New Equipment (A Time For Heroes)
Personnel Equipment
New Weapons
The following weapons are just rough analogs to their real world counterparts. They are not intended to be accurate depictions of real world weapons so please do not harp on any real or perceived inaccuracies.
Simple Melee
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| Thompson 1928 | +3 | 1d8 | Reach 3 | $50 | 4lb. | SMG | 5 shots, Load Minor |
| Ka-Bar | +3 | 1d4 | Reach 1 | $5 | 0.5lb. | Melee | Off Hand, Bayonet |
| Saber | +2 | 1d6 | Reach 1 | $15 | 1lb. | Melee | |
Thompson 1928: Two handed weapon. Fires .45ACP and is the ubiquitous “spray and pray” weapon.
Ka-Bar: One handed weapon. A knife. Hopefully bigger than the other guy’s.
Saber: One handed weapon. If it was good enough for John Paul Jones, it’s good enough for you.
Simple Ranged
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| Colt M1911A1 | +3 | 1d6 | 5/15 | $25 | 2lb. | Pistol | 6 Shots, Load Minor, Versatile, Silenced |
Colt 1911A1: One handed weapon. Fires .45ACP and brings a lot of bang for such a small package.
Military Melee
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| M12 Winchester | +2 | 1d12 | Reach 2 | $25 | 2lb. | Shotgun | 6 Shots, Load Standard, Brutal 2 |
| M1918 BAR | +2 | 1d10 | Reach 4 | $75 | 5lb. | Assault Rifle | 4 shots, Load Minor |
M1912 Winchester: Two handed weapon. Fires 12 gauge, 00 buck (aka God’s one and only round). If this can’t kill it, it wasn’t meant to die.
M1918 BAR: Two handed weapon. Fires .30-06 cartridges. If you’re going to bring a gun, bring enough gun.
Military Ranged
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| M1 Garand | +2 | 1d10 | 20/40 | $75 | 7lb. | Rifle | 8 Shots, Load Minor, Bayonet |
| M1 Carbine | +3 | 1d8 | 15/30 | $50 | 4lb. | Rifle | 15 Shots, Load Minor |
M1 Garand: Two handed weapon. Fires .30-06 cartridges. General Patton called this the greatest battle implement ever devised. He’s probably right.
M1 Carbine: Two handed weapon. Fires .30 Carbine cartridges. Though it bears no relation to the other M1, this is compact rifle merges form and function.
Superior Melee
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| M2 Flamethrower | +2 | 2d6 | Reach 4 | $100 | 10lb. | Incideniary | Fire Damage, Brutal 2, Volatile |
M2 Flamethrower: Two handed weapon. Uses a backpack canister of jellied petroleum that can last a whole engagement. It gives the phrase “give ‘em hell boys” a new meaning, but presents a large explosive target.
Superior Ranged
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| M1903 Springfield | +3 | 1d12 | 30/50 | $75 | 7lb. | Rifle | 1 Shot, Load Minor, High Crit |
M1903 Springfield: Two handed weapon. Fires .30-03 Springfield cartridges. With its high powered scope, it delivers accurate and piping-hot lead straight to enemy foreheads on time, every time.
Expendable Weapons
| Mk2 Fragmentation Grenade | Level 1 | ||
| Sometimes bullets just aren’t enough... | |||
| Explosive | $20 | ||
| Power (Consumable • Force): Standard Action. Make an attack: Area burst 1 within 10; Strength or Dexterity +2 vs. Reflex; on a hit, deal 2d6 force damage; on miss, deal half damage. | |||
| Mk4 Smoke Grenade | Level 1 | ||
| If you can’t find cover, make some. | |||
| Support | $20 | ||
| Power (Consumable): Standard Action. Area burst 1 within 10; The burst creates a zone of smoke in the target area that provides light obscurement. The zone lasts until the end of your next turn. | |||
| MedKit | Level 1 | ||
| Morphine is a hell of a drug. | |||
| Support | $25 | ||
| Power (Consumable): Minor Action. Target: you or one adjacent ally. The target spends a healing surge and regains and additional 5 hit points. | |||
New Weapon Properties
Load: The action type required to reload the weapon to maximum shots.
Shots: The amount of attacks that may be made with the weapon before requiring a load action.
Bayonet: A ranged weapon with this property can have a melee weapon with this property attached and used in melee. Afixing a bayonet requires a minor action to draw the bayonet and a standard to attach it to the gun.
Silenced: A suppressor can be attached to the weapon.
Volatile: If a character wielding this weapon takes a critical hit they take 1[W] fire damage (2[W] at Paragon and 3[W] at Epic), plus ongoing fire damage equal to their level (save ends), and the weapon is destroyed.
New Armor
| Combat Fatigues | Armor Bonus | Minimum Enhancement Bonus |
Check | Speed | Price (gp) | Weight |
| OD Green | +0 | +0 | - | - | $0 | 2lb. |
| Jungle Camoflage | +1 | +3 | - | - | - | 2lb. |
| Ghillie Suit | +2 | +6 | - | - | - | 5lb. |
Combat Fatigues: The typical issue for most ground pounders, and all personnel not expected to engage in ground combat. It stops bullets about as well as one would expect cloth to do.
| Light Armor | Armor Bonus | Minimum Enhancement Bonus |
Check | Speed | Price (gp) | Weight |
| Flak Jacket | +3 | +0 | - | -1 | $15 | 5lb. |
| Flak Jacket (Type 2) | +4 | +3 | - | -1 | - | 5lb. |
| Flak Jacket (Type 3) | +5 | +6 | - | -1 | - | 5lb. |
Light Armor: Flak jackets weren't designed to take a bullet directly, but they're better then nothing.
| Combat Armor | Armor Bonus | Minimum Enhancement Bonus |
Check | Speed | Price (gp) | Weight |
| Iron Plate | +6 | +0 | -2 | -2 | $20 | 10lb. |
| Steel Plate | +7 | +3 | -2 | -2 | - | 10lb. |
| Woven Steel | +8 | +6 | -2 | -2 | - | 10lb. |
Combat Armor: Mostly home made and cobbled together from scrap, this stuff was designed to keep bullets out of a soldier's vital bits at the expense of battlefield mobility. It's real useful for when you don't intend to fire until you see the whites of their eyes.
New Gear
| Item | Price | Weight |
| Suppressor | $15 | .5lb. |
| Emergency Float Coat | $5 | .5lb. |
| Nav Kit | $10 | 2lb. |
| Steam Tables | $10 | 1lb. |
| Binoculars | $10 | 2lb. |
Suppressor: Silences whatever weapon it’s attached to allowing it to be used without detection.
Emergency Float Coat: A salt-water activated, self inflating life jacket. Adds +5 to all skill checks made to survive in the water.
Nav Kit: A Surface Warfare Officer’s bag of tricks. It contains everything needed to accurately plot a ship’s position, course, and speed. Adds +2 bonus to all Shiphandling skill checks made on a ship or boat.
Steam Tables: An engineer’s pocket brain. Its pages detail all manner of constants, equations, diagrams, other useful things that make running and fixing engineering equipment easier. Adds +2 bonus to all Engineering skill checks made on a ship or boat.
Binoculars: Makes the far away appear close. Adds +10 bonus to Perception skill checks for spotting things at a distance.
Small Boat Equipment
Small Boat Weapons
Simple Melee
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| M2 .50 Caliber | +2 | 1d10 | Reach 2 | N/A | N/A | Light Gun | 4 shots, Load Minor |
| .30 Caliber Lewis | +3 | 1d8 | Reach 2 | N/A | N/A | Light Gun | 8 shots, Load Minor |
Simple Ranged
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| M18 Torpedo Tubes | +2 | 1d12 | 20/30 | N/A | N/A | Torpedo | 2 Shots, Load Standard |
Military Ranged
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| 37mm Anti-Tank Gun | +2 | 2d4 | 20/30 | N/A | N/A | Heavy Gun | 1 Shots, Load Standard, Brutal 1 |
| 40mm Bofors | +2 | 1d10 | 20/30 | N/A | N/A | Heavy Gun | 5 Shots, Load Standard, High Crit |
Superior Melee
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| 20mm Oerlikon | +2 | 2d4 | Reach 3 | N/A | N/A | Light Gun | 4 Shots, Load Minor, High Crit |