Equipment stats

The year is 1999. A group of agents with the FBI quickly discover a routine case is anything but. Thrust into a world that's as incomprehensible as it is deadly, can this team hope to hold back the darkness?

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Equipment stats

Post by Silver Priest »

The below are the relevent statistics for the various weapons and armor you find in game. If your agent has it and wants to use it, refer to below.

Armor:

Kevlar Vest: 3 points of armor

Helmet: 1 point on head.

Heavy Kevlar: 8 points.

Heavy Helmet: 5 points on head.

Light Pistol:

Damage 1d10.

Grenades:

Flash Bang Grenades: Used with Athletics skill. Range: 20 M. Radius: 10 M. Causes all victim's skill rolls to be made at -40%.

Shotguns:

Shotgun (slug) Damage: 2d6. range: 75. Ammo capacity: 5.

Submachine guns:

Submachine gun: 1d10 damage. Range: 50 m. Lethality: 10%. Ammo capacity: 30. Can fire bursts or spreads.

Galt's Commandos rifles: 1d12, range: 50, Lethality: 10%. Ammo: 15. Can fire Bursts or Spreads.
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Re: Equipment stats

Post by Silver Priest »

I've decided to use some of the DG resource rolls, to allow you guys access to some equipment. I'll post it in the rules thread. A few important notes.

First, pay attention to the Expense category. General rule of thumb is that if it's Incidental or Standard you can have it(within reason). You're allowed up to two items of Unusual Expense each, two items of Major expense as a group, and no Extreme expense items at all.(DG can't afford to lend it out.) These items are all expected to be returned at the end of the operation as well.

Second, try not to go overboard. Remember that every item DG lends you is another risk of exposure for them, and also is a double edged sword for you. It may be hard to explain why a group investigating a new drug all have shotguns. And it's rather hard to conceal a rocket launcher. People notice things, and if they see you using unusual gear or getting int firefights they will ask questions. Unless you have a great story with evidence to back it up, you(and DG) don't want this.

Lastly, these charts of equipment come from the new DG game, released in 2015-16. As such, some of the equipment you see in them was not around at the turn of the millennium. Try to use your best judgement, and if I don't think something you want would be available for you at the time, I reserve the right to veto it.

Hope you enjoy the system. I'll probably end up tweaking it at some point, but am interested in seeing how it works in play. As always, if you have any questions, please feel free to ask.
Melee weapons,[img]https://i.postimg.cc/CLbwbvjB/DG1.png[/img]
Stun weapons,[img]https://i.postimg.cc/yd9ZMMJh/DG-2.png[/img] [url]https://i.postimg.cc/xCx1Fg5G/DG3.png[/url]
Firearms,[img]https://i.postimg.cc/3w6KXWx9/DG4.png[/img]
heavy weapons,[img]https://i.postimg.cc/pXqMQy08/DG5.png[/img] [img]https://i.postimg.cc/FzNw3Q3D/DG6.png[/img]
Explosives,[img]https://i.postimg.cc/5N9Ztbxt/DG7.png[/img]
Body Armor,[img]https://i.postimg.cc/Fzrn1VX6/DG8.png[/img]
Miscellaneous,[img]https://i.postimg.cc/d3V4JQ8P/DG9.png[/img] [img]https://i.postimg.cc/bJzRRYVD/DG10.png[/img] [img]https://i.postimg.cc/0NvG82sW/DG11.png[/img] [img]https://i.postimg.cc/15NDwNR7/DG12.png[/img]
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Re: Equipment stats

Post by Silver Priest »

Junk Items

Some vehicles, weapons, and other pieces of equipment
are damaged, poorly maintained, or just badly
made. If your Agent is stuck with a bad piece of gear, it
fumbles not just on a failed roll with matching numbers,
but also on any roll higher than 95.
A thoroughly shoddy item may also incur a −20%
penalty to every use of it.
Junky items are usually one step lower in expense.
Whether the one your Agent buys fumbles more often
or comes with a constant penalty, or both, is up to the
Handler.
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