D6 Equipment 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
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.
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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.
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).
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.
EXPLOSIVES
Grenades
Scale: Character.
Range: 2/5/10.
Cost: Generally not widely available, but about $20 apiece
on the blackmarket.
Damage:
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.