The Armory
Part II – The Modern Armory
Here are a few items I’ve used in my HERO System games over the years. They were originally designed for a realistic, modern campaign setting, but can easily be adapted for Cyber HERO or Dark Champions. As always, these are just suggestions. Feel free to play around with the stats to make them fit your campaign. If you have any questions, comments or suggestions, I’d be delighted to hear them. Just drop me an e-mail
Tool Kits
These items are various kits containing “the tools of the trade”. They won’t give the character any new abilities, but they will make it easier for him to use certain skills he has.
Climbing Tools
+2 w/Climbing, OAF - climbing tools (-1), independent (-2).
This kit contains everything a mountain climber might need – 50″ of climbing rope, grapples, a dozen or so spikes, a small hammer to wedge them into the mountain side, etc.
Active Cost: 4
Real Cost: 1
Cosmetic Kit
+1 w/Disguise, OAF - cosmetic kit (-1), independent (-2).
This kit contains all sorts of items to help the user to disguise his true identity – various cosmetic powders to alter facial color and tone, some special silicon “blobs” to hold in the mouth to make the character seem fatter, fake blood capsules, etc. Characters who really wish to disguise effectively should get their hands on a good wardrobe and a collection of wigs too.
Active Cost: 2
Real Cost: 1
Crime Scene Kit
+2 w/Criminology, 8 charges (-½), OAF - crime scene kit (-1), independent (-2).
This kit is a portable version of a forensic laboratory. It contains various chemicals used to test for different substances (e.g., blood, semen or gunpowder) which run out after a while and must be replaced.
Active Cost: 4
Real Cost: 1
General Tool Kit
+1 w/Electronics, Mechanics and Lockpicking, OAF - tool kit (-1), independent (-2).
This is a catch-all tool kit, containing some pliers, wrenches, screwdrivers, a hammer or two, etc. It is very useful for the local handyman or for characters who don’t want to carry too much equipment. However, real professionals usually have more specific kits.
Active Cost: 3
Real Cost: 1
Lockpicking Kit
+2 w/Lockpicking, OAF - lockpicking tool kit (-1), independent (-2).
This kit contains everything needed to pick a lock – a few long prongs and hooks, tweezers, a delicate file, and a few small wedges with a matching hammer.
Active Cost: 4
Real Cost: 1
Medikit
+2 w/Paramedic, OAF - medikit (-1), independent (-2).
This kit contains a collection of bandages, disinfectants, antihistamines, an oxygen mask and small oxygen tank.
Active Cost: 4
Real Cost: 1
Weapon Add-Ons
These items are various pieces of equipment that can be added to different firearms. Some of them may not be appropriate for all the different firearms available. Use your common sense.
Flash Suppressor
Invisibility to Normal Sight (+¼) for up to 30 active points, OAF - flash suppressor (-1), independent (-2).
A flash suppressor is an accessory that is fitted on the muzzle of a gun to hide the bright flash that occurs when a shot is fired.
Active Cost: 8
Real Cost: 2
Laser Sight
+4 vs. Range w/Weapon, works poorly in bad weather (-¼), OAF - sight (-1), independent (-2).
This sight in fact fires a thin laser beam at the target, marking it for the shooter. It is probably the best sight available, but it does not work well in thick smoke, fog or rain which block the laser beam.
Active Cost: 6
Real Cost: 1
Silencer
Invisibility to Normal Hearing (+¼) for up to 30 active points, OAF - silencer (-1), independent (-2).
A silencer is an accessory equipped on the muzzle of a firearm that traps the explosion gasses and thus suppresses the shot’s sound. If you want to be more realistic, you could decide that the silencer wears out after some use and buy it with the Charges limitation.
Active Cost: 8
Real Cost: 2
Telescopic Sight
+2 vs. Range w/Weapon, OAF - sight (-1), independent (-2).
This is your basic telescopic sight. It doesn’t do anything fancy, only makes things you shoot at seem closer, and hence easier to hit.
Active Cost: 3
Real Cost: 1
Thermographic Sight
IR Vision, only when using weapon (-1), OAF - sight (-1), independent (-2).
This sight provides a thermographic image (warm areas appear red, cold areas appear blue) of the target. It is ideal for ambushes held out at night.
Active Cost: 5
Real Cost: 1
Communications
These items are various gadgets that help a group of characters communicate between them. They can be vitally important for executing well-coordinated operations.
Mini Radios
Mind Link, a limited group of up to 16 people, no line of sight needed, only with others who buy mind link (-1), flashed as radio sense group (-½), OAF - radios (-1), independent (-2).
These small radios (walkie-talkies) allow a limited number of people to communicate between them. Their drawback is that anyone who finds the correct frequency can eavesdrop on the conversation.
Active Cost: 40
Real Cost: 7
Tactical Radio
Mind Link, a limited group of up to 8 people, no line of sight needed, invisible to Radio sense group (+½), only with others who buy mind link (-1), flashed as radio sense group (-½), OAF - radios (-1), independent (-2)
These devices are an improved version of the Mini Radios. They consist of an ear piece and a mouth piece which sit on the characters head, making them much less prone to theft and loss. The channel itself is scrambled, so it is much harder (almost impossible) to listen-in on.
Active Cost: 53
Real Cost: 10
Surveillance
These items are pieces of equipment used to gather information about the surrounding. Some of them are not so easy to come by, and the possession and use of some may even be illegal for characters who are not sanctioned law enforcers.
Binoculars
+6 Telescopic for Sight Group, OAF - binoculars (-1), independent (-2).
A small pair of binoculars can easily fit in a coat pocket. Larger ones may be less concealable, but will offer greater range of sight.
Active Cost: 9
Real Cost: 2
Bug Sweeper
Detect Listening Devices, ranged, OAF - bug detector (-1), independent (-2).
This device is able to detect various listening devices hidden in walls or telephone lines. It can be easily fit in a briefcase. Improved devices could add the Increased Arc of Perception or Discriminatory adders.
Active Cost: 8
Real Cost: 2
Infrared Goggles
IR Vision, OAF - goggles (-1), independent (-2).
These goggles provide the wearer the ability to see infrared radiation, which means, in simple terms, that he is able to see heat signatures. They are usually relatively bulky and quite obvious.
Active Cost: 5
Real Cost: 1
Nightvision Goggles
+4 PER for Normal Sight, only to offset darkness penalties (-½), OAF - goggles (-1), independent (-2).
These goggles allow the character wearing them to see in very low-light conditions (such as a cloudy moonless night) as if they were daylight. They do not work in complete darkness, and are as bulky as Infrared Goggles.
Active Cost: 8
Real Cost: 2
Wolf’s Ears
+4 PER for Hearing Group, OIF - wolf's ears (-½), independent (-2) plus 10 points Hearing Group Flash Defense linked to Enhanced Perception (-¼), OIF - wolf's ears (-½), independent (-2).
These ear phones serve two purposes – first, they enhances the wearer’s hearing. Second, they screen out any sounds above a certain level, preventing the wearer from being deafened by explosions or gun shots.
Active Cost: 18
8 + 10 Real Cost: 5
Bugs
Bugs are small devices that allow the character to gain information from a distant location. A Bugging skill roll is usually needed to place and operate a bug properly. However, for the bug to be effective it should also usually be hidden, which requires a Concealment roll.
Camera Bug
400" Clairvoyance, Normal Sight only (-¼), fixed perception point (-1), requires a Bugging skill roll (-½), IAF - bug and detector (-½), independent (-2).
This bug is in fact a miniature video camera that records whatever it’s pointed at and transmits it to the detector. Unless equipped with some special lenses, it functions as Normal Sight and thus does not work in the dark, if covered accidentally (or purposely!), etc.
Active Cost: 30
Real Cost: 6
Listening Bug
400" Clairaudience, Normal Hearing only (-¼), fixed perception point (-1), requires a Bugging skill roll (-½), IAF - bug and detector (-½), independent (-2).
This bug transmits the audio it picks up from a certain location. It can pick up sound-waves through walls, pipelines, etc. and does not have to be located in the target’s immediate location.
Active Cost: 30
Real Cost: 6
Tracking Bug
Detect Bug, ranged, +6 telescopic, 360°, tracking, requires a Bugging skill roll (-½), IAF - bug and detector (-½), independent (-2).
This simple bug transmits a radio signal announcing on its position. It is very useful when tracking a subject.
Active Cost: 21
Real Cost: 5
Bug Neutralizer
7d6 Dispel Listening Devices, explosion (+½), 0 END (+½), OAF - bug neutralizer (-1), independent (-2).
This device sends out a high-powered radio wave which scrambles the transmutations that any bug in it’s range make, thus rendering it ineffective as long as the device is operating.
Active Cost: 42
Real Cost: 10
Survival Equipment
These items allow humans to survive in environments they were not meant to be in. Remember that being able to stay alive in a certain environment does not necessarily mean being able to move, see or be useful in any other way in that environment.
Air Mask
Life Support: Self Contained Breathing, 1 charge for one hour (-0), OAF - mask and air tank (-1), independent (-2).
This item consists of a full face mask and a small air tank that supplies it with clean air for one hour. Characters may want to carry reserve tanks by buying additional Charges.
Active Cost: 10
Real Cost: 3
Nose Filters
Life Support: Self Contained Breathing, only to protect against NNDs (-1), IIF - nose filter (-¼), independent (-2).
These small filters cover the characters nostrils and protect him against various gasses and vapors.
Active Cost: 10
Real Cost: 2
Space Suit
Life Support: Self Contained Breathing plus Immunity to vacuum, high pressure, intense heat, intense cold and high radiation, limited movement - all movement powers and CVs are halved (-2), OAF - space suit (-1), independent (-2).
This is a fully functional space suit. Whoever wears it can survive for extended periods of time in space or on hostile planets provided he has enough food and water. Its main drawback is its bulkiness with greatly interferes with the character’s movement.
Active Cost: 19
Real Cost: 3
Grenades
These items are various weapons that could be thrown to create some sort of area effect (not necessarily an explosion). All these items are given with their typical number of charges (the typical “pack of grenades”), which could of course be changed.
Most of these projectiles could be shot out of some sort of a grenade launcher. In such a case, you’d have to buy off the “range based on STR” limitation, an optionally even buy an Autofire advantage.
Explosive Grenade
2d6 RKA, 0 END (+½), explosion (+½), 6 charges (-¾), range based on STR (-¼), OAF - grenades (-1), independent (-2).
The standard exploding grenades.
Active Cost: 60
Real Cost: 12
Flash Pallets
2d6 Flash vs. Sight Group, 0 END (+½), explosion (+½), 6 charges (-¾), range based on STR (-¼), OAF - pellets (-1), independent (-2).
Upon impact, these pallets will explode in a bright light, temporarily blinding everyone that isn’t wearing some sort of eye protection.
Active Cost: 20
Real Cost: 5
Smoke Pellets
2" Darkness vs. Sight Group, 6 charges lasting for one hour (-¼), range based on STR (-¼), OAF - pellets (-1), independent (-2).
Upon impact, these little pallets emit a 2″ radius cloud of smoke which blocks normal sights and effectively blinds the opponents until they leave the area or the smoke is cleared. A variant to this item are pallets that use some different (and more expensive) chemical to create their smoke so that it blocks the entire Sight Group.
Active Cost: 20
Real Cost: 4
Sleep Gas Pallets
6d6 Energy Blast, explosion (+½), NND (+1), 6 charges (-¾), range based on STR (-¼), OAF - pellets (-1), independent (-2).
Upon impact, these pallets release a sleeping gas that will knock opponents out for a short while.
Active Cost: 75
Real Cost: 15
Gadgets
The following items are all sorts of general miscellaneous gadgets that many characters find useful to have, which don’t seem to fit in other category.
Calculator
Lightening Calculator, OAF - calculator (-1), independent (-2).
Your basic calculator. Can come in handy for calculating size and duration of explosions, the duration of some chemicals effects, etc.
Active Cost:3
Real Cost: 1
Compass
Bump of Direction, OAF - compass (-1), independent (-2).
Your basic compass, useful on any hiking trip.
Active Cost: 3
Real Cost: 1
Flashlight
Images, 2" radius (+¼), 0 END (+½), only to create light (-1), OAF - (-1), independent (-2).
A powerful flash light. Never leave the house without it.
Active Cost: 18
Real Cost: 4
Mini Camera
Eidetic Memory, visual images only (-1), OAF - camera (-1), independent (-2).
A miniature camera, with basic capabilities like flash, limited zoom etc.
Active Cost: 5
Real Cost: 1
Mini Recorder
Eidetic Memory, sounds only (-1), OAF - recorder (-1), independent (-2).
A miniature tape-recorder, ideal for collecting hard evidence while eavesdropping in places you shouldn’t be in.
Active Cost: 5
Real Cost: 1
Swingline
10" Swinging, OAF - swingline (-1), independent (-2).
Useful for swinging from one building top to another. Although not intended for it, it can also be useful for tying people up.
Active Cost: 10
Real Cost: 3
Watch
Absolute Time Sense, OIF - watch (-½), independent (-2).
A high-tech watch including a timer, a stopper and internal light so its face can be seen in the dark.
Active Cost: 3
Real Cost: 1