Old world weapons are rare, it is even rarer to find ones that are still usable. As a result, many weapons along the old road are improvised from scrap and other tools. Sharpened road signs make axe blades, knives attached to broom handles become spears and lead pipes become clubs. There are some manufacturers of higher quality weapons, particularly in the cities, however these weapons rarely match the quality of well maintained old world weapons both in function and form. Old world weapons are frequently seen as collectors' items due to their rarity.
Antique weapons are high-quality, well maintained weapons from the old world. They are more expensive and much rarer than broken old-world weapons or new-world weapons, but they are generally more effective and powerful. Antique weapons gain a +1D6 to combat rolls.
Some weapons can be placed, thrown or launched before exploding.
An explosive is treated as a melee combat roll with the combat dice pool decided by the narrator. You cannot choose which creatures are hit, the narrator may use a destiny roll to determine who gets hit.
If the explosive was crafted, the narrator may have the crafter make a skill check to determine the combat dice pool.
For example, a character wishes to make a small grenade sized explosive. The narrator has them make a CL4 INT check with any applicable vocational skills to craft the explosive. They roll well and the narrator decides the explosive has an 8D6 combat dice pool. The character then throws it at a group of enemies, rolling the 8D6 against up to four creatures in range of the narrator's choice.
Ammunition is always destroyed or lost after it is used, it would be wise to carry a backup. Throwing weapons, such as knives or javelins, can be recovered however, provided you are able to reach them.
Even simply buying ammunition may be difficult, depending on where you are, stocks available and your relationship with merchants. The narrator may decide to use a destiny roll to determine merchant stocks and prices. As a rule of thumb, most merchants on the road and in smaller settlements will carry up to 3CP worth of ammunition, richer merchants in cities and gang headquarters might carry up to 6CP worth of ammunition.
If you have applicable skills and have materials and tools to hand, the narrator may allow you to craft certain forms of ammunition. For example, with appropriate materials and some levels in survival or a relevant vocational skill, the narrator could ask for a CL3 check to produce 20 arrows. Bullets, shots and rockets for ballistic weapons will require more specialised skills, materials and tools.
The examples below are only rough guides, actual costs and CL may vary in game:
Ranged. 1CP or 3CL for 20 combat rolls' worth
Hand Ballistic. 1CP or 4CL for 10 combat rolls' worth (Dual wielding uses two pieces)
Shoulder Ballistic. 1CP or 4CL for 5 combat rolls' worth
Heavy Ballistic. 1CP or 5CL for 1 combat rolls' worth
The narrator may allow special ammunition, such as incendiary, explosive or armour piercing. These may add bonuses to combat rolls, but they will be more expensive and difficult to buy or make. The narrator may also decide that failing to make incendiary or explosive ammunition requires making a defensive combat roll against the number of wins below the CL to avoid injury.
The examples below are only rough guides, actual costs and CL may vary in game:
Armour Piercing. 3xCP or +2CL, can't be reduced by armour.
Incendiary. 4xCP or +3CL, increase level of injury inflicted by one unless target is wearing fire retardant clothing.
Explosive. 5xCP or +4CL, +4D6 and allows explosives ruling above.
A character that is actively helming the vehicle, such as steering the wheel or taking the reins, always has a -2D6 penalty to any roll that would be impeded by driving. For example, a combat roll to shoot while driving might be subject to this penalty. The character can make assist rolls with their ride/pilot skill to attempt to compensate for this penalty.
Each vehicle type below has specific capacities, listed as x/y, where x is the comfortable capacity and y is the emergency capacity. The comfortable capacity is how many can be carried without penalty. However, sometimes comfort is not a priority and carrying more people is required, this is when the emergency capacity comes into play. When carrying over the comfortable capacity, each passenger has -2D6 to physical rolls. If over the comfortable capacity for more than an hour, each passenger must make a CL2 STR check or take a minor injury.
For vehicles with multiple regions for people (i.e. vehicle with trailers), these rules apply to each region individually. For example, an overcrowded trailer does not affect the people in the vehicle towing it.
A character at the helm is exempt from capacity penalties but still subject to the helm penalty.
If someone targets a vehicle part, or the vehicle experiences a heavy impact, the narrator will decide the extent of the damage and how this affects its usability and how difficult it is to repair. They may also choose to use a destiny roll for this. Animals are treated as creatures with a 3D6 combat roll and will take injuries, they typically don't act in combat but can make defence rolls.
If a vehicle crashes the narrator will assign a CL against which all passengers must roll REF (some may make assist rolls if applicable), the narrator then assigns injuries based on those rolls. The narrator may decide that a severe crash is unsurvivable, such as falling off a cliff or exploding, and forgo the rolls in favour of simply killing all passengers.
The rules for fuel consumption are optional and may not apply, especially if the game is not expected to traverse long distances.
Due to shortage of traditional fuels like petrol (gasoline) and diesel, many vehicles have been built, or converted, to use alternative fuels sources such as biofuel or moonshine. These vehicles are often less efficient, less powerful and less reliable than traditional fuel vehicles, but this fuel is much more abundant and likely available in most settlements. The narrator will decide how these alternative fuel vehicles act in the game compared to traditional fuel vehicles. For example, a traditional fuel vehicles that is sufficiently fueled might have a bonus to certain rolls to tow heavy loads or outpace alternative fuel vehicles.
The examples below are only a rough guide and may vary in game:
Traditional Fuel. 3CP per 100 Miles
Alternative Fuel. 2CP per 100 Miles
Electric vehicles also exist but with very few places having regular access to electricity, they are practically useless outside the cities. Fresh car batteries and charging are also difficult to come by.
While most wildlife has mutated, but some domesticated animals have been protected and can still be trained. Horses and donkeys are very uncommon on the Long Road, but are occasionally used. A big advantage of horses is that finding food and water for a horse is easier than finding fuel, electricity or spare parts in the wilderness. They are also less likely to become targets for bandits. They are however far more vulnerable to disease, injury and death. If they are not being led or ridden during combat, they may flee to a safe distance.
Small vehicles like motorbikes and quadbikes are sometimes favoured for speed and fuel efficiency. Unfortunately, they provide much less armour or shelter than larger vehicles, both of which are crucial on the road. They also transport far less cargo. Small vehicles are usually reserved for short journeys or as part of convoys with larger vehicles.
Medium vehicles like cars are the most common vehicles on the Long Road. They are usually heavily modified with armour coating and offroad tires. Medium vehicles do however require more fuel than smaller vehicles.
Large vehicles like camper vans and converted buses are useful for long journeys as they can provide basic shelter and amenities when you can't find any other.
Big Rigs are large vehicles specifically designed to tow large trailers carrying huge amounts of cargo over long distances. Since they often carry large amounts of valuable cargo, they are frequent targets for bandits and thus are usually equipped with armour, weapons and escort convoys.
While they can't carry much, these trailers are light enough to be towed by virtually any motorised vehicles as well as most strong animals and people.
Even in the old world, these trailers were used for hauling large amounts of cargo or huge distances. On the long road, these trailers sometimes become moving fortresses with armour plating and mounted weapons.
The narrator and players are free to design any upgrades they wish to their vehicles and the narrator decides what costs, benefits and penalties are incurred. However, some examples are included below.
Armour Plating. Reduce injury level to the vehicle, in a similar way to character armour. Alternatively, it could improve defence rolls or CLs for attacks against the vehicles.
Spikes. Increase the CL for creatures attempting to jump onto, or climb over, the vehicle.
Tire Shredders or Ram. Grant a weapon bonus to combat rolls made using the vehicle itself.
Turbo, Nitro, Improved Engine etc. Improve the vehicle's stats, such as fuel efficiency, speed, bonuses to Ride/Pilot rolls and so on.
Caltrops or Oil Slick. Deploy obstacles, forcing pursing vehicles to make rolls to avoid losing control.
Mounted Weapons. Provide weapons for characters to use in vehicle combat.
Offroad Tires. Negate penalties for driving offroad. This will not protect from what lurks in the wilderness if you stray too far.
Racing Stripes. Makes the vehicle go faster, I swear.