A variety of tools, weapons, gear, and vehicles are available to fight the High Lords. On the following pages are tables and descriptions of some of the most common, including some that are specific to the various invaders’ realities. Each table includes the item’s Tech level, its abilities, and cost. Prices are given in US dollars. In the price lists, “K“ = thousands, “M“ = millions, and “B“ = billions.
While other countries and cosms obviously use different currencies, conversion should usually only come into play when it’s a story issue. For example, when the heroes first arrive in a new cosm or location with a strange currency, they might have to find a contact or way to convert their funds. If the party has been in Aysle for weeks and just wants to pick up a replacement dagger, there’s no reason to convert from dollars to silver coins.
Buying Things
The Delphi Council provides the basics for their agents, so heroes don’t normally need to worry about food, lodging, ammo, or most travel.
Exactly how they provide funds depends on the realm—it might be cash in a low technology cosm like Orrorsh, distributed by agents as needed; or it might be a temporary online “burner“ account in high-tech locations such as Pan-Pacifica or the Cyberpapacy. Unless the Game Master says otherwise, assume the party’s basics are covered. Anything else can be requested from the council or purchased through the character’s personal resources.
Delphi Council Requests
When a character wants the Delphi Council to pay for something outside the usual expenses, he makes a persuasion test against the Value of the equipment requested as shown in the equipment lists on the following pages. Value is listed in parentheses next to each item's Price. If successful and it’s possible to get funds or gear to the location, the council honors the request. This might take some time depending on the party’s current location. Remember that communication may be difficult in realms such as the Living Land or Aysle, and may be monitored in places like the Cyberpapacy.
The Delphi Council doesn’t authorize things like private jets, controlled substances, or weapons that are illegal in a relatively lawful civilian area. Such attempts automatically fail. Conversely, if the council wants the group to take a Learjet to Seoul or have the absolute best camping equipment to explore the haunted jungles of Orrosh, it just happens. Characters only roll when asking for something above and beyond what the mission requires.
Equipment Availability
It’s easy to buy a laptop in Pan-Pacifica, and just about impossible to find one in the Living Land. The Game Master should decide if finding a particular item is possible at all. If it’s easy, the purchase just happens. If there are few markets or the item isn’t easily found there, let her make a streetwise roll. Common items have no modifier, uncommon are -2, and rare are –4 or more. At the Game Master’s discretion, failing the roll might not mean the item is unavailable—it may just mean it’s beat up, defective, or has a glitch. The Game Master should add or subtract a modifier based on the scarcity of the item in the particular area—it may simply be unavailable.
Modifier | Local Availability |
— | Common |
-2 | Uncommon |
-4 | Rare |
-6 or more | Unique |
Gear
Gear | Tech | Price | Description |
Alchemy Kit | 17 | 200 (12) | |
Ammo Belt/Web Belt | 21 | 50 (9) | 5 extra magazines |
Animal-hide Canoe | 3 | 600 (14) | |
Armored Briefcase | 24 | 200 (12) | Very Hard (-6) to break into, destroying it (Toughness 10) |
Augmented Reality HUD | 26 | 900 (15) | Dodge +1, Find is Favored |
Backpack | 8 | 100 (10) | |
Binoculars | 19 | 30 (8) | |
Bulletsmith Kit | 17 | 150 (11) | |
Caltrops | 14 | 40 (8) | Maneuver is Favored |
Candles | 10 | 5 (4) | |
Chameleon Clothing | 24 | 600 (14) | Stationary wearer gains +4 bonus to stealth |
Climbing Gear | 23 | 100 (10) | Use Dexterity in place of Strength to climb |
Cyberdeck | 26 | 700 (15) | Computer skill becomes Favored |
Disguise Kit | 18 | 60 (9) | |
Electronic Lockpick | 24 | 400 (13) | |
Filter Mask | 24 | 60 (9) | |
First Aid Kit | 19 | 50 (9) | First aid tests Favored |
Flares | 20 | 5 (4) | |
Flashlight | 20 | 10 (5) | |
Gas Lantern | 16 | 30 (8) | |
Gas Mask | 19 | 175 (12) | |
Ghillie Suit | 22 | 500 (14) | |
Handcuffs/Speedcuffs | 19 | 50 (9) | Toughness 18 or a Heroic (DN 18) Strength test to break |
Hands-free Comms | 23 | 150 (11) | |
Healing Potion | 12 | 500 (14) | Magic Axiom 13, simple action restores one Wound and +1BD Shock, 1 use |
Hemp Rope, 10 meters | 8 | 15 (6) | |
Hologram Clasp | 26 | 750 (15) | Ranged attacks suffer a –2 penalty |
Holy Symbol/Totem | 5 | 25 (7) | |
Identity Scrambler | 26 | 700 (15) | Eliminates bonus from augmented reality HUDs |
Inflatable Raft | 19 | 150 (11) | |
Interactive Map | 25 | 350 (13) | |
Ion Clothing | 24 | 140 (11) | |
Jewelry | 9 | 500 (14) | |
Laser Sight | 23 | 150 (11) | Ignore one point of penalties |
Lighter | 18 | 2 (2) | |
Lock Picks | 10 | 10 (5) | |
Micro Audio Transmitter | 20 | 100 (10) | |
Mobile Phone | 23 | 300 (13) | |
Mosquito Netting | 17 | 80 (10) | |
Movie Camera | 19 | 100 (10) | |
Multi-Tool | 22 | 40 (8) | |
Night-vision Goggles | 22 | 500 (14) | Ignore up to four points of Darkness penalties |
Notebook | 15 | 1 (0) | |
Nylon Rope, 10 meters | 22 | 25 (7) | |
Padlock | 16 | 20 (7) | |
Portable Generator | 21 | 500 (14) | |
Power Pack | 25 | 100 (10) | |
Projection Clothing | 26 | 400 (13) | |
Quiver | 7 | 5 (4) | Holds 20 arrows |
Radiation Detector | 21 | 120 (11) | +4 bonus to find radioactivity |
Radiation Pills | 25 | 20 (7) | Eliminate one Wound caused by radiation |
Radio Receiver | 18 | 50 (9) | |
Silencer | 21 | 60 (9) | Lowers the damage value by two, doesn't automatically give away position |
Slap Patch | 25 | 400 (13) | An action heals 1 Wound, 1 use |
Slaver Collar | 25 | 120 (11) | Deals 24 +2BD damage to wearer |
Smartgun Attachment | 25 | 200 (12) | |
Smoke Pellets | 24 | 40 (8) | Trick interaction, leaves smoke (-2 Concealment penalty) in a five-meter radius |
Spectacles | 16 | 80 (10) | |
Spell Component Bag | 8 | 75 (10) | |
Sunglasses | 20 | 25 (7) | |
Targeting Scope | 16 | 100 (10) | Aim to ignore 2 points of Range penalties |
Tool Belt | 16 | 100 (10) | |
Torch | 2 | 5 (4) | |
Tracer Patch | 25 | 150 (11) | |
Tracking Device | 20 | 150 (11) | |
Trading Gems | 1 | 100 (10) | |
Tribal Paint | 4 | 25 (7) | |
Tribal Tattoos | 4 | 250 (12) | |
Typewriter, Portable | 19 | 80 (10) | |
Walkie-Talkie | 20 | 50 (9) | |
Wall Crawlers | 24 | 400 (13) | Surfaces like smooth glass become DN 10 to scale |
Armor
Some Storm Knights fight the High Lords unencumbered—leaping, dodging, and maneuvering freely. Others prefer to put as much leather, metal, or advanced polymers between themselves and their foes as they can. The Armor Table lists the most common types of protection worn in the cosms. Wearing multiple layers of armor uses only the best value rather than adding the values together—they’re just not designed to hold together that way.
Bonus is the number of points added to the wearer’s Strength to calculate his Toughness. The total bonus from armor is listed in parentheses behind the full
Toughness rating for use with armor piercing effects.
Notes lists any special qualities of the armor, such as:
- Fatigues: Whenever a Fatigue result comes up on the Conflict Line of the Drama Deck, the wearer suffers one additional Shock.
- Maximum Dexterity (Max Dex): The hero’s Dexterity can’t exceed the listed maximum while the armor is worn.
- Minimum Strength (Min Str): A character suffers -1 to his Dexterity and related skills for every point he has under the listed Minimum Strength. This penalty is applied after the maximum, if armor has a Max Dex as well.
- Full Body/Torso: By default, armor covers the torso and portions of the wearer’s limbs and head. A -4 Called Shot avoids the armor’s bonus to Toughness. If armor notes it only protects the torso it only requires a –2 Called Shot to avoid. Full body armor protects against fire and other attacks that target the lowest armor value of the subject.
Armor | Tech | Bonus | Price | Max Dex | Notes |
Armor of God | 26 | +4 | 1,000 (15) | 8 | Fatigues, Full body |
Ballistic/Kevlar Vest | 22 | +4 | 250 (12) | 10 | Torso, Fatigues |
Bone and Hide | 3 | +1 | 50 (8) | 12 | Torso |
Boilerplate Hauberk | 18 | +4 | 1,000 (15) | 6 | Min Str 12, Fatigues |
Carapace | 3 | +3 | 800 (14) | 6 | Min Str 10, Fatigues |
Chain Mail | 10 | +2 | 300 (12) | 8 | Min Str 8, Fatigues |
Destroyer Armor | 26 | +4 | 3,500 (17) | 8 | Min Str 12, Fatigues, Full body, user’s Strength gains a +2 for attacks and carrying gear, includes Augmented Reality HUD |
Diffrax Plate | 25 | +3 | 500 (13) | 8 | Min Str 8, Fatigues, bonus adds to dodge vs energy weapons. |
Elven Chain | 12 | +3 | 500 (13) | 10 | Torso |
Fireproof Suit | 19 | +1 | 250 (12) | 10 | Fatigues, Full body, +5 armor against fire attacks. |
Flight Jacket | 19 | +1 | 75 (9) | 12 | Torso |
Heavy Cuirass | 15 | +3 | 250 (12) | 8 | Fatigues, Torso |
Hrockt Root Armor | 3 | +2 | 400 (13) | 10 | Torso, Jakatts only, Spirit Axiom 11 |
Leather Armor | 8 | +1 | 150 (11) | 10 | — |
Leather Jerkin | 8 | +1 | 100 (10) | 12 | Torso |
IriMesh Clothing | 24 | +2 | 250 (12) | — | — |
Kanawa Security Armor | 24 | +4 | 700 (15) | 8 | Min Str 8, Full body |
Monster Hide Duster | 16 | +2 | 350 (12) | 10 | Fatigues |
Plate Mail | 12 | +3 | 600 (14) | 8 | Min Str 10, Fatigues, Full body |
Plexiflex Sheathing | 24 | +3 | 450 (13) | 10 | May be concealed under clothing. |
Reflec Armor | 26 | +2 | 250 (12) | 10 | Bonus also adds to dodge against energy weapons. |
Spiked Plates | 12 | +2 | 400 (12) | 8 | Min Str 8, Fatigues, bonus adds to unarmed damage. |
Stab Vest | 23 | +3 | 200 (11) | 10 | Torso |
Tactical Armor | 23 | +4 | 450 (13) | 8 | Min Str 8, Fatigues |
Technodemon Hide Vest | 25 | +4 | 350 (12) | 12 | Torso, Fatigues. |
Shields
The amount of protection a shield offers adds to a character’s defensive skill, normally melee weapons or dodge, as long as the attack comes from the front or shield-side (GM’s call). A shield-bearer surrounded in melee gains keeps his protection against up to three opponents. If the character uses an Active Defense, the shield's bonus is added to Toughness as well as defenses.
- Shield Bash: If a shield is used to bash an opponent, its damage is Strength +1.
Armor | Tech | Bonus | Price | Notes |
Small Shield | 9 | +1 | 100 (10) | Min Str 7 |
Medium Shield | 9 | +2 | 150 (11) | Min Str 8 |
Large Shield | 9 | +3 | 250 (12) | Min Str 9, may not move and attack unless Strength 11+ |
Creature Shell | 3 | +1 | 50 (9) | Min Str 6 |
Diffrax Shield | 25 | +2 | 150 (11) | Min Str 8, bonus doubled against energy |
Plexiflex Shield | 24 | +3 | 100 (10) | Min Str 6 |
Riot Shield | 22 | +2 | 100 (10) | Min Str 6 |
Tower of Babel | 25 | +3 | 200 (12) | Min Str 8, Painful, may not move and attack unless Strength 10+ |
Melee Weapons
While a weapon is equipped the character must use his melee weapons skill for attacks and defense. Large objects or weapons like rifles may be wielded as a light club. Here’s what the weapon statistics mean:
Tech is the Technological level of the weapon—important when determining whether or not it may cause a Contradiction in certain cosms. Higher axiom versions made out of more advanced materials are possible.
Bonus is added directly to the damage for Strength-based weapons. This may be a fixed number for weapons like chainsaws or power saws that deal damage regardless of the force behind them.
Price (Value) is the typical cost of the weapon in dollars, as well as its Value on the Torg Value Chart.
Notes lists any of the weapon’s special traits:
- Armor Piercing: The weapon ignores points of Armor up to the number specified.
- Fragile: On a Mishap (page 109) the weapon breaks.
- Painful: If the attack deals any damage at all, it does +1 Shock.
- Small: The item is relatively small. and easy to hide. Searches suffer a –2 penalty to find the weapon if it’s hidden.
- Stagger: The target becomes Stymied after any damage is dealt.
- Thrown: The item also counts as a missile weapon, and can be thrown using the missile weapons skill with a Range of 10/20/40.
- Two Handed: Requires both hands to use. The weapon may be used with one hand with a 10 Strength or higher.
- Unwieldy: The attacker becomes Vulnerable after a miss.
Melee Weapon | Tech | Bonus | Price | Notes |
Battle Axe | 9 | +3 | 200 (11) | — |
Bone Knife | 3 | +1 | 5 (4) | Fragile, Small |
Bull Whip | 8 | +2 | 40 (8) | Reach 3 meters |
Chainsaw | 22 | 14 | 150 (11) | Unwieldy |
Dagger | 8 | +1 | 25 (7) | Small |
Electric Katana | 24 | +4 | 500 (13) | Armor Piercing 2 |
Great Axe | 10 | +4 | 300 (12) | Stagger, Two Handed, Unwieldy |
Halberd | 10 | +4 | 350 (12) | Reach 2 meters, Two Handed |
Hrockt Shoot Spear | 2 | +2 | 40 (8) | Thrown |
Impact Hammer | 25 | +4 | 300 (13) | Stagger, Two Handed |
Improvised Club | 1 | +2 | 5 (4) | Unwieldy |
Katana | 12 | +3 | 140 (10) | — |
Longsword | 9 | +3 | 120 (10) | — |
Mace | 8 | +2 | 50 (9) | — |
Machete | 22 | +2 | 40 (8) | Survival tests Favored |
Morning Star | 8 | +3 | 200 (11) | Unwieldy |
Pain Gauntlet | 25 | +1 | 100 (10) | Painful, Stagger |
Power Dagger | 26 | +2 | 220 (11) | Small |
Riot Stick | 26 | +3 | 150 (11) | Non-lethal, Painful |
Saber | 16 | +3 | 150 (11) | — |
Short Sword | 8 | +2 | 90 (9) | — |
Spear | 8 | +2 | 25 (7) | Reach 2 meters, Thrown |
Staff | 5 | +2 | 25 (7) | Two Handed |
Stone Axe | 2 | +2 | 15 (6) | Fragile, Stagger |
Truncheon | 21 | +2 | 120 (11) | — |
Two-Handed Sword | 10 | +4 | 300 (12) | Two Handed |
War Hammer | 9 | +4 | 250 (12) | Stagger, Two Handed, Unwieldy |
Missile Weapons
Missile weapons are muscle-powered, Strength-based devices which hurl projectiles at their target. This includes everything from throwing daggers to crossbows—both modern and ancient.
Tech is the minimum axiom of the weapon. Higher tech versions made of more advanced materials may also be found. See the Melee Weapons section for the axiom levels of common materials used in some of these weapons.
Damage is either a bonus, which is added to the user’s Strength, or a fixed value for those that provide their own power, such as grenades or crossbows. Any melee weapon can be thrown. It uses its regular bonus for damage, but suffers a -2 penalty on the attack unless it has a property stating otherwise. Spears appear on both lists, and don’t suffer a penalty when thrown. Drawing a weapon to throw (or an arrow for a bow) is a simple action, so two or three may be readied and used if the character is Multi-Targeting.
Range is the weapon’s Short, Medium, and Long Range bands. See page 116 for details.
Price (Value) is the cost in dollars, and its value on the Torg Value Chart.
Notes lists any special traits the weapon has, which may include:
- Armor Piercing (AP): The weapon ignores points of Armor up to the number specified.
- Ammo: The number of shots that may be fired before the weapon must be reloaded (see page 126).
- Blast: The size of an explosion, which determines how many targets may be affected. See Explosives & Area Effect Attacks, page 122.
- Reload: The weapon is very slow or cumbersome to reload. It takes a full turn to reload, which means reloading can’t be combined with any other actions. Firing the weapon may be combined with other actions normally.
Missile Weapon | Tech | Damage | Range (meters) | Price | Notes |
Blow Gun | 3 | +0 | 10/20/30 | 5 (4) | — |
Composite Longbow | 13 | 13 | 20/40/80 | 200 (11) | Min Str 7 |
Compound Bow | 22 | 13 | 20/40/80 | 150 (11) | Min Str 6 |
Darts | 8 | +1 | 5/10/15 | 25 (7) | Small |
Disruptor Grenade | 26 | 16 | 10/20/30 | 100 (11) | Non-lethal, Medium Blast |
Dynamite Stick | 17 | 13 | 10/20/30 | 20 (6) | Medium Blast |
Electric Longbow | 24 | 13 | 20/40/80 | 250 (12) | Min Str 6, AP 2 |
Frag Grenade | 20 | 16 | 10/20/30 | 50 (9) | Medium Blast |
Heavy Crossbow | 12 | 13 | 10/25/40 | 200 (11) | Reload |
Hrockt Shoot Spear | 3 | +2 | 10/20/40 | 40 (8) | — |
Ion Shuriken | 24 | +2 | 5/10/15 | 200 (11) | AP 2, Small |
Long Bow | 9 | 12 | 20/40/80 | 100 (10) | Min Str 8 |
Light Crossbow | 9 | 12 | 10/25/40 | 150 (11) | Ammo 1 |
Multi-Crossbow | 17 | 13 | 10/25/40 | 250 (12) | Ammo 3, Reload |
Net Launcher | 25 | 5 | 5/10/15 | 100 (10) | Small Blast |
Offensive Grenade | 23 | 17 | 10/20/30 | 250 (12) | Small Blast |
Petrol Bomb | 20 | 14 | 10/20/30 | 25 (7) | Medium Blast, Fire |
Rock Bolo | 3 | +1 | 10/20/30 | 5 (4) | May be use to grapple |
Short Bow | 7 | 11 | 10/25/40 | 70 (9) | Min Str 6 |
Sling | 7 | +1 | 5/20/40 | 15 (6) | — |
Spear | 5 | +2 | 10/20/40 | 25 (7) | — |
Taser | 22 | 12 | 2/4/6 | 150 (11) | Painful, Stagger, Non-lethal |
Throwing Axe | 8 | +2 | 5/10/15 | 60 (9) | — |
War Boomerang | 5 | +1 | 5/10/15 | 40 (8) | Returns when thrown |
Firearms
The weapons listed here only begin to scratch the surface of the many kinds of firearms that have been developed through Core Earth’s history and in other cosms. Except for values like ammunition capacity and price, the values given here should work for any other firearm of the same general type or size.
In general, pistols and submachineguns may be operated with one hand, while rifles and shotguns require two hands.
Tech is the minimum axiom of the weapon.
Damage is the gun’s base effect value. Rapid Fire options don’t directly affect a weapon’s damage value, but the bonus to hit increases the odds of a Good or Outstanding hit.
Ammo is how many shots the weapon holds in its magazine or clip, if it has one. Reloading requires spare ammunition and takes a simple action. Ammo determines the maximum number of targets the weapon can affect with a single action.
Range is the weapon’s Short, Medium, and Long range bands. See page 116 for details.
Price (Value) is the cost in dollars, and its value on the Torg Value Chart for requisitions.
Notes lists any special traits the weapon has, which may include:
- Armor Piercing (AP): The weapon’s damage ignores up to the listed amount of Armor.
- Bulky: The weapon is meant to be fired braced on the ground or a bipod. If the attacker doesn’t move there’s no penalty, but if firing on the move treat the weapon as Minimum Strength 12.
- Heavy Burst: The weapon fires Heavy Bursts (page 125) only. The guns only fires in that mode and the Ammo is expressed as the number of bursts rather than the number of bullets.
- Long Burst: The weapon may use the Long Burst option (see page 125) by using seven shots of ammunition.
- Short Burst: The weapon is capable of quickly squeezing off several shots at the same target. The attacker may use the Short Burst option by spending three shots of ammunition.
- Reload: The weapon is very slow or cumbersome to reload. It takes a full turn to reload this weapon, which means reloading can’t be combined with any other actions. Firing the weapon may be, but not the reload.
Firearm | Tech | Damage | Ammo | Range (meters) | Price | Notes |
.308 Hunting Rifle | 21 | 14 | 10 | 80/160/320 | 300 (12) | — |
.38 Revolver | 20 | 12 | 6 | 10/25/40 | 100 (10) | Small |
.45 Colt Automatic | 20 | 14 | 7 | 10/25/40 | 250 (12) | — |
.450 Nitro Express | 18 | 15 | 2 | 40/80/160 | 400 (13) | Bulky, AP 2 |
7.62mm Minigun | 22 | 15 | 10 | 100/500/1K | 10K (20) | Heavy Burst, Bulky |
AK-47 | 22 | 14 | 30 | 40/80/160 | 500 (13) | Long Burst |
Alph Pulverizer | 25 | 17 | 3 | 20/40/80 | 8,000 (19) | Painful, Bulky |
Alph Sprayer | 25 | 14 | 30 | 40/80/160 | 1,000 (15) | Long Burst, Bulky |
Arquebus | 14 | 14 | 1 | 5/10/20 | 200 (11) | Reload |
Atchisson 12 | 23 | 14 | 32 | 10/20/30 | 450 (13) | Short Burst |
Ayslish Wheel-lock | 14 | 13 | 1 | 5/10/20 | 150 (11) | Reload |
Barrett M82 | 23 | 16 | 10 | 100/500/1K | 1,200 (15) | Bulky, AP 4 |
Blunderbuss | 14 | 14 | 1 | 5/10/15 | 250 (12) | Reload |
Glock 9mm | 22 | 13 | 15 | 10/25/40 | 250 (12) | — |
GM-94 Launcher | 23 | 16 | 3 | 50/100/200 | 1,500 (16) | Medium Blast |
GWI GodFire Plasma | 26 | 16 | 10 | 20/40/80 | 2K (16) | Small Blast |
GWI GodBeam Laser | 26 | 14 | 15 | 100/500/1K | 600 (14) | Short Burst, AP 1 |
GWI GodLight Laser | 26 | 14 | 5 | 50/100/500 | 350 (12) | Small |
GWI GodMeeter | 26 | 15 | 25 | 10/25/40 | 450 (13) | — |
Hunting Shotgun | 20 | 13 | 2 | 10/20/30 | 100 (10) | — |
Impala Chaingun | 24 | 15 | 20 | 100/500/1K | 20K (21) | Heavy Burst, Bulky |
Lee-Enfield MK 1 | 19 | 14 | 10 | 50/100/200 | 350 (12) | — |
M1918 BAR | 20 | 14 | 20 | 50/100/200 | 2,000 (16) | Long Burst |
M4 carbine/M-16 | 23 | 13 | 30 | 50/100/200 | 300 (12) | Long Burst |
MAC-10 | 22 | 13 | 30 | 10/25/40 | 350 (12) | Short Burst |
Maremont M60 | 22 | 15 | 50 | 100/500/1K | 3,000 (17) | Long Burst, Bulky |
MAS Storm Shotgun | 26 | 15 | 30 | 15/30/45 | 500 (13) | Short Burst |
Mauser Pistol | 20 | 13 | 10 | 10/25/40 | 250 (12) | — |
Remington 870 | 22 | 14 | 7 | 10/20/30 | 200 (11) | — |
SC Kyogo T11 | 24 | 14 | 120 | 50/100/200 | 800 (14) | Long Burst |
SC Kyogo 144 SMG | 24 | 13 | 45 | 20/40/80 | 400 (13) | Short Burst |
Schmeisser MP-40 | 20 | 13 | 32 | 10/25/40 | 350 (12) | Short Burst |
Submachine Guns | ||||||
Thav-9 SMG | 25 | 13 | 60 | 20/40/80 | 500 (13) | Short Burst |
Thompson 1928 | 20 | 14 | 50 | 15/30/60 | 400 (13) | Long Burst |
Uzi | 22 | 13 | 32 | 10/25/40 | 400 (13) | Short Burst |
Webley Revolver | 18 | 14 | 6 | 10/25/40 | 300 (12) | — |
Special Ammunition
The firing characteristics of firearms may be altered with special ammunition.
Ammo Type | Shots | Tech | Price | Description |
Armor Piercing | 50 | 20 | 150 (11) | Reduces armor adds by two points |
Bean Bag | 2 | 22 | 50 (8) | Deal non-lethal damage and Stymie any foe they hit |
Black Powder | 30 | 14 | 50 (8) | Malfunction range of 1–2, and fails to fire on any Malfunction |
Flechette | 50 | 24 | 150 (11) | Ignore 3 points of “soft“ armor such as leather, IriMesh, or stab vests |
Hollow Point | 50 | 20 | 150 (11) | Damage +1 against a target with no Armor |
Shot | 10 | 14 | 30 (7) | +2 bonus at Short Range, -2 penalty at Long Range |
Smart Ammo | 50 | 25 | 250 (12) | The attack is Favored, requires Smartgun or CSI EyeKill Mk. IV |
X-ray Charges | 20 | 25 | 300 (12) | Ignores attack modifier of Reflec and Diffrax armor |
Cyberware
Cyberware implants are sleek, attractive, and often installed as elective upgrades for merely cosmetic purposes. Sanctioned implants are ridiculously cheap, but those are connected to the GodNet and therefore useless to Storm Knights. “Clean“ installs are done at illegal chop shops throughout the Cyberpapacy. Storm Knights must purchase implants using the Cyberware Perk. When purchased through the Perk, implants are acquired at the base price and all malicious software and connections to the GodNet have been purged. Without the Perk the risks and side effects of an installation are untenable. Future sourcebooks will include the nasty details for heroes reckless or desperate enough to go under the scalpel anyway.
Implants purchased during play still require the character to find a chop shop for the actual purchase and installation. Just spending a day inside the Cyberpapacy is enough time to find an appropriate vendor.
Tech is the minimum axiom of the implant. A contradicting implant stops granting bonuses if it becomes contradictory, but doesn’t disappear. For example, a disconnected user with a HardPlas Arm doesn’t gain extra Strength, but may still use items that require two hands.
Price is the cost in dollars, and its value on the Torg Value Chart for requisitions. Actual implant costs on the street are usually much higher.
Cyberware | Tech | Price | Notes |
Belleview 20-20 Cyber Eye | 26 | 2,000 (17) | Find and tracking become Favored |
Belleview Low-Light MK II | 26 | 1,000 (15) | Ignore 2 points of Darkness penalties |
CyberHam Encrypted Comms | 26 | 500 (13) | Allows silent communication |
CyberHam Fingerprint Mimic | 26 | 1,000 (15) | Fools fingerprint scans (per finger) |
CyberHam Retina Mimic | 26 | 2,000 (17) | Fools retina scans |
CSI EyeKill MK IV | 26 | 2,000 (17) | Ignore 2 points of Range penalties |
Datas Toxin Detector MK I | 26 | 1,000 (15) | Warns if food or drink is poisoned |
HardPlas Arm | 26 | 5,000 (18) | +1 Strength with that arm |
HardPlas LifeLock Backup System | 26 | 3,000 (18) | Ignore 2 points of penalties testing Defeat |
Hexxer MK I | 26 | 5,000 (18) | Ignore half the Shock from failing a spell |
Hexxer MK II | 26 | 10K (20) | Ignored Shock becomes a casting bonus |
Trigon Integrated Weapon Mount | 26 | 1,000 (15) | Concealed, add the cost of the weapon |
Trigon Body Plating | 26 | 6,000 (19) | +2 Armor, Full Body, concealed under skin |
Occultech
Occultech implants are just as powerful as the higher-tech devices found in the Cyberpapacy, but the unmistakable stench of evil clings to them. Occultech tends to be large and obvious—almost all implants were originally designed for technodemons. Once a demon is slain or discards obsolete parts the salvage ends up adapted for human use, usually by either the demon’s thralls or the foes who brought him down. Scavenged demon parts must be carefully handled and exorcised before a new installation, lest the new cyborg succumb to the dark urges of the original owner. Even a “clean“ install imparts nightmares, pain, and occasional problems with impulse control. Storm Knights must purchase implants using the Occultech Perk. When purchased through the Perk the implants are acquired at the base price and any demonic influence has been removed. Without the Perk the risks and side effects of an installation are unbearable.
Implants purchased during play still require the character to find a chop shop for the actual purchase and installation. Just spending a day inside Tharkold is enough time to find a physician who can do the job.
Tech is the minimum axiom of the implant. A contradicting implant stops granting bonuses if it becomes contradictory, but doesn’t disappear. For example, a disconnected user with Digan darksight eyes can’t see in the dark anymore, but isn’t blind.
Price is the cost in dollars, and its value on the Torg Value Chart for requisitions. Actual implant costs on the street are usually much higher.
Occultech | Tech | Price | Notes |
Alph Weapon Dock | 25 | 1,000 (15) | Reload an Alph weapon for 2 Shock |
Chod Rabbitjack MK II | 25 | 2,000 (17) | +2 Move, Vulnerable to jump move x2 |
Chod Stitcher Unit | 25 | 8,000 (19) | Gain +1 Wound, Wounds deal +2 Shock |
Digan CyberArm | 25 | 8,000 (19) | +2 Strength with that arm |
Digan Darksight Eyes MK III | 25 | 3,000 (18) | Ignore 6 points of Darkness penalties |
Digan Hardjack Dock | 25 | 2,000 (17) | Allows use of Digan vehicles |
Thav Integrated Weapon Mount | 25 | 500 (13) | Plus the cost of the weapon (any Thav) |
Thav Radiation Filter MK II | 25 | 2,000 (17) | Wounds from radiation heal normally |
Vav Sensation Suppressor | 25 | 6,000 (19) | Ignore 1 Shock from all sources |
Vav Toxin Suppressor | 25 | 3,000 (18) | Test to eliminate poison after 3 rounds |
Zan Endoskeleton MK III | 25 | 10K (20) | +4 Armor, Full Body, concealed under skin |
Zan Slashers | 25 | 500 (13) | Deal Strength +2 damage |
Zan Spinose Plating | 25 | 8,000 (19) | +2 Armor, +1 damage to unarmed combat |
Heavy Weapons
Heavy weapons are devices used to destroy vehicles, structures, or masses of troops. Their use requires the heavy weapons skill. Heavy weapons aren’t carried; they are only mounted in vehicles or fortifications unless specifically noted. Heavy weapons use the same statistics as Firearms, but have a wider and more dangerous variety of ammunition options. The Blast listed in Notes is the default for the weapon—see Explosives & Area Effect Attacks.
Damage includes the Armor Piercing (AP) value of the most commonly used ammunition for each weapon.
Ammo is by weapons platform, or by individual device. A Nile Empire Paket carries 20 20mm rounds, while an Apache helicopter carries 1,200 30mm shots for its fast-firing autocannon.
Heavy Weapon | Tech | Damage | Ammo | Range (meters) | Price | Notes |
.30 Caliber MG | 20 | 15 (AP 2) | * | 500/1K/2K | 8K (19) | Long Burst |
.50 Caliber MG | 20 | 16 (AP 2) | * | 500/1K/2K | 10K (20) | Long Burst |
2.75-inch Rockets | 20 | 25 (AP 2) | * | 500/1K/2.5K | 2K (16) | Long Burst |
12-pounder Cannon | 17 | 20 (AP 2) | 1 | 100/500/1K | 4K (18) | Reload |
15mm Sentry Gun | 24 | 22 | 200 | 50/1K/2K | 250K (27) | Long Burst |
20mm Auto-Cannon | 20 | 22 (AP 2) | * | 500/2K/4K | 50K (23) | Heavy Burst |
20mm Cannon | 20 | 22 (AP 2) | * | 500/2K/4K | 25K (22) | Long Burst |
30mm Auto-Cannon | 21 | 24 (AP 2) | * | 500/2K/4K | 70K (24) | Heavy Burst |
75mm Tank Gun | 20 | 28 (AP 6) | 1 | 500/1K/2.5K | 300K (27) | Medium Blast |
105mm Tank Gun | 20 | 29 (AP 6) | 1 | 1K/2.5K/4K | 500K (28) | Medium Blast |
120mm Tank Gun | 21 | 29 (AP 10) | 1 | 1K/3K/5K | 550K (28) | Medium Blast |
125mm Tank Gun | 21 | 30 (AP 10) | 1 | 1K/3K/5K | 550K (28) | Medium Blast |
152mm Howitzer | 22 | 31 (AP 6) | * | —/5K/20K | 700K (29) | Large Blast |
Ayslish Cannon | 14 | 20 | 1 | 100/250/500 | 2K (16) | Reload |
Ballista | 11 | 18 | 1 | 100/250/500 | 1K (15) | Reload |
Bazooka | 20 | 18 (AP 4) | 1 | 100/250/500 | 400 (13) | Medium Blast |
Dynamite Stick | 17 | 13 | — | 5/10/15 | 20 (6) | Medium Blast |
C-4 (300g) | 22 | 16 (AP 10) | — | — | 250 (12) | Small Blast |
C-6 (300g) | 22 | 20 (AP 10) | — | — | 400 (13) | Small Blast |
C-9 (300g) | 22 | 23 (AP 10) | — | — | 1K (15) | Small Blast |
Flamethrower | 20 | 16 | 2 | 20/25/30 | 600 (14) | Small Blast |
Godsvoice | 26 | 24 | 10 | 100/150/200 | 50K (23) | Large Blast |
Hellfire Anti-Tank | 22 | 29 (AP 4) | 1 | 2K/10K/12K | 70K (24) | Medium Blast |
Land Mine | 20 | 17 | 1 | — | 500 (13) | Medium Blast |
LAW Rocket | 22 | 25 (AP 4) | 1 | 100/250/500 | 300 (12) | HEAT ammo |
M18 Claymore Mine | 22 | 19 | — | — | 1K (15) | Medium Blast |
Mim Shredder Mine | 25 | 25 (AP 2) | 1 | — | 5K (18) | Medium Blast |
Screecher | 24 | 18 | * | —/50/100 | 25K (22) | Large Blast |
Stinger AA | 23 | 26 (AP 4) | 1 | —/4K/— | 50K (23) | Medium Blast |
TOW Anti-Tank | 22 | 28 (AP 6) | 1 | —/2K /4K | 36K (23) | Medium Blast |
Vehicles
Modes of transportation vary widely from one reality to the next. A trip of 500 kilometers may only take an hour in Core Earth thanks to jet aircraft, but takes days or weeks in realms with less advanced technology like Aysle, where a horse-drawn carriage is the best way to travel. The descriptions provided in this section can be used for craft similar to the specific one listed. Most variations between vehicles of a similar type and Tech Axiom are small enough that they do not affect the game values. For example, the statistics of the Sopwith Camel can be used for most other types of biplanes.
Top Speed: The vehicle’s maximum speed in kilometers per hour (KPH), followed by the corresponding value number. If a vehicle’s Top Speed is high enough to make it eligible for a Speed Penalty (page 132) the bracket is listed as well: Fast, VF (for Very Fast) or Ultra.
Passengers (Pass): The total number of individuals who can fit in the craft, including the driver/pilot. More passengers may be crammed in (up to one higher value) at the cost of performance and discomfort. When overloaded the vehicle’s speed drops one value, and all aboard are Stymied.
Maneuver Rating (MR): Apply this modifier to air vehicles, land vehicles, or water vehicles for skill tests and the vehicle’s defense. MR takes the vehicle’s size into account, so a larger vehicle is more likely to suffer a performance penalty than a smaller one.
Wounds (Wnds): The maximum number of Wounds a vehicle can suffer and still function. Any more Wounds wrecks the vehicle and causes it to crash (treat as a Collision, page 133). Wound penalties apply to tests to control the vehicle, up to a maximum of –3.
Toughness: The Toughness of the vehicle. The number in parentheses is how much of the vehicle’s Toughness is provided by Armor, useful when calculating Armor Piercing attacks. Any Shock done applies to all passengers aboard.
Air Vehicles
Air Vehicles | Tech | Top Speed | Pass | MR | Wnds | Tough | Price | Description |
A-10 Thunderbolt II | 23 | 560 (15) VF | 2 | -1 | 4 | 24 (4) | 12M (35) | Cannon holds enough ammo for 27 Heavy Bursts, wings mount eight Hellfire missiles and four banks of 20 2.75-inch rockets |
AH-64 Apache | 23 | 300 (14) Fast | 2 | –1 | 4 | 20 (4) | 8M (34) | 30mm auto-cannon with 24 Heavy Bursts of ammunition, either 16 Hellfire anti-tank rockets or four banks of 20 2.75-inch rockets |
Avro C.30 Autogyro | 20 | 160 (13) Fast | 2 | –0 | 2 | 13 | 300K (27) | |
Bell AH-1G Cobra | 22 | 350 (14) Fast | 2 | –1 | 3 | 17 (2) | 1.5 M (31) | Two 7.62mm miniguns with enough ammunition for 20 Heavy Bursts, seven 2.75-inch rockets each or four TOW missiles |
Bell H-13 Sioux | 22 | 210 (13) Fast | 3 | –1 | 2 | 15 | 1M (30) | |
Boeing 747 | 22 | 950 (16) VF | 490 | -4 | 5 | 24 | 5M (33) | |
C-5 Galaxy | 23 | 540 (15) VF | 92 | -4 | 5 | 25 (2) | 12M (35) | Four mounted 7.62mm miniguns each with 20 bursts of ammunition, two 20mm cannons with the same ammo as the miniguns, 20 Hellfire missiles, or a 105mm tank gun |
DC-3 | 20 | 320 (14) Fast | 36 | –2 | 3 | 19 (2) | 150K (26) | |
Digam Specter | 25 | 600 (16) VF | 1 | –0 | 2 | 22 (4) | 10M (34) | |
F-15 | 23 | 2,250 (18) Ultra | 1 | –1 | 4 | 22 (2) | 17M (36) | 20mm auto-cannon (Ammo 10) and eight Stinger air-to-air missiles |
Fey Galleon | 9 | 20 (8) | 50 | -4 | 4 | 25 (2) | 10M (35) | |
Learjet L45 | 23 | 860 (16) VF | 8 | -2 | 3 | 20 | 1.5 M (31) | |
Mi-24 Hind | 22 | 370 (14) Fast | 10 | –1 | 4 | 22 (4) | 12M (35) | 20mm auto-cannon that can fire 30 Heavy Bursts, four pods carrying 32 2.75-inch rockets each and four TOW Missiles |
Oda Hornet | 24 | 400 (15) VF | 8 | –1 | 3 | 21 (4) | 8M (35) | Two Impala chainguns (Ammo 10) and two launchers that carry 50 2.75-inch rockets each |
Oda-17 Private Jet | 24 | 1,750 (18) Ultra | 2 | –2 | 3 | 22 | 24M (37) | |
Oda Grasshopper | 24 | 55 (10) | 1 | –0 | — | 11 | 30K (23) | |
PBY Seaplane | 20 | 200 (13) Fast | 6 | –2 | 3 | 17 | 200K (26) | |
Peugeot Pirouette | 26 | 200 (13) Fast | 4 | –0 | 2 | 14 | 25K (22) | |
PM1-Paket Fighter | 20 | 600 (16) VF | 1 | –2 | 3 | 18 (2) | 300K (27) | Two .30-caliber machineguns with 200 rounds of ammo each |
Sopwith FI Camel | 19 | 200 (13) Fast | 1 | –0 | 2 | 14 | 60K (24) | Two .30-caliber machineguns with 200 rounds of ammo each |
Spitfire VB | 20 | 600 (16) VF | 1 | –1 | 3 | 17 (2) | 200K (26) | Four .30-caliber machineguns with 250 rounds of ammo each, plus two 20mm cannons with 120 rounds each |
V-22 Osprey | 23 | 500 (15) VF | 24 | –1 | 3 | 21 | 35M (37) | |
Zeppelin | 19 | 100 (12) Fast | 40 | -6 | 4 | 15 | 800K (29) |
Land Vehicles
Land Vehicles | Tech | Top Speed | Pass | MR | Wnds | Tough | Price | |
1933 Daimler-Benz | 20 | 100 (12) Fast | 4 | –2 | 2 | 14 | 8,000 (19) | |
1938 Halftrack | 20 | 55 (10) | 10 | -4 | 3 | 22 (2) | 100K (25) | |
Armored Limo | 24 | 140 (12) Fast | 8 | -2 | 2 | 20 (6) | 250K (27) | |
BMW R75 + Sidecar | 20 | 100 (12) Fast | 2 | –1 | 1 | 13 | 8K (19) | |
Chevy Suburban | 23 | 135 (12) Fast | 6 | -2 | 2 | 15 | 25K (22) | |
Fey Carriage | 13 | 32 (9) | 5 | –2 | 2 | 12 | 40K (23) | |
Ford Taurus | 23 | 160 (13) Fast | 4 | –1 | 2 | 14 | 15K (21) | |
GWI Samson | 26 | 110 (11) Fast | 4 | -2 | 4 | 28 (10) | 2.5M (32) | |
Harley Chopper | 22 | 180 (13) Fast | 1 | –0 | 1 | 12 | 23K (21) | |
Ishido Special | 24 | 400 (15) VF | 1 | –0 | 1 | 13 | 40K (23) | Throttle and brakes are controlled by the user’s legs, leaving a hand free |
Jeep | 20 | 80 (11) Fast | 4 | –1 | 2 | 15 (1) | 6K (19) | |
Kawasaki Ninja | 23 | 330 (13) Fast | 1 | –0 | 1 | 12 | 11K (20) | |
Mack Semi-Truck | 22 | 140 (12) Fast | 2 | -2 | 3 | 20 (2) | 120K (25) | |
M113 ACAV | 22 | 65 (11) Fast | 13 | -1 | 3 | 24 (6) | 100K (25) | Reactive Armor, .50-caliber machinegun and several thousand rounds of ammunition, TOW missiles, or 40mm grenade launcher |
M1 Abrams | 23 | 70 (11) Fast | 4 | -1 | 4 | 32 (10) | 1.5 M (31) | Reactive Armor, 120mm cannon with 40 rounds, two .50-caliber machineguns and a 7.62mm minigun, each with thousands of rounds |
Passenger Carriage | 8 | 48 (9) | 6 | -4 | 2 | 12 | 800 (14) | |
Peugeot 115 Car | 26 | 200 (13) Fast | 4 | –1 | 2 | 14 | 25K (22) | |
Peugeot Hoverbike | 26 | 200 (13) Fast | 1 | –0 | 1 | 12 | 18K (21) | |
T-72 | 22 | 55 (10) | 3 | -2 | 4 | 30 (10) | 750K (29) | Reactive Armor, 125mm tank gun with around 40 reloads, 50-caliber machinegun and 7.62mm minigun each with several thousand rounds |
Tiger Tank | 20 | 40 (10) | 4 | -4 | 4 | 28 (8) | 200K (26) | 88mm cannon (use the 105mm cannon statistics) with 100 incendiary or HEAT shells |
Toyota Prius | 23 | 120 (12) Fast | 4 | -2 | 2 | 13 | 25K (22) | |
Wasteland Junker | 25 | 100 (12) Fast | 4 | –1 | 2 | 15 (2) | 15K (21) |
Water Vehicles
Water Vehicles | Tech | Top Speed | Pass | MR | Wnds | Tough | Price | |
Coal Steamer | 18 | 30 (9) | 24 | -6 | 4 | 30 | 4M (33) | |
Clipper Ship | 17 | 40 (10) | 140 | -4 | 5 | 26 | 2M (31) | |
Diesel Steamer | 20 | 40 (10) | 24 | -6 | 4 | 30 | 6M (34) | |
Galleon | 14 | 20 (8) | 220 | -6 | 5 | 25 | 1M (30) | |
Lazzara Yacht | 23 | 55 (10) | 12 | -4 | 3 | 16 | 80M (39) | |
Los Angeles Class | 22 | 55 (10) | 140 | -4 | 5 | 33 (2) | 2B (46) | |
Luxury Liner | 22 | 25 (9) | 3,200 | -8 | 6 | 34 | 110M (40) | |
Motorboat | 20 | 100 (12) Fast | 6 | -2 | 2 | 15 | 16K (21) | |
Oda Dragon | 24 | 160 (13) Fast | 5 | –0 | 2 | 16 | 500K (28) | |
Type 209 Class | 20 | 40 (10) | 33 | -4 | 4 | 28 | 30M (37) | |
Viking Longship | 9 | 10 (7) | 30 | -4 | 4 | 15 | 20K (21) |