diff --git a/module/compendiums/swade-core-rules.swade-armor.json b/module/compendiums/swade-core-rules.swade-armor.json new file mode 100644 index 0000000..1b136dd --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-armor.json @@ -0,0 +1,204 @@ +{ + "label": "SWADE Armures", + "mapping": { + "description": "system.description", + "skill": { + "path": "system.actions.skill", + "converter": "gear_skill" + }, + "range": { + "path": "system.range", + "converter": "gear_range" + }, + "ammo": { + "path": "system.ammo", + "converter": "gear_ammo" + } + }, + "entries": { + "Body Armor": { + "name": "Armure", + "description": "
\n

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

\n

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

\n
" + }, + "Ballistic Shield": { + "name": "Ballistic Shield", + "description": "
\n

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

\n
\n

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

\n

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

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

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

\n

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

\n

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

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

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

\n

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

\n

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

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

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

\n
" + }, + "Bronze Barding (horse)": { + "name": "Bronze Barding (horse)", + "description": "

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

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

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

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

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

" + }, + "Cap (Cloth/Light Leather)": { + "name": "Cap (Cloth/Light Leather)", + "description": "

Heavy winter clothing, supple leather armor, soft hides.

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

Boiled leather, cuir bouilli, alligator hides.

" + }, + "Battle Helmet": { + "name": "Casque de bataille", + "description": "

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

\n

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

" + }, + "Bike helmet": { + "name": "Casque de vélo", + "description": "
" + }, + "Kevlar helmet": { + "name": "Casque en Kevlar", + "description": "

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

" + }, + "Chain Hood or Helm": { + "name": "Chain Hood or Helm", + "description": "

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

" + }, + "Corselet (Plate Mail)": { + "name": "Corselet (Plate Mail)", + "description": "
\n

Heavy steel armor made with “plates” of metal.

\n
" + }, + "Flak Jacket (Vietnam-era)": { + "name": "Flak Jacket (Vietnam-era)", + "description": "
" + }, + "Greaves (Bronze Armor)": { + "name": "Greaves (Bronze Armor)", + "description": "

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

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

Heavy steel armor made with “plates” of metal.

" + }, + "Heavy Helm": { + "name": "Heavy Helm", + "description": "

Heavy steel armor made with “plates” of metal.

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

Heavy steel armor made with “plates” of metal.

\n

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

\n
" + }, + "Infantry Battle Suit": { + "name": "Infantry Battle Suit", + "description": "

A full suit of armor with boots and gloves.

\n

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

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

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

\n

A full suit of armor with boots and gloves.

\n

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

\n

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

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

Heavy winter clothing, supple leather armor, soft hides.

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

Boiled leather, cuir bouilli, alligator hides.

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

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

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

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

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

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

\n
\n

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

\n

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

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

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

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

Heavy winter clothing, supple leather armor, soft hides.

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

Boiled leather, cuir bouilli, alligator hides.

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

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

\n
\n

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

\n

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

\n
" + }, + "Motorcycle Helmet": { + "name": "Motorcycle Helmet", + "description": "
" + }, + "Plate Barding (horse)": { + "name": "Plate Barding (horse)", + "description": "

Heavy steel armor made with “plates” of metal.

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

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

\n
\n

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

\n

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

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

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

\n
\n

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

\n

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

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

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

\n
\n

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

\n

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

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

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

\n
\n

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

\n

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

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

Heavy winter clothing, supple leather armor, soft hides.

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

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

\n
" + }, + "Small Shield": { + "name": "Small Shield", + "description": "
\n

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

\n
\n

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

\n

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

\n
" + }, + "Thick Coat, Leather Jacket": { + "name": "Thick Coat, Leather Jacket", + "description": "
" + }, + "Vambraces (Bronze Armor)": { + "name": "Vambraces (Bronze Armor)", + "description": "

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

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

Heavy steel armor made with “plates” of metal.

" + } + } +} \ No newline at end of file diff --git a/module/compendiums/swade-core-rules.swade-equipment.json b/module/compendiums/swade-core-rules.swade-equipment.json index c59e211..c8d478b 100644 --- a/module/compendiums/swade-core-rules.swade-equipment.json +++ b/module/compendiums/swade-core-rules.swade-equipment.json @@ -15,1286 +15,314 @@ "converter": "gear_ammo" } }, - "entries": [ - { - "id": "\"Bug\" (Micro Transmitter)", + "entries": { + "\"Bug\" (Micro Transmitter)": { "name": "\"Bug\" (Micro Transmitter)", "description": "
\n

12 heures d'utilisation continue.

\n
" }, - { - "id": "120mm Tank Gun (AP Rounds)", - "name": "Canon de tank de 120mm (PA Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" -}, - { - "id": "120mm Tank Gun (HE Rounds)", - "name": "Canon de tank de 120mm (HE Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "125mm Tank Gun (AP Rounds)", - "name": "Canon de tank de 125mm (PA Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "125mm Tank Gun (HE Rounds)", - "name": "Canon de tank de 125mm (HE Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "2 pd AT Gun (AP Rounds)", - "name": "Canon antichar 2 pd (PA Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "2 pd AT Gun (HE Rounds)", - "name": "Canon antichar 2 pd (HE Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

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

Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

\n

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

\n
" - }, - { - "id": "25mm Cannon", - "name": "Canon de 25mm", - "description": "
\n

Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

\n

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

\n
" - }, - { - "id": "30mm Cannon", - "name": "Canon de 30mm", - "description": "
\n

Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

\n

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

\n
" - }, - { - "id": "37mm AT Gun (AP Rounds)", - "name": "Canon antichar de 37mm (PA Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "37mm AT Gun (HE Rounds)", - "name": "Canon antichar de 37mm (HE Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "40mm Cannon (AP Rounds)", - "name": "Canon de 40mm (PA Rounds)", - "description": "
\n

Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

\n

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

\n

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "40mm Cannon (HE Rounds)", - "name": "Canon de 40mm (HE Rounds)", - "description": "
\n

Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

\n

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

\n

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "57mm AT Gun (AP Rounds)", - "name": "Canon antichar de 57mm (PA Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "57mm AT Gun (HE Rounds)", - "name": "Canon antichar de 57mm (HE Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "75mm Tank Gun (AP Rounds)", - "name": "Canon de tank de 75mm (PA Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "75mm Tank Gun (HE Rounds)", - "name": "Canon de tank de 75mm (HE Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "76mm Tank Gun (AP Rounds)", - "name": "Canon de tank de 76mm (PA Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "76mm Tank Gun (HE Rounds)", - "name": "Canon de tank de 76mm (HE Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "88mm Tank Gun (AP Rounds)", - "name": "Canon de tank de 88mm (PA Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "88mm Tank Gun (HE Rounds)", - "name": "Canon de tank de 88mm (HE Rounds)", - "description": "

Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

\n

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

" - }, - { - "id": "AK47", - "name": "AK47", - "description": "

Un chargeur peut s’acheter pour 10 % du prix de l’arme. Plein il pèse environ 500g

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

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

\n
\n

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

\n

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

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

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

\n
\n

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

\n

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

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

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

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

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

\n
\n

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

\n
" - }, - { - "id": "Axe, Battle", - "name": "Hache, Bataille", - "description": "
" - }, - { - "id": "Axe, Great", - "name": "Hache, Grande", - "description": "
\n

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

\n
" - }, - { - "id": "Axe, Hand", - "name": "Hache, Courte", - "description": "
" - }, - { - "id": "Axe, Throwing", - "name": "Hache, Lancer", - "description": "
" - }, - { - "id": "Backpack", - "name": "Sac à dos", - "description": "
" - }, - { - "id": "Ballistic Shield", - "name": "Ballistic Shield", - "description": "
\n

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

\n
\n

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

\n

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

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

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

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

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

\n
\n

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

\n
" - }, - { - "id": "Battle Helmet", - "name": "Casque de bataille", - "description": "

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

\n

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

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

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

\n

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

\n

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

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

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

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

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

\n
\n

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

\n
" - }, - { - "id": "Bedroll", - "name": "Sac de couchage", - "description": "
\n

Sleeping bag; winterized

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

Often carried by law enforcement

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

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

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

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

\n

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

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

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

\n

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

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

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

\n

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

\n

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

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

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

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

Bomb Damage: All of it.

\n

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

\n

- Clint Black

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

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

\n
\n

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

\n

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

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

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

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

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

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

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

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

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

" - }, - { - "id": "Brown Bess or Similar Muskets", - "name": "Mousquets ou assimilés", - "description": "

Les armes à poudre noire ont @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.

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

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

\n
\n

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

\n

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

\n

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

\n
" - }, - { - "id": "Bullets, Large", + "Bullets, Large": { "name": "Balles, Grandes", "description": "
\n

.50 caliber and larger rounds

\n
" }, - { - "id": "Bullets, Medium", + "Bullets, Medium": { "name": "Balles, Mediums", "description": "

9mm to .45 caliber

" }, - { - "id": "Bullets, Small", + "Bullets, Small": { "name": "Balles, Petites", "description": "

.22 to .32 caliber

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

12 hours of continuous use.

" + "Bipod/Tripod": { + "name": "Bipod/Tripod", + "description": "
\n

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

\n
" }, - { - "id": "Camera (digital)", - "name": "Caméra (digitale)", + "Blanket": { + "name": "Blanket", "description": "
" }, - { - "id": "Camera (disposable)", - "name": "Camera (disposable)", + "Boots, Hiking": { + "name": "Boots, Hiking", "description": "
" }, - { - "id": "Camera (regular)", - "name": "Camera (regular)", - "description": "
" - }, - { - "id": "Camouflage Fatigues", - "name": "Camouflage Fatigues", - "description": "
" - }, - { - "id": "Candle", + "Candle": { "name": "Bougie", "description": "
\n

One hour, 2” radius

\n
" }, - { - "id": "Canister Shot (Cannon)", + "Button Camera": { + "name": "Button Camera", + "description": "

12 hours of continuous use.

" + }, + "Camera (digital)": { + "name": "Caméra (digitale)", + "description": "
" + }, + "Camera (disposable)": { + "name": "Camera (disposable)", + "description": "
" + }, + "Camera (regular)": { + "name": "Camera (regular)", + "description": "
" + }, + "Camouflage Fatigues": { + "name": "Camouflage Fatigues", + "description": "
" + }, + "Canister Shot (Cannon)": { "name": "Canister Shot (Cannon)", "description": "
\n

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

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

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

\n

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

\n

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

\n

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

\n

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

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

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

\n

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

\n

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

\n

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

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

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

\n

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

\n

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

\n

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

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

Heavy winter clothing, supple leather armor, soft hides.

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

Boiled leather, cuir bouilli, alligator hides.

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

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

\n
\n

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

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

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

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

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

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

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

\n
\n

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

\n

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

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

A sign of low status or thuggery

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

A sign of low status or thuggery

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

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

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

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

" - }, - { - "id": "Compound Bow", - "name": "Arc composite", - "description": "
" - }, - { - "id": "Computer, Desktop", - "name": "Ordinateur, Desktop", - "description": "
" - }, - { - "id": "Computer, Hand held", - "name": "Ordinateur, terminal portatif", - "description": "
" - }, - { - "id": "Computer, Laptop", - "name": "Ordinateur, Laptop", - "description": "
" - }, - { - "id": "Corselet (Plate Mail)", - "name": "Corselet (Plate Mail)", - "description": "
\n

Heavy steel armor made with “plates” of metal.

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

Hand-drawn.

" - }, - { - "id": "Crossbow (Modern)", - "name": "Arbalète (Moderne)", - "description": "
" - }, - { - "id": "Crossbow, Heavy", - "name": "Arbalète, Lourde", - "description": "

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

" - }, - { - "id": "Crowbar", - "name": "Pied de biche", - "description": "
" - }, - { - "id": "Dagger/Knife (melee)", - "name": "Dague/Couteau (Mêlée)", - "description": "
" - }, - { - "id": "Dagger/Knife (Throwing)", - "name": "Dague/Couteau (Lancer)", - "description": "
" - }, - { - "id": "Derringer", - "name": "Derringer", - "description": "
\n

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

\n

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

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

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

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

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

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

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

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

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

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

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

\n

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

\n

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

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

10” beam

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

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

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

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

\n

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

\n

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

\n

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

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

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

\n

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

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

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

\n

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

\n

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

\n

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

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

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

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

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

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

Heavy steel armor made with “plates” of metal.

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

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

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

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

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

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

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

Heavy steel armor made with “plates” of metal.

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

Heavy steel armor made with “plates” of metal.

\n

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

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

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

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

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

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

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

\n
\n

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

\n

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

\n

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

\n
" - }, - { - "id": "Horse", + "Horse": { "name": "Cheval", "description": "
\n

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

\n
" }, - { - "id": "Hunting Rifle", - "name": "Fusil de chasse", - "description": "

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

\n
\n

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

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

A full suit of armor with boots and gloves.

\n

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

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

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

\n

A full suit of armor with boots and gloves.

\n

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

\n

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

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

Heavy winter clothing, supple leather armor, soft hides.

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

Boiled leather, cuir bouilli, alligator hides.

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

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

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

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

" - }, - { - "id": "Kevlar helmet", - "name": "Casque en Kevlar", - "description": "

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

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

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

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

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

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

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

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

Four hours, 4” radius

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

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

\n
\n

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

\n

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

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

Provides one full magazine for the listed weapon

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

Provides one full magazine for the listed weapon

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

Provides one full magazine for the listed weapon

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

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

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

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

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

Heavy winter clothing, supple leather armor, soft hides.

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

Boiled leather, cuir bouilli, alligator hides.

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

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

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

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

\n
\n

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

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

The standard US infantry rifle in World War II.

\n
\n

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

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

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

\n
\n

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

\n

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

\n

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

\n

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

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

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

\n
\n

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

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

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

\n

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

\n

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

\n

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

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

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

\n
\n

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

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

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

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

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

\n

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

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

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

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

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

\n
\n

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

\n

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

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

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

\n

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

\n

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

\n

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

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

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

\n
\n

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

\n

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

\n

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

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

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

\n

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

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

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

\n

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

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

Cannot be thrown

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

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

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

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

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

For lantern; one pint

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

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

\n
\n

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

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

Hear whispers up to 200 yards distant.

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

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

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

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

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

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

\n

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

\n

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

\n

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

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

Heavy steel armor made with “plates” of metal.

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

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

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

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

\n
\n

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

\n

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

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

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

\n
\n

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

\n

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

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

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

\n
\n

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

\n

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

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

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

\n

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

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

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

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

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

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

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

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

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

\n

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

\n

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

\n

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

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

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

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

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

\n
\n

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

\n

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

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

Heavy winter clothing, supple leather armor, soft hides.

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

10”/20 yards

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

10”/20 yards

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

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

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

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

\n

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

\n

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

\n

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

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

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

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

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

\n
\n

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

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

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

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

For black powder weapons

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

Standard buckshot

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

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

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

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

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

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

\n
\n

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

\n

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

\n

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

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

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

\n
\n

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

\n

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

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

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

\n

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

\n

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

\n

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

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

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

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

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

\n
\n

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

\n

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

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

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

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

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

\n
\n

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

\n

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

\n

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

\n
\n

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

\n

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

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

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

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

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

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

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

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

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

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

Basic swords and scimitars

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

Includes cavalry sabers

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

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

\n
\n

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

\n

 

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

 One hour, 4” radius.

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

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

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

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

\n
\n

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

\n

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

\n

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

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

5 meals; keeps one week.

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

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

\n
\n

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

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

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

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

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

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

Heavy steel armor made with “plates” of metal.

" - }, - { - "id": "War Horse", + "War Horse": { "name": "Cheval de guerre", "description": "
\n

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

\n
" }, - { - "id": "Warhammer", - "name": "Marteau de guerre", - "description": "
\n

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

\n
" + "Clothing, Casual": { + "name": "Clothing, Casual", + "description": "" }, - { - "id": "Whetstone", + "Clothing, Formal": { + "name": "Clothing, Formal", + "description": "
" + }, + "Elaborate Saddle": { + "name": "Elaborate Saddle", + "description": "
" + }, + "Fast Food Meal": { + "name": "Fast Food Meal", + "description": "
" + }, + "First Aid Kit": { + "name": "First Aid Kit", + "description": "
\n

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

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

10” beam

" + }, + "Flask (ceramic)": { + "name": "Flask (ceramic)", + "description": "
" + }, + "Arrows/Bolts": { + "name": "Flèches/Carreaux", + "description": "
\n

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

\n
" + }, + "Flint and Steel": { + "name": "Flint and Steel", + "description": "
" + }, + "Goggles": { + "name": "Goggles", + "description": "
" + }, + "Good Meal (restaurant)": { + "name": "Good Meal (restaurant)", + "description": "
" + }, + "GPS": { + "name": "GPS", + "description": "
" + }, + "Grappling Hook": { + "name": "Grappling Hook", + "description": "
" + }, + "Handcuffs (manacles)": { + "name": "Handcuffs (manacles)", + "description": "
" + }, + "Oil": { + "name": "Huile", + "description": "

For lantern; one pint

" + }, + "Lantern": { + "name": "Lanterne", + "description": "

Four hours, 4” radius

" + }, + "Laser Battery, Gatling": { + "name": "Laser Battery, Gatling", + "description": "

Provides one full magazine for the listed weapon

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

Provides one full magazine for the listed weapon

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

Provides one full magazine for the listed weapon

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

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

\n
" + }, + "Lighter": { + "name": "Lighter", + "description": "
" + }, + "Lineman's Telephone": { + "name": "Lineman's Telephone", + "description": "

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

" + }, + "Lockpicks": { + "name": "Lockpicks", + "description": "
" + }, + "Hammer": { + "name": "Marteau", + "description": "
" + }, + "Medic Kit": { + "name": "Medic Kit", + "description": "
\n

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

\n

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

\n
" + }, + "MRE (Meal Ready to Eat)": { + "name": "MRE (Meal Ready to Eat)", + "description": "
" + }, + "Night Vision Goggles": { + "name": "Night Vision Goggles", + "description": "

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

" + }, + "Computer, Desktop": { + "name": "Ordinateur, Desktop", + "description": "
" + }, + "Computer, Laptop": { + "name": "Ordinateur, Laptop", + "description": "
" + }, + "Computer, Hand held": { + "name": "Ordinateur, terminal portatif", + "description": "
" + }, + "Parabolic Microphone": { + "name": "Parabolic Microphone", + "description": "

Hear whispers up to 200 yards distant.

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

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

\n
" + }, + "Crowbar": { + "name": "Pied de biche", + "description": "
" + }, + "Quiver": { + "name": "Quiver", + "description": "

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

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

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

\n
" + }, + "Rope, hemp": { + "name": "Rope, hemp", + "description": "

10”/20 yards

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

10”/20 yards

" + }, + "Backpack": { + "name": "Sac à dos", + "description": "
" + }, + "Bedroll": { + "name": "Sac de couchage", + "description": "
\n

Sleeping bag; winterized

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

For black powder weapons

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

Standard buckshot

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

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

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

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

" + }, + "Sling stones": { + "name": "Sling stones", + "description": "
" + }, + "Soap": { + "name": "Soap", + "description": "
" + }, + "Solid Shot (Cannon)": { + "name": "Solid Shot (Cannon)", + "description": "

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

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

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

\n
" + }, + "Telephone Tap": { + "name": "Telephone Tap", + "description": "
" + }, + "Tool Kit": { + "name": "Tool Kit", + "description": "
" + }, + "Torch": { + "name": "Torch", + "description": "

 One hour, 4” radius.

" + }, + "Trail Rations": { + "name": "Trail Rations", + "description": "

5 meals; keeps one week.

" + }, + "Transmitter Detector": { + "name": "Transmitter Detector", + "description": "
" + }, + "Umbrella": { + "name": "Umbrella", + "description": "
" + }, + "Whetstone": { "name": "Whetstone", "description": "
" }, - { - "id": "Whistle", + "Whistle": { "name": "Whistle", "description": "
" }, - { - "id": "Winchester ‘73", - "name": "Winchester ‘73", - "description": "

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

" - }, - { - "id": "Winter Boots", + "Winter Boots": { "name": "Winter Boots", "description": "
" }, - { - "id": "Winter Gear (cloak/parka)", + "Winter Gear (cloak/parka)": { "name": "Winter Gear (cloak/parka)", "description": "
" } - ] + } } \ No newline at end of file diff --git a/module/compendiums/swade-core-rules.swade-modern-firearms.json b/module/compendiums/swade-core-rules.swade-modern-firearms.json new file mode 100644 index 0000000..401d871 --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-modern-firearms.json @@ -0,0 +1,156 @@ +{ + "label": "SWADE Armes modernes", + "mapping": { + "description": "system.description", + "skill": { + "path": "system.actions.skill", + "converter": "gear_skill" + }, + "range": { + "path": "system.range", + "converter": "gear_range" + }, + "ammo": { + "path": "system.ammo", + "converter": "gear_ammo" + } + }, + "entries": { + "AK47": { + "name": "AK47", + "description": "

Un chargeur peut s’acheter pour 10 % du prix de l’arme. Plein il pèse environ 500g

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

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

\n
\n

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

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

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

\n
\n

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

\n

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

\n

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

\n
" + }, + "Colt 1911": { + "name": "Colt 1911", + "description": "

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

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

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

" + }, + "Derringer": { + "name": "Derringer", + "description": "
\n

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

\n

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

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

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

" + }, + "Hunting Rifle": { + "name": "Fusil de chasse", + "description": "

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

\n
\n

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

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

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

\n

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

\n

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

\n

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

" + }, + "Glock (9mm)": { + "name": "Glock (9mm)", + "description": "

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

" + }, + "H&K MP5": { + "name": "H&K MP5", + "description": "

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

" + }, + "M-16": { + "name": "M-16", + "description": "

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

\n
\n

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

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

The standard US infantry rifle in World War II.

\n
\n

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

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

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

\n
\n

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

\n

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

\n

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

\n

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

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

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

\n

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

\n

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

\n

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

" + }, + "MG42": { + "name": "MG42", + "description": "

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

\n

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

\n

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

\n

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

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

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

\n
\n

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

\n

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

\n

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

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

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

\n

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

\n

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

\n

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

\n
" + }, + "Police Revolver": { + "name": "Police Revolver", + "description": "

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

" + }, + "Pump Action Shotgun": { + "name": "Pump Action Shotgun", + "description": "

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

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

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

\n

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

\n

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

\n

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

\n
" + }, + "Ruger": { + "name": "Ruger", + "description": "

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

" + }, + "SAW": { + "name": "SAW", + "description": "

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

\n

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

\n

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

\n

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

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

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

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

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

\n
\n

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

" + }, + "Double-Barrel Shotgun": { + "name": "Shotgun à double barillets", + "description": "

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

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

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

\n

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

\n

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

\n

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

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

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

" + }, + "Spencer Carbine": { + "name": "Spencer Carbine", + "description": "

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

" + }, + "Steyr AUG": { + "name": "Steyr AUG", + "description": "

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

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

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

" + }, + "Tommy Gun": { + "name": "Tommy Gun", + "description": "
\n

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

\n
\n

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

\n

 

\n
" + }, + "Uzi": { + "name": "Uzi", + "description": "

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

" + }, + "Winchester ‘73": { + "name": "Winchester ‘73", + "description": "

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

" + } + } +} \ No newline at end of file diff --git a/module/compendiums/swade-core-rules.swade-personal-weapons.json b/module/compendiums/swade-core-rules.swade-personal-weapons.json new file mode 100644 index 0000000..8293070 --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-personal-weapons.json @@ -0,0 +1,232 @@ +{ + "label": "SWADE Armes personnelles", + "mapping": { + "description": "system.description", + "skill": { + "path": "system.actions.skill", + "converter": "gear_skill" + }, + "range": { + "path": "system.range", + "converter": "gear_range" + }, + "ammo": { + "path": "system.ammo", + "converter": "gear_ammo" + } + }, + "entries": { + "Crossbow": { + "name": "Arbalète", + "description": "

Chargement à la main.

" + }, + "Crossbow, Heavy": { + "name": "Arbalète, Lourde", + "description": "

Chargement par levier uniquement. @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 2.

" + }, + "Bow": { + "name": "Arc", + "description": "
" + }, + "Compound Bow": { + "name": "Arc composite", + "description": "
" + }, + "Long Bow": { + "name": "Arc long", + "description": "
" + }, + "Bayonet": { + "name": "Baïonette", + "description": "
\n

Sur un fusil : For + d6, @Compendium[swade-core-rules.swade-rules.Parry]{Parade} +1, attached to rifle, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains} +1

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

Une cartouche de @Compendium[swade-core-rules.swade-rules.Shotguns]{chevrotine} sur un bâton, utilisable au corps-à-corps, une action pour recharger.

" + }, + "Billy Club/Baton": { + "name": "Matraque", + "description": "

Souvent utilisé par les forces de l’ordre

" + }, + "Brass Knuckles": { + "name": "Poinf américain", + "description": "

Pas considéré comme une arme pour la règle de @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Défenseur désarmé}

" + }, + "Club, Heavy": { + "name": "Gourdin, grand", + "description": "

Signe de piètre statut ou de brute

" + }, + "Club, Light": { + "name": "Gourdin", + "description": "

Signe de piètre statut ou de brute

" + }, + "Crossbow (Hand Drawn)": { + "name": "Arbalète (Légère)", + "description": "

chargement à la main.

" + }, + "Dagger/Knife (Throwing)": { + "name": "Dague/Couteau (Lancer)", + "description": "
" + }, + "Dagger/Knife (melee)": { + "name": "Dague/Couteau (Mêlée)", + "description": "
" + }, + "Flail": { + "name": "Fléau", + "description": "
\n

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

\n
" + }, + "Flintlock Pistol": { + "name": "Pistolet à silex", + "description": "

Les armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.

" + }, + "Axe, Battle": { + "name": "Hache, Bataille", + "description": "
" + }, + "Axe, Hand": { + "name": "Hache, Courte", + "description": "
" + }, + "Axe, Great": { + "name": "Hache, Grande", + "description": "
\n

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

\n
" + }, + "Axe, Throwing": { + "name": "Hache, Lancer", + "description": "
" + }, + "Halberd": { + "name": "Hallebarde", + "description": "

@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1, Deux mains

" + }, + "Improvised Weapon (Heavy)": { + "name": "Arme improvisée (Lourde)", + "description": "
\n

Arme improvisée

\n

HUn héros se trouve fréquemment dans des situations où il est obligé d’utiliser des objets inhabituels en guise d’armes. Torche, vase, chaise, bouteille, tabouret, outils ou tout autre objet peut à tout instant se transformer en arme dangereuse.

\n

Un personnage doté d’une arme improvisée est considéré comme armé mais subit un malus de -2 à ses jets d’attaque. La Portée, les dégâts et la Force minimum pour utiliser une arme improvisée sont déterminés par son type :

\n\n

Le MJ peut décider de réduire les dégâts d’un ou deux crans si l’objet est moins dur que les exemples donnés ci-dessus (comme par exemple pour un sac rempli de billets).

\n
" + }, + "Improvised Weapon (Light)": { + "name": "Arme improvisée (Petite)", + "description": "
\n

Arme improvisée

\n

HUn héros se trouve fréquemment dans des situations où il est obligé d’utiliser des objets inhabituels en guise d’armes. Torche, vase, chaise, bouteille, tabouret, outils ou tout autre objet peut à tout instant se transformer en arme dangereuse.

\n

Un personnage doté d’une arme improvisée est considéré comme armé mais subit un malus de -2 à ses jets d’attaque. La Portée, les dégâts et la Force minimum pour utiliser une arme improvisée sont déterminés par son type :

\n\n

Le MJ peut décider de réduire les dégâts d’un ou deux crans si l’objet est moins dur que les exemples donnés ci-dessus (comme par exemple pour un sac rempli de billets).

\n
" + }, + "Improvised Weapon (Medium)": { + "name": "Arme improvisée (Moyenne)", + "description": "
\n

Arme improvisée

\n

HUn héros se trouve fréquemment dans des situations où il est obligé d’utiliser des objets inhabituels en guise d’armes. Torche, vase, chaise, bouteille, tabouret, outils ou tout autre objet peut à tout instant se transformer en arme dangereuse.

\n

Un personnage doté d’une arme improvisée est considéré comme armé mais subit un malus de -2 à ses jets d’attaque. La Portée, les dégâts et la Force minimum pour utiliser une arme improvisée sont déterminés par son type :

\n\n

Le MJ peut décider de réduire les dégâts d’un ou deux crans si l’objet est moins dur que les exemples donnés ci-dessus (comme par exemple pour un sac rempli de billets).

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

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

\n
" + }, + "Kentucky Rifle": { + "name": "Carabine Kentucky", + "description": "

@Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 4. Le rainurage serré nécessite 4 actions de Rechargement au lieu des 3 habituelles.

" + }, + "Lance": { + "name": "Lance de cavalerie", + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 2 en charge, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 2, @Compendium[swade-core-rules.swade-rules.Mounted Combat]{combat monté} uniquement

\n
" + }, + "Laser Sword": { + "name": "Epée laser", + "description": "
@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 12
" + }, + "Mace": { + "name": "Masse d’arme", + "description": "
" + }, + "Warhammer": { + "name": "Marteau de guerre", + "description": "
\n

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

\n
" + }, + "Maul": { + "name": "Masse, grande", + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}, +2 pour @Compendium[swade-core-rules.swade-rules.Breaking Things]{casser des trucs}.

\n
" + }, + "Molecular Knife": { + "name": "Couteau moléculaire", + "description": "

@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 2. Ne peut être lancé

" + }, + "Molecular Sword": { + "name": "Épée moléculaire", + "description": "
@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 4
" + }, + "Brown Bess or Similar Muskets": { + "name": "Mousquets ou assimilés", + "description": "

Les armes à poudre noire ont @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.

" + }, + "Natural Bite": { + "name": "Morsure", + "description": "
MORSURE: la créature peut mordre une cible qu’elle a Empoignée (en général, on peut seulement broyer une telle victime — voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03grappling00000]{Empoignade} p. 104)
" + }, + "Natural Claws": { + "name": "Griffes", + "description": "
GRIFFES: +2 en Athlétisme (escalade) sur toutes les surfaces tendres ou accidentées (pas sur verre, plaque de métal, etc.).
" + }, + "Natural Horns": { + "name": "Cornes", + "description": "
CORNES: +4 aux dégâts lors d’une action de Combat réussie utilisant les cornes avec une Course d’au moins 5 cases.
" + }, + "Net (Weighted)": { + "name": "Filet (lesté)", + "description": "

en cas d’attaque réussie, la victime est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravée}. Le filet a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 10 et n’est vulnérable qu’aux attaques tranchantes.

" + }, + "Pike": { + "name": "Pique", + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 2, @Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}

\n
" + }, + "Rapier": { + "name": "Rapière", + "description": "

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

" + }, + "Sling": { + "name": "Fronde", + "description": "
" + }, + "Spear": { + "name": "Epieu/Lance", + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1. @Compendium[swade-core-rules.swade-rules.Parry]{Parade} +1 si utilisé à @Compendium[swade-core-rules.swade-rules.Two Hands]{deux mains}

\n
" + }, + "Spear/Javelin": { + "name": "Epieu/Javelot", + "description": "
" + }, + "Springfield Model 1861": { + "name": "Springfield Model 1861", + "description": "

Les armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.

" }, + "Staff": { + "name": "Baton", + "description": "
\n

+1 @Compendium[swade-core-rules.swade-rules.Parry]{Parade}, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}

\n
" + }, + "Survival Knife": { + "name": "Couteau de survie", + "description": "

Contient du matériel qui octroie un bonus de +1 aux jets de @Compendium[swade-core-rules.swade-skills.Survival]{Survie}

" + }, + "Switchblade": { + "name": "Cran d’arrêt", + "description": "
\n

−2 pour le @Compendium[swade-core-rules.swade-skills.Notice]{percevoir} si caché

\n
" + }, + "Sword, Great": { + "name": "Epée à deux mains", + "description": "
\n

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

\n
" + }, + "Sword, Long": { + "name": "Epée longue", + "description": "

Cimeterres inclus

" + }, + "Sword, Short": { + "name": "Epée courte", + "description": "

Sabres de cavalerie inclus

" + }, + "Blunderbuss": { + "name": "Tromblon", + "description": "

Les armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.

\n

Treater comme as @Compendium[swade-core-rules.swade-rules.Shotguns]{Chevrotine}.

" + }, + "Chainsaw": { + "name": "Tronçonneuse", + "description": "

L'utilisateur se blesse lui même en cas d'@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec critique}

" + }, + "Unarmed": { + "name": "Mains nues", + "description": "

Mains nues un combattant sans arme fait seulement Force de dégâts à moins qu’il ne dispose d’Atouts comme Arts martiaux (p. 41) ou Bagarreur (p. 41) lui accordant un dé de dégâts.

" + } + } +} \ No newline at end of file diff --git a/module/compendiums/swade-core-rules.swade-racial-abilities.json b/module/compendiums/swade-core-rules.swade-racial-abilities.json new file mode 100644 index 0000000..4defa95 --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-racial-abilities.json @@ -0,0 +1,189 @@ +{ + "label": "SWADE Capacités raciales", + "entries": { + "Adaptable": { + "name": "Adaptable", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Adaptable]{Adaptable} (1) : l’espèce est extrêmement variée, que ce soit par sa culture ou sa façon d’être. Le personnage commence avec un @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{atout} gratuit de Rang Novice de son choix en respectant les prérequis. " + }, + "Additional Action": { + "name": "Action supplémentaire", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Additional Action]{Action supplémentaire} (1) : le personnage possède un membre ou un appendice supplémentaire, des réflexes surhumains ou simplement une excellente coordination. Il peut ignorer 2 points de malus d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03multiactions00]{actions multiples} chaque tour." + }, + "Aquatic": { + "name": "Aquatique", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Aquatic]{Aquatique/semi-aquatique} (1) : pour 1 point, le personnage est semi-aquatique et peut retenir son souffle pendant 15 minutes avant de devoir faire des jets de noyade. Pour 2 points, il est natif d’un environnement aquatique. Il ne peut se noyer dans un liquide contenant de l’oxygène et se déplace à son Allure lorsqu’il nage (voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Mouvement})." + }, + "Armor": { + "name": "Armure", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Armor]{Armure} (3) : l’espèce a la peau dure ou incrustée d’un matériau résistant comme des plaques écailleuses ou même minérales. Cette capacité octroie une @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02armor000000000]{Armure} de +2 chaque fois qu’elle est choisie.." + }, + "Attribute Increase": { + "name": "Augmentation d'attribut", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Attribute Increase]{Augmentation d'attribut} (U) : le dé d’un @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{attribut} spécifique (Agilité, Intellect, Âme, Force ou Vigueur) est amélioré d’un cran ainsi que sa limite." + }, + "Attribute Penalty": { + "name": "Malus d'attribut", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Attribute Penalty]{Malus d'attribut} (1/Attribut) : tous les jets d'un @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{attribut} (mais pas des Compétences liées) subissent un malus de -1. Pour -3 points, le malus est de -2. Pour la @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force}, cela s'applique aussi aux dégâts." + }, + "Big": { + "name": "Grand", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Big]{Grand} (1) : l’espèce est grande par rapport aux autres. Elle subit un malus de -2 à ses jets de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{traits} lorsqu’elle utilise de l’équipement adapté aux espèces plus petites et ne peut pas porter leurs armures ou leurs vêtements. Équipement, armures, vêtements et nourriture coûtent le double pour le personnage." + }, + "Bite": { + "name": "Morsure", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Bite]{Morsure} (1) : le personnage est doté de crocs qui infligent For + d4 de dégâts. Voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03naturalweapo00]{Armes naturelles}." + }, + "Burrowing": { + "name": "Enfouissement", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Burrowing]{Enfouissement} (1) : cette espèce s’est développée dans un environnement souterrain. Le personnage peut s’enfouir dans la terre meuble et s’y mouvoir à la moitié de son Allure (et ne peut pas courir). Il ne peut normalement pas être attaqué lorsqu’il se trouve dans la terre, et peut tenter de surprendre un adversaire qui ne l’a pas vu venir en faisant un jet de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} opposé à la @Compendium[swade-core-rules.swade-skills.Notice]{Perception} de ce dernier. En cas de Succès, il bénéficie d’un bonus de +2 à ses jets d’attaque et aux dégâts lors de ce round, et de +4 en cas de Prouesse (c’est une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03thedrop0000000]{Attaque surprise})." + }, + "Cannot Speak": { + "name": "Inintelligible", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Cannot Speak]{Inintelligible} (1) : l’espèce n’a peut-être pas de cordes vocales, ou est incapable de produire des sons intelligibles par les autres espèces. Elle peut communiquer naturellement avec les membres de son espèce (que ce soit par des chants, des phéromones ou un langage corporel par exemple). Les autres espèces sont incapables de « parler » ce langage dans la mesure où leurs membres sont incapables d’en reproduire les éléments mais peuvent apprendre à le comprendre en prenant la Compétence de @Compendium[swade-core-rules.swade-skills.Langue]{Language} appropriée. L’espèce peut entendre et comprendre les autres langages habituels, et elle peut également communiquer avec les autres espèces via des moyens électroniques ou équivalents." + }, + "Claws": { + "name": "Griffes", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Claws]{Griffes} (1) : l’espèce dispose de griffes infligeant For + d4 de dégâts (ou For + d6 pour 1 point en plus). Bénéficier de @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02armorpiercin00]{PA} 2 coûte 1 point de plus. Voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03naturalweapo00]{Arme naturelle}." + }, + "Construct": { + "name": "Créature artificielle", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Construct]{Créature artificielle} (1) : le personnage est un robot ou un être composé de matière non-organique. Il bénéficie d’un bonus de +2 pour annuler un état @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secoué}, ignore 1 point de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{malus de Blessure}, ne respire pas et est immunisé aux poisons et aux maladies. Ses @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} doivent être gérées en utilisant la Compétence @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}. Chaque tentative dure une heure par niveau actuel de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure}, et ne tient pas compte de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03healing0000000]{\"L’heure d’or\"}. De nombreuses créatures artificielles sont affublées de la capacité innée négative Dépendance (les robots ont besoin d’une source d’énergie pour fonctionner)." + }, + "Dependency": { + "name": "Dépendance", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Dependency]{Dépendance} (1) : l’espèce doit consommer ou être en contact avec une substance relativement courante une heure chaque jour. Une créature issue d’un monde aquatique, par exemple, peut nécessiter de s’immerger dans l’eau, ou une créature végétale peut nécessiter de s’exposer à la lumière solaire. Un personnage dans l’incapacité de satisfaire ce besoin subit un niveau de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03fatigue0000000]{Fatigue} chaque jour jusqu’à @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Incapacité}. Il décède après une journée supplémentaire. Chaque heure dans l’élément requis permet d’éliminer un niveau de Fatigue." + }, + "Doesn't Breathe": { + "name": "Anaérobie", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Doesn't Breathe]{Anaérobie} (1) : l’espèce ne respire pas. Elle n’est pas affectée par les @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04poison00000000]{toxines}, véhiculées par l’air, ne peut pas se @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04drowning000000]{noyer}, et ne suffoque pas dans le vide sidéral (mais elle peut toutefois geler)." + }, + "Edge": { + "name": "Atout", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Edge]{Atout} (U) : l’espèce a un @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Atout} spécifique choisi parmi ceux autorisés dans votre univers. Contrairement à Adaptable, cette Capacité ignore les prérequis à l’exception des autres @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Atouts}. Chaque @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01advancement000]{Rang} de l’Atout au-delà de Novice augmente le coût de 1, jusqu’à un maximum de 5 pour un Atout de Rang Héroïque." + }, + "Environmental Resistance": { + "name": "Résistance environnementale", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Environmental Resistance]{Résistance environnementale} (U) : l’espèce bénéficie d’un bonus de +4 pour résister à un effet environnemental précis, comme la @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04heat0000000000]{chaleur}, le @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04cold0000000000]{froid}, le manque d'oxygène ou les @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04radiation00000]{radiations}. Les dégâts des attaques basées sur cet élément sont également réduits de 4." + }, + "Environmental Weakness": { + "name": "Faiblesse environnementale", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Environmental Weakness]{Faiblesse environnementale} (U) : l’espèce subit un malus de -4 pour résister à un effet environnemental précis, comme la @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04heat0000000000]{chaleur}, le @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04cold0000000000]{froid}, etc. Ce malus agit également comme bonus aux @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03dealingdamag00]{dégâts} basés sur cet élément." + }, + "Flight": { + "name": "Vol", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Flight]{Vol} (1) : l’espèce peut voler à une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Allure} de 6 (ou 12 pour 4 points), et « courir » normalement. Pour 6 points, elle peut voler à une Allure de 24 et « courir » de 2d6 cases. Utilisez la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lorsque des Manoeuvres sont nécessaires. Cette Capacité sous-entend que l’espèce dispose d’ailes qui peuvent être ciblées ou endommagées (un personnage @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03boundandenta00]{Entravé ou Immobilisé} ne peut pas voler)." + }, + "Frail": { + "name": "Frêle", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Frail]{Frêle} (2) : le personnage est d’une constitution fragile. Sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Résistance} est réduite de 1." + }, + "Hardy": { + "name": "Robuste", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Hardy]{Robuste} (1) : un deuxième résultat @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secoué} en combat n’est pas converti en @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure}." + }, + "Hindrance": { + "name": "Handicap", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Hindrance]{Handicap} (U) : l’espèce est affublée d’un @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Handicap} Majeur pour un coût de -2, ou d’un Handicap Mineur pour un coût de -1. Cette Capacité n’affecte pas la possibilité de prendre d’autres Handicaps durant la création de personnage." + }, + "Horns": { + "name": "Cornes", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Horns]{Cornes} (1) : le personnage est doté d’une ou plusieurs cornes qui infligent For + d4 de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03dealingdamag00]{dégâts} (ou For + d6 pour 2 points). Voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03naturalweapo00]{Arme naturelle}." + }, + "Immune to Poison or Disease": { + "name": "Immunité aux poisons ou aux maladies", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Immune to Poison or Disease]{Immunité aux poisons ou aux maladies} (2) : l’espèce est immunisée soit aux @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04poison00000000]{poisons}, soit aux @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04disease0000000]{maladies} . Cette capacité peut être choisie deux fois pour bénéficier des deux effets." + }, + "Infravision": { + "name": "Infravision", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Infravision]{Infravision} (1) : le personnage peut « voir » la chaleur, que ce soit par ses yeux ou d’autres organes sensoriels. Il réduit de moitié les malus liés à la @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03illumination00]{Visiblité} lorsqu’il souhaite attaquer des créatures qui dégagent de la chaleur (y compris celles qui sont (including @UUID[Compendium.swade-core-rules.swade-rules.swadecor05powers.JournalEntryPage.05powers00000000]{invisibles}." + }, + "Leaper": { + "name": "Bond", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Leaper]{Bond} (1) : le personnage peut sauter deux fois plus loin qu’indiqué dans la section @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Mouvement}. En outre, il bénéficie d’un bonus de +4 aux dégâts au lieu de +2 lorsqu’il bondit pour faire une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03wildattack0000]{Attaque totale} (ne fonctionne pas dans les espaces confinés où les sauts horizontaux ou verticaux sont limités, à l’appréciation du MJ)." + }, + "Low Light Vision": { + "name": "Vision nocturne", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Low Light Vision]{Vision nocturne} (1) : le personnage ignore les malus de Pénombre ou d’Obscurité mais pas ceux de Ténèbres (cf. @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03illumination00]{Visibilité})." + }, + "No Vital Organs": { + "name": "Pas d’organes vitaux", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.No Vital Organs]{Pas d’organes vitaux} (1) : l’espèce possède des organes vitaux soit cachés, soit extrêmement résistants ou redondants. Une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03calledshots000]{Attaque ciblée} ne fait pas de dégâts supplémentaires contre elle." + }, + "Pace": { + "name": "Allure", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Pace]{Allure} (2) : l’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Allure} du personnage est augmentée de 2. Son dé de course passe au cran supérieur." + }, + "Parry": { + "name": "Parade", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Parry]{Parade} (3) : la @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Parade} naturelle de la créature est augmentée de +1. Ce bonus peut être obtenu grâce à une queue préhensile, des membres supplémentaires, des réflexes améliorés ou même un sixième sens." + }, + "Poisonous Touch": { + "name": "Contact empoisonné", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Poisonous Touch]{Contact empoisonné} (1) : suite à une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03touchattack000]{Attaque pour toucher}, une morsure ou une griffure réussie, la victime doit faire un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Vigueur} sous peine de subir les effets d’un @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04poison00000000]{poison Modéré}. Pour 3 points, le poison devient Soporifique, Létal ou Paralysant, mais chaque utilisation provoque la perte d’un niveau de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03fatigue0000000]{Fatigue} pour l’empoisonneur. Le personnage peut choisir de déclencher ou non l’effet du poison lors d’une attaque. Référez-vous au chapitre sur les Poisons et leurs effets." + }, + "Poor Parry": { + "name": "Parade faible", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Poor Parry]{Parade faible} (3) : l’espèce se défend mal au corps-à-corps. Sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Parade} diminue de 1." + }, + "Power": { + "name": "Pouvoir", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Power]{Pouvoir} (U) : cette espèce a une Capacité innée qui fonctionne comme un @UUID[Compendium.swade-core-rules.swade-rules.swadecor05powers.JournalEntryPage.05powers00000000]{pouvoir}. Pour 2 points, elle reçoit l’Atout @UUID[Compendium.swade-core-rules.swade-rules.swadecor05powers.JournalEntryPage.05arcanebackgr01]{Arcanes (Don)} et un pouvoir pour représenter cette dernière. Rerendre cette Capacité coûte 1 point et permet de choisir un nouveau pouvoir, mais sans augmenter les @Compendium[swade-core-rules.swade-edges.Power Points]{points de pouvoir}. Utilisez l’Atout Points de pouvoir pour cela." + }, + "Racial Enemy": { + "name": "Espèce ennemie", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Racial Enemy]{Espèce ennemie} (U) : l’espèce cultive une haine tenace et ancestrale à l’égard d’une autre espèce relativement courante. Elle subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’elle traite avec cette dernière, et peut devenir hostile sur une simple provocation. Cette Capacité ne peut être choisie qu’une seule fois par espèce." + }, + "Reach": { + "name": "Allonge", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Reach]{Allonge} (3) : de longs membres, des tentacules, etc. augmentent l'@UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02reach000000000]{Allonge} du personnage de 1." + }, + "Reduced Core Skills": { + "name": "Compétence de base réduite", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Reduced Core Skills]{Compétence de base réduite} (5) : l’espèce débute le jeu avec une @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Compétence de base} en moins. Elle peut être apprise par la suite comme une Compétence normale mais n’a pas un score de d4 par défaut. Cette Capacité peut être choisie plusieurs fois mais pour des Compétences différentes." + }, + "Reduced Pace": { + "name": "Allure réduite", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Reduced Pace]{Allure réduite} (1) : pour un coût de -1, l'@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Allure} est réduite de 1 et le dé de course d’un cran (un d4 passe à d4 - 1). Pour -2, l’Allure est réduite de 2 points supplémentaires et le personnage subit un malus de -2 à ses jets d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} ou pour résister à l'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lorsque le mouvement ou la mobilité sont impliqués (au choix du MJ)." + }, + "Regeneration": { + "name": "Régénération", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Regeneration]{Régénération} (1) : un individu se régénère très rapidement. Il fait un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03healing0000000]{guérison naturelle} par jour (au lieu d’une fois tous les 5 jours). Pour 3 points, les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{séquelles permanentes} finissent par disparaître lorsque toutes les autres @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} sont guéries. Considérez toute séquelle comme une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} supplémentaire pour ce qui concerne sa guérison et ne faites un jet qu’une fois par semaine." + }, + "Size -1": { + "name": "Taille -1", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Size -1]{Taille -1} (1) : l’espèce est plus petite que la moyenne. Sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Taille} et sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Résistance} sont réduites de 1. Voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor06bestia.JournalEntryPage.06sizetable00000]{table des Tailles})." + }, + "Size +1": { + "name": "Taille +1", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Size +1]{Taille +1} +1 (3) : l’espèce est plus grande que la moyenne de l’univers. Chaque point de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Taille} augmente de 1 la Résistance et d’un cran la limite de Force. L’espèce peut avoir des difficultés pour utiliser du matériel destiné à d’autres, plus petites. Voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor06bestia.JournalEntryPage.06sizetable00000]{table des Tailles}." + }, + "Skill": { + "name": "Compétence", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Skill]{Compétence} (1/Compétence) : le personnage commence avec d4 dans une @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{compétence} spécifique. Pour 2 points (1 seul pour une Compétence de base), le personnage commence avec d6 dans une Compétence spécifique avec d12 + 1 pour limite." + }, + "Skill Bonus": { + "name": "Bonus de Compétence", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Skill Bonus]{Bonus de Compétence} (1/Compétence) : des facilités biologiques octroient un bonus de +1 / +2 dans une @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Compétence}spécifique. Par exemple, une espèce émettant des phéromones pourrait avoir +1 en @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}." + }, + "Skill Penalty": { + "name": "Malus de Compétence", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Skill Penalty]{Malus de Compétence} (U): pour un coût de -1, l’espèce subit un malus de -1 à une Compétence fréquemment utilisée, comme @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, ou même @Compendium[swade-core-rules.swade-skills.Piloting]{Pilotage} dans un univers mettant l’accent sur des pilotes d’avion (au choix du MJ en fonction de l’univers). Pour une Compétence moins commune, le malus est de -2. Pour un coût de -2, les malus passent à -2 et -4." + }, + "Sleep Reduction": { + "name": "Besoin réduit en sommeil", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Sleep Reduction]{Besoin réduit en sommeil} (2) : le personnage a besoin de moitié moins de @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04sleep000000000]{sommeil} qu’un humain. Si cette Capacité est choisie une seconde fois, le personnage ne dort jamais." + }, + "Super Powers": { + "name": "Super-pouvoir", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Super Powers]{Super-pouvoir} (1) : cette espèce dispose de Capacités réellement exceptionnelles issues du Compagnon : Super-Pouvoirs pour Savage Worlds. Le coût de cette Capacité est de 2 points (pour l’Atout Arcanes (Super-pouvoirs)) plus le nombre X de points du pouvoir choisi. Assurez-vous d’avoir l’aval de votre MJ avant de choisir cette Capacité" + }, + "Toughness": { + "name": "Résistance accrue", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Toughness]{Résistance accrue} (3) : le personnage a une peau dure, des écailles ou des tissus musculaires extrêmement denses. Il bénéficie d’un bonus de +1 en @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Résistance}." + }, + "Wall Walker": { + "name": "Adhérence", + "description_full": "
@Compendium[swade-core-rules.swade-racial-abilities.Wall Walker]{Adhérence} (1) : l’espèce peut se déplacer normalement sur les surfaces verticales ou à la moitié de son @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Allure} la tête en bas." + } + } +} \ No newline at end of file diff --git a/module/compendiums/swade-core-rules.swade-rules-secret.json b/module/compendiums/swade-core-rules.swade-rules-secret.json new file mode 100644 index 0000000..dc9cd5f --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-rules-secret.json @@ -0,0 +1,1105 @@ +{ + "label": "SWADE Règles", + "entries": { + "1. Characters": { + "name": "1. Personnages", + "pages": {} + }, + "2. Gear": { + "name": "2. Matériel", + "pages": {} + }, + "3. Rules": { + "name": "3. Règles", + "pages": { + "Action Cards (Initiative)": { + "name": "Cartes d'action (Initiative)", + "text": "
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Cartes d'action (Initiative)

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Dans Savage Worlds, le rythme doit rester soutenu ! Pour aider le MJ à se souvenir de l’ordre du combat et ajouter un peu de piment, on utilise un paquet de cartes à jouer (incluant deux jokers) pour déterminer l’ordre d’initiative. C’est ce qu’on appelle les “cartes d'action.”

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Le MJ peut distribuer les cartes face visible ou non en fonction de sa préférence. Il peut également distribuer les cartes des personnages face visible et celles de leurs ennemis face cachée pour augmenter la tension chez les joueurs et apporter un peu d’incertitude.

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Au début de chaque round :

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  • Chaque @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} reçoit une carte d'action (plus d’éventuelles cartes supplémentaires liées aux @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}). Tous les Alliés sous le contrôle du joueur agiront également à cette carte d'action.
  • \n
  • Les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} (tous les zombies, tous les loups, etc.) reçoivent en général une seule carte d'action par groupe et agissent tous en même temps, ce qui les rend plus simple à gérer. Le MJ peut également choisir de grouper un Joker avec ses sbires s’il le souhaite. Le but au final reste de rendre le combat le plus simple et rapide possible.
  • \n
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Battre les cartes : les cartes d'action sont mélangées à la fin d’un round où un joker a été tiré.

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Grands groupes : pour des parties comportant de nombreux joueurs, ou celles en temps limité, le meneur de jeu peut décider de ne distribuer que deux cartes : une pour les gentils, et une pour les méchants. Durant le tour des joueurs, le MJ fait agir les joueurs chacun leur tour dans un ordre défini. Cela accélèrera les choses si c’est plus important que de varier l’ordre d’initiative. Si l’un des personnages dispose d’Atouts comme @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid} ou @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, celui-ci s’applique à la carte du groupe (mais une seule fois).

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Le décompte

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Les cartes distribuées, le MJ procède ensuite au décompte d’As à 2. Chaque groupe résout ses actions lorsque sa carte est appelée.

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Égalités : les égalités entre cartes de la même valeur sont résolues dans l’ordre des suites : pique ♠, cœur , carreau , et trèfle ♣.

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  • JOKERS : les personnages (ou les groupes) ayant un joker en tant que carte d'action peuvent agir quand ils le souhaitent dans le round, et peuvent même interrompre l’action de quelqu’un d’autre. En outre, tous leurs jets de @Compendium[swade-core-rules.swade-rules.Traits]{Traits} et de @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} se font avec un bonus de +2 pour le round !
  • \n
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" + }, + "Quick Encounters": { + "text": "
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Quick Encounters<\/h1>\n<\/div>\n
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Sometimes the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} may want to quickly sum up an encounter rather than track every action round by round. “Quick Encounters” resolve these kinds of situations with good collaborative storytelling, tension, and risk.<\/p>\n

When to Use These Rules:<\/strong> Use Quick Encount­ers when you’re pressed for time, the group isn’t as interested in tactical fights, or they do something the GM isn’t prepared for, like infiltrating a large complex she hasn’t detailed.<\/p>\n

When to Use These Rules:<\/strong> Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill roll} based on the type of encounter and their goal and interpret the results narratively with the Game Master.<\/p>\n

Encounter Types<\/h2>\n

No @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} are dealt in a Quick Encounter. Instead, the GM describes the scene, then the players agree on a general plan and what each of their characters will do.<\/p>\n

Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.<\/p>\n

Here are some examples:<\/p>\n