GameLab / OS-SIX / Weapons, Armor & Equipment

IV. Weapons, Armor & Equipment


Modern-Day Weapons

The following tables are designed to provide a short selection of modern-day weapon options but are by no means comprehensive.

For additional weapons, check out the Modules.

Note: Weapon costs are ballpark and up to the GM’s discretion. Depending on the setting, weapons may be more difficult to come by and therefore cost more or be part of a barter-based economy (e.g. in a post-apocalyptic setting where money has essentially become worthless).


Modern Weapons (Civilian)

Weapon Damage Cost Attributes
Knife D3 $10+ 1H, Sm
Machete D6 $20+ 1H
Baseball Bat D6 $20+ 2H
Chainsaw 2D6 $100+ 2H, Lg, Heavy
Stun Baton n/a $75 1H, Stun for D3 turns
Stun Gun n/a $100 1H, SS, Ranged (Near), Stun for D3 turns
Throwing Knives (6) D3 $50 1H, Ranged (Near), Sm
Hunting Bow (Recurve) D6 $100+ 2H, SS, Ranged (Medium), Lg
Hunting Bow (Compound) D6+1 $200+ 2H, SS, Ranged (Medium), Lg
.22 Pistol D3 $250+ 1H, SA, Ranged (Medium), Reload 15
9mm Pistol D6 $350+ 1H, SA, Ranged (Medium), Reload 15
.44 Magnum Revolver 2D6 $350+ 2H, SA, Ranged (Medium), Recoil, Reload 6
.22 Rifle D3 $350+ 2H, SA, Ranged (Far), Reload 10, Lg
.223 Rifle D6+1 $500+ 2H, SA, Ranged (Far), Reload 20, Lg
.308 or 7.62 Rifle 2D6 $750+ 2H, SA, Ranged (Far), Recoil, Reload 10, Lg
Bolt-Action 30-6 Rifle 2D6+1 $500+ 2H, SS, Ranged (Far), Recoil, Reload 1, Recoil, Lg
Bolt-Action 30-6 Rifle w/ Scope 2D6+1 $1000+ 2H, SS, Ranged (Extreme), Recoil, Reload 1, Recoil, Lg


Modern Weapons (Military)

Weapon Damage Cost Attributes
5.56 Assault Rifle D6+2 -- 2H, SA, Ranged (Far) Reload 30, Lg
7.62 Battle Rifle 2D6+1 -- 2H, SA, Ranged (Far), Recoil, Reload 20, Lg
7.62 Battle Rifle w/ Scope 2D6+1 -- 2H, SA, Ranged (Extreme), Recoil, Reload 20, Lg
SAW Light Machine Gun 2D6 -- 2H, FA, Ranged (Far), Reload 200, Recoil, Heavy, Suppress
50-cal Sniper Rifle w/ Scope 4D6+1 -- 2H, SA, Ranged (Extreme), Reload 5, Recoil, Heavy, can only be fired seated or prone, counts as one Large and one Normal item
RPG Launcher 6D6 -- 2H, SS, Ranged (Medium), Reload 1, Recoil, Heavy, Lg, AOE 10’ sphere (full damage in a 10’ radius, half damage in a 20’ radius)
Frag Grenade 4D6 -- 1H, Ranged, Near, Sm, AOE 10’ sphere (full damage in a 10’ radius, half damage in a 20’ radius)
Concussion Grenade 2D6 -- 1H, Ranged, Near, Sm, AOE 10’ sphere (full damage in a 10’ radius, half damage in a 20’ radius). Any enemy that takes full damage is staggered for D3 rounds (or one round from half damage).
Flashbang D6 -- 1H, Ranged, Near, Sm, AOE 20’ sphere. Roll D3: Enemies in sphere that can see are blinded for D3 rounds.
Smoke Grenade n/a -- 1H, Ranged, Near, Sm, AOE 20’ sphere (creates thick smoke in a 20’ sphere and moderate smoke in a 50’ sphere)

Weapon Attributes

  • 1H: One-handed weapon
  • 2H: Two-handed weapon
  • Ranged: Used for ranged combat
  • SS: Single-shot
  • SA: Semi-auto
  • FA: Full-auto (see Automatic Weapons)
  • AP: Armor-piercing (ignores armor)
  • Sm: Counts as 1/4 of a normal item
  • Lg: Counts as two normal items
  • Reload X: Holds X rounds before needing to be reloaded
  • Stun: See Conditions
  • Heavy: Must have Brawn 2 or greater, or suffer a Penalty on attacks with this weapon
  • Recoil: Must have Agility 1 or greater, or suffer a Penalty on attacks with this weapon
  • Suppress: Can be used to lay down suppressing fire

Shooting Firearms

When shooting a firearm, roll Agility.

  • Success: Full damage
  • Partial success: Half damage (rounded down)
  • Failure: Miss (no damage)
  • Critical success: Double damage

On a critical failure, the weapon malfunctions and jams. You must make a Mind roll to reset the weapon. On a success, you reset and may use it again. On a partial success, you reset it, but must spend your next action reloading before firing again. On a failure, the weapon remains jammed.

If you fail two attempts to reset a firearm, it breaks and will no longer function until repaired. If you experience a second critical failure during the same combat, the weapon breaks completely and must be repaired.

Reloading

Unless otherwise specified, a player character can reload D3+1 rounds into a weapon for one action. This includes loading a revolver, shotgun, magazine, etc. Using a revolver speed-loader requires one action. Ejecting a spent magazine and reloading another requires one action. Belt-fed weapons require two rounds to reload.

A character using a bow can reload and fire in one action. However, crossbows require one full action to reload.

For most ranged weapons, players should track the number of shots taken during combat so they know when to reload. For weapons that hold more than 20 rounds of ammo, players can use the “ammo check” rule (see below).

Automatic Weapons

When attacking with an automatic weapon, roll Agility.

  • Full Success: Full damage and you may immediately attack the same target a second time (but not more than twice in a turn).
  • Partial success: Half damage and you may immediately attack the same target a second time (but not more than twice in a turn). The second attack is made with a penalty.
  • Failure: The shots go wild. Roll a D6:
    • 1-2: Reload required
    • 3-4: The weapon can be fired one more time before reloading
    • 5-6: Plenty of ammo remaining

Suppressing Fire

Rather than attacking with an automatic weapon, a character may choose to lay down suppressing fire, forcing up to 2D6 enemies in range (and located down range from the shooter) to take cover. For each enemy in the area of fire that does not seek cover, roll D6.

  • 6: Full damage
  • 4-5: Half damage
  • 1-3: No damage

After one round of suppressing fire, make an ammo check.

Firing Ranges

All ranged weapons have an “effective range.” It’s possible to fire at targets beyond the effective range, but the attack action will incur a penalty. You can only attempt to shoot one level of range beyond the effective range listed for the weapon.



Example: Caleb wants to shoot an enemy with a 9mm pistol (medium-range weapon). The enemy is 150 feet away (far). Caleb has Agility 2 and the Firearms (Pistols) skill. Normally, he would roll 3D6 but incurs a penalty for shooting beyond effective range. He rolls 2D6.



Ammo Checks

Instead of tracking individual bullets and other ammunition, the GM can have players make an “ammo check” after combat ends for each weapon used. Each weapon starts at A3. Roll 3D6.

  • Full success: You still have plenty of ammo for that weapon. It remains at A3.
  • Partial success: Reduce ammo level by one (the next time you make an ammo check for that weapon, roll one fewer D6).
  • Failure: Reduce the ammo level by two (the next time you make an ammo check for that weapon, roll two fewer D6).

To track ammo for each weapon, write A3, A2, A1, or A0 next to it.

  • A3: Plenty of ammo
  • A2: Moderate ammo
  • A1: Running low
  • A0: Out of ammo

Explosives

In most cases, explosives like grenades have a spherical area of effect (AOE). If the explosive detonates on the ground, the AOE is effectively half a sphere (since the explosive force does not penetrate the ground). The effective range of a thrown explosive is near, although it can be thrown up to medium range with a penalty.

Body Armor

To keep things simple, there are three types of body armor: light, medium, and heavy. Each absorbs a certain amount of damage and takes up a certain amount of normal item slots. Heavy armor includes both body armor and a combat helmet, making it heavier and more bulky.

When an enemy attack hits, roll to determine how much damage the armor absorbs and subtract that amount from the total damage taken.



Example: Ben’s character is wearing medium armor. An enemy attacks him and he fails his defense roll, taking 5 damage. He rolls a D6 for his armor, getting a 3. The armor absorbs 3 damage and he reduces his HP by 2.



If a single attack deals more than the maximum amount of damage a piece of armor can absorb, the armor becomes damaged and no longer provides any benefit until repaired. If a single attack deals more than twice the maximum amount of damage a piece of armor can absorb, it’s destroyed (cannot be repaired).


Body Armor Table

Armor Protection Cost Normal Item Slots Penalty
Light Tactical Vest (LTV) -D3 damage $200 2 None
Medium Tactical Body Armor (MTBA) -D6 damage $500 3 Penalty on all Agility and Defense rolls.
Heavy Tactical Body Armor (HTBA) w/ Helmet -2D6 damage $1500 5 Penalty on all Agility, Defense, Stealth, and Hide rolls. Movement -10 ft.

Equipment

The following table represents a small selection of modern-day equipment and is by no means comprehensive.

For additional items, be sure to check out the modules.


Equipment Table

Item Notes
Pocket Knife D3 Damage
Multi-Tool Pliers, small saw, small knife, metal file, can opener, screwdriver
Flashlight
Headlamp
Gas or Oil Lantern
Duct Tape
Paracord (50 feet)
String/Twine (100 ft)
Zip Ties x6 (large)
Glow Sticks
Roadside Flares x3
Flare Gun (w/ three flares)
Shovel
Hammer
D3+1 damage
Crowbar D3+1 damage
Folding Saw
Small Mirror
Whistle
Spool of Wire (25 ft.)
Binoculars
Portable Water Filter
Water Purification Tablets (12)
First Aid Kit
Water Bottle or Canteen
Wool Blanket
Camping Tarp
Dome Tent (2-person)
Dome Tent (4-person)
Sleeping Bag (Summer)
Sleeping Bag (Winter)
Repair Kit Sewing Needles, thread, adhesive tape, small scissors
Small Tool Box Screwdrivers, pliers, adjustable wrench, allen wrenches, socket set, hammer
Fishing Poll and Tackle Box
Backpack (Medium)
Backpack (Large)
Duffel Bag
Briefcase
Suitcase
Folding Chair
Compass
Road Map
Topo Map
Baseball Cap
Winter Cap
Cowboy Hat
Work Gloves
Hiking Boots
Winter Boots
Winter Jacket
Rain Jacket
Hunting Camo Jacket
Hunting Bib Pants
Balaclava
Ski Goggles
Sunglasses
Bandana
Spare Clothing
Camping Stove
Mess Kit Small metal cook pot with lid, small frying pan, pot lifter, spork
Pepper Spray
Camping MRE
Trail Mix
Hand Sanitizer
Car Battery Jump-Starter
Candle
Matches
Butane Lighter
Scissors
Sunscreen
Bottle of Alcohol (Quarter Pint)
Bottle of Alcohol (Pint)
Bottle of Wine
Can of Beer
Six Pack of Beer
Bottle of Water
Gallon Jug of Water
Brick
Cinder Block
Metal Pipe D3+1
Gas Can
Bobby Pin
Lockpick Set
Padlock w/ key
2x4x4 Pine Board D3+1
Bar of Soap
Deodorant Spray
Hair Spray
Spray Paint Can
Spray Lubricant
Glue
Ibuprofen
Aspirin
Painkillers (prescription)
Sedatives (prescription)
Ball Bearings (100 small)
Box of Nails (100)
Staple Gun
Climbing Rope (150 ft)
Climbing Harness





Combat | Conditions