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Evil Dead
D6

Table of 
Contents

Introduction

Basics

Characters

Attributes
& Skills

Magic

Actions &
Combat

Equipment

Deadite Scum

Gamemaster's
Section

Links

Email

Guestbook

VII.  EQUIPMENT

Equipment will likely play a vital role in the adventures (and survival) of the characters in Evil Dead D6.  That said, it should not become the focus.  Equipment should serve the setting--GM's use it to best fuel the plot.  Want to create tension and enhance fear?  Then limit the available weapons or ammunition.  Want to create a deadite-bashfest?  Load them up with flamethrowers and shotguns. 

Optional Ammunition Rule
As I've done elsewhere in Evil Dead D6, I encourage you to not sweat the details.  I recommend that rather than counting ammunition (or charges), GM's just establish whether a character has "a little" or "a lot" of ammunition and assign that number a die value (explained below).   Of course, it's even easier to just given the characters unlimited ammunition.  Finally, if you don't care for this alternative, I've provided the standard ammo amounts with each weapon.

Charges/Ammo Dice:   Once per combat, the character may roll the Ammo Dice against an Easy Difficulty (10).  If the roll fails, the weapon runs out of ammo.  If the roll succeeds, the character may continue using it until the GM asks for another roll.  GM's may permit characters may spend CP's and Mojo to succeed (this should be established before the game begins).  GM's may add Ammo Dice if character find or purchase more ammunition.  Finally, GM's may choose to diminish a character's Ammo Dice pool by 1 pip after each combat.

  • Piddling (1D):  the character has less than a full clip/cylinder/tank and knows he's about to run out.
  • A Little (2D):  the character has 1-2 clips most likely and should be cautious.
  • Some (3D):  the character is ready for combat and has a fair bit of ammo stocked.
  • Geared Up (4D):  the character has prepared for combat and is ready to go.
  • Woo-Style (5D):  the character pretty much doesn't have to worry about ammo.  Ever.


Finally, from time to time characters may come across magical items.  These should be extremely rare and should be pivotal to a plotline--rarely to be kept permanently or to bestow permanent power upon the user.  Often, the magical items will have personalities that warp the character who "controls" the item.  The artifact may even be Evil and attempt to possess its bearer.  Sample stats for some magical weapons/artifacts are given in Reliquary section.

     Melee Weapons

     Archaic Missile Weapons

     Firearms

     Armor

     Miscellaneous Gear

     Vehicles
 

MELEE WEAPONS

Wooden Stake
Damage:  BOD +2
Scale: Character
Skill: Stabbing, Slashing, Bludgeoning:  Small pointy things
Difficulty: Easy (7) to stab for normal damage.  Moderate (15) to stake a vampire in the heart.
Concealability:  Very Easy (3)
Note:  A wooden stake may be thrown, but the Difficulty increases to Very Difficult (25).  Note, while this attack may kill a classic vampire, many soul/blood-sucking deadites will be immune to it.

Typical Knife
Damage:  BOD +1D
Scale: Character
Skill: Stabbing, Slashing, Bludgeoning:  Small pointy things
Difficulty: Easy (7)
Concealability:  Very Easy (3)
Note:  A typical knife can be thrown, but increase the difficulty by 5.

Typical Throwing Knife
Damage: BOD + 2 if thrown, BOD +1D if used as a regular knife.
Scale:  Character
Skill: Jock Skills:  Throwing
Range: 2-3/5/10
Concealability:  Very Easy (3).

Sword
Damage:  BOD +2D
Scale:  Character
Skill:  Stabbing, Slashing, Bludgeoning:  Swords
Difficulty:  Easy (10);  If the wielder attempts to decapitate (cut the head off) an enemy, she must match a Difficult (20) target number + any Dodge or Parry effort by the defending victim.
Concealability:  Difficulty (20).

Battle Axe
Damage:  BOD +2D+2
Scale:  Character
Skill:  Stabbing, Slashing, Bludgeoning:  Axe
Difficulty:  Moderate (12);  If the wielder attempts to decapitate (cut the head off) an enemy, she must match a Very Difficult (25) target number + any Dodge or Parry effort by the defending victim.
Concealability:  Difficulty (20).

Club/Baseball Bat
Damage:  BOD + 1D+1
Scale:  Character
Skill:  Stabbing, Slashing, Bludgeoning:  Blunt Things
Difficulty:  Easy (7)
Concealability:  Moderate (15)
Notes:  Clubs are any blunt object made to hit something else hard.  GM's should alter the damage rating depending on the quality of the club.  For example, a broom stick might only do BOD + 2 pips of damage while a crowbar might do BOD+1D+2.

Chainsaw
Damage:  BOD + 3D when powered up; BOD + 1D+1 when off.
Scale:  Character
Skill:  Stabbing, Slashing, Bludgeoning:  Power Tools
Difficulty:  Moderate (15)
Concealability:  Difficult (20)
Ammo Dice:  3D with a full tank.  Or, has enough gas generally to last about 100 rounds of combat while on.
Notes:  Chainsaws are great fun and do a lot of damage.  However, they can become clogged or broken pretty easily and require an Easy Fixing Stuff roll to maintain.  If the character complicates when using a Chainsaw, he will either hurt himself or the Chainsaw will sputter and die out because of some kind of damage.

Blowtorch
Damage:  4D.  For each round it is applied to a surface (or armor), reduce the target's opposing Body roll by 1 pip.
Scale:  Character
Skill:  Stabbing, Slashing, Bludgeoning:  Power Tools
Difficulty:  Easy (10)
Concealability:  Easy (10) for the Torch, Moderate if a large fuel tank is carried on the back.
Ammo Dice:  3D with a full tank;  Or, will have enough fuel in a 5 gallon tank to last about 100 combat rounds.
Notes:  A blowtorch is handy for doing severe, burning damage to your deadite foe, but it's large tank and limited range make it a bit unwieldy in combat.

ARCHAIC MISSILE WEAPON

Bow
Damage: BOD+1D
Skill:  Shooting Stuff:  Bows
Ammo: 1
Range: 2-15/25/50.  Add +15 to the Difficulty if aiming for the heart.
ROF: 1.  Requires 1 action to reload.
Ammo Dice:  4D with a full quiver.  24 shots/quiver.
Concealability: Very Easy (5)

Crossbow
Damage: 5D
Skill:  Shooting Stuff:  Bows
Ammo: 1
Range: 2-15/25/50.  Add +15 to the Difficulty if aiming for the heart.
ROF: 1.  Requires 1 action to reload.
Ammo Dice:  4D with a full quiver.  24 shots/quiver.
Concealability: Moderate (15)

Crossbow Pistol
Damage: 3D+1
Skill:  Shooting Stuff:  Bows
Ammo: 1
Range: 2-5/12/20.  Add +15 to the Difficulty if aiming for the heart.
ROF: 1.  Requires 1 action to reload.
Ammo Dice:  4D with a full quiver.  24 shots/quiver.
Concealability:  Easy (7)
Notes:  Crossbow Pistols may be wielded one-handed.

Holy Water
Damage: 5D to deadites that are vulnerable to such things (usually vampires).  Damages like acid, diminishing at a rate of -1D per round after the first (4D 2nd round, etc.).
Skill:  Jock Skills:  Throwing
Ammo: 1 shot per vial.  A "bandolier" of vials will have Ammo Dice of 2D (8-12 vials).
Range: 2/5/10.
ROF: 1.
Concealability: Very Easy (1)
 

FIREARMS
This is a game of blowin' horrible things back to the hell-pit from which they spawned.  Thus, it is quite likely that characters will often get their hands on a wide variety of modern firearms.  Often, these weapons are extremely effective against deadites.

The guns listed here are pretty basic.  For  much more detailed lists of firearms, check out the gun list on my Matrix website, which lists Joe's Gun Catalog or Aaron LaBow's weapons list.  You can use the ranges given below for the weapons that Joe lists (or the ranges listed by Aaron).

Handgun
Damage: 4D
Skill:  Shooting Stuff:  Handguns
Ammo: 12/4D
Range: 3-10/30/60
ROF: 3 shots per round maximum. No burst.
Concealability: Very Easy (5)

High-powered Handgun
Damage: 5D
Skill:  Shooting Stuff:  Handguns
Ammo: 12/4D
Range: 3-7/25/50
ROF: 2 shots per round maximum. No burst.
Concealability: Easy (7)
Notes: -1 pip to all "To-Hit" rolls.

Machine Pistol
Damage: 4D
Skill:  Shooting Stuff:  Submachine Guns
Ammo: 15/4D
Range: 3-10/30/60
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 5D+2 damage.
Concealability: Easy (7)

Submachine Gun
Damage: 5D
Skill:  Shooting Stuff:  Submachine Guns
Ammo: 30/4D
Range: 6-10/35/75
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D+2 damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (SeeSpraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 6D damage.
Concealability: Easy (9)

Automatic Rifle
Damage: 6D
Skill:  Shooting Stuff:  Assault Rifles
Ammo: 50/5D
Range: 5-30/100/300
ROF:  Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D+2 damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 6D damage.
Concealability: Very Difficult (25)

Pump Shotgun
Damage: 5D (buckshot) / 6D (solid slug)
Skill:  Shooting Stuff:  Shotguns
Ammo: 5/5D
Range: 2-5/10/20
ROF: 2 shots per round maximum.
Concealability: Difficult (20) for full-barrelled shotguns. Moderate (10) for sawed-off shotguns.
Notes: Sawed-off shotguns do 6D damage at Point Blank range but suffer a -1D cumulative penalty to damage rolls for every 5 meters beyond the first.

Flamethrower
Damage:  6D
Skill:  Shooting Stuff:  Flamethrowers
Ammo:  50 burst/3D
Range:  1-4/8/12
ROF:  1 burst per round maximum.  Can "spray" an entire area (about 10m wide) with a hose-like stream that counts as 4 bursts.
Note:  Flamethrowers are rare, very bulky, and somewhat dangerous.  If the fuel tank (usually worn on the back) is pierced or ignited it will do 9D damage to anyone with 5 meters of the blast center (reduce damage by 1D for each 5 meters from the core blast).



ARMOR

Shield
Type: Personal protection.
Scale:  Character.
Protection:  Free action to Parry a melee attack (Stabbing, Slashing, Bludgeoning or Hurting People).  Acts as 4D Protection when used as Cover against missile attacks (no free action).
Cost:  Highly variable (depending on style and quality).
Availability:  Common in medieval times. In modern times, many things may be used as a shield:  garbage can lids, brief cases, street signs, etc.  Some shields may provide less protection.
Concealability:  Very Difficult (25)

Leather/Hide
Type: Personal clothing.
Scale:  Character.
Protection:  +2 pips versus physical damage.
Cost:  Highly variable (depending on style and quality)..
Availability:  Common.
Concealability:  Very Easy (but usually unnecessary).

Kevlar Vest
Type:   Personal body armor.
Scale:  Character.
Protection:  +1D+1 versus physical damage, but not against energy, heat or cold).
Cost:  $500-1000
Availability:  Uncommon.
Concealability:  Moderate.

Full Suit of Armor
Type: Medieval armor.
Scale: Character.
Protection:  +2D versus all damage, but reduces Body rolls dependent on dexterity by 2D.
Cost: $3000 (modern)
Availability:  Rare.
Concealability:  Very, very Difficult (30).

Full Body Armor
Type: Modern Military armor.
Scale: Character.
Protection:  +2D+2 versus all damage, but reduces Body rolls dependent on dexterity by 1D.
Cost: $10,000
Availability:  Rare.
Concealability:  Difficult.



MISCELLANEOUS GEAR
    In Evil Dead D6, characters have access to all the gear players might get in the modern world (or at least the particular time in which the characters find themselves).
Cellular Phones
Computers
Radios
Grappling Hooks

EXPLOSIVES
Grenades
Scale:  Character.
Range:  2/5/10.
Cost:  Generally not widely available, but about $20 apiece on the blackmarket.
Damage:

Molotov Cocktails
Scale:  Character
Range: 2/4/8
Cost:  Very inexpensive--easily Scrounged together if alcohol or fuel is available.
Damage:  3D+2 fire damage.  The cocktail's fuel will splash about 1m in all directions from impact and burn for 1D6 rounds.

Pipebombs
Scale:  Character
Range:  2/4/8
Cost:  Very inexpensive--easily Scrounged together if explosive powder is available.
Damage:  4D damage within 2 meters of explosion.  Reduce damage by 1D for each additional 2 meters from site of impact.
Note:  "Pipebombs" include just about every small, makeshift bomb the characters might whip up.


VEHICLES
    In Evil Dead D6, characters have access to the typical vehicles of the modern world.  A few examples include:

Motorcycle
Scale:  Personal Vehicle.
Length:  2 meters.
Cost:  Civilian models:  $2000 (used); $10,000 (new).
Skill:  Burnin' Rubber:  Motorcycles
Speed:  80 kph / 200 kph.
Body:  6D (note this game does not use Scale to add or remove dice).
Maneuverability:  2D.
Crew: 1 (can hold another rider, but increase Piloting Difficulties by 5).
Crew Skill:  5D for professional racers; 3D for standard riders.
Cargo:  Very little: enough for a water bottle, a few camping supplies, and small toolkit.

Jeep
Craft:  4-wheeled, all terrain passenger vehicle.
Scale:  Personal Vehicle.
Length:  3.5 meters.
Cost:  Civilian models:  $7000 (used); $15,000 (new).  Military models:  18,000 (used); 32,000 (new).
Skill:  Burnin' Rubber:  Cars
Speed:  30 mph / 60 mph / 90 mph / 110 mph.
Body:  8D
Maneuverability:  1D.
Crew: 1.
Passengers:  Fits 4 (including driver) comfortably.  Up to 8 may be squeezed in if no additional cargo is carried.
Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.
Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter high..
Description:  Jeeps are 4-wheeled all terrain vehicles commonly used on outpost worlds where roads are rough or nonexistent.  They tend to be reliable, tough vehicles, but provide little of luxuries and comfort.

Economy Car
Craft:  Standard, economy hatchback or small sedan.
Scale:  Personal Vehicle.
Length: 4 meters.
Cost:   $25000 (used); $12,000 (new).
Skill:  Burnin' Rubber:  Cars
Speed:  35 mph / 55 mph / 70 mph / 90 mph.
Body:  7D
Maneuverability:  0D for most cars.  Sportier cars may have +1-3D.
Crew: 1.
Passengers:  Fits 4 (including driver) with some squeezing.  Up to 6 may be squeezed in if no additional cargo is carried.
Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.
Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter high.  Hatchbacks may have a bit more space.

Luxary Car
Craft:  Standard, fancy sedan.
Scale:  Personal Vehicle.
Length: 4 meters.
Cost:   $10,000 (used); $20,000 (new).
Skill:  Burnin' Rubber:  Cars
Speed:  40 mph / 60 mph / 90 mph / 110 mph.
Body:  8D
Maneuverability:  0D for most cars.  Sporter cars may have +1-3D.
Crew: 1.
Passengers:  Fits 5 (including driver) comfortably.  Up to 8 may be squeezed in if no additional cargo is carried.
Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.
Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter high.