Transcript
Page 1: Table of Contents - Crafty Games · Soldier/Wheelman Class Guide™ introduces players to this world of thrilling high-stakes spying, offering them the chance to take part in the

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Table of ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Chapter 1: Prestige Classes . . . . . . . 5Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6The Ace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6The Armorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7The Bodyguard . . . . . . . . . . . . . . . . . . . . . . . . . . 9The Grunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10The Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12The Mariner . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13The Medic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15The Slammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17The Stingray . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18The Street Fighter . . . . . . . . . . . . . . . . . . . . 20The Street Knight . . . . . . . . . . . . . . . . . . . . . 21The Tactician . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Chapter 2: New Rules . . . . . . . . . . . . . . . 25Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 26New Backgrounds . . . . . . . . . . . . . . . . . . . . . . 26Existing Departments . . . . . . . . . . . . . . . . . 26New Departments . . . . . . . . . . . . . . . . . . . . . . 28

Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Peace Officer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Racer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Special Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Stick Jockey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Officer Training . . . . . . . . . . . . . . . . . . . . . . . . 30Australian Defence Force Academy . . . . . . . . . . . . 30Baghdad Military College . . . . . . . . . . . . . . . . . . . 30PLA National Defense University . . . . . . . . . . . . . 30Sandhurst Military Academy . . . . . . . . . . . . . . . . . 30South African Military Academy . . . . . . . . . . . . . . 31St. Cyr Military Academy . . . . . . . . . . . . . . . . . . . 31United States Military Academy at West Point . . . 31

Military Academy Training . . . . . . . . . . . . . 31Military University of Russia . . . . . . . . . . . . . . . . 32National Defense Academy of Japan . . . . . . . . . . . 32Royal Military College of Canada . . . . . . . . . . . . . 32United States Air Force Academy . . . . . . . . . . . . . 32United States Naval Academy . . . . . . . . . . . . . . . . 32University of the German Federal Armed Forces . . 33

New Skill Uses . . . . . . . . . . . . . . . . . . . . . . . . . 33New Basic Combat Feats . . . . . . . . . . . . . . 37New Ranged Combat Feats . . . . . . . . . . . . 38New Chase Feats . . . . . . . . . . . . . . . . . . . . . . . 40New Covert Feats . . . . . . . . . . . . . . . . . . . . . . 41New Advanced Skill Feats . . . . . . . . . . . . 43New Style Feats . . . . . . . . . . . . . . . . . . . . . . . 43Personal Ordinance . . . . . . . . . . . . . . . . . . . 43

Personal Ordinance vs. Vehicular Ordinance . . . . . 44Types of Personal Ordinance . . . . . . . . . . . . . . . . . 44

Personal Ordinance Table . . . . . . . . . . . . 45New Gadgets . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

Chapter 3: New Chase Options . . . . 51Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 52General Driving Modifiers . . . . . . . . . . . . 52

Connected Vehicles . . . . . . . . . . . . . . . . . . . . . . . . 52Firing at a Vehicle’s “Vitals” . . . . . . . . . . . . . . . . . 53Loaded Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . 53

Four-Wheeling . . . . . . . . . . . . . . . . . . . . . . . . . . 54Broken Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . 54Deep Snow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54Dirt Track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55Ice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55Rugged Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

Jumping Vehicles . . . . . . . . . . . . . . . . . . . . . . . 55Road Rashing . . . . . . . . . . . . . . . . . . . . . . . . . . . 55Collisions: Revisited . . . . . . . . . . . . . . . . . . 56The Upper Hand . . . . . . . . . . . . . . . . . . . . . . . . 56

New Air Maneuvers . . . . . . . . . . . . . . . . . . . . . . . 57Racing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58

New Racing Maneuvers . . . . . . . . . . . . . . . . . . . . . 58Racing the Track, Not the Cars . . . . . . . . . . . . . . . 58

Vehicular Combat . . . . . . . . . . . . . . . . . . . . . . 59Pursuit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60Circling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60Circling Maneuver Table . . . . . . . . . . . . . . . . . . . . 60Closing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61Closing Maneuver Table . . . . . . . . . . . . . . . . . . . . 61

Expanded Maneuver Table . . . . . . . . . . . . . 62Getting Around . . . . . . . . . . . . . . . . . . . . . . . . 63

Skydiving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Freefall Chases . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Scuba Diving . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Skiing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65Tunnel Rats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65

Managing Hybrid Chases . . . . . . . . . . . . . . 65New Finishing Maneuvers . . . . . . . . . . . . . 66New Vehicle Failures . . . . . . . . . . . . . . . . . . 68

Chapter 4: Vehicle Guide . . . . . . . . . . . 69Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 70Low Cost Vehicles . . . . . . . . . . . . . . . . . . . . . 70Improving Vehicles . . . . . . . . . . . . . . . . . . . . . 70Repairing Vehicles . . . . . . . . . . . . . . . . . . . . . 71Personal Vehicles and Mounts . . . . . . . 71

Mounts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Personal Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . 73

Cars and Trucks . . . . . . . . . . . . . . . . . . . . . . . 74Cars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74Trucks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

Water Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . 74Surface Water Vehicles . . . . . . . . . . . . . . . . . . . . . 74Submersible Water Vehicles . . . . . . . . . . . . . . . . . 75

Air Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75Fixed Wing Air Vehicles . . . . . . . . . . . . . . . . . . . . 75Lighter-Than-Air Vehicles . . . . . . . . . . . . . . . . . . . 76Rotor-Wing Air Vehicles . . . . . . . . . . . . . . . . . . . . 76

Armored and Heavy Vehicles . . . . . . . . . 77Railed Armored and Heavy Vehicles . . . . . . . . . . . 77Tracked Armored and Heavy Vehicles . . . . . . . . . . 77Wheeled Armored and Heavy Vehicles . . . . . . . . . 78

Vehicular Qualities . . . . . . . . . . . . . . . . . . . . 78Masterwork Vehicles . . . . . . . . . . . . . . . . . . 79Vehicular Ordinance . . . . . . . . . . . . . . . . . . . 82

Acquiring Vehicular Ordinance . . . . . . . . . . . . . . . 82Modifying New Ordinance . . . . . . . . . . . . . . . . . . 83Using Vehicular Ordinance . . . . . . . . . . . . . . . . . . 85Ordinance Types . . . . . . . . . . . . . . . . . . . . . . . . . . 86

New Vehicular Gadgets . . . . . . . . . . . . . . . 93Master Vehicle Guide Table . . . . . . . . . . . 97Vehicular Ordinance Table . . . . . . . . . . . 102

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Modern Arms Guide

INTRODUCTIONFrom silent special forces divers and reconnaissance

specialists to covert submarine captains and hostagerescue teams to raucus fighter pilots and strike forcesaround the world, soldiers and wheelmen play a vitalrole in safeguarding the world. They are the agents sentinto hostile territory to distract or destroy the enemy,gather intelligence, and pave the way for more subtleoperations. They are the armies, navies, air forces, and special forces recruited and trained to endure themost hostile conditions and not only survive, but thrive.They are the Agency’s ultimate defense, and its greatestweapon.

Whether carefully infiltrating an enemy organiza-tion to capture a critical leader or storming a junglecompound, cutting it off from the world with surgicalprecision before destroying it, all soldiers and wheelmenhave one thing in common — they’re the adrenalinejunkies of the modern espionage genre. The SpycraftSoldier/Wheelman Class Guide™ introduces players to this world of thrilling high-stakes spying, offering themthe chance to take part in the most dangerous gameagainst the most powerful foes the world has to offer.

How to Use This BookLike the Modern Arms Guide,™ this book is intended

as a broad expansion to any d20 system game, thoughit’s primary link is to the Spycraft espionage RPG. Allthe new rules here are d20 compliant, and every vehi-cle, weapon, and gadget is ready to be dropped intoyour favorite d20 game setting.

This book both expands the chase, combat, andvehicle material first seen in the Spycraft EspionageHandbook,™ and presents many previously unavailableoptions. It maintains the cinematic flavor set forth inthe core release, but widens the selection of weaponsand vehicles to include many combat options and nearly all vehicle options available today:

• In the arena of weaponry, this book contains all thegear options and rules for using massive-scale weaponsabove the calibers seen in the Modern Arms Guide, suchas field artillery, vehicular cannons, guided missileracks, and the like.

• In the arena of vehicles, this book contains over 200basic vehicle types (e.g. “racing motorcycles”, “tankerships”, and “drone helicopters”), completing the listsfirst presented on pages 147–151 of the SpycraftEspionage Handbook.

In one case, this expansion has precipitated somereorganization. A small number of vehicles have movedfrom the air, ground, and water groups to the personalgroup, which is now governed exclusively by the Bal-ance and Handle Animal skills (see page 33). For exam-ple, jet skis (formerly water vehicles governed by theBoating skill) are now personal water vehicles (see page98), governed by the Balance skill. This change wasmade to more adequately represent vehicles which arecollectively guided by the distribution of an agent’s personal body weight. We hope this change doesn’t con-fuse or irritate anyone.

Special Note: Future Spycraft and ShadowforceArcher™ supplements will include vehicles and ordi-nance from both the Spycraft core release and this vol-ume, as appropriate.

What’s in this BookThe Soldier/Wheelman Class Guide is divided into

four chapters, each offering new agent options or mech-anics.

Chapter 1: Prestige Classes introduces twelve newclasses for agents to pursue, including vehicle special-ists in each of the five primary groups (personal, air,ground, heavy and armored, and water), combat spe-cialists (such as the hunter, the street fighter, and thebodyguard), and support specialists (like the medic andarmorer).

Chapter 2: New Rules covers a wide variety of gamemechanics for common soldier and wheelman activitiesand agent options for any character, including twentynew departments, over 35 new feats spread across near-ly every tree seen in the Spycraft core release, and rulesfor personal ordinance — massive-scale weapons used totake out vehicles and outposts (or guard them). A selec-tion of new gadgets is also included in this chapter.

Chapter 3: New Chase Options allows the GC andplayers to experience the incredible action of chases inalmost any environment, including ice, dirt, and ruggedterrains, and offers rules for targeting vehicle vitalspots, leaping vehicles, and taking vehicles into combat.Many new chase maneuvers and effects can be found inthis chapter.

The Spycraft Vehicle GuideFinally, the last chapter of this book contains the

official Spycraft Vehicle Guide, introducing completestatistics for all stock models, as well as new qualities,masterwork modifications, ordinance, and gadgets togive each vehicle that extra edge in the field. The rulesherein take you from the R&D showroom to the garage,allowing agents to requisition and then personally mod-ify any vehicle they can think up.

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Prestige Classes

Class FeaturesThe following are class features of the stingray.Class Feats: The stingray gains the following feats

at 1st level.Armor Proficiency (Light)Armor Proficiency (Medium)Weapon Proficiency (Melee)Weapon Proficiency (Hurled)Weapon Proficiency (Handgun)Weapon Proficiency (Rifle)Weapon Proficiency (Tactical)

Unrelenting: The stingray re-ceives a +1 compe-tence bonus to all Constitution checks andCon-stitution-based skill checks. Further,the stingray may spend an action dieto put off making drowning checksfor 1 minute (ten rounds). Thismay be done multiple times fora single breath so long as thestingray still has action diceavailable. Once this period isover, drowning checks begin(or resume) at the previous DC.This is the stingray’s core ability.

Competitor: The stingray iscommitted to an intense regimenof physical training that allowshim to excel in his chosen environ-ment. At 1st level,the stingray receivesthe Advanced Skill Mastery feat for hisAthletic feat.

At 5th level, he receives the Grand Skill Mastery featfor his Athlete feat.

At 9th level, he receives the Perfect Skill Masteryfeat for the Athlete feat.

The stingray’s prerequisites for these feats — includ-ing agent level — are waived.

Flippers: At 2nd level, the stingray’s underwaterspeed is increased by 5 ft. (with or without fins). Further,if the stingray wears fins on land, his movement rate is only reduced by 5 ft. (instead of 10 ft., as is standard).

At 7th level, the stingray’s swimming speed increas-es by an additional 5 ft. (to a total bonus of +10 ft.) and fins grant the agent no speed penalty on land.

Bonus Feat: At 3rd level, the stingray receives a bo-nus melee combat or covert feat.

At 7th level, the stingray gains an additional meleecombat or covert feat.

In each case, the stingray must meet all requirementsfor the bonus feat before selecting it, including

ability score and base attack minimums.Clear Waters: At 4th level, thestingray’s visibility range is doubled

when underwater (see page 64).Sneak Attack: Also at 4th

level, the stingray deals anadditional 1d6 damage wheneither flanking a target (seethe Spycraft EspionageHand-book, page 171) orattacking a target that is cur-rently denied its Dexterity

bonus to Defense (in-cludingflat-footed and immobilized

opponents). At 8th level, this bonus damage

rises by an additional +1d6 (to a totalof +2d6).

Ranged attacks normally gain this bonusonly if the target is within one range increment. Beyondthat, the accuracy needed to hit the target’s vitals is dif-ficult to achieve.

The stingray may make a sneak attack with anyweapon (or unarmed attack), even a weapon that dealssubdual damage. However, he cannot use a weapon thatdeals standard damage to inflict subdual damage dur-inga sneak attack, even by accepting the standard –4 penalty to do so. Further, he cannot use strafing

Table 1.9: The StingrayBase Fort Ref Will Def Init Budg Gadg

Lvl Att Bon Save Save Save Bon Bon Pts Pts Special1 +1 +2 +0 +1 +0 +0 3 +0 Competitor (advanced),

custom rider, unrelenting2 +2 +3 +0 +2 +1 +1 6 +1 Flippers +5 ft.3 +3 +3 +1 +2 +1 +1 9 +2 Bonus feat4 +4 +4 +1 +2 +2 +2 12 +3 Clear waters, sneak attack +1d65 +5 +4 +1 +3 +2 +2 15 +3 Competitor (grand)6 +6 +5 +2 +3 +2 +2 18 +4 Go deep7 +7 +5 +2 +4 +3 +3 21 +5 Bonus feat, flippers +10 ft.8 +8 +6 +2 +4 +3 +3 24 +6 SEAL training, sneak attack +2d69 +9 +6 +3 +4 +4 +4 27 +6 Competitor (perfect)10 +10 +7 +3 +5 +4 +4 30 +7 Ghost walk

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New rules• When the agent scores a critical hit against a vehicle,

he may adjust the hit location roll by +1 or –1. He mayadjust the hit location by an additional +1 or –1 at 4thlevel, and every four levels thereafter. When this modi-fier is used to increase a result above 10, it becomes 1.Conversely, when this modifier is used to decrease aresult below 1, it becomes 10.

• Bonus Feat: Any chase or style feat. The agent must stillmeet all prerequisites for the feat, including abilityscore and base attack bonus minimums.

Special ForcesAlready well trained in covert operations, special

forces operatives make excellent agents. Their rigid mil-itary discipline, combat expertise, and special skillsmake them a welcome addition to any team.

Special Talents

• +2 Dexterity, –2 Charisma.

• +1 department bonus to Reflex saves. This bonusincreases by +1 at 4th level, and by an additional +1every four levels thereafter.

• +1 department bonus to Demolitions and Move Silentlychecks. This bonus increases by +1 at 4th level, and byan additional +1 every four levels thereafter.

• Bonus Feat: Any covert or basic combat feat. The agentmust still meet all prerequisites for the feat, includingability score and base attack bonus minimums.

Stick JockeyRecruited from tank crews, air forces, and navies,

stick jockeys are blessed with highly acute senses andextensive combat experience.

Special Talents

• +2 Dexterity, –2 Constitution.

• Once per session, a stick jockey may learn his oppo-nent’s choice of chase maneuver before selecting hisown. The stick jockey may use this ability once more persession at 4th level, and every four levels thereafter. Iftwo or more opposing stick jockeys use this ability dur-ing the same chase round, none must reveal his maneu-ver early; resolve the maneuver choices normally. In thislast case, both stick jockies are considered to have usedthis ability this round.

• +1 department bonus to Reflex saves. This bonusincreases by +1 at 4th level, and by an additional +1every four levels thereafter.

• Bonus Feat: Any chase or basic combat feat. The agentmust still meet all prerequisites for the feat, includingability score and base attack bonus minimums.

InfantryAgency operatives recruited from the military mass-

es are invariably distinguished prior to their arrival,through their combat prowess or other accolades.

Special Talents

• +2 Constitution, –2 Intelligence.

• +1 department bonus to Fortitude saves. This bonusincreases by +1 at 4th level, and an additional +1 everyfour levels thereafter.

• +1 department bonus to cover and concealmentDefense bonuses. This bonus increases by an additional+1 at 4th level, and an additional +1 every four levelsthereafter. The agent only gains this bonus when he’s benefitting from a cover or concealment Defensebonus granted by true cover (as opposed to an abilitysuch as the soldier class’s portable cover).

• Bonus Feat: Any combat feat. The agent must still meetall prerequisites for the feat, including ability score andbase attack bonus minimums.

Peace OfficerAgents from law enforcement organizations around

the world — such as the American DEA or Germany’sBundeskriminalamt — gain the following benefits.

Special Talents

• +2 Intelligence, –2 Strength.

• +1 department bonus to Will saves. This bonus increas-es by +1 at 4th level, and by an additional +1 every four levels thereafter.

• +1 department bonus to Spot and Surveillance checks.This bonus increases by +1 at 4th level, and by an addi-tional +1 every four levels thereafter. Further, the agentmay attempt Surveillance checks unskilled.

• Bonus Feat: Any ranged combat feat. The agent muststill meet all prerequisites for the feat, including abilityscore and base attack bonus minimums.

RacerThe Agency generally avoids well-known celebrities,

whose disappearance might be noticed. Racers are thusrecruited early in their careers, before they gain notori-ety or arrogance.

Special Talents

• +2 Dexterity, –2 Strength.

• +1 department bonus to all maneuver and crash checks.This bonus increases by +1 at 4th level, and by an addi-tional +1 every four levels thereafter.

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Soldier/Wheelman Guide

New Eyewear and EyeDrops

H.U.D. Lenses: Short for “Heads Up Display” lenses,this design is based on a display principle usually foundin aircraft — particularly military aircraft. These lensesprovide the agent with constant, real time updates aboutopponents during combat, including their current posi-tion, heading, and speed, as well as projected positionover the next several seconds.

Gadget Point Cost: 1Weight: —Spot DC: 25Mechanics: When the agent makes a successful

ranged attack against an opponent, the H.U.D. lensesprovide a +1 circumstance bonus to all attacks madeagainst that target during the next round of combat.

Overhead Tactical Display Lenses: Overhead tacticaldisplay lenses provides the agent with a real time aerialview of the current tactical situation, usually transmit-ted from an Agency satellite. Such satellites utilize thelatest in thermal imaging, allowing the gadget to func-tion even indoors or underground. The overhead tacti-cal display allows the agent keep his team abreast ofenemy movements, mitigating the danger of beingcaught in a crossfire or otherwise flanked.

Gadget Point Cost: 2Weight: 3 lbs.Spot DC: AutomaticMechanics: Each time one of the wearer’s comrades

is flanked by an attacker, he may make a Spot checkopposed by the attacker's Hide skill. With success, the agent may inform his ally of the impending dangerwith a free action warning, after which the ally may notbe caught flat-footed or targeted by a sneak attack.

Penetrator Lenses: Designed to detect thermal andprofile variances caused by armor thickness, these lens-es display weak points in a targets' armor, highlightedby a neon green overlay.

Gadget Point Cost: 3Weight: —Spot DC: 25Mechanics: When an agent wearing these lenses

makes an attack, any damage resistance and hardnessthe target benefits from are each reduced by one.

Target Analysis Lenses: Designed to help an agentdetermine the best target for an attack, these lensescolor-code potential targets according to their vulnera-bility, incorporating each potential target's speed, size,cover, and other protection.

Gadget Point Cost: 2Weight: —Spot DC: 25Mechanics: The agent knows the current Defense of

every character within sight, including all temporaryand permanent bonuses.

Threat Lenses: Designed to detect stress levels, heartrates, and other “tells," these can often warn an agent ofimminent attack by enemy operatives — even thosewhom the agent wasn't aware of two seconds prior.

Gadget Point Cost: 1Weight: —Spot DC: 25Mechanics: The agent gains a +4 circumstance

bonus to his awareness and Sense Motive checks toavoid surprise.

Protective Gear OptionsFibermesh Armor: Constructed of space-age polymer

fibers, and woven using a precise computer process,fibermesh armor is the next generation in personal protection. Lightweight yet sturdy, the material appearsto be kevlar, even upon close inspection and testing.When worn, however, it’s clear that the material is a good deal lighter and more supple, allowing the agentmuch greater freedom of movement.

Gadget Point Cost: +2Weight: —Spot DC: 30Mechanics: This process may be applied to any

light or medium armor, which must be requisitionedseparately. The process increases the armor's maximumDexterity bonus by 2, and reduces its armor checkpenalty by 2. This process may not be applied to armorrequisitioned with gadget points.

HALO Rig: The “High-Altitude/Low Opening” mili-tary skydiving gear package is designed for those para-chuting from extreme altitudes.

Gadget Pick Cost: 1 eachWeight: 75 lbs.Spot DC: AutomaticMechanics: While wearing this suit, the agent suffers

no penalties from extreme cold and lack of oxygen. The oxygen tanks have a 30-minute air supply.

Hardened Joints: At first glance, these gadgetsappear to be nothing more than a thick fabric braceapplied to support a joint under stress. In reality, however, they’re designed to support and reinforce theagent’s joint, providing extra durability.

Gadget Point Cost: 2Weight: —Spot DC: 25 (under clothing), or obvious when

uncovered.Mechanics: Hardened joints increase an agent's

Constitution by 2 points. An agent may only benefitfrom one set of joints at a time, whether hardened, reinforced, or reflexive (see below).

Reflexive Joints: A series of microscopic electrodesand conductors, the reflex joints supplement an agent'snatural neural pathways, activating his reflexes fasterand more fluidly than is normally possible. Reflex jointsare disguised as simple athletic braces.

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New Chase OptionsFailure: As with success, the lead is reduced by 1,

but the driver doesn’t gain the extra action and still suffers the standard –4 penalty the round after he takesone half action.

PursueThe driver tries to seize a decisive advantage

by pulling up behind his opponent. Length: 20 lengths or less.Success: The lead is unchanged. The facing changes

to pursuit and this diver becomes the predator.Failure: The lead is reduced by 1.

Stand-OffThe driver tries to steady his vehicle so that he can

fire long-range front-facing weapons at his opponent.Length: Any distance.Success: The lead is reduced by 1. The driver and all

passengers in his vehicle receive a cooperation bonus totheir attacks and skill checks targeting the other vehicleequal to half the difference between the maneuverchecks (rounded up).

Failure: As with success, the lead is reduced by 1,but the driver and passengers do not gain the bonus totheir attacks and skill checks.

GETTING AROUNDAgents use a wide variety of means to get to and

back from their missions. While vehicles are well cov-ered in the Spycraft Espionage Handbook, this sectionprovides rules and ideas for other available movementmethods, and how to handle chases involving them.

SkydivingSince WWII, agents have been leaping from aircraft

to reach isolated locations in secret. Skydiving requiresa combination of skills to perform successfully.

Maneuvering during the freefall portion of the descentand steering an open parachute is handled by theTumbling skill. The most important step — landing — ishandled with a Jump check.

Agents wishing to become especially proficient withairborne operations should invest in the Sport(Skydiving) skill (see page 36). Packing a ’chute is a Sport (Skydiving) check. HALO jumping (deliberatelywaiting until the last moment to open a chute for max-imum stealth) and base-jumping (skydiving from a building) both require very careful timing — andanother Sport check.

Finally, the Acrobatic feat is of immediate use to skydiving agents.

Agents typically wear two chutes when jumping(unless they are caught unprepared!). The first is themain chute. The second is a back-up chute and tends tobe smaller and less maneuverable than the first. Agentsusing their backup chute receive a –2 modifier to tumbling checks to steer, and suffer an additional 1d6damage on landing (see the Jump skill, page 34).

Freefall ChasesDuring freefall chases, the length is usually 10 feet.

The prey is generally lower than the predator during a freefall and maneuver checks are made using theTumbling skill.

Agents fall 250 ft. per round so there is a very defi-nite time limit to a freefall chase. Opening a chute below1,000 ft. requires a Sport (Skydiving) check as describedin its skill description (see page 36). Once chutes havebeen opened, a freefall chase might become somewhatmore horizontal (though the prey is still generally at a lower altitude). The lengths remain 10 ft. at this point,but the rate of descent decreases to 50 ft. per round.

Page 7: Table of Contents - Crafty Games · Soldier/Wheelman Class Guide™ introduces players to this world of thrilling high-stakes spying, offering them the chance to take part in the

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Spycraft Vehicle GuideWhenever a vehicle passes through this field there-

after, its driver must make an appropriate vehicle skillcheck opposed by the agent’s original skill check tobuild the mine field (the GC may wish to make this rollfor the driver so the player isn’t clued into the threat).With success, the driver makes it through the field with-out incident. With failure, the vehicle sets off one mineand suffers the mine-layer’s normal damage. With a critical failure, the vehicle sets off 1d3+1 mines andsuffers the normal damage for each. Once three mines(or sets of mines) have been set off, the field is clean and drivers may pass through it without having to makea vehicle skill check.

Ammunition Options: The agents may choose fromtwo styles of mine: anti-vehicle and floating. The costsand effects of each type of mine follow:

• Anti-vehicle mines (3 GP per mine field): These minesexplode when a vehicle passes over them, attacking itstypically weak underbelly. This is a base mine ammuni-tion type.

• Floating mines (3 GP per mine field): The mines are usedagainst water vehicles. They either float near the surface (to attack ships) or deploy at various depths tothreaten submarines (as determined by the agents).This is a base mine ammunition type.

Rocket Launcher: Mounting a standard rocket launcher on avehicle has only marginal effect.These models have increasedrange and punch.

Fire Type: Smaller rockets are direct fire weapons.Those over 200mm (which are also known as rocketartillery) use the indirect fire rules.

Attack Modes: Single-shot, burst, and strafe. Eachburst or volley in an autofire attack uses only 2 shots.

Special Note: Rocket launchers are inherently difficult to aim, and unless otherwise stated, all attackswith them suffer a –2 accuracy penalty.

Ammunition Options: Rocket launchers typically firehigh-explosive rounds, though agents may upgrade to any of the following ammunition types by paying the listed GP cost in addition to the weapon’s base cost.

• Fragmentation (2 GP per rocket): This missile explodeson impact, filling the area with metal fragments. Allattacks made with this ammunition gain a blast incre-ment of 5 ft. Further, the threat range of these attacksis increased by 1. This is a base rocket ammunition type.

• High-explosive (2 GP per rocket): The missile explodeswith concussive force upon impact, adding a blastincrement of 10 ft. to attacks made with the weapon.This is a base rocket ammunition type.

• HEAT (High-Explosive Anti-Tank, 3 GP per rocket): This rock-et is tipped with a shaped-chargeto penetrate heavy armor. At-tacks made with this ammuni-tion gain the armor-defeatingquality (see page 83). Further, if a threat is rolled when usingthis ammunition, the attackermust spend one less action dieto convert that threat to a crit-ical (e.g. if the threat originallycost 2 action dice to activate,

it now costs only 1, and if thethreat originally cost 1 action die

to activate, it’s now free).

• Kinetic (2 GP per rocket): The rocket pierces the targetat high speed, granting a +2 gear bonus to attack rollsmade using this ammunition. This is a base rocketammunition type.

Vehicular Machine Gun: Like their personal counter-parts, vehicular machine guns are defined by theircaliber. Light vehicular machine guns (up to 7.62mm)are used primarily to engage thin-skinned vehicles

and lightly armored, dismounted personnel, while