The Armory, part II – The Modern Armory

The Armory

Part II – The Modern Armory

Here are a few items I’ve used in my HERO System games over the years. They were originally designed for a realistic, modern campaign setting, but can easily be adapted for Cyber HERO or Dark Champions. As always, these are just suggestions. Feel free to play around with the stats to make them fit your campaign. If you have any questions, comments or suggestions, I’d be delighted to hear them. Just drop me an e-mail

Tool Kits

These items are various kits containing “the tools of the trade”. They won’t give the character any new abilities, but they will make it easier for him to use certain skills he has.

Climbing Tools
+2 w/Climbing, OAF - climbing tools (-1), independent (-2).
Active Cost: 4
Real Cost: 1
This kit contains everything a mountain climber might need – 50″ of climbing rope, grapples, a dozen or so spikes, a small hammer to wedge them into the mountain side, etc.

Cosmetic Kit
+1 w/Disguise, OAF - cosmetic kit (-1), independent (-2).
Active Cost: 2
Real Cost: 1
This kit contains all sorts of items to help the user to disguise his true identity – various cosmetic powders to alter facial color and tone, some special silicon “blobs” to hold in the mouth to make the character seem fatter, fake blood capsules, etc. Characters who really wish to disguise effectively should get their hands on a good wardrobe and a collection of wigs too.

Crime Scene Kit
+2 w/Criminology, 8 charges (-½), OAF - crime scene kit (-1), independent (-2).
Active Cost: 4
Real Cost: 1
This kit is a portable version of a forensic laboratory. It contains various chemicals used to test for different substances (e.g., blood, semen or gunpowder) which run out after a while and must be replaced.

General Tool Kit
+1 w/Electronics, Mechanics and Lockpicking, OAF - tool kit (-1), independent (-2).
Active Cost: 3
Real Cost: 1
This is a catch-all tool kit, containing some pliers, wrenches, screwdrivers, a hammer or two, etc. It is very useful for the local handyman or for characters who don’t want to carry too much equipment. However, real professionals usually have more specific kits.

Lockpicking Kit
+2 w/Lockpicking, OAF - lockpicking tool kit (-1), independent (-2).
Active Cost: 4
Real Cost: 1
This kit contains everything needed to pick a lock – a few long prongs and hooks, tweezers, a delicate file, and a few small wedges with a matching hammer.

Medikit
+2 w/Paramedic, OAF - medikit (-1), independent (-2).
Active Cost: 4
Real Cost: 1
This kit contains a collection of bandages, disinfectants, antihistamines, an oxygen mask and small oxygen tank.

Weapon Add-Ons

These items are various pieces of equipment that can be added to different firearms. Some of them may not be appropriate for all the different firearms available. Use your common sense.

Flash Suppressor
Invisibility to Normal Sight (+¼) for up to 30 active points, OAF - flash suppressor (-1), independent (-2).
Active Cost: 8
Real Cost: 2
A flash suppressor is an accessory that is fitted on the muzzle of a gun to hide the bright flash that occurs when a shot is fired.

Laser Sight
+4 vs. Range w/Weapon, works poorly in bad weather (-¼), OAF - sight (-1), independent (-2).
Active Cost: 6
Real Cost: 1
This sight in fact fires a thin laser beam at the target, marking it for the shooter. It is probably the best sight available, but it does not work well in thick smoke, fog or rain which block the laser beam.

Silencer
Invisibility to Normal Hearing (+¼) for up to 30 active points, OAF - silencer (-1), independent (-2).
Active Cost: 8
Real Cost: 2
A silencer is an accessory equipped on the muzzle of a firearm that traps the explosion gasses and thus suppresses the shot’s sound. If you want to be more realistic, you could decide that the silencer wears out after some use and buy it with the Charges limitation.

Telescopic Sight
+2 vs. Range w/Weapon, OAF - sight (-1), independent (-2).
Active Cost: 3
Real Cost: 1
This is your basic telescopic sight. It doesn’t do anything fancy, only makes things you shoot at seem closer, and hence easier to hit.

Thermographic Sight
IR Vision, only when using weapon (-1), OAF - sight (-1), independent (-2).
Active Cost: 5
Real Cost: 1
This sight provides a thermographic image (warm areas appear red, cold areas appear blue) of the target. It is ideal for ambushes held out at night.

Communications

These items are various gadgets that help a group of characters communicate between them. They can be vitally important for executing well-coordinated operations.

Mini Radios
Mind Link, a limited group of up to 16 people, no line of sight needed, only with others who buy mind link (-1), flashed as radio sense group (-½), OAF - radios (-1), independent (-2).
Active Cost: 40
Real Cost: 7
These small radios (walkie-talkies) allow a limited number of people to communicate between them. Their drawback is that anyone who finds the correct frequency can eavesdrop on the conversation.

Tactical Radio
Mind Link, a limited group of up to 8 people, no line of sight needed, invisible to Radio sense group (+½), only with others who buy mind link (-1), flashed as radio sense group (-½), OAF - radios (-1), independent (-2)
Active Cost: 53
Real Cost: 10
These devices are an improved version of the Mini Radios. They consist of an ear piece and a mouth piece which sit on the characters head, making them much less prone to theft and loss. The channel itself is scrambled, so it is much harder (almost impossible) to listen-in on.

Surveillance

These items are pieces of equipment used to gather information about the surrounding. Some of them are not so easy to come by, and the possession and use of some may even be illegal for characters who are not sanctioned law enforcers.

Binoculars
+6 Telescopic for Sight Group, OAF - binoculars (-1), independent (-2).
Active Cost: 9
Real Cost: 2
A small pair of binoculars can easily fit in a coat pocket. Larger ones may be less concealable, but will offer greater range of sight.

Bug Sweeper
Detect Listening Devices, ranged, OAF - bug detector (-1), independent (-2).
Active Cost: 8
Real Cost: 2
This device is able to detect various listening devices hidden in walls or telephone lines. It can be easily fit in a briefcase. Improved devices could add the Increased Arc of Perception or Discriminatory adders.

Infrared Goggles
IR Vision, OAF - goggles (-1), independent (-2).
Active Cost: 5
Real Cost: 1
These goggles provide the wearer the ability to see infrared radiation, which means, in simple terms, that he is able to see heat signatures. They are usually relatively bulky and quite obvious.

Nightvision Goggles
+4 PER for Normal Sight, only to offset darkness penalties (-½), OAF - goggles (-1), independent (-2).
Active Cost: 8
Real Cost: 2
These goggles allow the character wearing them to see in very low-light conditions (such as a cloudy moonless night) as if they were daylight. They do not work in complete darkness, and are as bulky as Infrared Goggles.

Wolf’s Ears
+4 PER for Hearing Group, OIF - wolf's ears (-½), independent (-2) plus 10 points Hearing Group Flash Defense linked to Enhanced Perception (-¼), OIF - wolf's ears (-½), independent (-2).
Active Cost: 18
8 + 10 Real Cost: 5
These ear phones serve two purposes – first, they enhances the wearer’s hearing. Second, they screen out any sounds above a certain level, preventing the wearer from being deafened by explosions or gun shots.

Bugs

Bugs are small devices that allow the character to gain information from a distant location. A Bugging skill roll is usually needed to place and operate a bug properly. However, for the bug to be effective it should also usually be hidden, which requires a Concealment roll.

Camera Bug
400" Clairvoyance, Normal Sight only (-¼), fixed perception point (-1), requires a Bugging skill roll (-½), IAF - bug and detector (-½), independent (-2).
Active Cost: 30
Real Cost: 6
This bug is in fact a miniature video camera that records whatever it’s pointed at and transmits it to the detector. Unless equipped with some special lenses, it functions as Normal Sight and thus does not work in the dark, if covered accidentally (or purposely!), etc.

Listening Bug
400" Clairaudience, Normal Hearing only (-¼), fixed perception point (-1), requires a Bugging skill roll (-½), IAF - bug and detector (-½), independent (-2).
Active Cost: 30
Real Cost: 6
This bug transmits the audio it picks up from a certain location. It can pick up sound-waves through walls, pipelines, etc. and does not have to be located in the target’s immediate location.

Tracking Bug
Detect Bug, ranged, +6 telescopic, 360°, tracking, requires a Bugging skill roll (-½), IAF - bug and detector (-½), independent (-2).
Active Cost: 21
Real Cost: 5
This simple bug transmits a radio signal announcing on its position. It is very useful when tracking a subject.

Bug Neutralizer
7d6 Dispel Listening Devices, explosion (+½), 0 END (+½), OAF - bug neutralizer (-1), independent (-2).
Active Cost: 42
Real Cost: 10
This device sends out a high-powered radio wave which scrambles the transmutations that any bug in it’s range make, thus rendering it ineffective as long as the device is operating.

Survival Equipment

These items allow humans to survive in environments they were not meant to be in. Remember that being able to stay alive in a certain environment does not necessarily mean being able to move, see or be useful in any other way in that environment.

Air Mask
Life Support: Self Contained Breathing, 1 charge for one hour (-0), OAF - mask and air tank (-1), independent (-2).
Active Cost: 10
Real Cost: 3
This item consists of a full face mask and a small air tank that supplies it with clean air for one hour. Characters may want to carry reserve tanks by buying additional Charges.

Nose Filters
Life Support: Self Contained Breathing, only to protect against NNDs (-1), IIF - nose filter (-¼), independent (-2).
Active Cost: 10
Real Cost: 2
These small filters cover the characters nostrils and protect him against various gasses and vapors.

Space Suit
Life Support: Self Contained Breathing plus Immunity to vacuum, high pressure, intense heat, intense cold and high radiation, limited movement - all movement powers and CVs are halved (-2), OAF - space suit (-1), independent (-2).
Active Cost: 19
Real Cost: 3
This is a fully functional space suit. Whoever wears it can survive for extended periods of time in space or on hostile planets provided he has enough food and water. Its main drawback is its bulkiness with greatly interferes with the character’s movement.

Grenades

These items are various weapons that could be thrown to create some sort of area effect (not necessarily an explosion). All these items are given with their typical number of charges (the typical “pack of grenades”), which could of course be changed.
Most of these projectiles could be shot out of some sort of a grenade launcher. In such a case, you’d have to buy off the “range based on STR” limitation, an optionally even buy an Autofire advantage.

Explosive Grenade
2d6 RKA, 0 END (+½), explosion (+½), 6 charges (-¾), range based on STR (-¼), OAF - grenades (-1), independent (-2).
Active Cost: 60
Real Cost: 12
The standard exploding grenades.

Flash Pallets
2d6 Flash vs. Sight Group, 0 END (+½), explosion (+½), 6 charges (-¾), range based on STR (-¼), OAF - pellets (-1), independent (-2).
Active Cost: 20
Real Cost: 5
Upon impact, these pallets will explode in a bright light, temporarily blinding everyone that isn’t wearing some sort of eye protection.

Smoke Pellets
2" Darkness vs. Sight Group, 6 charges lasting for one hour (-¼), range based on STR (-¼), OAF - pellets (-1), independent (-2).
Active Cost: 20
Real Cost: 4
Upon impact, these little pallets emit a 2″ radius cloud of smoke which blocks normal sights and effectively blinds the opponents until they leave the area or the smoke is cleared. A variant to this item are pallets that use some different (and more expensive) chemical to create their smoke so that it blocks the entire Sight Group.

Sleep Gas Pallets
6d6 Energy Blast, explosion (+½), NND (+1), 6 charges (-¾), range based on STR (-¼), OAF - pellets (-1), independent (-2).
Active Cost: 75
Real Cost: 15
Upon impact, these pallets release a sleeping gas that will knock opponents out for a short while.

Gadgets

The following items are all sorts of general miscellaneous gadgets that many characters find useful to have, which don’t seem to fit in other category.

Calculator
Lightening Calculator, OAF - calculator (-1), independent (-2).
Active Cost:3
Real Cost: 1
Your basic calculator. Can come in handy for calculating size and duration of explosions, the duration of some chemicals effects, etc.

Compass
Bump of Direction, OAF - compass (-1), independent (-2).
Active Cost: 3
Real Cost: 1
Your basic compass, useful on any hiking trip.

Flashlight
Images, 2" radius (+¼), 0 END (+½), only to create light (-1), OAF - (-1), independent (-2).
Active Cost: 18
Real Cost: 4
A powerful flash light. Never leave the house without it.

Mini Camera
Eidetic Memory, visual images only (-1), OAF - camera (-1), independent (-2).
Active Cost: 5
Real Cost: 1
A miniature camera, with basic capabilities like flash, limited zoom etc.

Mini Recorder
Eidetic Memory, sounds only (-1), OAF - recorder (-1), independent (-2).
Active Cost: 5
Real Cost: 1
A miniature tape-recorder, ideal for collecting hard evidence while eavesdropping in places you shouldn’t be in.

Swingline
10" Swinging, OAF - swingline (-1), independent (-2).
Active Cost: 10
Real Cost: 3
Useful for swinging from one building top to another. Although not intended for it, it can also be useful for tying people up.

Watch
Absolute Time Sense, OIF - watch (-½), independent (-2).
Active Cost: 3
Real Cost: 1
A high-tech watch including a timer, a stopper and internal light so its face can be seen in the dark.