5PFH to Flying Lead - Weapons, Gear and Gadgets
Whilst Flying Lead does not distinguish between the source of Character Special Rules, the tendency here is to have many of them be the result of using various technology.
Weapons
A Flying Lead Arsenal has been created for 5PFH weapons.
Gun Mods
Assault Blade : The weapon is automatically considered to be a better weapon in hand to hand combat
Beam Light : Visibility is increased by +S for this weapon
Bipod : The firer reduces range penalties by -1. Cannot be used on a one-handed weapon.
Hot Shot Pack : if fitted to a Blast or Laser weapon, C+1. However the weapon automatically malfunctions on a to hit roll of 1.
Cyber configurable Nano-Sludge : C+1
Stabiliser : the weapon ignores any Slow Reload trait it may have.
Shock attachement : the weapon gains Fearful.
Upgrade kit :
Gun Sights
Laser Sight : the weapon gains Rapid Reload . Only for one-handed weapons.
Quality Sight :
Seeker Sight : gain Marksman
Tracker Sight : receive an additional +1 for a consecutive shot against the same target
Unity Battle Sight : C+1
Consumables
Booster Pills : remove Shaken state. Gain Sprinter 1 for this turn only
Combat Serum : 5PFH roster effect
Kiranin Crystals :
Rage Out : 5PFH roster effect
Still : gain Marksman but the character cannot move during this or the next round
Stim-pack : an Out of Action result is modified to Shaken. The item can be used after the result of the attack is known, and does not require an Action.
Protective Devices
Battle Dress : decrease Q by 1 (to a minimum of 4+), and gain Body Armour 3.
Camo Cloak : gain Camouflage.
Combat Armour : gain Body Armour 2.
Deflector Field : gain Force Field 2.
Flak Screen : gain Force Field 3, but only against weapons with Area Effect.
Flex-Armour : gain Body Armour 1 and Force Field 2, as long as the character did not move on their last activation
Frag Vest : gain Body Armour 1, improved to Body Armour 2 against weapons with Area Effect.
Screen Generator : gain Force Field 3, but only against weapons without Area Effect.
Stealth Gear : gain Danger Sense
Implants
AI Companion : 5PFH campaign effect.
Body Wire : 5PFH roster effect.
Boosted Arm : gain Chucker.
Boosted Leg : 5PFH roster effect
Cyber Hand : the character builds any pistol they have into their hand. Range is reduced one band, but the weapon gains Deadly Up Close and Rapid Reload.
Genetic Defenses :
Health Boost : 5PFH campaign effect.
Nerve Adjuster : gain Steady Under Fire.
Neural Optimisation : gain Relentless.
Night Sight : gain Night Vision.
Pain Suppressor : 5PFH campaign effect.
Utility Devices
Auto Sensor :
Battle Visor :
Communicator :
Concealed Blade :
Displacer : as an action, move L in any direction, at the same height. One use per scenario. After the movement, make a Q test; if there are no successes, the item is Damaged.
Distraction Bot : as an action, select one enemy within 2xL. That enemy modifies one Q success into a failure on each activation. Alternatively, that enemy, or any other chosen figure within M, can use two actions to destroy the Distraction Bot.
Grapple Launcher : as an action, move vertically up to L from any point within S of the character. The move must finish on a surface the character can stand on.
Grav Dampener :
Hazard Suit : make a Q test, with three dice, against any environmental hazard. If at least two successes are obtained, the effects of the hazard are ignored.
Hoverboard :
Insta-Wall : as stated effect in 5PFH rulebook (p.56)
Jump Belt :
Motion Tracker :
Multi-Cutter :
Nano-Doc : as stated effect in 5PFH rulebook (p.58)
Robo-rabbit's foot :
Scanner Bot :
Snooper Bot : as stated effect in 5PFH rulebook (p.57)
Sonic Emitter :
Steel Boots :
Time Distorter :
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