We use the following standard equipment stats, overruling the books as needed. See also our combat guide, especially if PCs from multiple game lines are involved.

Armor

# Name Soak dice Wearer's Dexterity Notes
34 Reinforced Clothing 1 normal
35 Armor T-shirt 2 +1 diff Less outwardly obvious than kevlar
36 Kevlar Vest 3 +1 diff
37 Flak Jacket 4 +2 diff
38 Full Riot Gear 5 +3 diff
64 Fae Mail 3 normal Chimerical
65 Sidhe Plate 5 +1 diff Chimerical

Shields

# Name Soak dice Opponent's attack roll Holder's Dexterity
54 Trash Can Lid 3 +1 diff normal
55 Riot Shield 5 +2 diff +1 diff

Melee weapons, non-lethal

# Name Difficulty Base damage Conceal Notes
14 Sap 4 Strength Pocket May use Brawl instead of Melee
15 Chain 5 Strength Jacket Can entangle a limb (+1 diff)
19 Baseball Bat 5 Strength + 2 Trenchcoat
16 Staff 6 Strength + 1 n/a
70 Nunchaku 6 Strength + 2 Trenchcoat
40 Chair 7 Strength + 2 n/a Can be handwaved in bar brawls
45 Table 8 Strength + 3 n/a Can be handwaved in bar brawls, requires Strength 3+ and two hands

Melee weapons, lethal

# Name Difficulty Base damage Conceal Notes
18 Knife 4 Strength + 1 Pocket
67 Brass Knuckles 6 Strength Pocket May use Brawl instead of Melee
68 Spiked Gauntlet 6 Strength + 1 Jacket May use Brawl instead of Melee
69 Broken Bottle 6 Strength + 1 Pocket Can be handwaved in bar brawls, shatters after three uses
33 Whip 6 Strength + 1 Jacket Can entangle a limb (+1 diff)
24 Klaive 6 Strength + 2 Jacket Aggravated, silver, only available to shifters
20 Sword 6 Strength + 2 Trenchcoat
17 Mace 6 Strength + 2 n/a Sword is better unless you have a specialty
22 Axe 7 Strength + 3 Trenchcoat
23 Polearm 7 Strength + 3 n/a Axe is better unless you have a specialty
25 Grand Klaive 7 Strength + 3 Trenchcoat Aggravated, silver, only available to shifters
58 Great Sword 5 Strength + 6 n/a Requires Strength 3+ and two hands
21 Great Axe 6 Strength + 6 n/a Requires Strength 3+ and two hands, Great Sword is better unless you have a specialty
57 Chainsaw 8 Strength + 7 n/a Botch = damage yourself

Firearms, single shot or semi-automatic

# Name Base damage Rate Range Clip Conceal
1 Light Pistol 4 4 20 17+1 Pocket
2 Light Revolver 4 3 12 6 Pocket
3 Heavy Revolver 6 2 35 6 Jacket
4 Heavy Pistol 5 3 30 7+1 Jacket
59 Sawed-Off Shotgun 8 2 10 2 Jacket
9 Pump Shotgun 8 1 20 5+1 Trenchcoat
10 Semi-Auto Shotgun 8 3 25 6+1 Trenchcoat
5 Rifle 8 1 200 5+1 n/a
  • Rate is how many times it can be fired per turn
    • Rate 3+ does not automatically allow Three-Round Burst maneuver
  • Range: Normal range in yards/meters
    • Point blank (within 2 yards/meters) = bonus
    • Beyond normal range = penalty
    • Beyond maximum range (twice normal range) = automatically miss
  • Clip: "+1" means it can hold a full clip with a round ready in the chamber
  • Light Pistol is better than Light Revolver unless you have a specialty

Firearms, automatic

# Name Base damage Rate Range Clip Conceal
6 Small Sub-Machine Gun 4 3 25 30+1 Jacket
7 Large Sub-Machine Gun 4 3 50 30+1 Trenchcoat
8 Assault Rifle 7 3 150 42+1 n/a
  • May use Three-Round Burst, Full Auto, and Strafing/Spraying maneuvers

Firearms, non-lethal

# Name Base damage Rate Range Clip Conceal
43 Taser 5 1 5 1 Pocket
44 Police Taser 5 1 10 3 Pocket

Gas grenades, non-lethal

# Name Base damage Rate Range Clip Conceal
56 Tear Gas Grenade 3 1 3 5 Pocket
62 Bear Mace Grenade 4 1 3 3 Pocket
  • Target is -2 dice for 1 turn per success

Special ammo

# Name Base damage Notes
47 Explosive Shells 6 (-1/yard) Requires shotgun or Technocratic firearm
48 Flechettes 7 Modern armor treated as -2 levels, old armor treated as *2 levels
49 Incendiary Rounds 4 + 2 next round Aggravated to vampires
50 Rubber Bullets normal Bashing
52 Tear Gas 1 per round Bashing, 2-meter radius, lasts 5 turns outdoors / 20 indoors, target is -2 dice for 30 minutes, gas mask negates all effects, requires shotgun or Technocratic firearm
53 Teflon Bullets normal Armor treated as -1 level
46 Ectoplasmic Disruptors 5 Only available to Technocrats, aggravated to spirit entities and vampires
51 Taser Bullets 5 + 5 next round Only available to Technocrats, bashing
  • These replace (not add to) the firearm's normal damage, except as stated

Bows

# Name Base damage Rate Range Clip Ready actions Conceal
11 Short Bow 4 1 60 1 1 n/a
12 Long Bow 5 1 120 1 1 n/a
31 Commando Crossbow 3 1 20 1 2 Jacket
63 Crossbow Pistol 4 1 60 1 n/a Trenchcoat
13 Crossbow 5 1 90 1 2 Trenchcoat
32 Heavy Crossbow 6 1 100 1 2 n/a
60 Small Repeating Crossbow 4 2 90 10 2 to load new clip Trenchcoat
61 Large Repeating Crossbow 4 2 90 25 2 to load new clip n/a

Thrown weapons, non-lethal

# Name Difficulty Base damage Conceal
28 Stone 5 Strength Jacket
29 Head-Sized Stone 5 Strength + 3 n/a

Thrown weapons, lethal

# Name Difficulty Base damage Conceal
26 Throwing Knife 6 Strength Pocket
27 Shuriken 7 3 Pocket
28 Tomahawk 6 Strength + 1 Jacket