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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.

  • Thick Cloth = -1
  • Leather = -2
  • Scrap = -4
  • Steel = -6
  • Kevlar = -8
  • Kevlar with Inserts = -10
  • Combat Armor = -10
  • Power Armor = -20


Weapon Range

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…

  1. Face-to-Face - Melee range. Someone that is within the reach of your arm plus the length of any reasonable melee weapon. For example, two yards.
  2. Across a Room - Out of reach, but still close by. For example, five yards.
  3. Down a Hall - A modest distance away, but close enough they’d still hear you in a standard speaking voice. For example, ten yards.
  4. Down a Street - Far enough away that you can still see them, but they appear noticeably smaller and are harder to communicate with. For example, 30 yards.
  5. Across a Block - They are now a very long way away. They can still be seen with the unaided eye but shooting with anything but the most precise weapons is almost a waste of ammo. For example, 100 yards.
  6. Across a Town - The person is the equivalent of many blocks away. They may not even be visible without assistance. For example, 1000 yards.


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.

Weapon Damage Optimal Range Tags Notes
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.

Weapon Damage Optimal Range Tags Notes
Bow 2d6 Room
Crossbow 3d6 Room
Dead Mans Gun 4d6 Face to Face Deadly
Particle Pistol 2d6 Hallway Energy
Particle Rifle 3d6 Hallway Energy
Pistol 2d6 Room
Rifle 3d6 Hallway
Shotgun 4d6 Room Can be loaded with scattershot or Slug
Sling 2d6 Room
Sub Machine Gun 2d6 Room Single and burst fire mode


Weapon Damage Optimal Range Tags Notes
Grenade 3d6 Room Explosion
Molotov 3d6 face to face Burning
equipment.txt · Last modified: 2020/03/31 21:20 by wayne