can cost 1 AP more to make skills similar to those used in melee skills to unloader and knock back legs. Standard medium-range melee blunt weapon.

Shoot down weapon (Disarm) to attack AP +1, and if it hits, it will do a power confrontation check (DC: 12); Knockdown also attacks AP+1, and if it hits, it does a Stamina Resistance Check (DC: 12).

Weapon Name: Attack Hammer/STHshè Cheng 1 Damage 3d10 + 5 + MD Ammo -HC Modifier - (-20)

APS:4T:5B:-R:-

Special Knockdown DC+6 Makeover-

Value: 1000Min.ST: 5W: 18

Description: The MicroSledgehammer is a knockdown weapon. Although it is heavy, the probability of knockout is high.

Weapon Name: Electric Bull Stick shè Cheng 1 Damage 4d8 + MD Ammo 5/5 - SECHC Correction-

APS:4T:5B:-R:4

Special-Retrofit-

Value: 1200Min.ST: 4W: 5

Description: CattleProd, one of the cheapest effective energy weapons, attacks with electricity, and if it hits and deals damage, it has a chance to incapacitate the opponent for 1 turn (for EN, DC: 12). Standard energy melee blunt weapon.

Weapon Name: Super Electric Bull Stick shè Cheng 1 Damage 6d8 + 10 + MD Ammo 5/5 - SECHC Modified-

APS:4T:5B:-R:4

Special-Retrofit-

Value: 2500Min.ST: 1W:1

Description of SuperCattleProd, an improved version of the SuperCattleProd. If you hit and cause damage, you have a chance to make the opponent unconscious and lose consciousness, DC: 16), which is expensive, but worth the money.

Weapon Name: Energy Whip Shè Cheng 6 Damage 2d20 + 5 + MD Ammo 5/5 - SECHC Modifier -40

APS:4T:5B:-R:4

Special-Retrofit-

Value: 3000Min.ST: 3W: 5

Explains that the Energy Whip is much easier to use than the Leather Whip. It is also possible to trip/knock down weapons, and it works better - the only problem is that this weapon has a lower hit rate. Rare weapons.

Shoot down a weapon (Disarm) to attack AP +1, and if it hits, it does a power confrontation check (DC: 14); Knockdown also attacks AP+1, and if it hits, it does an Endurance Confrontation Check (DC: 16).

Weapon Name: Chainsaw/THshè Cheng 1 Damage 6d10 + 10 + MD Ammo 5/5 - MECHC Fixed-

APS:5T:-B:-R:4

Special Knockdown DC+4 Makeover-

Value: 4000Min.ST: 4W: 10

Explain that there is only one word to describe the powerful weapon, the chainsaw (Chainsaw). There are no features...... But that's enough. Rare weapons.

Weapon Name: Super Hammer/THshè Cheng 2 Damage 3d20 + 10 + MD Ammo - HC Modified-

APS:4T:5B:-R:-

Special Knockdown DC+12 Makeover-

Value: 5000Min.ST: 8W:50

Description: The SuperSledgehammer is heavy, powerful, and powerful. That's enough. Anything else? Standard advanced melee blunt weapon.

Small firearms

SmallGuns

The advantage of small firearms is that they are cheap and abundant.

Less economically, small arms are generally used, but these weapons are often difficult to kill in a single hit.

Small firearms - bows and arrows

This one...... Let's use it for the enemy.

Weapon Name: Wooden Bow shè Cheng 25 Damage + MD Ammo 1/1 - ArrowHC Modified-

APS:4T:5B:-R:1

Special-Retrofit-

Value: 100Min.ST: 5W:2

Notes: It's rare to see ranged weapons that can be added to MD. Standard bow and arrow.

Weapon Name: Compound Hunting Bow shè Cheng 30 Damage +6 + MD Ammo 1/1 - ArrowHC Modifier-

APS:4T:5B:-R:1

Special-Retrofit-

Value: 600Min.ST: 5W:2

Notes: It's rare to see ranged weapons that can be added to MD. Standard bow and arrow.

Small firearms - pistols

Pistols are characterized by low power, low reloading, one-handed shè, and are generally used as backup weapons.

Except, of course, for single/double gunners.

Weapon name Colt 10mm pistol shè Cheng 12 damage +8 ammo 8/8-10mmHC modified-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 200Min.ST: 3W: 4

Explain that 10mm ammunition is the most common ammunition after the war because of its ease of manufacture. The Colt 10mmPistol, as its name suggests, is an automatic pistol, very poorly powerful, and very cheap. Standard pistol.

Weapon name Colt.45 pistol shè Cheng 15 damage +10 ammo 7/7.45HC modified-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 400Min.ST: 3W: 4

Description.45 power is certainly greater than the shoddy 10mm. Colt.45, inexpensive, power at least at first satisfactory.

Weapon Name.44Magnum Revolver shè Cheng 8 damage +13 ammo 6/6.44HC modified-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 800Min.ST: 5W:6

Explain that CityHunter is using this .44MagumRevolver, of course, we are not CityHunter...... The gun itself has a very limited design guide for the revolver, but it is absolutely powerful.

Weapon Name: Desert Eagle shè Cheng 18 Damage +14 Ammo 8/8.44HC Modifier-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 1200Min.ST: 4W: 5

Description.44 caliber was one of the best pistol cartridges of the pre-war period. The DesertEagle was the most outstanding small-piercing weapon of the pre-war period. This excellent pistol is as powerful as a rifle. Standard pistol.

Weapon name SS14mm pistol shè Cheng 18 damage +20 ammo 6/6-14mmHC modified-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 1800Min.ST: 4W: 5

DescriptionSig-Sauer produces a 14mm heavy pistol, which has the largest caliber ever built, and of course has a satisfying power.

Weapon name acid gun shè Cheng 10 damage variation ammo 5/5 - acid HC correction -

APS:5T:-B:-R:4

Special-Retrofit-

Value: 2000Min.ST: 2W: 15

Description of the acid pistol, a member of the special weapon system. When used well, it is very powerful. Rare weapons.

Weapon Name: Needler Pistol shè Cheng 24 Damage +0 Ammo 8/8 - HNNeedlerHC Modified-

APS:3T:4B:-R:2

Special-Retrofit-

Value: 2400Min.ST: 3W: 5

Description Light, Quick, NeedlerPistol, Needle Pistol. The weapon itself doesn't have any big features, but the ammunition is absolutely powerful.

Weapon name VZ61 Scorpio pistol shè Cheng 20 damage +14 ammo 32/32-9mmHC modifier -/B-10

APS:4T:5B:5/3R:2

Special-Retrofit-

Value: 2800Min.ST: 4W: 6

Illustrate the only sweeping pistol, which is worth the ticket price. Although the power is not satisfactory, it is a pistol after all, and the jīng density is very good. Standard pistol.

Weapon name .223 pistol shè Cheng 30 damage + 24 ammo 5/5.223HC modifier-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 3500Min.ST: 5W: 7

Illustrate the powerful Dream Pistol. Only energy armor can resist the power of this automatic pistol. Rare weapons.

Weapon Name Flame Pistol shè Cheng 3 Damage Variation Ammo 3/3 - FlamerFuelHC Correction-

APS:4T:-B:-R:4

Special Penetration Retrofits-

Value: 3500Min.ST: 4W: 10

Explain the Flamer450Pistol, the perfect choice for small firearms arsonists. Piercing damage within 3 meters. Rare weapons.

Weapon name M78 One Hand Grenade Shè Cheng 12 Damage Variation Ammunition 1/1-40mm Grenade HC Correction-

APS:4T:-B:-R:2

Special-Retrofit-

Value: 4000Min.ST: 6W: 8

Description of the M78 one-handed grenade gun, a choice that throws badly and likes to explode xìng attack angles. Rare weapons.

Weapon name PPK12 Gauss pistol shè Cheng 30 damage + 32 ammo 10/10-2mmECHC Correction-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 7000Min.ST: 4W: 5

Illustrating power, xìng energy, and strength, all of which cannot be ignored as a powerful weapon, MadeinChinaPPK12GuassPistol. Rare weapons.

Small firearms/shotguns

Most shotguns are characterized by being easy to hit, and the horns that are not very skilled are especially liked. The shotgun's sweep is unique in that it is considered a full ammo hit as long as it exceeds 100 (e.g. the most famous DoubleShoot).

However, the ease of hitting comes at the cost of low power, high ammo consumption, short distance, and frequent reloading.

Weapon Name: Shotgun/STHshè Cheng 10/7 Damage +10 Ammo 2/2 - 12 gaugeHC Modified-

APS:5T:6B:6/DSR:2

Special-Retrofit-

Value: 800MinST: 4W: 5

This shows that this is the most traditional Winchester shotgun, and the shè/power is very average. Note that DS lowers the shè range. Standard shotgun.

Weapon Name: Short-barreled Shotgun/STHshè Cheng 6/3 Damage +14 Ammo 2/2-12gaugeHC Modifier-

APS:5T:6B:6/DSR:2

Special-Retrofit-

Value: 800MinST: 4W: 5

Illustrates the sawed-off Winchester Shotgun, which has increased in power but is closer.

Weapon Name: Combat Shotgun/STHshè Cheng 21/15 Damage + 15 Ammo 12/12-12 gaugeHC Modified-

APS:5T:6B:6/3SR:4

Special-Retrofit-

Value: 3000Min.ST: 5W: 12

Explain WinchesterCombatShotgun, sweep shè is extremely tough, you can send out 3 shots at a time (3Shot), as long as it exceeds 100, it is considered 3 shots. Standard powerful shotgun.

Weapon Name: H&KCaws/STHshè Cheng 18/10 Damage + 18 Ammo 10/10-12gaugeHC Modifier -

APS:5T:6B:6/5SR:4

Special-Retrofit-

Value: 5000Min.ST: 6W: 6

Description: A powerful gun that can shoot 5 shots at a time, the fantasy shotgun H&KCaws. Rare weapons.

Weapon Name: P-Jackhammer/STHshè Cheng 32/24 Damage + 20 Ammo 12/12-12gaugeHC Modifier-

APS:5T:6B:6/4SR:4

Special-Retrofit-

Value: 5500Min.ST: 6W: 12

Description of Pacer "Jackhammer", Bonser Hammer. The famously powerful shotgun has a slightly smaller amount of ammo per shot than the Caws, but the shè is far away. Rare weapons.

Small firearms - **G

G, also known as "Submachine Guns", is commonly referred to as submachine guns. The characteristics of the submachine gun are that it is fast, the accuracy is poor, and the accuracy is average.

All **G sweeps were reduced by 20. Generally speaking, these non-professional firearms are very poorly powerful, almost always as powerful as a single shot, or even less powerful.

Weapon name: 10mm**Gshè Cheng 24 damage +6 ammo 30/30-10mmHC modifier -/B-20

APS:4T:5B:5/10R:4

Special-Retrofit-

Value: 1000MinST: 4W: 7

Description H&KMP910mm**G, the most common submachine gun on the wasteland. There are no advantages, except that it is cheap. Standard**G.

Weapon Name: H&KMP5/STHshè Cheng 18 Damage +9 Ammo 30/30-9mmHC Modifier -/B-20

APS:4T:5B:5/5R:4

Special-Retrofit-

Value: 1200Min.ST: 3W: 5

Explain that this is the only **G, MP5 that can be equipped with a silencer. Rare weapons.

Weapon Name: Tommy Gun/STHshè Cheng 32 Damage +6 Ammo 50/50.45HC Modifier -/B-20

APS:4T:5B:5/10R:4

Special-Retrofit-

Value: 1500Min.ST: 6W: 12

Explain that TommyGun's full name is "Thomspon M1928**G", and that big black sè drum is the logo, the logo gun of the gangsters. Standard**G.

Weapon name: MP-40shè Cheng 18 damage + 16 ammo 30/30-9mmHC modifier -/B-20

APS:4T:5B:5/3R:4

Special-Retrofit-

Value: 2000Min.ST: 5W: 7

It shows that I don't know who put the old World War II gun, the powerful Schmeisser MP-40, back into service. The single/triple point shè bonus is quite powerful.

Weapon Name: SteyrAUG/STHshè Cheng 28 Damage +12 Ammo 40/40.223HC Modifier -/B-20

APS:4T:5B:5/10R:4

Special-Retrofit-

Value: 2500Min.ST: 5W: 7

Description AUG (Army Universal Gun), a rifle commonly used by the army. The ability of the assault rifle, **G shè speed. Rare weapons.

Weapon name: H&KP90cshè Cheng 30 damage +14/+18 ammo 24/24-10mmHC modifier S+10/B-10

APS:4T:5B:5/12R:4

Special CM+5 Retrofit -

Value: 3000Min.ST: 4W: 9

It shows that H&KP90c, the strongest product in 10mm**G, has even strengthened the power of sweeping. The only drawback is that it is too dense, and the failure rate of the guide zhì increases. Rare weapons.

Weapon name: FNP90cshè Cheng 22 damage +16 ammo 50/50-9mmHC modifier S+10/B-10

APS:4T:5B:5/10R:4

Special CM+5 Retrofit -

Value: 4000Min.ST: 4W: 15

The weight and ammunition load are staggering, and the H&KP90c's sister gun - even the same faults. jīng secret weapon.

Small firearms - rifles

Defeat the enemy in one hit!

That's what the rifle is for.

Steady damage, powerful killing, accurate shè hit...... The other qiē, shè speed, and reloading can all be ignored.

That's the rifle, the king of small firearms.

Weapon Name: BB Gun/STHshè Cheng 25 Damage +0 Ammo 10/10 - BB Bullet HC Modified-

APS:5T:6B:-R:2

Special-Retrofit-

Value: 100MinST: 1W: 15

Illustrate the king? At least not including this thing......

Weapon List Rifle/STHshè Cheng 20 Damage +8 Ammo 1/1-10mmHC Modified-

APS:5T:6B:-R:2

Special-Retrofit-

Value: 200Min.ST: 5W: 11

Description of PipeRifle...... Khan, which does not include this thing, is not included. Standard rifles.

Weapon Name: M1 Grand Rifle/STHshè Cheng 30 Damage +10 Ammo 8/8 - 7.62mmHC Modified-

APS:5T:6B:-R:2

Special-Retrofit-

Value: 400Min.ST: 4W: 6

It shows that this is the first working rifle, the famous M1Garand, the pride of the U.S. military in the era of the two World Wars. Relative to its price, the power is really satisfying. Unfortunately, the 7.62mm is powerful but does not have an expansion projectile. Standard rifles.

Weapon Name: Colt Shotgun/STHshè Cheng 40 Damage +15 Ammo 10/10.223HC Modifier-

APS:5T:6B:-R:2

Special-Retrofit-

Value: 1000Min.ST: 5W: 11

Illt ColtHuntingRifle, in just one word: the .223 is impeccable in power, and so is the shotgun itself. Even in the face of powerful armor, it can inflict powerful damage on the opponent with the help of AP shells. Standard rifles.

Weapon Name: DKS-501 Sniper Rifle/THshè Cheng 50 Damage +28 Ammo 1/1.223HC Modifier +10

APS:6T:7B:-R:2

Special AR+10 modified scope

Value: 2500Min.ST: 6W: 10

Description of DKS-501 SniperRifle, one of the most powerful guarantees in the spoke shè world. It's not weaker than any weapon you can find. It's a bit slower...... Standard sniper rifle.

Weapon name-limited BB gun/STHshè Cheng 32 damage +25 ammo 10/10-BB shell HC correction-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 5000Min.ST: 5W: 15

Description RedRyderLEBBGun, is definitely a collector's item at a hefty price. Rare weapons.

Weapon Name: PSG1 Heavy Sniper Rifle/THshè Cheng 75 Damage +40 Ammo 1/1.50HC Modifier +20

APS:6T:7B:-R:4

Special AR+10, CM+5 modified sights

Value: 7000Min.ST: 7W: 15

It is a powerful weapon that must be killed, but it is by no means something that ordinary people can use. Slow to reload, powerful to power. Too jīng dense. Rare weapons.

Weapon Name: M72 Gauss Rifle/STHshè Cheng 50 damage +36 ammo 20/20-2mmECHC modifier +10

APS:5T:6B:-R:2

Special CM+5 Retrofit -

Value: 9000MinST: 6W: 10

Explain the guarantee, the guarantee, this is the guarantee. The M72 Guass Rifle, the pride of China, is a light weapon that breaks into companies of power armored units. Too jīng dense...... Rare weapons.

Small firearms - assault rifles

In general, assault rifles have a negligible bonus compared to rifles.

Sweeping shè is the reason why assault rifles are saved - and they are also the devil who costs money.

Weapon name AK-47 assault rifle/STHshè Cheng 40 damage +12 ammo 24/24-7.62mmHC modified-

APS:5T:6B:6/5R:4

Special CM Result-3 Makeover-

Value: 800Min.ST: 5W: 10

It shows that AK-47 is the least vulnerable gun in the world, and it is estimated that there are tens of millions of them in the world. The price is extremely cheap, but the power is not satisfactory. Standard assault rifle.

Weapon name AK112 Assault Rifle/STHshè Cheng 45 damage +10 ammo 24/24-5mmHC modified-

APS:5T:6B:6/12R:4

Special-Retrofit-

Value: 1300Min.ST: 5W: 8

Description: It is a fool to count on a single shot of 5mm ammunition. AK122 Assault Rifle, the Poor Man's Minigun. Standard assault rifle.

Weapon name FNFAL/STHshè Cheng 35 damage +8 ammo 20/20-7.62mmHC modified-

APS:5T:6B:6/10R:4

Special-Retrofit-

Value: 1600Min.ST: 5W: 11

Illustrates that although the firearm is not very powerful...... But...... But...... 7.62mm! That's enough. Standard assault rifle.

Weapon Name: M16A2/STHshè Cheng 45 Damage +8 Ammo 24/24.223HC Modifier +10

APS:5T:6B:6/12R:4

Special CM+10 Retrofit -

Value: 2000Min.ST: 6W: 15

Illustrated firearms that are powerful but too easily damaged...... How the hell does the U.S. Army use this thing.

Weapon Name XL70E3/STHshè Cheng 35 Damage +25 Ammo 24/24-5mmHC Modifier-

APS:5T:6B:6/8R:4

Special-Retrofit-

Value: 3000Min.ST: 5W: 9

The description claims to be an advanced combat test firearm, and the value is extremely amazing, the only problem is ...... 5mm…… Rare weapons.

Weapon Name: H&KG11E/STHshè Cheng 35 Damage +18 Ammo 50/50-4.7mmHC Modifier +20

APS:5T:6B:6/10R:4

Special CM+10 Retrofit -

Value: 6000Min.ST: 6W: 9

Illustrating a powerful assault rifle that is extremely dense and easy to break, there is no need to worry about the power of the 4.7mm caseless bullet. Rare weapons.

Large guns

BigGuns

The classification of large firearms is very extensive.

In general, it is unrealistic to start buying a machine gun. You can buy improvised bazookas (which are easy to damage and shè are short, but cheap) and flamethrowers for early combat.

Large guns - machine guns

Machine guns are the most typical large guns, relying on a large number of bullets, often 10 or 20 hits to inflict one-hit damage on the enemy, and are the nemesis of heavy armor.

The bonus value of the machine gun varies according to the firepower, for example, the Minigun bonus is not high, and the Bozar bonus is relatively high.

Some machine guns need to be erected, otherwise they cannot be fired. Erecting a machine gun is an all-AP action. The machine gun that needs to be erected is marked with /Set behind the shè.

In general, true machine gun masters do not hesitate to load EXP shells with great expense.

Weapon Name: Browning M2/THshè Cheng 30/Set Damage +0 Ammo 50/50.50HC Modifier-

APS:-T:-B:7/10R:4

The special CM result determines +2 to transform the triangular bracket

Value: 1000Min.ST: 7W: 40

Illustrates the old Browning M2 machine gun, which is designed to shoot all the powerful .50 bullets. The machine gun itself was cheap, but the damage rate was not low. Standard heavy machine gun.

Weapon Name: M60/THshè Cheng 50/Set Damage +10 Ammo 50/50 - 7.62mmHC Modified-

APS:-T:-B:7/10R:4

Special CM+5 Retrofit -

Value: 1500Min.ST: 7W: 26

Illustrate that the M60 powerful machine gun is just as easy to damage - even cheap machine guns do. The 7.62mm is also quite powerful. Standard heavy machine gun.

Weapon Name: CZ-53 Minigun/THshè Cheng 20 Damage +2 Ammo 120/120-5mmHC Correction-

APS:-T:-B:6/20R:4

Special CM+5 Retrofit -

Value: 2000Min.ST: 7W: 31

It shows that the six-barreled machine gun, which wins by the amount of ammunition, is very powerful. It is relatively easy to break. Standard Minigun.

Weapon Name: MG42/THshè Cheng 30/Set Damage +15 Ammo 50/50-7.62mmHC Modified-

APS:-T:-B:7/10R:4

Special-Retrofit-

Value: 2500Min.ST: 7W: 30

It shows that this gun is too famous...... Tear the tarpaulin...... Mighty and xìng can be very reliable.

Weapon NameLight Support Weapon/THshè Cheng 30/Set Damage +16 Ammo 30/30.223HC Modifier-

APS:-T:-B:6/10R:4

Special-Retrofit-

Value: 4000Min.ST: 6W: 22

Description: LightSupportWeapon is more reliable than Bozar in terms of added value, but not as good as Bozar in terms of number of bullets. It's a good gun anyway.

Weapon Name: Avenger Minigun/THshè Cheng 25 Damage +0 Ammo 120/120-5mmHC Modified-

APS:-T:-B:6/30R:4

Special-Retrofit-

Value: 4500Min.ST: 7W:35

Explains that the Avenger Minigun relies on 30 rounds of bullets at a time, which is enough to destroy almost any enemy.

Weapon Name: Bozar/THshè Cheng 75/Set Damage +10, Ammo 30/30.223HC Modifier +10

APS:-T:-B:6/15R:4

Special CM+10 Retrofit -

Value: 6000Min.ST: 6W: 22

Description: The powerful machine gun Bozar, which can only be described as a "must-kill", is said to have been developed as a "sniper shè machine gun". The power of 15 rounds .223 is breathtaking. Don't get hit. Rare weapons.

Weapon Name: M2HB/THshè Cheng 50/Set Damage +0 Ammo 100/100.50HC Modifier-

APS:-T:-B:8/20R:4

Special CM Result +4 Retrofit -

Value: 8000Min.ST: 8W: 100

Instructions 20 rounds .50 ...... The added value doesn't matter anymore. I've never heard of anyone getting their way out of M2HB. It is easy to overheat. Rare weapons.

Weapon Name Champion Minigun/THshè Cheng 40 Damage +10 Ammo 100/100 - 4.7mmHC Modified-

APS:-T:-B:6/20R:4

Special CM+10 Retrofit -

Value: 12000Min.ST: 8W:30

Explain VindicatorMinigun, even Enclave will feel painful to use. However, it is powerful enough to destroy any enemy. jīng dense, fragile.

Weapon Name: Gauss Minigun/THshè Cheng 20 Damage +20 Ammo 120/120-2mmECHC Correction-

APAPS:-T:-B:6/20R:4

Special-Retrofit-

Value: 20000Min.ST: 9W: 50

Illustrate the legend of the Chinese prototype weapon: the GuassMinigun, the most powerful weapon in the world, and the instant death (60d10 in the whole game...... )。 Rare weapons.

Large guns - grenade firing shè / mortars

The grenade is not expensive, but it is ...... Ammunition is expensive......

There is no doubt about the power. Most grenades can inflict radial kills. Although the power of the grenade is similar to that of a grenade, the opponent will not have a chance to throw it back.

The M203 grenade gun was one of the most important weapons to choose in the early days of the big gun horn.

Weapon name M203 Grenade Gun / STHshè Cheng 10 Damage Variation Ammunition 1/1-40mm Grenade HC Correction-

APS:8T:-B:-R:4

Special CM Result +6 Retrofit-

Value: 500Min.ST: 6W: 25

Explain that the grenade shè is very cheap, the probability of damage is very high, and the reloading is very slow...... The shè is also slow, not to mention powerful...... However, it is very cheap. Standard grenade shè device.

Weapon name M79 Grenade Gun / STHshè Cheng 20 Damage Change Ammunition 1/1 - 40mm Grenade HC Correction -

APS:6T:-B:-R:2

Special-Retrofit-

Value: 2000Min.ST: 5W: 8

Illustrated far from the sè grenade gun M79, the power can be expected. Standard grenade shè device.

Weapon Name: MK-19 Straight Line Howitzer/THshè Cheng 50/Set Damage Change Ammunition 4/4-40mm Grenade HC Correction-

APS:4T:-B:-R:4

Special AR+10 Retrofit-

Value: 5000Min.ST: 5W: 25

Description of the very fast straight-line howitzer MK-19 with 4 charged shells.

Weapon name AGS-17 Parabolic Grenade Hair shè device/THshè Cheng 150/Set damage variation ammunition 8/8-40mm grenade HC Correction-

APS:5T:-B:-R:4

Special-Retrofit-

Value: 10000Min.ST: 5W: 30

What does the explanation say...... AGS-17 is a fixed-position attack, so there is no need to calculate additional AC when attacking. And it is regarded as a howitzer and cannot be thrown back...... Indoor use is not possible, and there is no AR restriction. Rare weapons.

Weapon Name: M2 Howitzer/THshè Cheng 500/Set Damage Change Ammunition 1/1-60mmHC Correction-

APS: Full round T: -B: -R: 4

Special-Retrofit-

Value: 15000Min.ST: 5W: 40

Instructions for the use of 60mm howitzer shells (burst / plasma / pulse). Indoor use is not possible, and there is no AR restriction. Rare weapons.

Burst shells have 10d10 damage with a 5m radius and 1d6 wind with a 20m radius.

Plasma shells have 10d20 full damage with a 3m radius and 5d20 half damage with a 6m radius.

Pulse cannonballs have 20d20 full damage with a 3m radius, 10d20 half damage with a 6m radius, and half damage against mobs.

Weapon Name: PS-22 Mortar/THshè Cheng 400/Set Damage Change Ammunition 1/1-51mmHC Correction-

APS:8T:-B:-R:4

Special-Retrofit-

Value: 15000Min.ST: 5W: 45

Instructions for the use of 51mm mortar shells (burst / gas). Indoor use is not possible, and there is no AR restriction. Rare weapons.

Burst shells deal 10d10 damage with a 5m radius and 1d6 blasts with a 20m radius.

Gas shells inhale 7d10 damage within a 100m radius, leaving them stunned if they can't pass through the GR.

Big guns - anti-tank weapons

Anti-tank weapons are also commonly used large weapons.

These weapons have good destructive power against tank armor, and only the AP weapons here can break the DT of tank heavy armor and special armor. (Generally, AP weapons are considered normal when encountering tanks, and armor with the "AP Hindrance" feature can only weaken half of the DT)

Note: When calculating the DT of a rocket, the damage is calculated separately for each shot (e.g. 4 DTs are counted if there are 4 hits), rather than a single DT as is the case with other sweepers.

Weapon Name: LAW Modified Rocket Launcher/STHshè Cheng 15 Damage Change Ammo 1/1 - Rocket HC Modified-

APS:8T:-B:-R:4

Special CM +10, CM result +3 retrofit -

Value: 500Min.ST: 6W: 15

Description of a rocket launcher changed from a stink bomb to a rocket launcher. Cheap is cheap, but xìng can ...... Standard anti-tank rocket.

Weapon name LAW-80 Bazooka / STHshè Cheng 60 Damage 6d12+30 Ammo - HC Correction-

APS:6T:-B:-R:-

Special one-time xìng transformation-

Value: 800Min.ST: 6W: 15

Illustrates a xìng bazooka that deals 1m radius halved damage. Early killer feature. It's heavy. Standard anti-tank rocket.

Weapon name L-72 Rocket Launcher / STHshè Cheng 40 Damage Change Ammunition 1/1 - Rocket HC Correction -

APS:6T:-B:-R:2

Special-Retrofit-

Value: 2000Min.ST: 6W: 15

Illustrate the weapons with which rockets are used. Nothing special xìng. Standard anti-tank rocket.

Weapon name SS-4 Quad Rocket Launcher /THshè Cheng 25 Damage Change Ammunition 4/4 - Rocket HC Correction-

APS: -T:-B: Full Wheel/4SR: Full Round

Special CM+5 Retrofit -

Value: 8000Min.ST: 9W: 60

Does the Terminator see it...... It is the "four-barreled rocket launcher" that Lao Shi moved. Only 4 rounds can be done, and it is also easy to break. Rare weapons.

Weapon Name: M217 Fixed Type Rocket Launcher / THshè Cheng 60/Set Damage Change Ammunition 18/18HC Correction-

APS: Full Round T: -B: Full Round/6R: Full Round

Special-Retrofit-

Value: 12000Min.ST: 7W: 150

It means that it is not something that humans can carry...... Up to 6 rockets can be fired at a time.

Weapon Name: TOM-II Missile System/THshè Cheng 150/Set3 Round Damage 10d10+200 Ammo -HC Correction-

APS:8T:-B:-R:-

Special-Retrofit-

Value: 5000Min.ST: 6W: 65

Illustrates that a powerful weapon that can only attack vehicles once, and can destroy almost any vehicle with a single shot, and can only attack vehicles. All occupants of the vehicle take 1/2 damage. Rare weapons.

Bigguns - flamethrowers

Flamethrowers can cause a burning state...... It is very convenient, be careful to burn your own people.

Weapon Name: Simple Flamethrower/THshè Cheng 2 Damage Variation Ammo 5/5 - Fuel HC Modifier -10

APS:7T:-B:-R:4

Special Penetration, CM +10, CM Result +2 Retrofit -

Value: 800Min.ST: 7W: 20

Description of the Rifle Flamer, a flamethrower in the form of a rifle. The shè is very close and easily damaged. Standard flamethrower.

Weapon name M9E1-7 Fire Spray / THshè Cheng 3 Damage Change Ammunition 5/5 - Fuel HC Correction -

APS:6T:-B:-R:4

Special Penetration Retrofits-

Value: 2000Min.ST: 6W: 28

Description of the M9E1-7 Flamethrower, the standard flamethrower.

Weapon name Flambe450 Fire Spray / THshè Cheng 5 damage variation ammunition 10/10-fuel HC correction-

APS:-T:-B:8/2SR:4

Special Modifications-

Value: 6000Min.ST: 7W: 40

It shows that the flamethrower shè that can be loaded with a large amount of shè can only be used with two doses of fuel at a time, and the shè is also very long.

Energy weapons

EnergyWeapons

Energy weapons are generally faster and more powerful, and they are very effective against specific armor.

There are three main categories of energy weapons: Laser, Plasma, and Pulse (halved for living beings, with LaserDT).

There are also pistols, rifles, and large weapons in energy weapons, but all of these weapon hits are counted using energy weapon skills.

Almost all energy weapons are easily damaged.

Energy Weapon - Pistol Department

Weapon name W1000 laser pistol shè Cheng 30 damage 1d10+10 ammo 6/6-SECHC CORRECTION-

APS:4T:5B:-R:2

Special CM Result +3 Retrofit -

Value: 1000Min.ST: 3W: 7

Description of the Wattz1000 laser pistol, the weakest energy weapon. Laser。 Standard laser weapons.

Weapon name W1600 laser pistol shè Cheng 35 damage 1d12 + 12 ammo 10/10 - SECHC FIX-

APS:4T:5B:-R:2

Special CM Result +2 Makeover-

Value: 1500Min.ST: 3W: 7

Description of the greatly strengthened laser pistol Wattz1600. Laser。

Weapon name G86 plasma pistol shè Cheng 15 damage 2d20+4 ammo 5/5 - SECHC FIXED -

APS:4T:5B:-R:2

Special CM Result +2 Makeover-

Value: 2000Min.ST: 4W: 8

Description of Glock's Glock86PlasmaPistol, a product used to compete with Wattz. The power is not very stable. Plasma。 Standard plasma weapons.

Weapon Name: Solar Pistol, shè Cheng 10 Damage, 4d10+20 Ammo, 6/6 - Sunlight Autofill, HC Correction-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 4000Min.ST: 4W: 10

Explain SolarScorcher, I don't know where the technology produced the mysterious weapon, in short, it is by no means the technology of this world...... Legend has it that there are some Vault ruins. Automatically replenishes energy in sunlight, but only has a limited amount of ammo on yīn days/indoors. The power is satisfying, Laser. Rare weapons.

Weapon Name: Special-shaped Impact Gun, shè Cheng 10 Damage, 3D20+30 Ammo, 10/10-SECHC Fix-

APS:4T:5B:-R:2

Special-Retrofit-

Value: 7500Min.ST: 3W: 9

Illustrate that this is definitely alien technology! How else would it be called AlienBlaster? Plasma。 Rare weapons.

Weapon name YK32 pulse pistol shè Cheng 3 damage 2d12 + 40 ammo 5/5 - SECHC Correction-

APS:4T:5B:-R:2

Special CM +5, CM Result +3 Retrofit -

Value: 8000Min.ST: 6W: 28

Description: The powerful Pulse Pistol YK32 PulsePistol – don't forget to halve the creature pair. Pulse, the damage rate is high.

Energy weapons - rifles

Energy rifles, shè are generally slower than pistols, but far more powerful.

It's also good against certain armor, but it's good against some armor......

Weapon Name: Watts2500 Laser Rifle/STHshè Cheng 30 Damage 3d8+15 Ammo 5/5 - MECHC Modified-

APS:5T:6B:-R:4

Special CM Result +3 Retrofit -

Value: 2000Min.ST: 5W: 9

Description of the Watts laser rifle Type I. The power is quite different from that of Type 2. Standard laser weapons.

Weapon Name: H&K Laser Carbine/STHshè Cheng 20 Damage 2d12+20 Ammo 6/6 - MECHC Fixed-

APS:5T:6B:-R:4

Special CM Result +3 Retrofit -

Value: 3000Min.ST: 6W: 13

Explain that H&K31415LaserCarbine, a product of H&K, finally got very few orders because of the lack of xìng.

Weapon Name P94 Plasma Rifle/STHshè Cheng 25 Damage 2d20+25 Ammo 4/4 - MECHC Fixed-

APS:5T:6B:-R:4

Special CM Result +1 Makeover-

Value: 4000Min.ST: 6W: 17

Description of the Winchester Model P94 PlasmaRifle, the only plasma weapon to participate in the Energy Weapons rifle competition. It surpasses Watts in maximum power, but the power fluctuates greatly. Standard plasma weapons.

Weapon Name: Watts3120b Laser Rifle/STHshè Cheng 40 Damage 5d8+24 Ammo 6/6 - MECHC Correction-

APS:5T:6B:-R:4

Special CM Result +2 Makeover-

Value: 5000Min.ST: 5W: 12

Description of Watts' Laser Rifle Type II, the perfect piece that eliminated H&K.

Weapon Name: High Speed Plasma Rifle/STHshè Cheng 35 Damage 3d20+30 Ammo 4/4 - MECHC Fixed-

APS:4T:5B:-R:4

Special-Retrofit-

Value: 10000Min.ST: 6W: 17

Description of an improved version of the WinchesterModelP94PlasmaRifle. Claims to be the most powerful energy weapon.

Weapon Name: YK42B Pulse Rifle/STHshè Cheng 35 Damage 4d12 + * Ammo 8/8 - MECHC Fixed-

APS:5T:6B:-R:4

Special CM +5, CM Result +3 Retrofit -

Value: 10000Min.ST: 6W: 17

Description: YK42BPulseRifle, a pulse weapon, is as easily damaged as all pulse weapons.

Energy Weapons - Large Energy Weapons

We also have large Energy Machine Guns/Energy Miniguns/Energy Cannons......

These weapons are the last killer weapon, and they can basically kill people.

Weapon Name: Multi-barreled Laser Gun/THshè Cheng 35 damage +20 ammo 30/30 - MECHC modifier -20

APS:-T:-B:6/10R:4

Special CM +10, CM Result +2 Retrofit -

Value: 7500Min.ST: 6W: 29

Description GattlingLaser, a powerful weapon. The power of each MEC is 1d20...... Prone to damage. Laser。 Rare weapons.

Weapon Name: Ion Spray Shell Cannon/THshè Cheng 20 Damage 5d12 + 60 Ammo 4/4-MEC*5HC Correction-

APS:6T:-B:-R:4

Special CM Result +2 Makeover-

Value: 14000Min.ST: 5W: 30

Description of IonBeamer, the overbearing weapon. 1m radius full damage, 2m radius halved. 5 MEC per shot; The total filling volume is 20MEC. Plasma。 Rare weapons.

Weapon Name: MESON Cannon/THshè Cheng 50 Damage 15d10+50 Ammo 1/1-MEC*10HC Correction-

APS:6T:-B:-R:4

Special CM Result +2 Makeover-

Value: 20000Min.ST: 6W: 30

Explain that MESONCannon tests weapons, which can be inflicted with the power of a cannon. 2m radius full damage, 5m radius halved damage. Laser。 10 MEC per fill; The total filling volume is 10MEC. Rare weapons.

Throwing weapons

ThrowingWeapons

Throwing weapons, generally grenades, but occasionally throwing knives and the like.

The fast attack speed without the need for reload is the biggest advantage of throwing.

With the exception of throwing knives, all grenade-based weapon attacks do not count as additional AC.

Weapon name throwing knife shè cheng 2 * ST damage 1d6 + MD ammo -HC modified-

APS:4T:5B:-R:-

Special-Retrofit-

Value: 25Min.ST: 2W:1

Description: ThrowingKnife, the basic throwing weapon - very cheap. Using it as a weapon to throw an attack will increase the CC rate. Throwing skills over 50+10CC, over 100+20CC, over 150+30CC. Standard throwing weapons.

Weapon Name: Combat Throwing Knife shè Cheng 2 * ST Damage 1d12 + 8 + MD Ammo -HC Correction-

APS:4T:5B:-R:-

Special-Retrofit-

Value: 100Min.ST: 4W:1

Description of CombatThrowingKnife, the basic throwing weapon. Using it as a weapon to throw an attack will increase the CC rate. Throwing skills over 50+10CC, over 100+20CC, over 150+30CC. Standard throwing weapons.

Weapon name Molotov cocktail shè Cheng 2 * ST damage 1d12+8, Fire ammo -HC modified-

APS:4T:-B:-R:-

Special-Retrofit-

Value: 50Min.ST: 4W:1

DescriptionMolotov cocktail is another name for this weapon. It ignites with a flammable agent and a lead. It's cheap, it's very powerful, and it has a Fire effect attached.

Weapon name shè grenade shè cheng 2 * ST damage 1d12 + 22 ammo -HC correction-

APS:4T:-B:-R:-

Special-Retrofit-

Value: 150Min.ST: 4W:1

Illustrate the most common grenade. Damage is halved for people within 1m of radius, 2d6 shrapnel damage for 2m, and 1d6 blast damage for 3m. Standard grenade.

Weapon name Burst Grenade shè Cheng 2 * ST damage 2d20 + 24 ammo -HC Correction-

APS:4T:-B:-R:-

Special-Retrofit-

Value: 300Min.ST: 4W:1

It shows that the strengthened grenade has a much larger killing range. People around 1m of the radius take full damage, 2m people take 4d6 shrapnel damage, and 3m people take 2d6 blast damage. Standard grenade.

Weapon name plasma grenade shè cheng 2 * ST damage 5d10 + 40 ammo -HC Correction-

APS:4T:-B:-R:-

Special-Retrofit-

Value: 400Min.ST: 4W:1

Description of Plasma grenade. Anyone within 1m of radius takes half the damage.

Weapon name Pulse Grenade shè Cheng 2 * ST damage 5d10 + 100 ammo -HC Correction-

APS:4T:-B:-R:-

Special-Retrofit-

Value: 400Min.ST: 4W:1

Description of the Pulse grenade. Anyone within 1m of radius takes half the damage.

Weapon name smoke grenade shè cheng 2 * ST damage 6m radius smoke ammunition -HC CORRECTION-

APS:4T:-B:-R:-

Special-Retrofit-

Value: 100Min.ST: 4W:1

Explains that smoke grenades cause smoke in the area that lasts for 1d4+2 turns. The AR of the person inside the smoke drops to 2 and hits -50; Attacking someone outside the smoke also hits -50 when attacking inside. Standard secondary weapons.

Weapon Name: Acid Bomb shè Cheng 2*ST Damage 2m Radius Acid Splash Ammunition -HC Correction-

APS:4T:-B:-R:-

Special-Retrofit-

Value: 100/200/500/400Min.ST: 4W:1

Description: Acid bombs have different prices depending on the acid filler. Type A Acid Bullet deals 1d4/turn damage; Type B 2d4/round; Type C 2d8/round; Type D 3d10/round, maintain 1d10 round.

Acid hits above Type B will cause the armor status to drop by one level.

Weapon Name: Flash Grenade shè Cheng 2*ST Damage: 1d6/2m Radius, 100m Radius, Flash Ammo - HC Correction-

APS:4T:-B:-R:-

Special-Retrofit-

Value: 300Min.ST: 4W:1

Description: Flashbangs will lead all people facing flashbangs 1d10 rounds blindness. You can shout at your companion to avoid the flash, and anyone who hears it within 5m (PE Judgment, DC: 15) can avoid the flashbang. Standard secondary weapons.

Weapon name viscose bullet shè Cheng 2*ST damage 1d6/2m radius blast, 4m radius viscose ammunition -HC modified-

APS:4T:-B:-R:-

Special-Retrofit-

Value: 300Min.ST: 4W:1

Indicates that the person who is stuck must do a strength check (STDC: 18) to be able to move, and each move requires 4AP, and if the moving grid is still a sticky area, the judgment must be continued. The sticky person loses all its own AC.

Weapon name incendiary bomb shè cheng 2 * ST damage 1d12 + 22, 1m radius 2d6 shrapnel, 2m radius 1d6 blast, 3m radius incendiary ammunition - HC modified-

APS:4T:-B:-R:-

Special-Retrofit-

Value: 300Min.ST: 4W:1

Illustrates that all corners within a radius of 3m do not need to be judged to enter the burning state. Standard secondary weapons.

Weapon Name: Holy Grenade shè Cheng 2*ST Damage 4d100+100/1m Radius Halving Damage Ammo -HC Correction-

APS:4T:-B:-R:-

Special-Retrofit-

Value:????? Min.ST:4W:1

Illustrate?????????????????????????????????????????? Rare weapons.

Armor

Armor is your guarantee of survival in the 22nd century.

Heavy armor that once disappeared has returned with the development of combat armor and energy armor.

The armor genus xìng is similar to your defense genus xìng, with 5 aspects of defense, as well as AC (additional AC).

Now let's take a look at the armor in this world.

Each type of armor has its strengths/weaknesses. Here are the strengths and weaknesses of the various types of armor:

Weak armor

Leather Jackets: Except for AC, the rest is general defense. The low price is an advantage...... Other...... Are there any other advantages? Have it?

Leather Armor: High AC, High NormalDT - the rest is lackluster.

Metal Armor: Contrary to leather armor, low AC, normal DT - but there is quite a set of protection Laser/Plasma.

Medium armor

Environmental Armor: Good at defending against AC/Laser/Plasma/Fire, Normal/Exp is relatively weak. Defensible against AP shells, DT halved.

Combat Armor: AC/Normal/Exp is strong, but Laser/Plasma is weak. Defensible against AP shells, DT halved.

High armor

Power Armor and its Hardened Modifications: The aim is to gradually increase the Normal/Exp/AC system, and the others are relatively weak. Defensible against AP shells, DT halved.

Advanced Power Armor and its modifications: On the contrary, it is good at restraining Laser/Plasma, and the others are relatively weak. Defensible against AP shells, DT halved.

Note: Attack the head gives additional AC and body armor, but DT is helmed.

Armor leather jacket weight 5AC10

Protection DT: N: 3L: 1F: 1P: 1E: 1

Value: 500

Armor variant jacket weight 12AC12

Protection DT: N: 2L: 0F: 1P: 0E: 1

Value: 750

Armor combat jacket weight 7AC15

Protection DT: N: 4L: 1F: 2P: 1E: 2

Value: 1100

Armor reinforced jacket weight 10AC20

Protection DT: N: 6L: 2F: 3P: 2E: 3

Value: 1800

The above comes with a leather jacket and leather helmet (HideCap).

Head protection DT: N: 4L: 1F: 1P: 1E: 1.

Armor weight 8AC20

Protection DT: N: 8L: 0F: 3P: 0E: 3

Value: 800

Armor leather armor MK2 weight 10AC30

Protection DT: N: 12L: 2F: 3P: 2E: 5

Value: 1500

Armor variant leather armor weight 20AC20

Protection DT: N: 7L: 1F: 2P: 1E: 4

Value: 1800

Armor leather armor MK3 weight 15AC35

Protection DT: N: 16L: 4F: 6P: 4E: 6

Value: 2500

The above leather armor includes a leather helmet (LeatherCap).

Head protection DT: N: 10L: 2F: 5P: 2E: 5.

Armor metal armor weight 35AC10

Protection DT: N: 10L: 24F: 6P: 20E: 8

Value: 1500Sneak modifier -20

Armor metal armor MK2 weight 35AC15

Protection DT: N: 12L: 36F: 7P: 30E: 10

Value: 2500Sneak modifier -20

Armor metal armor MK3 weight 35AC18

Protection DT: N: 15L: 45F: 9P: 36E: 11

Value: 3500Sneak modifier -20

Armor variant metal armor weight 50AC10

Protection DT: N: 8L: 20F: 6P: 18E: 8

Value: 3000Sneak modifier -20

Armor variant metal armor MK2 weight 50AC15

Protection DT: N: 11L: 30F: 8P: 24E: 9

Value: 4000Sneak modifier -20

Armor electromagnetic armor weight 35AC15

Protection DT: N: 8L: 60F: 6P: 50E: 8

Value: 5000Sneak modifier -20

Armor Dead Claw Metal Armor Weight 45AC15

Protection DT: N: 9L: 24F: 8P: 18E: 7

Value: 6000Sneak modifier -30

The above metal armor contains a metal helmet (MetalCap).

Head protection DT: N: 12L: 30F: 4P: 25E: 8.

Combat armor-based AP shells can only cut the DT by half

Armor combat armor weight 20AC30

Protection DT: N: 24L: 8F: 12P: 10E: 20

Value: 7000 RadRes + 20% GasRes Contact 100%

Armor combat armor MK2 weight 20AC40

Protection DT: N: 28L: 10F: 12P: 12E: 24

Value: 8000 RadRes + 20% GasRes Contact 100%

Armor combat armor MK3 weight 25AC50

Protection DT: N: 32L: 12F: 16P: 18E: 30

Value: 12000 RadRes + 20% GasRes Contact 100%

Armor variant combat armor weight 30AC30

Protection DT: N: 20L: 6F: 9P: 9E: 16

Value: 9000 RadRes + 10% GasRes Contact 100%

Armor Dog Combat Set Weight 10AC45

Protection DT: N: 20L: 10F: 15P: 10E: 15

Value: 8000ST+2AG+1

The above Combat Armor includes a Combat Helmet (CombatCap).

Head protection DT: N: 30L: 10F: 12P: 12E: 24.

The environmental armor AP shell can only be cut by half

Armor anti-spoke shè suit weight 20AC15

Protection DT: N: 10L: 24F: 30P: 30E: 14

Value: 5000Sneak Correction -30GR100% RR100%

Armor environmental armor weight 30AC50

Protection DT: N: 18L: 28F: 36P: 40E: 16

Value: 9000GasRes 100% RadRes + 60% PonRes + 50% Sneak-50Doctor/Lockpick/Steal/Repair-10FirstAid/Science-5

Armor environmental armor MK2 weight 35AC60

Protection DT: N: 22L: 30F: 36P: 48E: 18

Value: 10000GasRes100% RadRes + 90% PonRes + 75% PE-1Sneak-50Doctor/Lockpick-15Steal/Repair/FirstAid-10Science/Pilot-5

The above ambient armor includes an ambient helmet.

Head protection DT: N: 20L: 30F: 36P: 40E: 16.

Power armor-based AP shells can only cut DT by half

Armor power armor weight 35AC40

Protection DT: N: 40L: 18F: 30P: 18E: 40

Value: 15000ST+3PE-1GasR100%RadR+30%PonR+15%Sneak-75FirstAid/Doctor/Lockpick/Steal/Science/Repair-10

Armor hardened power armor weight 35AC60

Protection DT: N: 48L: 16F: 25P: 16E: 45

Value: 20000ST+3PE-1GasR100%RadR+30%PonR+15%Sneak-75FirstAid/Doctor/Lockpick/Steal/Science/Repair-10

Armor Modified Power Armor Weight 42AC50

Protection DT: N: 54L: 28F: 40P: 30E: 50

Value: 25000ST+3GasR100%RadR+30%PonR+15%Sneak-75FirstAid/Doctor/Lockpick/Steal/Science/Repair-10

Armor power armor MK2 weight 50AC55

Protection DT: N: 60L: 30F: 42P: 30E: 55

Value: 30000ST+4PE-2GasR100%RadR+60%PonR+20%Sneak-75FirstAid/Doctor/Lockpick/Steal/Science/Repair-20

Armor power armor MK3 weight 60AC65

Protection DT: N: 68L: 32F: 45P: 35E: 60

Value: 40000ST+5PE-3GasR100%RadR+60%PonR+20%Sneak-75FirstAid/Doctor/Lockpick/Steal/Science/Repair-20

Armor final power armor weight 50AC75

Protection DT: N: 76L: 35F: 48P: 38E: 66

Value: 50000ST+6PE-3AG-1GasR100%RadR+60%PonR+20%Sneak-75FirstAid/Doctor/Lockpick/Steal/Science/Repair-20

Power armor includes a power helmet.

Head protection DT: N: 50L: 25F: 40P: 25E: 50.

Advanced Power Armor AP shells can only cut the DT by half

Armor Advanced Power Armor Weight 30AC40

Protection DT: N: 32L: 56F: 38P: 50E: 36

Value: 20000ST+4PE-1GasR100%RadR+60%PonR+20%Sneak-75FirstAid/Doctor/Lockpick/Steal/Science/Repair-10

Armor Advanced Power Armor MK2 Weight 50AC50

Protection DT: N: 38L: 65F: 55P: 68E: 46

Value: 35000ST+4PE-1GasR100%RadR+75%PonR+40%Sneak-75FirstAid/Doctor/Lockpick/Steal/Science/Repair-10

Armor Advanced Power Armor MK3 Weight 50AC60

Protection DT: N: 44L: 70F: 55P: 72E: 50

Value: 45000ST+4PE-1GasR100%RadR+75%PonR+40%Sneak-75FirstAid/Doctor/Lockpick/Steal/Science/Repair-10

Armor Ultimate Power Armor Weight 100AC70

Protection DT: N: 54L: 80F: 60P: 80E: 60

Value: 60000ST+6PE-4AG-1GasR100%RadR+100%PonR+60%Sneak-100FirstAid/Doctor/Lockpick/Steal/Science/Repair-20Traps/Pliot-10

The Advanced Power Armor series includes the Power Helmet MK2.

Head protection DT: N: 35L: 55F: 40P: 55E: 35.

ammunition

In FTRPGs, an important component of a firearm is its power, and the other is its ammunition.

The difference between the lowest power of 5mm and 10mm and the nearly invincible 2mmEC and .50UC can be said to be huge.

Now let's take a look at these munitions. (All ammunition prices are 10 rounds, and each 10 rounds weigh 1 pound unless otherwise noted.) )

AP shells can eliminate or weaken armor DT, and JHP bullets are high-explosive and powerful. The price is extremely expensive, usually 2-3 times the original price, whether you want to buy these powerful bullets or not, please consider for yourself.

Common bullets are 5mm, 10mm, 9mm, .223, .44, .45, 12Gauge, 7.62mm, and are available almost anywhere.

The AP, JHP and other ammunition in the list are set by the DM itself.

5mm5mmAP5mmJHP

Value 150400400

Power 1d41d42d4

Special xìng-DT ignores HC-20

10mm10mmAP10mmJHP

Value 200500400

Power 1d61d62d6

Special xìng-DT ignores HC-20

9mm9mmAP9mmJHP

Value 300750600

Power 1d101d102d8

Special xìng-DT ignores HC-20.

223FMJ.223AP.223JHP

Value 4001000900

Power 1d121d102d10

Special xìng-DT ignores HC-20.

44Magnum.44MagnumAP.44MagnumJHP

Value 400600600

WEILI 1d201d203d10

Special xìng-DT ignores HC-20.

45Caliber.45AP.45JHP

Value 300800700

Power 1d81d82d8

Special xìng-DT ignores HC-20

12Gauge/slug12Gauge/BS12gauge/EMP

Value 300600900

Power 1d121d202d20

特xìng——EMP.

50.50AP.50UC

Value 50015002500

Power 1d101d81d20

Special xìng-DT ignoreDT ignore, EC+30

Weight 224

14mm14mmAP

Value 6001200

Power 2d102d8

Special xìng-DT is ignored

HNNeedlerHNNeedlerAP

Value 6001200

Power 4d123d10

Special xìng-DT is ignored

SECMEC2mmEC

Value 3005003000

Power – 3d10

特xìng - DT ignore, EC+20

Weight 121

7.62mm 4.7mm Shellless ArrowBBs

Value 40020001020

Power 1d101d201d41d4

Special xìng-DT ignore, EC+10——

The following are 1-round ammunition loads:

40mm Normal Grenade, 40mm Burst Grenade, 40mm Plasma Grenade, 40mm Pulse Grenade (Laser DT)

Value 150300400400

1d12+22/1m radius halved2d20+24/1m radius full damage 5d10+40/1m radius halved5d10+100/1m radius halved, and mobs halved again

Special xìng2d6/2m radius shrapnel4d6/2m radius shrapnel——

1d6/3m radius blast2d6/3m radius blast –

Weight 2222

51mm Burst Mortar Shell51mm Poison Gas Mortar Shell 60mm Burst Grenade 60mm Plasma Grenade 60mm Pulse Grenade (Laser DT)

Value 5008005008001000

Damage: 10d10/5m Radius, Full Damage, 7d10/100m, Radius, All 10d10/5m, Radius, 10d20/3m, Total Damage, 6m Half Damage, 20d20/3m, 6m, Half Damage, Mob Halving

Special xìng1d6/20m radius explosion GR judgment inhalation coma 1d6/20m radius explosion -

Weight 44666

Rockets, EXP, Rockets, AP Rockets, EMP

Value 250250400

WEILI 6d12/1m radius halved, 6d6/1m radius halved, 6d20/1m radius halved

Special xìng-DT ignores EMP

Weight 333

Flame Fuel: MKI Flame Fuel: MKII Flame Fuel: MKIII, Plasma Fuel, Poison Gas

Value 5001000200015002000

The power of 4d85d125d205d10+405m radius disperses TKBMI inhalation anti-poison gas, and it does not pass the guò test to receive 1d20 damage per round within 2d6 rounds

特xìngFireFireFire——

Weight 55555

Note: All fuel is a 5-round pack

105mm cannon shells, 120mm smoothbore shells, 152mm artillery launchers

Value 100015002000

Power 15d20 + 30/10m radius 20d20 + 50/10m radius 20d20 + 100

Special xìng3d6/50m radius explosion 3d6/50m radius explosion 5d6/50m radius explosion

Weight 101520

Equipment

Items

Basic survival gear

To survive in the wasteland, the first thing is to prepare survival gear.

Flare

Price: 20 rounds/200 yuan

Weight: 10

Flares can be used to transmit signals, confirm location, and illuminate.

In short, it is a good choice to carry a few flares with different colors to contact a partner or ask for help.

The standard for flares is 4 types of color sè: red sè, green sè, blue sè, and white sè.

Generally, you can buy a box for 200 yuan, and 5 shots of each type of face.

Lighter

Price: 100 RMB

Weight:-

Today's lighters use solid fuel, so they are expensive.

As a horn sè that survives in the wild, there is no lighter to light a fire for cooking, igniting fuel...... That's unthinkable.

Flashlight

Price: 100 RMB

Weight: 2

SEC flashlights can shine for nearly infinite hours. As long as you have a flashlight, you don't have to worry.

Ropes

Price: 100 RMB

Weight: 20

The rope ladder is two ropes about 10m long, plus a foothold connected to each other, and the device at the top allows it to be fixed almost anywhere.

Rubber Boots

Price: 100 RMB

Weight: 5

Traveling in the wasteland requires the awareness of encountering a nuclear waste area. It can allow you to escape in this kind of place.

Shovel

Price: 100 RMB

Weight: 15

Digging shovels. You can consider digging for treasures...... It was more tragic to find the treasure and found that there was no shovel.

Gas Mask (GasMask)

Price: 500 RMB

Weight: 2

The gas mask gives you immunity to inhaled poison gas, and does not conflict with the helmet.

GaigerCounter

Price: 500 RMB

Weight: 5

You can tell the strength of the nearby spokes - you can't normally know the strength of the spokes, and the condition of the spokes is determined by the GM secretly.

Scalpel

Price: 500 RMB

Weight: 1

The scalpel can be used to attack, as well as to heal. Provides a 10 bonus to the Doctor skill.

First Aid Kit (MedicalKit)

Price: 300 yuan

Weight: 4

A first-aid kit that can be used 5 times (each purchase counts as a first-aid kit*5/1, two purchases as a first-aid kit*10/2, and so on.) )

The First Aid Kit increases the number of points you can regenerate by 1d10, and FristAid has a temporary +20 modifier when using the First Aid Kit.

The first aid kit cannot increase the number of first aid performed per rì and still cannot exceed FristAid/20 times.

Doctor's Bag

Price: 500 RMB

Weight: 10

Health packs that can be used 5 times (each purchase counts as a health pack*5/1, two purchases count as a health pack*10/2, and so on.) )

The health pack increases the number of points you have to heal by 2d10, and the Doctor has a temporary modifier of +20 if using the health kit.

The medical kit does not increase the number of medical treatments performed per rì, and still cannot exceed the doctor/40 times.

Toolset

Price: 200 yuan

Weight: 15

Allows you to perform repair actions.

Repair Kits (SuperRepairKits)

Price: 1000 yuan

Your repair ability gets +10 modifier.

Lockpicks

Price: 200 yuan

Weight: 5

A wide variety of small tool collections. You can't pick the lock without this.

SafecrackingKits

Price: 300

Weight: 5

Allows you to attempt to open the lock of the safe. Probably some kind of stethoscope or something...... You've all seen how to open it, right? (Well, remembered Gerkadis...... )

ElectronicLockpicks

Price: 500 RMB

Weight: 5

Allows you to attempt to open the electronic lock.

ExtendedLockpicks

Price: 1000 yuan

Weight: 10

jīng Liang's tool can provide +20 bonus to Lockpick skills - normal locks only.

Electronic Lockpicks MK2 (ElectronicLockpicksMKII)

Price: 2000 yuan

Weight: 5

It's more of a hacking tool. It can deal not only with electronic locks, but also against computers, terminals, ATMs...... If you can find it. Of course, those locks are generally very difficult.

Drugs, drugs and addictive drugs

In general, the weight of these things is negligible.

Jet

Price: 25

Needless to say, right? NewReno's biggest contribution to the wasteland is that it's cheap and abundant. After consumption, AP+1, ST+1, PE+1 in 1d10 hours, and can accumulate (up to 3), can exceed the race limit! Since then...... AFTER THAT, YOU LOSE 2AP, 3ST, 3PE...... Of course, you can avoid it by taking Jet again...... 80% addictive, worthy of being the number one drug.

Therapeutic powder

Price: 50

Good medicine for 1d10+5HP. There is a 5% addiction rate.

Therapeutic needles

Price: 150

Restore fù1d10+10, no side effects.

SuperStimpak

Value:500

Recover fù5d10 + 50HP, but lose 1d10 after 1 hour as a side effect. You can give NPCs ......

antidote

Price: 150

Detoxification, poison xìng down 2 levels. However, some powerful poisons may not be solved in a single bottle. No side effects.

Advanced antidote

Vaule:500

It is a drug that can reduce the poison by 5 levels, and it also has the function of neutralizing acid.

Rad-X

Value:500

It is a miracle medicine that can increase the radiation shè anti-xìng by 50% in 1d10 hours! Unfortunately it's hard to get and the price is very high...... There is a 20% addiction rate.

Combat First Aid Kit TraumaPack

Value:600

Recovers fù6d10+60, but loses 2d10+30HP after 1 hour. This thing assassination is much easier.

The ultimate treatment needle, UltraStimpack

Value:1000

Restore fù10d10+50HP! Unfortunately, after 1d10 hours, you have to throw EN or lose half of the HP you gain...... Pray.

Put shè to drive out the Radaway

Value:1000

At that time a put shèxìng grade was cleared; After 24 hours, clear another put shèxìng grade. One Radaway can clear 2 put shèxìng levels. Unfortunately, there is a 20% chance of addiction.

Voodoo Voodoo

Price: 100

Indigenous drugs, all natural, have amazing effects. +2AG, +3LU (up to 10), +10NormalDT in half an hour; Thereafter, 2AG, 3LU is lost. 20% addictive.

AB Chewing Gum AfterBurnerGum

Price: 100

It's just chewing gum...... Is it? In 1d10 minutes, you'll feel energetic, +1ST and PE, and +2AP; After 1 hour, your ST-1, PE-2...... 30% addictive.

Bavolt Buffout

Price: 150

Maintained for 1 d10 hours, muscle strength agents (to put it bluntly, stimulants), during the action of ST+2, AG+2, EN+3, after that, the loss of 3ST, 3AG, 2EN. 30% addictive.

Mantat Mentats

Price: 200

Nerve hallucinants. In 1d10 hours of taking, PE+2, IN+2, CH+1, the person will become very sharp; After that, the symptoms of dementia appear...... PE, IN-4, CH-3, 60% addictive.

Manic agent Psycho

Value:200

Within 1 d10 hours, a person who took a manic agent would have +5 AG, but -3 IN; After that, all genera fall by 3...... Get rid of LK. 50% addictive.

Mattie Mutie

Value:300

After eating, in 1d10 hours, +4ST, +4PE, -4CH, -4IN; Thereafter, vote EN (DC: 15), otherwise lose 4d10HP. 20% addictive, this thing doesn't do anything for super mutants.

Mines, traps and explosives

Difficulty of discovery: The difficulty of judging PE, which refers to the difficulty without a special search. If you search deliberately, the searcher has a +4 bonus. You must have the Trap skill to find out.

Set Difficulty: The difficulty set with the Trap skill.

Difficulty: The difficulty of clearing with the Trap skill.

Megaphone jǐng newspaper / BullhornTrap

Cost: 50 (megaphone)

Weight: 5

Difficulty to detect: 20

Set difficulty: 100

Difficulty: 120

As soon as it is triggered, the trap will sound, and it is relatively easy to spot. The most basic use is the jǐng newspaper – I didn't find it any other use.

SilentAlarm

Cost:- (can't make your own)

Weight:-

Difficulty to detect: 30

Difficulty:-

Difficulty: 150

The jǐng announcer, which does not make a sound, is generally only found in advanced bases. You may not know it when triggered, but in a distant room, countless sleeping enemies may be awakened......

Gas/Gas

Cost: Varies according to the type of poison gas

Weight: 10

Difficulty to find: 28

Set difficulty: 130

Difficulty: 150

Poison gas is emitted with a radius of 5 m, and the type of poison gas can be changed.

PoisonNeedle

Cost: Varies according to the type of venom

Weight: 1

Difficulty to detect: 30

Set difficulty: 100

Difficulty: 100

Often underground, or through guò strange ways to trigger small poisonous needles. It's hard to find, but it's nice to lift.

Spikes/PitofSpikes

Cost: 200

Weight: 10

Difficulty to detect: 20

Set difficulty: 130

Difficulty: 130

This thing...... Whoever steps on it is unlucky. Deals 3d10 damage...... You should be glad that it is generally not poisoned.

Claymore Mine/ClaymoreTrap

Cost: 300

Weight: 2

Difficulty to find: 28

Set difficulty: 100

Difficulty: 160

It causes a loud sound that can be heard for 200m, and a lethality equivalent to 2d20+20...... Oh,Mygod。

T13 Anti-PersonMine/T13Anti-PersonMine

Value: 500

Weight: 4

Difficulty to detect: 30

Set difficulty: 100

Difficulty: 180

Lethality: 4d12+30, enjoy half damage within a 1m radius, 3d6 shrapnel damage within a 2m radius, and 1d6 wind damage within a 3m radius.

T45-SE Anti-Tank Mine / T45-SEAnti-TankMine

Value: 800

Weight: 6

Difficulty to find: 28

Set difficulty: 100

Difficulty: 180

Lethality: 5d20+40, enjoy half the damage within 1m, 3d6 shrapnel within a 2m radius, and 1d6 wind damage within a 3m radius.

The dual-purpose high-destructive mine will cause extremely high damage, and it is worthy of being a professional mine that "can paralyze M1A1 with one shot".

The only drawback is that if a person steps on it, the chance of detonation is inversely proportional to the load.

zha medicine/Dynamite

Value: 200

Weight: 2

Difficulty to detect: 25

Set difficulty: 100

Difficulty: 150

Lethality: 1d20+30 at the detonation position, halved within a radius of 1m, and 1d6 within a radius of 4m. A timer is included.

PlastiqueExplosive

Value: 400

Weight: 2

Difficulty to detect: 25

Set difficulty: 100

Difficulty: 150

Lethality: 3d20+40 at the detonation position, halved within a radius of 1m, and 1d6 within a radius of 4m. A timer is included, so you can easily bundle them together to increase damage.

Special weapons

The so-called special weapons are those that have a special genus xìng.

Often, some firearms have unusual genus xìng, such as guns made in large factories, sometimes with special jīng secrets; Some firearms bring good luck to the user......

Firearms with these abilities are called "Special Firearms".

Special firearms can only be found, not sought.

Generally speaking, the price of a firearm with a low-level special ability will increase by 1/2, the price of a medium-level special ability will be doubled, and the price of a high-level special ability will be as much as 3 times.

Chapter 12: Production and Repair

This chapter is a better guide on how to survive in the wasteland.

In this world, of course, there are many things to buy; But it is not possible to buy everything.

There are a lot of things that you have to make or repair yourself.

This chapter is an advanced section on the various skills.

Accessories for the machine qì people

RobotAccessories

Men cannot get Perk, nor can they wear armor.

However, before the war, many software and hardware were developed to modify the machine. - The machines and people in the wasteland are all DIY, and for humans in 2077, these machines are as simple as computers.

As long as you have enough space for retrofit points, you can add these accessories.

The initial transformation space of the fighter is 3, and the starting transformation space of the AI machine is 2 (because of the pre-installed AICPU). Each level up gives you an additional 1 point of space.

In general, the transformation of the machine and people consumes money and space. Most of the retrofit parts are available in major cities (e.g. San Francisco, NCR, NavarroCity, etc.).

Installing/removing plugins requires a high degree of scientific skill – only God knows what will go wrong when it comes to installing/removing these things.

Note: Only one of all components can be installed.

External protection

The Exterior Protection class is characterized by consuming a lot of Transformation Points, but providing a very strong DT.

Initial combat protection

BasicCombatShells

This is the shell of the combat machine qì man starts.

N:12L:6F:20P:6E:6

Transformation Points: 0Value:-

Human appearance protection

BasicHumanLikeShells

This is the shell of the AI type machine.

N:10L:4F:15P:4E:4

Transformation Points: 0Value:-

Strengthens Defense Component against Normal Damage (verbose...... )

NormalDamageDefenceWare

N:+5L:0F:-2P:0E:0

Transformation Points: 1 Value: 500DC: 100

Strengthens the defense component MKII against normal damage

NormalDamageDefenceWareMKII

It must be retrofitted on the basis of MKI.

N:+5L:-1F:-2P:-1E:-1

Transformation Points: 1 Value: 1000DC: 120

Strengthens the defense component against laser damage

LaserDamageDefenceWare

N:0L:+8F:-1P:-1E:0

Transformation Points: 1 Value: 500DC: 100

Strengthens the defense component MKII against laser damage

LaserDamageDefenceWareMKII

It must be retrofitted on the basis of MKI.

N:0L:+8F:-1P:-1E:0

Transformation Points: 1 Value: 1000DC: 120

Strengthens the defense component against fire damage

DamageDefenceWare

N:0L:+1F:+10P:+1E:0

Transformation Points: 1 Value: 500DC: 120

Strengthens the defense component against plasma damage

PlasmaDamageDefenceWare

N:0L:-1F:-1P:+8E:0

Transformation Points: 1 Value: 500DC: 100

Strengthens the defense component MKII against plasma damage

PlasmaDamageDefenceWareMKII

It must be retrofitted on the basis of MKI.

N:0L:-1F:-1P:+8E:0

Transformation Points: 1 Value: 1000DC: 120

Strengthens the defense component against explosion damage

ExplosiveDamageDefenceWare

N:-1L:0F:-1P:0E:+6

Transformation Points: 1 Value: 500DC: 100

Strengthens the defense component MKII against explosion damage

ExplosiveDamageDefenceWareMKII

It must be retrofitted on the basis of MKI.

N:-1L:0F:-1P:0E:+6

Transformation Points: 1 Value: 1000DC: 120

Advanced Combat Defense System

AdvancedCombatDefenceShells

Advanced fighter jet defense kit (limited to fighter jet installation).

N:+5L:+3F:+2P:+3E:+5

Transformation Points: 3Value: 1000DC: 100

jīng Ying combat defense system

EliteCombatDefenceShells

Jīng's British-class combat defense system (limited to fighter jets and Qì people). Must be installed on a premium basis.

N:+5L:+3F:+2P:+3E:+5

Transformation Points: 3 Value: 2000DC: 120

Secret combat defense system

SecretCombatDefenceShells

Secret combat defense system (limited to fighter jets and people to install). It must be installed on the basis of jīng eng.

N:+6L:+4F:+4P:+4E:+6

Transformation Points: 3 Value: 5000DC: 150

Human appearance combat system

HumanLikeCombatShells

N:+5L:+2F:+2P:+2E:+5

A human-looking battle shell. Strong protection can only be installed on the basis of human appearance protection.

Transformation Points: 3 Value: 1000DC: 120

Human skin shell

HumanSkinShells

Manufactured enclosures made by biotechnology. Exactly like humans. The defense is poor, but it allows you to equip armor.

N:-5L:-5F:-5P:-5E:-5

Transformation Points: 3 Value: 3000DC: 150

CPU class

CPU is an accessory that improves the basic ability and determines the basic working ability of the machine.

CPUs have to be removed before the latter can be installed.

PenxxxxXII

There is no special xìng CPU.

Legend has it that it was developed by Letni, a major CPU company in the 21st century.

The default core CPU for all fighters.

Transformation Points: 0 Value: 500DC: 100

AICPU

It is said to be an artificial intelligence CPU developed by MBI commissioned by 米国zhèngfǔ.

The effect is CH+3 (already counted towards the starting point). Only AI machines can be installed.

Transformation Points: 1 (already counted) Value: 1000DC: 120

Lightingbird

The high-speed CPU produced by DMA makes up for the lack of IN with high-speed computing.

IN+1。 However, due to the compatibility with xìng, LU-2.

Transformation Points: 2 Value: 1000DC: 120

PenxxxxXIIIAI

Letni's AICPU, artificial intelligence is very powerful.

CH +5 (actually +2 after removing the AI's +3). Only AI machines can be installed.

Transformation Points: 3 Value: 2000DC: 120

Soul

The powerful MBI product CPU, which is named after the soul, is the most powerful type. Only AI machines can be installed.

CH+6 (actually +3), IN+1.

Transformation Points: 4 Value: 6000DC: 150

MemoryChip

Memory is one of the most important components of a machine.

Essentials for other software. A lot of add-on software has to be loaded into memory to work - to the machine, software is like a Perk of other races.

Only 1 piece can be installed.

200GBMemoryChip

The basic-level MemoryChip can only record the basic number jù.

Without this accessory, you won't be able to gain experience, level up, or do your job.

Transformation Points: 0 Value: 500DC: 100

500GBMemoryChip

Holds 1 unit of additional software memory.

Transformation Points: 2 Value: 1000DC: 120

1TBMemoryChip

Memory that can hold 2 units of additional software.

Transformation Points: 3Value: 2000DC: 140

2TBMemoryChip

Memory that can hold up to 3 units of additional software.

Transformation Points: 5 Value: 5000DC: 150

OEMMemoryChip

Can hold 5 units of extra software!

The pre-installed Microsoft Window2077 makes your luck 1. But it's easy to install.

Transformation Points: 4 Value: 5000DC: 100

Bus

bus

The bus is a very useful accessory.

Of course, it is not possible to equip two buses.

Universal Bus (IEEE14563)

As a technology of the 22nd century, the universal bus, or IEEE14563 bus, is the industry standard. All machines are equipped with this bus – and it can be found on almost any computer.

Transformation Points: 0 Value: 500DC: 100

High-speed bus (IEEE27110)

High-speed bus, epoch-making technology. It can make the machine qì people move faster.

The machine that is equipped with this bus is AG+1.

Transformation Points: 3 Value: 2000DC: 120

Shelter technology bus

VaultTechBus

This is a new technology bus that was developed just in 2077 and is only used on the main computer inside a very small number of shelters.

The machine qì person AG+2 equipped with this bus.

Transformation Points: 5 Value: 5000DC: 150

Perception system

External perception systems are one of the greatest achievements of artificial intelligence in the 21st century – especially the ability to analyze human-only information from 2D/3D images and various sound signals, and even the senses of smell, taste, and touch.

The perceptual system is said to have produced 15 Turing Awards in the first fifty years of the 21st century. Now the only thing that I haven't conquered is probably the sixth sense.

Of course, there can't be two sets of perception systems.

Note: If the original perception system of the machine is damaged, the perception system cannot be updated. For example, shortcomings such as BadSight, OnlyEye, and Blind are not replaceable.

Basic Perception System

DetectSystem

A system that can only receive information visually and audibly. Basic equipment. If there is damage, it will not work.

Transformation Points: 0 Value: 500DC: 100

Advanced perception system

AdvancedDetectSystem

A system that can obtain information through infrared imaging. PE+1, which can detect heat sources within a certain range.

Transformation Points: 3 Value: 2000DC: 120

Anthropomorphic perception system

PersonificationDetectSystem

A perceptual system that fully simulates all five human senses. PE+2, infrared imaging can also be done.

Transformation Points: 5 Value: 5000DC: 150

dynamical system

The machine is generally used for both energy battery and solar power.

Most people usually use solar energy for power, and only use built-in energy batteries when necessary.

Installing two power systems is not only unnecessary, but also dangerous.

Basic powertrain

BasicMotor

The basic engine. The output is low, it can be supplemented with solar energy, and all the starting equipment of the machine qì people.

The battery of this powertrain can work for more than 500 years without replenishment – because of the low power.

Transformation Points: 0 Value: 500DC: 100

High output power system

AdvancedMotor

The high output engine gives you ST/EN+1.

THE POWERTRAIN CAN HOLD UP TO 50 UNITS (50SEC/25MEC). It consumes 5 units of electricity every day.

Can unleash a temporary high power, which grants an additional 5 AP per turn. This high power state requires a power consumption of 5 per turn, and works up to 2 turns/per battle, otherwise it will overheat.

Transformation Points: 4 Value: 2000DC: 120

Nuclear power systems

MacroFashionMotor

The nuclear battery engine gives you ST/EN+2.

The battery consumption is staggering, consuming 10 units of energy per day. The capacity is also 50 units.

You can activate the "Temporary High Output", which gets 2 times the AP per turn, consumes 10 units of power, and works up to 2 rounds per battle, otherwise it will overheat.

Transformation Points: 8Value: 5000DC: 150

peripheral

These peripherals are similar to the location of things like printers and scanners in our time.

EMP Electromagnetic Shield

EMPShielding

To obtain 10DT for EMP, additional software "Notron EMP2077" is required to work. (1 additional software capacity)

Transformation Points: 1 Value: 2000DC: 120

Blade arm

BladeArms

Add a blade to the arm, MD+10.

Transformation Points: 2 Value: 1000DC: 120

Additional Assault Weapons

AddOnWeapons

You can add an additional weapon to your body. This weapon can fire just like the weapon in your hand. (Equivalent to the second main weapon)

If you add "Autofire2077" with 2 bonus software, the additional weapon will cost 1 less AP to fire.

If you add "Doublefire2077" with 2 additional software, the weapon can fire at the same time as the same weapon in your hand (it must be the same weapon, otherwise it can't be used for ballistics), and it only consumes 1 more AP.

Transformation Points: 2Value: 2000DC: 150

Self-detonation system

SelfDestroySystem

………………

This system is your last resort......

You can use the self-detonation system to open the way for your companions. (Or drag them to hell with you?) )

The self-detonation system can deal a lot of damage to the surrounding area: 4d100 explosion damage within a 5m radius, 2d20 wind explosion within a 20m radius (ignoring DT).

Regardless of why it hurts so much, movies are like this.

Transformation points: 0 value: 0DC: disassembly can't, installation must be successful

Software

Software

Computers are all made up of software/hardware.

These apps consume valuable memory space, but they will give you extraordinary results.

Running action

RunningActionSystem

The system allows you to sprint (1AP/2m) and still move as usual.

1. Memory space.

Value: 1000DC: 120

Defense Mode

DefensiveSoftware

Defense software mods that tell you how to dodge attacks. Consumes 1 unit of memory space.

It is equivalent to the effect of DefensiveModePerk.

Value: 1000DC: 120

Fighting system software

HtHCombatSystemSoftware

Fighting software mod that improves your fighting skills. The installation requires high Unarmed and high level, and any ordinary fighting skills can be installed (the same fighting part is required, and it cannot be installed if it is not satisfied), of course, the base damage is still 1d12+MD.

Each skill costs 1 unit of memory space.

Value: 1000DC: 120

The base genus is an emulator

EMUSoftware

You can use the simulator to simulate the base genus xìng......

When your base genus xìng is lower than 10, each point of memory space can be stored in 1 point of the base genus xìng; When higher than 10 equals, the simulator needs 2 memory points for each point of improvement.

Value: 1000DC: 120

Skill-enhancing software

SkillSoftware

You can add software equivalent to skill points, just like upgrading to improve skill points, and use memory to improve your abilities.

Each memory point grants 10 skills.

Value: 1000DC: 120

Postponement of action system

DelaySystem

You can postpone the action point until the next turn, but not up to 2x AP. 1 memory.

Value: 1000DC: 120

Weapons specialized jīng software

WeaponspecialitySoftware

A mod that can be used to specialize in weapons, and the effect is equivalent to that of Perk's "Weapon Specialization".

Each weapon consumes 1 memory, and the software must be repurchased each time you switch to a new weapon.

Value: 2000DC: 100

Hands on the software

DoubleShootSoftware

It is equivalent to the Perk of "DoubleShoot".

Consumes 1 memory. When you have a pistol mounted on your body as an additional assault weapon, it can work in place of the "Doublefire 2077".

jīng does shè hit the software

PrecsionTargetSystem

jīng does shè hit system that makes all your aimed hit penalties disappear.

The effect is amazing, consuming 3 memory.

repair

Repair

Damage to weapons and armor can be repaired. Repairing weapons/armor is considered a long action.

Weapons/armor that have reached the "Damaged" state cannot be repaired. Forced repairs, each attempt requires a material cost equivalent to 1/5 of the price, DC+100.

Repaired from Danger to Poor status without any additional fixes.

Repair from Poor to Normal, DC+20.

From Normal to Good status, DC+50, each attempt requires a material cost equivalent to 1/10 of the price.

It is impossible to repair in excellent condition.

Repair base DC/time

Melee/melee weapons 80/1h

Energy-powered combat/melee weapons 130/4h

Bow and arrow 60/1h

Ordinary pistol 100/1h

Normal shotgun/rifle/**G120/2h

Assault rifle/sniper rifle 130/2h

Low-grade machine guns (below Bozar) 130/3h

High-grade machine guns (Bozar and above, including Bozar) 150/4h

Howitzer gun 120/3h

Howitzer 150/4h

Rocket firing shè 110/4h

TOM-II missile defense system 180/8h

Flamethrower shè 130/4h

Gauss pistol / energy pistol 160/4h

Gauss Rifle / Energy Rifle 180/4h

Gauss/Energy Minigun 200/4h

Jacket 70/2h

Leather armor 100/2h

Metal Armor/Mutant Leather Armor 100/3h

Variant metal armor / electromagnetic armor / anti-radiation shè suit 120/3h

Combat Armor/Deathclaw Metal Armor 140/4h

Environmental Armor/Dog Combat Set/Variant Combat Armor 160/4h

Power armor and its variants 180/8h

Advanced Power Armor and its variants 200/8h

Ultimate Power Armor 220/8h

Melee weapon modifications

Melee weapon modifications are mostly unnecessary; Some are still necessary.

The average person cannot modify melee weapons because of the lack of necessary tools. If you want to change it yourself, you need to have a repair kit and throw 1d100+ skill points - difficulty. Of course, if you find a special craftsman, you can give it a free makeover. If it fails, it will be directly damaged.

SharpenedBlade

Items that can be modified with weapons with "Blades", +4Damage. Difficulty 40.

Poison

Almost all Melee weapons can be poisoned, and the types of poison can be found in the rulebook. Difficulty: 20.

Dynamite/zha medicine

Long-range weapons (shè 2) can be tied to zha medicine...... Just as if I didn't say anything...... Difficulty: 0.

SerratedEdge

Another item that can be modified with a weapon with a "Blade", +4Damage. Can be repeated with blades. Difficulty 70.

BarbedPoint/Barb

Add extra barbs to the weapon, and when you pull it out, you can add an extra 3d4 damage, and you can't use hammer weapons or blade weapons, with a difficulty of 60.

Firearms Expansion:

Want to add a firearm accessory? It takes some technical skills. Cast 1d100 + Science-difficulty, if you succeed, you will install it, and the durability of the weapon will be -1 at the same time; Failure grants -5 durability and damages the extension.

Tripod/support tripod; T, difficulty 0

Value:500

It is possible to increase the shè range of some machine guns; Most non-Minigun machine guns will be extended considerably as a result.

Moreover, at the beginning of the battle, it was necessary to spend 10AP to be fixed on the ground.

W:7

Stock/Stock; St, difficulty 0

Value:500

can be attached to a pistol/**G (rifles and assault rifles are already available),

In this way, their shè range will increase by 5m. The gun will weigh 3 pounds.

Silencer/muffler; SL, difficulty 0

Value:500

Plug-ins that can be attached almost to a small qiē gun, using reduced speed and air isolation to silence the sound of gunshots.

However, there is a price to pay: with a muffler installed, the shè will be reduced by 5, and the lethality will have a correction of -3.

RifledBarrel; RB, difficulty 20

Value:1000

Plug-ins that can only be installed on pistols and **G can increase shè by 20! (However, the visual distance remains the same.)

At the cost of -4 lethality and 3 weight gains.

NightSight/Night Vision; NS, difficulty 30

Value:2000

Weapons that possess this thing can ignore the effects of a qiē light. Does not work against sweeping shè weapons.

Sniper'sScope/Scope; SS, difficulty 30

Value:3000

The scope increases the maximum range of weapons by 50%, and increases the range without penalty by 10m; Increases hit rate by 10 points.

Unfortunately, this weapon will cost 1 more AP (or 1 more AP if aiming an attack) just like a Aim Attack.

All sniper rifles are already pre-loaded.

LaserSight/laser sight; LS, difficulty 30

Value:3000

When you aim an attack, laser pointers will make you no longer take aim penalties.

Whether you want to attack the eye or the head, just hit it like a normal attack.

SpeedLoader; SL, difficulty 0

Value:3000

Only pistols work; Only 1AP is required to reload ammo.

ExpandedMagazine/ExpandMagazine; EM, ...... difficulty??

Value:5000

Different guns and different weapons can receive different effects......

To retrofit this, some expertise is required. I guess it will be difficult to pack it myself, and I can't buy it.

Chapter 13: Wasteland Ecology

The wasteland is home to a wide variety of creatures and people.

Most of the creatures in the wasteland have survived the baptism of spokes, so attacking xìng is very powerful.

And the horns of different organizations in the wasteland will also create obstacles to the adventure.

This chapter is about the strange creatures of the wasteland.

The value that describes the strength of the organism is the "Level (LV)".

In general, each enemy or creature defeated will give the team the equivalent of 200*LV XP to be split evenly.

However, if the monster is too weak or too strong, it will lead to a decrease in experience points.

If the enemy's level is more than 3 levels different from the team's average level, the team will only get 100*LV experience.

No matter what weapon the enemy holds, it does not affect the enemy's LV. Common weapons used by these enemies are listed in the description.

It is important for GMs to note that many enemies are unlikely to appear alone, especially members of various organizations.

Even the Raider will have different squad assignments and responsibilities, and they will all use different weapons.

The number of organisms listed here is the average - it can also be randomly generated if the GM is happy.

Abbreviations

HP = HitPoints, health

SQ=Sequence

LV=Level

AC=ArmorClass, defense strength

DT=DamageThreshold

AP=ActionPoints

Attacks:Type(%tohit,APcost,

damage,specialnotes)

DC: The DC required for domestication.

Attack Weapon: Type (Hit/Skill, AP Cost, Damage, Special) Special refers to special attacks, such as poison xìng level 1, which means that every time you successfully hit and deal damage, you have a chance to poison the horns.

ST/PE/EN/IN/AG: the same character, general animals/mutant animals do not have CH, humans are generally standard CH5, and LU is 5 without indication (i.e., CC/CM are all 5).

Mutant rats

MutantRats

Mutant rats are the most common creatures in the wasteland - because rats were the most common creatures before the war, of course.

From small to large, there are many, many species of rats.

The smallest rat was about the size of the pre-war period, but the largest rat was like a hill.

These pests are generally not dangerous – but civilians have been bitten to death from time to time.

Most rats only have hand-to-hand skills/melee weapon skills and have no intelligence. A bite counts as hand-to-hand combat, and a claw counts as a melee fight.

GiantRat

Giant rats

It's a little bigger than the average mouse, but it's only a foot tall and only about a meter long (!). )。

They generally don't attack much xìng - except when they're hungry.

There's nothing to be afraid of, except for the rough skin and thick flesh, it's not necessarily much easier to kill it than to kill a person. Note that rats are poisonous.

HP:25

SQ:6

AP:7

LV:1/2

AC:5

DT:2/0/0/0/0

DC:100

PR:50%

RR:20%

GR:0/0

Attack: Claw (85%, 3AP, D: 1d6+1)

Bite (70%, 3AP, D: 1d4+1, general toxin 1).

Genus xìng: ST3/PE3/EN3/IN-/AG5

RadRat

Spoked shè rats

Rats can tolerate large amounts of radiated shè, and in those areas where the radiated shè dose is not small, those giant rats have the ability to put shèxìng.

It is a little smaller than a giant rat, about 30 centimeters long. It is less powerful than a giant rat, but it has a shèxìng effect, which is especially dangerous.

HP:15

SQ:6

AP:7

LV:1/2

AC:5

DT:2/0/0/0/0

DC:100

PR:60%

RR:100%

GR:0/50

Attack: Claw (75%, 3AP, D: 1d6+1);

Bite (60%, 3AP, D: 1d4+1, spoke shè1)

Genus xìng: ST3/PE3/EN3/IN-/AG5

Molerats

Mule squirrels

Rumors are the result of the combination of mule and mouse DNA?!

However, there is also a theory that it is simply because the rats are as large as mules.

Generally, these rats are half a meter tall and one and a half meters long. The largest foot is a meter tall and can reach your shoulders.

Their faces look like mules and they can barely see anything in normal light, so they can only be found in caves.

Slightly larger than giant rats, about one meter long, are small mule rats, while those that are more than two meters long are called large mule rats. These rats are quick and agile in the dark, and may be able to pick them up in the light.

LesserMolerat

Small mule rats

HP:30

SQ:8

AP:9

LV:1

AC:12

DT:3/0/0/0/2

DC:110

PR:50%

RR:25%

GR:0/0

Attack: Claw (90%, 3AP, D: 1d8+1);

Bite (75%, 3AP, D: 1d6+1, general toxin 1)

Genus xìng: ST4/PE4/EN4/IN-/AG8

GreaterMolerat

Large mule rats

HP:50

SQ:10

AP:9

LV:2

AC:18

DT:5/1/1/1/4

DC:120

PR:60%

RR:25%

GR:0/25

Attack: Claw (100%, 3AP, D: 1d10+2, none);

Bite (90%, 3AP, D: 1d8+2, general toxin 2)

Genus xìng: ST6/PE5/EN5/IN-/AG8

Pigrats guinea pigs

As the name suggests, it is rumored to be the result of the combination of pigs and rats...... (Not Dutch pigs!) No! )

Guinea pigs are very large, often 1 to 3 meters long. Massive, fat, and can be found in almost every corner of the world after the spoke.

They don't have the ability to attack xìng - only for those who haven't intruded into their territory.

Once they're hungry, or you're unlucky enough to step into their home, these guys won't hesitate to attack you.

The blood is long, but the movement is slower than that of a mule.

LesserPigrat

Small guinea pigs

HP:40

SQ:4

AP:7

LV:1

AC:10

DT:4/0/0/0/4

DC:110

PR:50%

RR:30%

GR:0/10

Attack: Claw (75%, 3AP, D: 2d6+1, none);

Bite (75%, 3AP, D: 2d4+1, general toxin 1)

Genus xìng: ST5/PE2/EN5/IN-/AG5

GreaterPigrat

Large guinea pigs

HP:60

SQ:6

AP:8

LV:2

AC:15

DT:8/0/4/0/8

DC:120

PR:70%

RR:45%

GR:0/20

Attack: Claw (90%, 3AP, D: 2d6+3, none);

Bite (75%, 3AP, D: 2d4+3, general toxin 2)

Genus xìng: ST7/PE3/EN6/IN-/AG7

GreaterGiantRats

Oversized mice

These rats are also a behemoth compared to the post-Spoken world! At least one and a half meters tall, two people long!

These rats are said to be the result of FEV Shi yàn...... Anyway, I believe it anyway.

These guys' nests are in those abandoned military areas, as well as in the sprawling wasteland. The meat is said to be delicious and non-toxic, and it is the main prey animal in the eastern United States - mules and guinea pigs are not eaten by anyone.

Of course, their powerful jaws are also strong enough to eat people.

HP:100

SQ:6

AP:10

LV:3

AC:25

DT:10/4/4/4/8

DC:130

PR:60%

RR:25%

GR:0/25

Attack: Claw (80%, 3AP, D: 1d10+5, none);

Bite (90%, 4AP, D: 1d12+5, none)

Genus xìng: ST9/PE3/EN6/IN-/AG10

RatGods

Rat God

These rats ...... It is said to be the leader of the rats.

With light brown fur and glowing red eyes, it is easily recognizable and is about the size of a large guinea pig.

These rats are as intelligent as humans and can even direct their subordinates to carry out tactics. Some rat gods even speak human language.

These guys are smart enough to go out of their way to create the plague. If they appear, everyone should be careful - it's not that easy to deal with.

Sometimes, they also become human companions. They can master a wide range of skills, including combat (claws), melee weapons (bite), dodge (starting at 50), stealth (starting at 0), language (starting at 20, until 50 for perfect understanding and conversation), and traps (detection only).

HP:150

SQ:12

AP:12

LV:5

AC:20

DT:10/4/3/2/8

DC:170

PR:60%

RR:25%

GR:0/25

Attack: Claw (120%, 3AP, D: 1d12+3, none);

Bite (120%, 3AP, D: 1d10+3, general toxin 2)

Genus xìng: ST7/PE6/EN6/IN5/AG12

Insects

Insects

Creatures of the insect type, which were common before the war and also after the war...... But the size is about unexpected.

Insects mostly carry neurotoxins, be careful.

Most insects only have hand-to-hand skills/melee weapon skills and have no intelligence. Jaws/bites count as hand-to-hand combat, and claws/tail pins count as melee combat.

GiantCockroaches

Cockroaches

The most abundant and adaptable creatures on the planet, can be found around every corner. Includes Necroman's dorm bed......

After the nuclear bomb fell, the cockroaches still survived, especially in those cities, or in the dark corners of yīn in areas that were once cities.

These cockroaches range in size to 60 centimeters in length, but only 30 centimeters or more are dangerous.

They occasionally appear alone, but more often in a colony of 10-20.

They rarely actively attack humans, and rarely pursue humans when they flee.

HP:20

SQ:6

AP:6

LV:1/2

AC:5

DT:6/0/0/0/0

DC:100

PR:100%

RR:95%

GR:80/100

Attack: Jaw (60%, 3AP, D: 1d10+1, Neurotoxin 1)

Genus xìng: ST3/PE3/EN3/IN-/AG3

GreaterCockroach

Large cockroaches

The length of these cockroaches is close to two meters. They are much more dangerous than their "smaller" relatives and much more poisonous.

HP:50

SQ:4

AP:7

LV:1

AC:8

DT:6/0/1/0/2

DC:110

PR:100%

RR:95%

GR:80/100

Attack: Jaw (80%, 3AP, D: 2d10)

Bites (60%, 3AP, D: 1d12+2, neurotoxin 2)

Genus xìng: ST6/PE2/EN5/IN-/AG5

Roachor

Spoked shè cockroaches

This is the most ferocious species, ranging in length from 2.5m to 3.5m.

It can only be found in areas where the FEV/release shè line works together.

Aloof! Stay away from them!

HP:135

SQ:6

AP:8

LV:3

AC:15

DT:10/6/6/4/6

DC:130

PR:100%

RR:100%

GR:100/100

Attack: Jaw (90%, 3AP, D: 3d10, Radiant shè degree 1)

Bites (75%, 3AP, D: 2d12+4, neurotoxin 3)

Genus xìng: ST8/PE3/EN5/IN-/AG7

GiantAnts

Giant ants

GiantAnts are a bit of a mouthful, so many people simply call them "GiAnts".

A lot of shè material is scattered around the anthill, which may be the main reason for the emergence of these variants.

Giant black ants are usually 70 centimeters long, and huge anthills are built on the ground – like small buildings.