Weapons & Armor

Melee and ranged weapon stats, cover tables, armor classes and penalties, and targeting rules.

Cover

CoverDifficulty Increase to HitAttacker’s Penalty
Light (prone)+1None
Good (behind wall)+2+1
Superior (head only exposed)+3+2

Melee Weapons

WeaponDamageConceal
Sap (blunt)Str +1 BPocket
ClubStr +2 BTrenchcoat
KnifeStr +1 LJacket
SwordStr +2 LTrenchcoat
AxeStr +3 LNone
StakeStr +1 LTrenchcoat

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

WeaponDamageRange (short)RateCapacityConceal
Revolver, light (.38)4 L12m36Pocket
Revolver, heavy (.44)6 L35m26Jacket
Pistol, light (9mm)4 L20m415+1Pocket
Pistol, heavy (.45)5 L25m313+1Jacket
Rifle (.30-06)8 L200m15+1None
SMG, small (9mm)*4 L20m317+1Jacket
SMG, large (MP5)*4 L50m330+1Trenchcoat
Assault Rifle*7 L150m330+1None
Shotgun (12ga)8 L20m15+1Trenchcoat
Crossbow5 L20m11Trenchcoat

* 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

ClassArmor RatingDexterity Penalty
Reinforced clothing10
Armor T-shirt21
Kevlar vest31
Flak jacket42
Full riot gear53
  • 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 SizeDifficultyDamage
Medium (limb, briefcase)+1Normal
Small (hand, head, cellphone)+2+1 die
Precise (eye, heart, lock)+3+2 dice