Armor is applied to individual locations on the body. Damage when taken to that body location is reduced by the value of the armor. Armor does not stack and instead you receive the highest value of armor worn on the location.
Every weapon has a range that is considered optimal and anything outside of that range increases the difficulty to hit. Weapon range occurs across several categories that are intentionally descriptive. For example, a range is “Across the room” instead of 5-20 feet to help make combat faster. Certain weapons that have tags that restrict them more specifically. For example, a sword may have a “Melee” tag, which means it cannot be used at any range outside of face-to-face. But with most ranged weapons they can be used at any attack range. The question is only how hard it is to hit.
If you are at the weapon's optimal range, then no penalty is applied. If you are above or below a weapon’s optimal range, then each category shift applies a stacking +3 modifier to the target number.
The categories are…
The base damage for a melee weapon is 2d6. If you need to stat a weapon that is not listed in the rules start with 2d6 and modify it as you see fit. For example you might add a +2 to damage if you wrap barbed wire around a club.
|Bayonet||2d6||face to face||Melee|
|Club||1d6 +1/2 STR||face to face||Melee|
|Knife||2d6||face to face|
|Spear||2d6||face to face||Melee|
|Sword||3d6||face to face||Melee|
|Unarmed||1d6 +1/4 STR||face to face||Melee|
The base damage for a pistol is 2d6 and a rifle is 3d6. If you need to stat a ranged weapon that is not on the chart you can start with these values and modify them as you see fit.
|Dead Mans Gun||4d6||Face to Face||Deadly|
|Shotgun||4d6||Room||Can be loaded with scattershot or Slug|
|Sub Machine Gun||2d6||Room||Single and burst fire mode|
|Molotov||3d6||face to face||Burning|