Weapons & Armor
Melee and ranged weapon stats, cover tables, armor classes and penalties, and targeting rules.
Cover
| Cover | Difficulty Increase to Hit | Attacker’s Penalty |
|---|---|---|
| Light (prone) | +1 | None |
| Good (behind wall) | +2 | +1 |
| Superior (head only exposed) | +3 | +2 |
Melee Weapons
| Weapon | Damage | Conceal |
|---|---|---|
| Sap (blunt) | Str +1 B | |
| Club | Str +2 B | Trenchcoat |
| Knife | Str +1 L | Jacket |
| Sword | Str +2 L | Trenchcoat |
| Axe | Str +3 L | None |
| Stake | Str +1 L | Trenchcoat |
B = bashing. L = lethal. Blunt weapons deal bashing (lethal if targeting the head).
Staking: Target the heart at difficulty 9. Requires 3+ damage successes past soak. Result: paralysis (conscious, can use Perception-based Disciplines, cannot move or spend blood). Not Final Death — remove the stake to end paralysis.
Ranged Weapons
| Weapon | Damage | Range (short) | Rate | Capacity | Conceal |
|---|---|---|---|---|---|
| Revolver, light (.38) | 4 L | 12m | 3 | 6 | |
| Revolver, heavy (.44) | 6 L | 35m | 2 | 6 | Jacket |
| Pistol, light (9mm) | 4 L | 20m | 4 | 15+1 | |
| Pistol, heavy (.45) | 5 L | 25m | 3 | 13+1 | Jacket |
| Rifle (.30-06) | 8 L | 200m | 1 | 5+1 | None |
| SMG, small (9mm)* | 4 L | 20m | 3 | 17+1 | Jacket |
| SMG, large (MP5)* | 4 L | 50m | 3 | 30+1 | Trenchcoat |
| Assault Rifle* | 7 L | 150m | 3 | 30+1 | None |
| Shotgun (12ga) | 8 L | 20m | 1 | 5+1 | Trenchcoat |
| Crossbow | 5 L | 20m | 1 | 1 | Trenchcoat |
* Capable of 3-round bursts, full auto, and strafing.
Firearms vs. vampires: Bullets deal bashing damage to vampires (body absorbs the wound). Head shots = lethal vs. vampires.
Crossbow: 5 turns to reload. Deals bashing vs. Kindred unless targeting head or heart; lethal vs. mortals.
Armor
| Class | Armor Rating | Dexterity Penalty |
|---|---|---|
| Reinforced clothing | 1 | 0 |
| Armor T-shirt | 2 | 1 |
| Kevlar vest | 3 | 1 |
| Flak jacket | 4 | 2 |
| Full riot gear | 5 | 3 |
- Armor adds soak vs. bashing, lethal, and aggravated from fangs and claws only
- Does not protect against fire or sunlight
- Dexterity Penalty applies to all Dexterity-based pools
- Targeting unprotected areas bypasses armor (+1 or +2 difficulty)
- A single attack dealing damage equal to twice the armor rating destroys it
Targeting
| Target Size | Difficulty | Damage |
|---|---|---|
| Medium (limb, briefcase) | +1 | Normal |
| Small (hand, head, cellphone) | +2 | +1 die |
| Precise (eye, heart, lock) | +3 | +2 dice |