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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)