Jury Rigged Weapons for Crawling Under a Broken Moon

umerica

Reid San Fillipo recently released the Umerica Survival Guide, based on his DCC fanzine Crawling Under a Broken Moon.  It’s a post-apocalyptic setting for Dungeon Crawl Classics, sort of a mix between Mad Max and Thudarr the Barbarian.

The Umerica rules add a new piece-meal armor system.  Instead of increasing Armor Class, armor mitigates damage.  Armor is represented by a die step (d3, d4, d5, etc.), which you roll to see how much damage is reduced by.  The really neat thing about this is that you can increase your armor die step by adding scavenged materials to it, and if you roll a 1 on the armor die, your armor degrades from the damage it’s taken.  It really gives the game a nice Mad Max vibe.

I thought a similar system for weapons would be cool, too.  What I propose is you start with some kind of base weapon.  In this case, let’s say it’s a wooden baseball bat.  Adding scavenged materials to the weapon increase the damage die by one step.  For example, say a bat starts with d6 damage; then you hammer some nails into it, increasing the damage to d7.  Then you find a strand of barbed-wire, and add that on, increasing it’s damage to d8.  After that, you wrap some duct tape around the handle, for a better grip, increasing damage to d9 (or d10, depending on how you follow the die chain), and so on.

However, each time you roll maximum damage on the die, it degrades a die step.  You swing the bat so hard, some of those bits and bobs you added break off.

A few weapons roll two or more damage dice.  In these cases, each modification upgrades all the dice rolled for the weapon.  However, if even one of the damage dice get a maximum result, the weapon degrades.  These are usually more sophisticated weapons which are more likely to break down in harsh apocalyptic conditions.

More advanced weapons with higher damage dice, like firearms and energy guns, are less likely to degrade, but they can still do so.  And players can add scavenged technology to try and repair or upgrade them in a similar fashion.  You could also use this as a system for improvised explosives.

You may or may not want to require a roll of some kind to see if the modifications are successful.  If you want to keep things simple, just assume that any character with an appropriate occupation, and the right tools, automatically succeeds.  Otherwise, require a Luck check, or an appropriate ability check vs. DC 10 for simple things (like baseball bats), DC 15 for modern firearms, or DC 20 for advanced technology, such as lasers and deathrays.

Cheers.

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