The following is a list of all the standard equipment that one might use in a Hero @ Heart campaign.
This is a list of weapons that can be used in melee combat.
|Dagger||Poor Sharp/Fair Puncture|
|Short Sword||Fair Sharp or Puncture|
|Long Sword||Fair Sharp/Good Puncture|
|Broad Sword||Good Sharp/Good Puncture|
|Great Sword||Good Sharp/Excellent Puncture|
|Hand Axe||Fair Sharp|
|Battle Axe||Fair Sharp/Good Crushing|
|Great Axe||Good Sharp/Good Crushing|
|Morning Star||Fair Blunt||Negates 1 rank of armor|
|Halberd||Good Puncture/Fair Sharp|
|Pipe / Bat||Fair Blunt|
|Brass Knuckles||Double Fortitude damage from punches|
|Chain||Poor Blunt||Can be used to suffocate or ensnare|
|Chainsaw||Excellent Mauling||Will run continually for one hour on one tank of gas|
|Whip||Poor Blunt||Can be used to suffocate or ensnare|
The following is a list of ranged weapons, including weapons that can be thrown.
|Weapon||Range||Spread||Damage||Ammo||Rate of Fire||Reload Time|
|Semiautomatic Handgun||2500'||up to 10'||Good Puncture||12||3 per turn||6|
|Assault Rifle||3000'||up to 20'||Good Puncture||45||4 per turn||6|
|Hunting Rifle||4000'||0||Good Puncture||8||2||8|
|Sniper Rifle||5000'||0||Excellent Puncture||6||2||8|
|Uzi||1000'||up to 25'||Good Puncture||50||10 per turn||5|
|Javelin||STR of thrower in feet||0||Good Puncture||n/a||n/a||n/a|
|Shurikens||25'||5 per shuriken||Poor Sharp||n/a||5 per turn||n/a|
|Short Bow||100'||0||Fair Puncture||n/a||3||6|
|Long Bow||200'||0||Fair Puncture||n/a||4||6|
|Compound Bow||300'||0||Fair Puncture||n/a||5||6|
|Hand Crossbow||80'||0||Poor Puncture||n/a||1||6|
|Heavy Crossbow||400'||0||Good Puncture||n/a||1||12|
This list contains heavy weapons designed to do large amounts of damage.
|Rocket Launcher||1200 feet||Good Mauling||1 round|
|Minigun||3000 feet||Excellent Puncture||5 rounds|
|Flamethrower||50 feet||Good Fire||3 rounds|
|Grenade||feet equal to STR||Fair Mauling||n/a|
|Flashbang||feet equal to STR||Good Vision and Hearing Damage||n/a|
|Shrapnel Grenade||feet equal to STR||Good Mauling||n/a|
|Teargas Grenade||feet equal to STR||Knockout||n/a|
|Molotov Cocktail||feet equal to STR||Fair Fire Damage||n/a|
|Tank Cannon||9 miles||Excellent Mauling||5 rounds|
This is a list of different types of armor.
|Armor Type||Protection Strength||Extra|
|Cloth||None||Heavy Cloth clothing provides Fair protection against Cold|
|Leather||Poor||Good vs. Sharp|
|Kevlar||Good||No protection vs. Crushing|
The following is a list of equipment of all sorts that might be used by characters in a Hero @ Heart campaign.
|Binoculars||Allows viewing things from a great distance, including granting +1 to sight-based focus rolls.|
|Bullet, Armor Piercing||Reduces armor bonuses by 1 rank|
|Bullet, Hollow Point||Breaks apart inside the target, causing Mauling instead of Puncture damage and reducing Surgery rolls to heal the target by 1 rank|
|Cell Phone||Allows calls as long as there is signal, which is up to the GM. Smartphones can be loaded with various apps, which is up to the GM|
This can be used as a Blunt weapon (Fair damage), but can also be used to prise open doors or crates. Certain crowbars have tire irons on them which will help in changing a tire
This torch allows the person using it to cut through metal as long as it has fuel
|Digital Camera||Allows the user to take photographs which can be stored on digital media and edited using digital applications|
This allows an area of 50 square feet to be illuminated with nonmagickal light
This is a heavy-duty, high-candlewatt flashlight, which has an effective range of 100 feet
|First Aid Kit||
A First Aid Kit increases the rank of all First Aid rolls by one. Some injuries may not be able to be healed using the items in a first aid kit, as per the GM, and some may not be able to be healed without them
A flashlight causes a beam of light which allows visibility in a 20 foot line
These allow a person to be restrained. Attempting to break them requires a Strength roll with a Good Difficulty Rating, and trying to damage them is like attacking Good armor
The uses of a laptop are virtually limitless. Allow the GM to help you figure out the types of software and hardware installed on the laptop and how it can help you in the field
This will allow a sniper to make a Focus roll before his attack to use as an assisting roll to his attack.
This is a kit that must be in the possession of someone trying to use the Lockpicking skill. A similar item, called a Jimmy, must be used to use the Lockpicking skill on a vehicle.
A maglight is a heavy-duty flashlight which will provide visibility in a 30 foot line. It can also double as a Fair Blunt damage weapon.
Pepper spray causes 1d10 Fortitude damage and Fair vision damage if sprayed into the face of a target.
Rope is very useful for climbing, tying things off, or tying people up.
A silencer, which can only be applied to a handgun, allows the weapon to be fired without a sound, thus preventing it from alerting nearby enemies.
A stethescope can help diagnosing internal injury or sickness. However, its best (although not primary) use is to grant a +1 rank to Safecracking rolls
A Taser is a weapon which deals Fair Electricity damage to the target that is touched by it. Some tasers can be fired, causing this damage up to 15 feet away, but they must then be reloaded, which takes 10 turns and cannot be done in the middle of combat
A tool kit includes items which could help someone perform tasks which would require certain tools. Consult your GM to find out if the job you are doing requires a tool, and if your toolkit has such a tool in it
A Walkie Talkie allows for short range communication (2 miles maximum) with someone equipped with a similar radio
A welding torch allows its user to weld together two pieces of metal. This may be useful, for example, in repairing a damaged piece of equipment, building or repairing armor, or welding shut a steel door