In DANGER CLOSE, firefights and combat take place on a squad level. I can imagine, however, wanting to ‘zoom in’ for particular moments; room breaches, duels or personal confrontations, taking down high-value targets. I really like the simplicity and brutality of Luke Gearing’s Violence. but as-is, it really focuses on street level/”normal” modern combat, not the type of foes one might fight in DANGER CLOSE.

Image: Space Marines by Chris Falkenberg

This resulted in me writing the following; a Wasteland & Warzones expansion of the core rules, as I set out to specifically figure out how stuff like giant mutants, power armor and grimdark things might work in this system. These rules will be added to DANGER CLOSE itself, too.

Wasteland & Warzones

Biology

A creature’s biology describes its size, and affects its injury rolls and melee capability.

BiologyInjury Check DiceMelee ModifierExamples
Fraild20+4-2Gretchin, feral ghouls, rad-roaches
Normald200Humans, ghouls, cultists
Toughd12+2Orks, Super Mutants, Space Marines, Ogryns
Hulkingd10+4Deathclaws, Carnifex, Mirelurk Queens
Monstrousd8+6Knights, Behemoths, Greater Daemons

Weapons

Ranges

  • Close: Same room, up to 10/20 meters
  • Medium: Down a street, 20-200 meters
  • Long: Far away, +200 meters

Ballistic

WeaponInjury Check ModifierMagazineRangeNotes
Pistol12Close-Medium
SMG25Close-MediumAuto capable
Shotgun+5 close, +2 medium6Close-Medium
Assault Rifle+430MediumAuto capable
Sniper Rifle+45Long

Laser

WeaponInjury Check ModifierMagazineRangeNotes
Laspistol+4 against light/medium armor30Close-Medium
Lasgun+4 against light/medium armor60MediumAuto capable
Longlas+4 against light/medium armor20Long, Advantage

Plasma

WeaponInjury Check ModifierMagazineRangeNotes
Plasma Pistol+4, ignores armor6Close-MediumRare. Vents on natural 1
Plasma Gun+4, ignores armor10MediumRare. Vents on natural 1
Melta+6, ignores armor4Close onlyVery rare

Venting: Injury for user.

Bolt Weapons

WeaponInjury Check ModifierMagazineRangeNotes
Bolt Pistol+58Close-MediumRare
Bolter+624MediumRare. Auto capable
Heavy Bolter+8100LongVery rare. Auto capable

Bolt weapons gain +2 against Frail/Normal biology.

Armor

ArmorModifier
None+0
Light (leather, raider scraps)-1
Medium (flak, combat armor)-2
Heavy (carapace, T-45)-3
Powered (T-60, Mk VII plate)-5

Melee Weapons

  • Reach. Compare the Reach values of both weapons. The difference between them is added to the d12 roll the combatant with the longest weapon.
  • Lethality. Applied to any Injury Checks caused by the weapon.
  • Threat. How scary the weapon is. Against opponents with a training level lower than the Threat of the weapon, this is added to the d12 roll of the wielder.
  • Fragility. This is the chance that the weapon breaks. This is rolled each round the weapon is used.
WeaponReachLethalityThreatFragility
Fist0-501-in-10
Knife2+231-in-12
Machete3+441-in-12
Wasteland
Tire Iron2-211-in-10
Super Sledge5+441-in-20
Deathclaw Gauntlet1+351-in-20
Ripper1+442-in-6
Warzone
Combat Knife2+221-in-20
Chainsword4+552-in-6
Power Sword4+5, ignores armor51-in-20
Power Fist1+6, ignores armor51-in-12
Thunder Hammer5+8, ignores armor61-in-20
Choppa3+331-in-8

Melee: Compare Skill, Biology and Reach. For each, the difference is added to the d12 roll of the combatant with the highest value. Threat is added if the opponent’s Skill is lower than Threat value. Then, both roll 1d12.

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