
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).
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 |
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).
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.
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 |