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The general categories of
weapons available include melee (hand-to-hand), dual weapons (fewer
reloads and ability for multi-damage types), and ranged (distance
attacks).
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Combat
Type |
Progression Examples |
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Melee |
* Makeshift Scavenged Weapons – corkscrew, fireplace,
poker, 2x4, shovel
* Scavenged Weapons – tire iron, crowbar, golf club,
pickaxe
* Basic Weapons – knives, billy clubs
* Moderate Weapons – baseball bats, combat knives, axes,
machetes
* Advanced Weapons – swords, spiked baseball bats, heavy
machetes |
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Pistol |
* Zip Guns
* Revolvers
* Semi-Automatic Pistols/Sawed Off Shotguns
* Machine Pistols
* Submachine Guns |
|
Rifle |
* Crossbows
* Bolt Action Rifles/ Double Barrel Shotguns
* Pump Shotguns/Semi-Automatic Rifles
* Automatic Shotguns/Assault Rifles/Sniper Rifles |
Up to six weapons at a
time can be slotted and players can switch between them. Switching
is not instantaneous and takes around one second.
There are few “real” weapons in the early stages of the game, so
characters will have to use a variety of weapons made from whatever
they can find. Players will work their way up from such weapons as
crossbows, zip guns and pipes to more advanced weapons like assault
rifles, submachine guns and baseball bats wrapped in razorwire.
Progressing through the game will generally give way to better
scavenged or crafted weapons. Towards the later stages, there will
be a mixture of real weapons and salvaged weapons. Weapons
have weights assigned so what and how much a player can carry will
be limited by their Strength.
A formula is used on all firearms based on that weapon’s range,
ammunition, rate of fire, desired length of combat, etc. to
determine weapon damage. Firearms each have their own rate of fire,
magazine size, range, damage, durability, ruggedness, etc. that
contributes to this formula. Some weapons may give their users a
bonus to certain
skills (i.e. Melee) and upgraded
versions of these weapons give slightly higher bonuses.
Each weapon has a damage number and type associated with it, so a
Wood Board may do 30 points of Crushing damage while a Zip Gun may
do 12 points of Ballistics damage. Fairly weak weapons like
corkscrews and pipes do around 5-30 points of damage depending on
speed and whether it’s one- or two-handed. Most melee weapons
inflict around 20-60 points of damage per attack, while more
advanced weapons like top-end axes and swords can do upwards of 100
points of damage.
Zip guns start out inflicting around 10 points of damage and
crossbows around 40 (you can fire zip guns much, much faster than
crossbows). Most pistols and sub-machine guns do in the 30-50 damage
range, while rifles are generally in the 40-60 range, except for
shotguns and bolt-action rifles like hunting and sniper rifles,
which do substantially more damage.
Players will be able to make various types of throwable explosives.
All important weapons will be
craftable with the more powerful
weapons being both more difficult and expensive due to the increased
amount of materials needed to make them.
Ammunition:
Ammunition is moderately scarce and will correlate with the weapon
used. It has a weight value assigned to it so players are unlikely
to be able to carry more than a few hundred rounds at a time.
Crafters can make all types of ammo, but the more powerful the ammo,
the more components are required and the rarer some of those
components are. Gun using NPCs will drop ammunition but it may or
may not be the kind you need and some larger towns will sell ammo,
but it won’t be the best of what’s available. If a character is
using a special firearm, they will likely have to make their own
ammunition or purchase it from a crafter.
Each firearm uses a specific class of ammo only (ammo is stackable
in groups of 500).
| Ranged Weapons
Category |
Ammunition |
| Zip Guns |
Zip gun ammo (small metal
balls) |
| Crossbows |
Crossbow Bolts |
| Pistols |
available in Light, Medium,
Heavy, and each requires a different ammo |
| Submachine Guns |
available in Light, Medium,
Heavy, and each requires a different ammo |
| Rifles |
available in Light, Medium,
Heavy, and each requires a different ammo |
| Shotguns |
Low-gauge, Mid-gauge, and
High-gauge shells |
| Slug Guns (rifled shotguns
that fire very large, solid slugs) |
Low-gauge, Mid-gauge, and
High-gauge solid slugs |
Resources:
92, 93, 97, 111, 117
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