D**MGURLS
Table of Contents
- Introduction
- Dice Notation
- Sample Narrative
- Characters
- Inhenert Qualities
- Classes
- Traits
- Basic Traits
- Advanced Traits
- Master Traits
- Mechanics
- Gear
Introduction
D**MGURLS is a tabletop adaptation of the dungeon crawler DRL. DRL is, in turn, a roguelike adaptation of the video game Doom universe. DRL was perfect for testing multiple aspects of the GURLS roleplaying system, and ended up being a fun tabletop experience in its own right. The result is this book.
D**MGURLS is a tactical dungeon crawling RPG where players take the role of UAC marines killing the demon hordes that threaten humanity. With brains, brawn, and really, REALLY big guns your mission is to rip and tear till until it is done.
Credit goes to everybody who ever edited anything that I pulled from, which is pretty much the whole DRL wiki and the game itself. I would not have been able to make this without them. Hopefully you enjoy playing this as much as my friends and I did.
Dice Notation
You're going to be rolling a lot of dice when you play. When something says to roll XdY roll X number of Y-sided dice and adds the results together.
For dice with a number of sides that don't exist, you can roll the next highest sided die and reroll max values till you get something legal. For instance, rolling 2d7 you'd roll two eight sided dice and reroll any 8s.
Sometimes a weapon's damage will be listed as (XdY)×Z. This means that the weapon makes Z separate attacks whenever it is fired, and each attack does XdY damage if it hits.
Sample Narrative
Ginger is GMing for her friends Sara, who plays a swift and efficient scout wielding a shotgun, and Mary, who plays a hardy chaingun-toting marine.
#################
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Ginger(GM): Alright, so you've made it to a Military Base that UAF command lost contact with a week ago. Nobody appears to be at the door and you can smell the putrid scent of rot and sulfer.
Mary(Marine): I'll bust open the door. Sara, get ready to fire at any hostiles who might be there.
Sara(Scout): I take up a position next to her so I can fire at any demons that are too close and hopefully push them back.
Ginger(GM): Alright, the encounter is going to start as soon as you bust open that door. I'll count up in tenths of a second. Opening the door will take 1 second.
Mary: Let's do this! I bust open the door with my boot!
Ginger: Alright, we're at zero seconds and Mary busts open the door. You see a 20 ft wide entryway covered in the gore of your former comrades. 2 former humans growl at you from against each wall 10 feet away, and it looks like some seargants wielding shotguns are about 40 ft out.
(Ginger draws the scenario out)
Sara: Alright my move on zero! Dang, I can't hit both a human and a seargant from this position. I'll take out the one across from us since I should be able to nail it from this range. My attack will take .8 seconds and I'm aiming here(points in a cone that doesn't hit Mary).
(Sara then rolls her damage while other people take their turns. She doesn't roll to attack since shotguns never miss, and takes away her lowest rolling attack die because of the range.)
Ginger: Alight, here goes!(Ginger rolled initiative for the zombies ahead of time, the former humans got a 3 and the seargants got a 7).
Ginger: ONE. TWO. THREE. Nobody? On three the former humans shoot at Mary!
(former humans take 1.1s to do anything, so Ginger writes down 1.4 next to where she's keeping track of the health. She makes a show of rolling the attack while she continues counting up, even though she knows one will probably die before it gets to attack.)
Ginger: FOUR. FIVE. SIX. SEVEN. On seven the Sergeants begin to shamble towards you!
(It takes 1.3s for sergeants to move. She marks down 2.0 next to their health for their next move, but moves them each 5 feet since movement happens immediately)
Ginger: EIGHT. NINE.
Sara: I hit him for 14 damage with my shotgun!
Ginger: Thats enough to take out the former human in one hit! You shoot a hole right through his midsection, splattering gore all over the wall behind him. What are you doing next?
Sara: I'm going to reload. I hate enemy shotgunners so I'm staying out of the line of fire. Reloading takes me .9 seconds.
(Sara writes down 1.8 to mark when she can go next).
Ginger: TEN, ONE SECOND!
Mary: I'm going to dodge back out of the way of that pistol hit! Moving takes me 1.2s because of my armor.
(Mary then rolls her dodge roll and waits for Ginger to say she's attacking. Mary rolled a 15, just barely enough to dodge!)
Ginger: ONE, TWO, THREE, FOUR, the human takes a shot at Mary!
Mary: I just barely managed to dodge it! Rolled a 15.
Ginger: The former human aims right at the head, and Mary quickly ducks back outside as he pulls the trigger, narrowly missing what was surely a massive hit.
The fight would continue for another 6 or so in-game seconds while the GURLS get shot at by the sergeants.
Characters
Inherent Qualities
Players start with 50 health points(HP).
Everybody has a fists weapon and one prepared weapon slot. If you happen to lose your fists for some reason call the weapon something else.
Players have a sight radius of 8 tiles. They're probably 5 ft tiles, but maybe they're a meter or something.
Players start at level 1 with one trait of their choice, prerequisites permitting.
Players start with a loaded pistol, 24x 10mm ammo, and 2x Small Medpack
Thanks to UAF's Hell-given technology, most items you find can be stored in a standard size and retrieved quickly from your modular armor system, including armor modules that change the armor. Because of this, players can store 22 items and retrieve them normally in the heat of combat
Classes
Classes subtly but drastically affect the ability of your character while playing D**MGURLS. They come with their own unique strengths, as well as special traits from which only their class can choose.
All classes have special starting characteristics, an advanced trait they can use from the very beginning of the game (as opposed to needing other traits to unlock it), and five unique master traits that highlight the class's uses.
Whenever a player's experience passes certain predetermined thresholds, she gains a level. Whenever a player gains a level, she gets to add a new trait. Traits are the only thing you get from levels. Once a player reaches level 25, she will no longer gain additional levels.
Master traits have rather constraining requirements: in addition to needing a partcular set of basic and/or advanced traits, you also cannot have any of the "blocked" traits. Blocked traits cannot be chosen after choosing the master trait, nor can you choose any other master traits (even if they are technically inclusive of each other).
Marine
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The Marine is the hardy and forceful class, preferring brute strength and sheer power over all else.
Starting Characteristics
- +10 HP
- +50% duration for powerups
- Advanced Trait: Badass
Master Traits
- Melee: Vampyre
- Pistol: Bullet Dance
- Shotgun: Army of the Dead
- Burst: Ammochain
- General: Survivalist
Marine Masters: Prerequisites and Blocks |
Master Trait |
Basic Traits |
Advanced Traits |
Iro |
Fin |
HR |
TaN |
SoB |
SoG |
Rel |
EE |
Bru |
Jug |
Ber |
DG |
DM |
Int |
WK |
Bad |
SM |
TH |
Vampyre |
O |
O |
X |
O |
X |
O |
O |
X |
2 |
O |
1 |
O |
X |
X |
O |
1 |
O |
O |
Bullet Dance |
O |
O |
X |
O |
2 |
2 |
O |
X |
X |
O |
X |
1 |
X |
X |
O |
O |
O |
1 |
Army of the Dead |
O |
X |
X |
O |
O |
O |
2 |
X |
O |
X |
O |
O |
X |
X |
X |
1 |
1 |
O |
Ammochain |
O |
O |
O |
X |
2 |
X |
2 |
X |
O |
O |
O |
X |
O |
X |
O |
O |
O |
2 |
Survivalist |
3 |
O |
X |
2 |
X |
O |
O |
O |
O |
O |
X |
O |
X |
O |
O |
1 |
O |
X |
Scout
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The Scout is the swift and keen class, trying to make the best with speed and finesse before resorting to other tactics.
Starting Characteristics
- All actions take .1s less. Minimum .1s total.
- Advanced trait: Intuition
Master Traits
- Melee: Blademaster
- Pistol: Gun Kata
- Shotgun: Shottyhead
- Burst: Cateye
- General: Gunrunner
Scout Masters: Prerequisites and Blocks |
Master Trait |
Basic Traits |
Advanced Traits |
Iro |
Fin |
HR |
TaN |
SoB |
SoG |
Rel |
EE |
Bru |
Jug |
Ber |
DG |
DM |
Int |
WK |
Bad |
SM |
TH |
Blademaster |
O |
O |
2 |
X |
X |
X |
O |
O |
3 |
O |
1 |
X |
O |
O |
O |
X |
O |
X |
Gun Kata |
O |
O |
2 |
X |
X |
2 |
O |
O |
X |
O |
X |
1 |
1 |
O |
O |
X |
O |
X |
Shottyhead |
O |
1 |
1 |
X |
X |
O |
2 |
X |
O |
1 |
O |
O |
O |
O |
O |
X |
1 |
X |
Cateye |
O |
O |
O |
X |
2 |
O |
X |
O |
X |
O |
X |
O |
O |
1 |
O |
X |
X |
1 |
Gunrunner |
O |
1 |
2 |
X |
X |
O |
O |
O |
O |
1 |
O |
X |
1 |
O |
O |
X |
O |
X |
Technician
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The Technician is the intelligent and resourceful class, shaping any and all tools into superior equipment and excelling in creative solutions.
Starting Characteristics
- Item use time is 0.1s
- Hacker tracking (Computer Maps show enemies, similar to Tracking Map)
- Begins with technical mod pack
- Only class that can modify unique items (where applicable)
- Advanced trait: Whizkid
Master Traits
- Melee: Malicious Blades
- Pistol: Sharpshooter
- Shotgun: Fireangel
- Burst: Entrenchment
- General: Scavenger
Technician Masters: Prerequisites and Blocks |
Master Trait |
Basic Traits |
Advanced Traits |
Iro |
Fin |
HR |
TaN |
SoB |
SoG |
Rel |
EE |
Bru |
Jug |
Ber |
DG |
DM |
Int |
WK |
Bad |
SM |
TH |
Malicious Blades |
O |
1 |
2 |
X |
O |
O |
O |
X |
2 |
O |
X |
O |
1 |
X |
O |
X |
O |
O |
Sharpshooter |
O |
O |
O |
X |
X |
3 |
O |
3 |
O |
O |
O |
X |
O |
O |
O |
X |
O |
X |
Fireangel |
O |
O |
2 |
O |
X |
X |
2 |
X |
O |
O |
O |
X |
1 |
X |
O |
O |
1 |
X |
Entrenchment |
O |
X |
O |
2 |
2 |
X |
X |
O |
O |
X |
O |
X |
O |
O |
O |
1 |
X |
1 |
Scavenger |
O |
O |
O |
O |
O |
O |
O |
2 |
O |
O |
X |
X |
O |
1 |
2 |
O |
O |
X |
Traits
This is a technical list of all the traits and what they do. All effects stack additively (so that three ranks in Ironman will give 30 additional HP), unless said otherwise.
Upon reaching level 12, all traits that have a standard max of 3 can be increased to a max of 5, and all traits that have a standard max of 2 can be increased to a max of 3.
Basic Traits
All basic traits can be picked from the start, IE they don't require anything.
Ironman
Shorthand |
Iro |
Max. Rank: |
3 |
Extended Max. |
5 |
Unlocks |
None |
Effect |
Max health and current health are increased by 10 per rank. With no points in Iro, a player begins with 50 HP. |
Finesse
Shorthand |
Fin |
Max. Rank: |
2 |
Extended Max. |
3 |
Unlocks |
Juggler (1 rank), Whizkid (2 ranks) |
Effect |
Attack time is decreased by .1s |
Hellrunner
Shorthand |
HR |
Max. Rank: |
2 |
Extended Max. |
3 |
Unlocks |
Dodgemaster (2 ranks) |
Effect 1 |
Movement time is reduced by .1s per rank. |
Effect 3 |
Dodge rolls get +3 per rank. |
Tough as Nails
Shorthand |
TaN |
Max. Rank: |
2 |
Extended Max. |
3 |
Unlocks |
Badass (2 ranks) |
Effect |
Armor is increased by one per rank (stacks with other sources of protection). |
Son of a Bitch
Shorthand |
SoB |
Max. Rank: |
3 |
Extended Max. |
5 |
Unlocks |
Triggerhappy (2 ranks) |
Effect |
One extra damage is dealt per attack per rank. For a weapon with multiple shots, the effect is applied to each bullet. |
Son of a Gun
Shorthand | SoG |
Max. Rank: | 3 |
Extended Max. | 5 |
Unlocks | Dualgunner (2 ranks) |
Effect | Pistols (or pistol-type weapons) fire .2s faster and deal one more damage per shot, per rank. (Note that the minimum time weapon firing time is 0.1s, regardless of bonuses.) |
Reloader
Shorthand |
Rel |
Max. Rank: |
2 |
Extended Max. |
3 |
Unlocks |
Shottyman (2 ranks) |
Effect |
Reload time of all weapons is reduced by .2s per rank. |
Eagle Eye
Shorthand |
EE |
Max. Rank: |
3 |
Extended Max. |
5 |
Unlocks |
Intuition (2 ranks) |
Effect |
Your accuracy is increased by two points per rank. |
Brute
Shorthand |
Bru |
Max. Rank: |
3 |
Extended Max. |
5 |
Unlocks |
Berserker (2 ranks) |
Effect |
Melee attacks (either with fists or a melee weapon) deal three more damage and melee accuracy is increased by two points, per rank. |
Advanced Traits
Juggler
Shorthand |
Jug |
Max. Rank: |
1 |
Prerequisite |
Finesse (1 rank) |
Effect |
Swapping prepared weapons takes no time and can be declared at any point so long as nobody is resolving a turn. |
Berserker
Shorthand |
Ber |
Max. Rank: |
1 |
Prerequisite |
Brute (2 ranks) |
Effect 1 |
Each successful melee hit adds to a berserk "counter". When the counter reaches four then you will gain 20 actions' worth of the berserk effect. |
Effect 2 |
Whenever you are harmed by a single source of damage equal to at least 10 HP and one-third of your maximum health, you will gain 10s worth of the berserk effect(peaks at 50). This retroactively applies the berserk damage reduction effect to the hit |
Dualgunner
Shorthand |
DG |
Max. Rank: |
1 |
Prerequisite |
Son of a Gun (2 ranks) |
Effect 1 |
If you have a pistol in both the weapon and prepared slots, you will fire both at the same time with .2s longer firing time. If wielded pistols have different firing speeds, the mean is used before addint the modifier. |
Effect 2 |
Allows the reloading of pistols in both hands at once. |
Effect 3 |
If your equipped and prepared weapons are both pistols, then swapping them takes zero time. |
Dodgemaster
Shorthand |
DM |
Max. Rank: |
1 |
Prerequisite |
Hellrunner (2 ranks) |
Effect |
The first dodge during a given action automatically succeeds. |
Intuition
Shorthand |
Int |
Max. Rank: |
2 |
Prerequisite |
Eagle Eye (2 ranks), or Scout class |
Effect 1 |
Lever descriptions are added. The first rank gives a general description, and the second rank exactly tells you what it does. |
Effect 2 |
Certain objects within 500ft are visible. The first rank reveals powerups, and the second rank reveals the position of enemies out of Vision within radius of sight +3. |
Whizkid
Shorthand |
WK |
Max. Rank: |
2 |
Prerequisite |
Finesse (2 ranks), or Technician class |
Effect 1 |
Increases the number of available weapon mod slots by 2 per rank and armor mod slots by 1 per rank. |
Effect 2 |
This also allows advanced assemblies with the first rank and master assemblies with the second. |
Effect 3 |
The second rank of Whizkid additionally allows any assemblies made afterwards to be modded once. |
Badass
Shorthand |
Bad |
Max. Rank: |
2 |
Prerequisite |
Tough as Nails (2 rank), or Marine class |
Effect |
For each level, increases the maximum health before decay by 50% and reduces knockback by one tile. |
Shottyman
Shorthand |
SM |
Max. Rank: |
1 |
Prerequisite |
Reloader (2 ranks) |
Effect |
Shotgun-type and explosive-type weapons in the weapon slot can be reloaded by moving. |
Triggerhappy
Shorthand |
TH |
Max. Rank: |
2 |
Prerequisite |
Son of a Bitch (2 ranks) |
Effect |
Gives an extra shot per rank for all weapons that fire 3 or more shots per action. |
Master Traits
All master traits have one rank. Blocked traits are listed before the prerequisites.
Melee Masters
Vampyre - Marine Only
Shorthand |
MVm |
Prerequisites: |
Berserker (1 rank), Badass (1 rank), must have at least five traits |
Blocked Traits |
Hellrunner, Son of a Bitch, Eagle Eye |
Effect |
Killing an enemy by melee attack gives you 1 health for every 10HP max they had. |
Blademaster - Scout Only
Shorthand |
MBm |
Prerequisites: |
Hellrunner (2 ranks), Brute (3 ranks), Berserker(1 rank) |
Blocked Traits |
Tough as Nails, Son of a Gun, Son of a Bitch |
Effect |
Whenever you kill an opponent with a melee attack, your next combat action takes .1s. |
Malicious Blades - Technician Only
Shorthand |
MMB |
Prerequisites: |
Finesse (1 rank), Dodgemaster (1 ranks), Brute (2 ranks) |
Blocked Traits |
Tough as Nails, Eagle Eye, Berserker |
Effect 1 |
When carrying a blade-like weapon (such as a combat knife) in your prepared slot, you gain +5 resistance to bullet, shrapnel, and fire damage, and +7 resistance to melee damage. |
Effect 2 |
When carrying a blade-like weapon in both the equipped and prepared slots, you attack with both weapons, each at half the attack time. |
Pistol Masters
Bullet Dance - Marine Only
Shorthand |
MBD |
Prerequisites: |
Dualgunner (1 rank), Triggerhappy (1 rank) |
Blocked Traits |
Hellrunner, Eagle Eye, Brute |
Effect |
For each rank of Triggerhappy invested, pistol-type weapons fire one extra bullet per pistol, at the cost of +50%(rounded up) the fire time per pistol. (Aimed shot is unaffected.) |
Gun Kata - Scout Only
Shorthand |
MGK |
Prerequisites: |
Dualgunner (1 rank), Dodgemaster (1 rank) |
Blocked Traits |
Tough as Nails, Son of a Bitch, Brute |
Effect 1 |
After each successful dodge, your pistols fire in 0.1s(0.2s when dual wielding). |
Effect 2 |
When you kill an enemy at which you were specifically aiming, your pistols reload. |
Sharpshooter - Technician Only
Shorthand |
MSs |
Prerequisites: |
Son of a Gun (3 ranks), Eagle Eye (3 ranks) |
Blocked Traits |
Tough as Nails, Son of a Bitch, Dualgunner |
Effect |
Pistol-type weapons always deal maximum damage. |
Shotgun Masters
Army of the Dead - Marine Only
Shorthand |
MAD |
Prerequisites: |
Badass (1 rank), Shottyman (1 rank), must have at least five traits |
Blocked Traits |
Finesse, Hellrunner, Eagle Eye |
Effect |
Any weapon with the shrapnel damage type is instead armor-piercing. |
Shottyhead - Scout Only
Shorthand |
MSh |
Prerequisites: |
Hellrunner (1 rank), Juggler (1 rank), Shottyman (1 rank) |
Blocked Traits |
Tough as Nails, Son of a Bitch, Eagle Eye |
Effect |
Shotgun-type weapons fire at 1/3 of their normal firing time rounded up. |
Fireangel - Technician Only
Shorthand |
MFa |
Prerequisites: | Dodgemaster (1 rank), Shottyman (1 rank) |
Blocked Traits | Son of a Bitch, Son of a Gun, Eagle Eye |
Effect | You become immune to damage from explosions (this definition includes splash damage). Knockback from explosions will still apply. |
Burst Masters
Ammochain - Marine Only
Shorthand |
MAc |
Prerequisites: |
Reloader (2 ranks), Triggerhappy (2 ranks) |
Blocked Traits |
Tough as Nails, Son of a Gun, Eagle Eye |
Effect |
Any weapons with chain fire (chaingun, plasma rifle, etc) only take one ammo per volley. |
Cateye - Scout Only
Shorthand | MCe |
Prerequisites: | Intuition (1 rank), Triggerhappy (1 rank), must have at least five traits |
Blocked Traits | Tough as Nails, Reloader, Brute |
Effect |
Your vision is increased by two. |
Entrenchment - Technician Only
Shorthand | MEn |
Prerequisites: | Badass (1 rank), Triggerhappy (1 rank) |
Blocked Traits | Finesse, Son of a Gun, Reloader |
Effect | Whenever attacking with chain fire, you receive +3 resistance to all damage types while doing so. |
General Masters
Survivalist - Marine Only
Shorthand | MSv |
Prerequisites: | Ironman (3 ranks), Tough as Nails (2 ranks), Badass (1 rank) |
Blocked Traits | Hellrunner, Son of a Bitch, Berserker |
Effect 1 | If your protection and resistances would reduce damage taken to zero, you have a 50% chance to do so. |
Effect 2 | Med-packs no longer cap their healing at 100%. (Large med-packs only heal up to 50% more, if it passes 100%.) |
Gunrunner - Scout Only
Shorthand | MGr |
Prerequisites: | Juggler (1 rank), Dodgemaster (1 rank) |
Blocked Traits | Tough as Nails, Son of a Bitch, Whizkid |
Effect 1 | Running lasts 50% longer (45 actions). |
Effect 2 | While running, if you have a loaded, non-rapid-fire weapon equipped, you fire at the closest enemy you can see each time you move, without any extra time cost. |
Scavenger - Technician Only
Shorthand |
MSc |
Prerequisites: |
Intuition (1 rank), Whizkid (2 ranks), must have at least five traits |
Blocked Traits |
Berserker, Dualgunner, Triggerhappy |
Effect |
You can unload an empty, ranged weapon that is modified, assembled, or special, and destroy it to receive a random mod. |
For unique weapons: |
1/6 chance of Nano, 1/6 Onyx, 1/3 Sniper, 1/3 Firestorm. |
For exotic weapons: |
1/6 Sniper, 1/6 Firestorm, 1/6 Agility, 1/6 Bulk, 1/6 Power, 1/6 Tech. |
For assemblies: |
1/4 Agility, 1/4 Bulk, 1/4 Power, 1/4 Tech. |
For modified weapons: |
One of the mods on the weapon at random. |
The BFG 10K, Railgun, Revenant's Launcher, and Trigun will always produce specific mods, check these weapon's pages for details. |
Mechanics
Turns
Turns in D**MGURLS do not progress the way they do in most RPGs. Instead of players each taking turns in the order of initiative, time within the game world passes as players perform their actions. On a players turn, she reports the results of her last action to the table, and then declare the intention of her next action. Most actions have a defined length of time. If they don't, you can ask the GM how long it will take to do something. While the rest of the table continues reporting their actions and declaring intentions, the player makes any necessary rolls for what they've done. Then they wait until enough in-game time has passed that their action is complete and they report the results.
Insert example here.
Speed
Everything you do takes time. This is so important the speeds are listed before anything else, including hit points. Since the world of D**MGURLS is an adrenaline fueled gorefest time is measured in tenths of seconds instead of seconds. Player characters all start with default movement values. Certain things can change the amount of time it takes to perform and action.
Move One Tile |
1.0s |
Movement happens immediately, even when you dodge. This is generally the only exception to the rule where actions that require rolls happen after the time required is spent. |
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This can be reduced by the Hellrunner trait. |
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Boots and armor also apply modifiers to movement speed. |
Opening and closing doors |
1.0s |
Firing |
Varies |
Firing time can be reduced by the Finesse trait, or by applying technical mod packs. |
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Pistols' firing time can also be reduced by the Son of a Gun trait. |
Reloading | Varies | These values can be reduced by the Reloader trait, or by applying bulk mod packs to clipless weapons. |
Changing tactics to running |
0.1s |
Changing tactics to tired |
Instant |
Equipping and unequipping |
1.0s |
Swapping in prepared weapon |
0.8s |
Picking up items |
1.0s |
Side effects of the action (e.g. recovered health from a Small Health Globe) are applied instantly. |
Dropping something |
0.5s |
Using an item from the inventory |
1.0s |
Unloading |
1.0s |
Pushing a barrel |
1.0s |
Pulling a lever |
1.0s |
Using a teleporter |
1.0s |
Dodging
Dodging is moving to avoid an attack, as opposed to just normal movement which doesn't involve any rolling. When a player moves, if a monster declared an attack against them, they can attempt to dodge it.
To dodge, roll 1d20 and add any dodge bonuses for each attack targeting you. On a roll of 15 or higher you succeed. A roll of 1 on the d20 always misses.
If you dodge successfully, then they target the space you were in before. Because bullets move in a line, this means that even if you dodge into a space behind where you were, the attack might still hit you. You might also expose another player, an enemy, or an explosive barrel. Be careful when you dodge!
Accuracy
Before you can hurt things with bullets, you have to hit them. Almost every attack, against the player or against the minions of Hell, has a chance of missing its target.
Each attack has an accuracy bonus depending on parameters like the weapon's accuracy and the attacker's traits. To determine if an attack hits, roll 3d6. If you roll a total of 11 or higher, the attack hits. There is one exception to this rule: if the roll is 17 or 18 then the attack always hits, and if the roll is 3 or 4 then the attack always misses no matter how high the accuracy is.
The following properties modify this accuracy:
- Accuracy of the weapon (each weapon's page lists that weapon's accuracy bonus)
- For the player, each level of the Eagle Eye trait provides a +2 bonus to all attacks
- For each level of Brute, the player also receives an additional +2 bonus to melee attacks
- Aimed shots receive a +3 bonus
- If the attacker is running, it gets a -2 penalty
- If the target is running, the attack receives a -4 penalty
An attack that hits multiple times like a chaingun or Malicious Blades user rolls for accuracy multiple times. You then roll damage for each hit separately.
Damage
Damage is how you measure how much pain you're bringing. Most damage sources roll for damage after a hit has been confirmed.
Since you know whether or not you hit before your attack resolves, roll for damage before it's time to resolve the action. This means rolling for each attack and rolling for each instance of damage. Write the results down so they're easy to recall when it's your turn.
About Shotguns
Personal Note, Explain Spread
The weapons from the shotgun family of D**MGURLS all have an cone-shaped area of effect attack that makes them unique and powerful. Shotguns never miss any target in their affected area, and they always do at least one damage to each target. The size of the shotgun blast varies from weapon to weapon. The spread is the width of the cone at the end of the blast.
Shotgun damage also diminishes over distance. Each shotgun has a reduction rating that determines how many dice rolled are removed from damage. First you roll damage for the area. Then for everything in the area, count the tiles between the shooter and the target. For each number of tiles equal to the reduction value of the weapon, remove a damage die for that target.
For example: A player is shooting at a group of former humans with a normal shotgun. The former humans are 1, 4,5,6,6,and 10 spaces away respectively. She rolls 8d3 damage and gets 1,1,1,2,2,2,3,3. The former human 1 tile away gets hit with the full force of the attack, 15 damage. The former humans 4 and 5 spaces away remove 2 of the damage dice, so they get hit for 13 each because she chooses to remove the lowest dice. The former humans 6 spaces away remove 3 of the dice and are hit for 12 damage, and the former human 10 spaces away removes 5 dice, being hit for only 8 damage.
If she had a teammate within the blast area, she could instead choose to remove the highest dice, or a mix.
Shotguns have four different Area of Effect types:
Shotgun Area of Effect Types |
Name |
Range |
Spread |
Reduction |
normal |
15 |
3 |
2 |
focused |
15 |
2 |
3 |
wide |
8 |
3 |
1 |
plasma |
15 |
3 |
3 |
Resistance
Resistances are modifiers to damage that only affects a certain type of damage.
Resistence reduces the damage taken from a hit by one point per point of resistence. Damage cannot be reduced to less than 1 point in this way.
Resistances are applied before protection. Multiple instances of resistence resolve one at a time from least to greatest. So say you were hit for 24 damage and were berserking(6 resistence)and had blue armor(2 plasma resistence). You'd reduce the damage by 6 from the armor to 18, then by 12 from berserking to 6. Then you'd apply protection.
Armor resistance only prevents damage from enemy attacks, while boot resistance only applies to hazard tiles (i.e., Acid and Lava). Other items that provide resistance work with with damage from all sources.
Armor resistances are capped at 9.
Negative resistence adds damage instead of decreasing it.
Protection
Protection (often called armor) is a way for the player and his enemies to reduce the amount of damage they take.
Each point of protection reduces the damage received by one. This rate may be doubled if the damage type is shrapnel, or halved (rounded down) it is plasma. Note that sometimes a single firing action can result in multiple attacks (e.g. firing a chaingun); protection is applied to each bullet separately. No matter how high protection is, it will never reduce the damage below 1.
Protection from armor and boots does not apply to every source of damage. Protection from armor only applies to attacks from various weapons and explosions. Protection from boots only applies to the damage from hazardous tiles like acid and lava. There are a few sources of damage (kill levers and teleports) that don't use protection from either armor or boots. Other sources of protection, however, apply to all sources of damage.
Armor and boots also lose durability whenever the player is damaged by a source that their protection could apply to. The amount of durability lost is equivalent to the amount of damage you take with the armor on (specifically, it is the difference between unarmored damage and the protection value of the armor, modified as necessary). Like damage, the durability lost in this way cannot be reduced below 1. Acid damage doubles the amount of durability lost (after the reduction).
Sometimes the protection value of a piece of armor changes when it is damaged. In this case, the initial protection value before the armor is damaged is still applied against the damage from the same attack that damaged the armor.
The most common sources of protection are:
- Wearing armor (only against enemy attacks)
- Wearing boots (only against hazardous terrain)
- The Tough as Nails trait
Massive Damage
When you would take over 10 damage from an attack, this is considered massive damage.
When a player would take massive damage from an attack, they reduce the damage again by either their protection or resistence, whichever is lower.
Damage Example
Mary was atttacked by an Arch-vile for 20 fire damage. She's wearing red armor, which has 2 fire resistance and 4 protection.
First, Mary reduces the damage by 2 for the resistance, bringing the total to 18.
Next, Mary reduces the damage by 4 because of her protection. Down to 14.
The attack is doing Massive Damage. Her resistance is lower than her protection at 2 points, so she reduces the damage by her resistance, which is 2 points of damage. The final damage result taken from her hit points and armor durability is 12.
Damage Types
Every damage source has a damage type associated with it. There are seven types of damage: melee, bullet, shrapnel, fire, plasma, acid, and piercing. Each is, of course, different from the others in some way, though some are more common than others. Also, resistances apply to each damage type separately.
Melee Damage
| For every point of armor the target has, they take one less damage per hit. Melee damage cannot destroy walls. It is dealt by almost all melee attacks. |
Bullet Damage
| Bullet damage has the same properties as melee damage; protection applies normally and bullet damage cannot destroy walls. Bullet damage is generally dealt by weapons that use 10mm ammo. |
Shrapnel Damage |
For every point of armor the target has, they take two less damage per hit (although this goes to zero for the player if they have the Army of the Dead master trait). Shrapnel damage cannot destroy walls. It is limited to most shotguns. |
Fire Damage |
Fire damage treats protection normally (one less per point), but can destroy walls. Additionally, fire damage is the best for gibbing enemies. |
Plasma Damage |
Plasma Damage halves armor protection, rounded down. Gibbing is easier. Most weapons that use power cells do plasma damage. Additionally, several enemy projectiles cause plasma (even some you may not expect). |
Acid Damage |
Acid damage damages armor durability twice as much as other damage types. Gibbing is easier. |
Piercing Damage |
Piercing damage ignores all protection and resistances. However, it cannot destroy walls and is no better at gibbing than bullet damage. |
Health
Health Descriptions |
Percent |
Description |
1-10% |
almost dead |
11-20% |
mortally wounded |
21-35% |
severely wounded |
36-50% |
heavily wounded |
51-70% |
wounded |
71-80% |
lightly wounded |
81-90% |
scratched |
91-99% |
almost unhurt |
100% |
unhurt |
>100% |
boosted |
The players and all other denizens of Phobos have health scores that represent how hard they are to kill. The player's maximum health is 50 at the start of the game. This value can be increased by the Ironman trait.
When a creature is attacked, it receives some amount of damage. This damage is subtracted from the creature's health. If a creature's health is reduced to 0 or lower, then that creature dies.
Each creature also has a maximum health score. This is the amount of health the creature has before it has been damaged. Unlike health, maximum health scores do not typically change. The health of monsters can be described by the GM with a recomended table provided.. The GM should guestimate instead of doing the math every time they're asked, and they can spice up the descriptions if they feel like it.
There are many items that will restore the players health. Some items, like med-packs, cannot increase the player's health beyond its maximum. Others, like globes, can, but even these cannot increase the player's health past 200% of the maximum. When the player's health is greater than 100% of the maximum, then the player will lose 1 health every 5.0s. The health decay threshold is increased to 150% of maximum health for the first rank in the Badass trait, and 200% for the second rank.
Tactics
The tactics system allows the player to switch between three states: cautious, running, and tired. Players start as cautious. The player can switch from cautious to running, an action that takes 0.1s.
Cautious
| Cautious is the default tactic, and applies neither penalties nor bonuses. |
Running
| The running tactic offers some benefits and some penalties. |
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The player moves 0.3s faster to a minimum of 0.1s |
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The player moves an additional 0.3 faster. |
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The player gets a +4 bonus to dodge rolls. |
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Enemies receive a -4 attack penalty to all attacks against the player. |
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Damage from terrain (e.g. lava) is halved when running. |
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The player receives a -2 accuracy penalty to ranged attacks. |
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The player deals half melee damage. |
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Running lasts for 30 actions (including the switching tactics action) after which tactics change automatically to tired. |
Tired | The tired tactic doesn't have any penalties or bonuses except that tactics can not be changed when the player is tired. |
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In order to change his tactics back to cautious, the player must either rest or use a health recovering item. |
Effects
There are a few items that give the player a temporary enhancement. The duration of these effects is based on the number of actions that the player takes rather than the standard measure of time. (Only actions that take at least 0.1s of game time count.)
Berserk
| Being berserk gives 6 to all the player's resistances, increases the player's speed by 50% for all actions, and doubles melee damage before armor reduction. The player can't run while berserking. |
Invulnerable
| Being invulnerable prevents the player or the player's equipment from taking any damage whatsoever. The player is also healed to max health as long as nothing prevents healing. The player does still suffer from knockback. |
Envirosuit |
The envirosuit effect completely negates all acid and lava damage from affecting the player or his boots, and gives 25% acid & fire resistance. |
Light Amplification |
The light amplification effect increases the player's sight radius by 4 tiles. |
Alternate fire
Many weapons in the game have an alternate fire mode.
Aimed shot
| An aimed shot has a +3 accuracy bonus, but takes twice as long as normal to fire. The doubling of firing time takes place after the firing time floor, so even with Son of a Gun level 5, an aimed shot will take at least 0.2s. |
Single shot
| The single shot alternate fire allows the player to fire only a single shot from a multi-shot weapon. The firing time is the same, so the only advantage is ammo conservation. |
Rocket Jump |
The rocketjump shoots a rocket that will travel only one square before exploding. The explosion has significantly increased knockback, and deals only half damage to the player. (The knockback calculation uses the full damage, not the halved damage.) |
Chain fire |
Chainfire allows rapid-fire weapons to build up their shot count by firing consecutively for several turns. The first consecutive turn of chainfiring gives only 2/3 (rounded up) the normal number of shots. The second turn gives the normal number of shots. Every subsequent turn gives 3/2 the normal number of shots (rounded down). Chainfiring always starts aiming at the previously targeted square (except for the first turn of chainfiring) and pans to the newly targeted square. |
Throw |
Throwing allows the combat knife to be used as a ranged weapon. Throwing has a maximum range: the projectile won't leave an 11 by 11 square around the player. This will cause the knife to become unequipped, but the knife can later be picked up again from wherever it landed. Throwing ignores attack speed bonuses and always takes 1.0s. Despite being a ranged attack, throwing accepts melee-only damage bonuses. |
Whirlwind |
Whirlwind requires that the player's tactics are cautious, and it tires the player out. Attacking with whirlwind gives the player a normal melee attack against each of the eight surrounding spaces. The total time cost is the cost of 8 melee attacks minus 5.0s. |
Experience Table
|
Level |
Experience |
1 |
0 |
2 |
500 |
3 |
1500 |
4 |
4000 |
5 |
7000 |
6 |
11000 |
7 |
16000 |
8 |
22000 |
9 |
30000 |
10 |
40000 |
11 |
50000 |
12 |
60000 |
13 |
70000 |
14 |
80000 |
15 |
100000 |
16 |
120000 |
17 |
140000 |
18 |
160000 |
19 |
200000 |
20 |
300000 |
21 |
400000 |
22 |
500000 |
23 |
600000 |
24 |
700000 |
25 |
900000 |
Alternate reload
Some weapons have alternate reload modes. Generally, alternate reload modes really do involve reloading the weapon, but sometimes they are used for miscellaneous activities.
Full reload
| Full reload will reload the weapon's entire magazine. The amount of time taken is 0.2s plus the time it would take to normally reload the amount of missing ammo. For the combat shotgun, the weapon will also be pumped. |
Single reload
| Single reload will reload only a single ammo into the weapon's magazine. This time taken is the same as a normal reload. |
Dual reload |
If the player has the Dualgunner trait and has a pistol-type weapon in the prepared slot, then dual reload will reload the wielded weapon and the prepared weapon. Each of these reloads takes the normal amount of time, but either one may be skipped if the weapon is already full. |
Overcharge |
Overcharging enhances the weapon, but causes it to be destroyed after firing a single shot. A weapon can only be overcharged if it is fully loaded. |
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For the plasma rifle and derivatives, overcharging doubles the number of shots and increases the size of the damage dice by 1. (The maximum clip size is reduced to the new number of shots.) |
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For the BFG 9000 and derivatives, overcharging doubles the blast radius and increases the number of damage dice by 2. |
Nuclear overcharge |
Overcharging nuclear plasma weapons creates an active nuke with a 10.0s timer. This works the same as using a thermonuclear bomb. The weapon is lost, and the wielder is left without a weapon equipped. This overcharge actions is instantaneous. |
Experience
Honestly this is optional. Feel free to level the players up whenever. The player earns experience whenever enemies are killed. Different enemies are worth different amounts of experience (as listed on their individual pages).
Corpses
Most enemies leave behind corpses when they die. The exceptions are lost souls and pain elementals. Additionally, arch-viles and nightmare arch-viles leave behind a bloody corpse that cannot be resurrected but can still be consumed by skulls.
Gibbing
Gibbing a monster prevents it from leaving a corpse and from dropping items. This can be useful if arch-viles are present.
To gib a monster you must kill it by dealing a large amount of damage. The amount of damage depends on the maximum health of the monster and the damage type of your weapon. Melee, bullet, shrapnel, and piercing weapons must deal 400% of the monster's maximum health to cause a gib. Plasma and acid weapons must deal 200% of maximum health to gib. Fire weapons are the best at gibbing; they only need to deal 150% of maximum health.
It is also possible to gib corpses after the monster has already died. Any area of effect damage other than shrapnel will destroy corpses in the area.
There are a few other ways to dispose of corpses:
- An enemy killed on top of a corpse will ruin the corpse in its death throes. Particularly useful for open areas with no doors, like Hell's Arena.
- An enemy killed on a door will be crushed, and won't leave a corpse.
- An enemy killed in a fluid will sink or dissolve.
- An enemy killed on stairs, or a teleporter, will have its body parts split apart as well.
These techniques don't technically "gib" the corpse, thus, they don't prevent it from dropping useful items or ammo. Enemies killed over acid or lava will still drop their items in them when they die.
Gear
Weapons
Weapons and their families are the staple of just about any RPG: D**MGURLS is no different. They are absolutely necessary to make any substantial progress in the game (save a certain exception) and will be what a player will base their entire game around. If you want to know how to play this game, you need to learn its weapons.
There are a number of statistical variables on weapons, but the most important ones are as follows:
- Damage: This is how much the weapon will hurt a target with HP, written in dice notation.
- Damage type: This is how protection affects the weapon's damage. This is a hidden statistic, although it is often easily intuited what type of damage a weapon will deal (shotguns deal shrapnel damage, energy weapons deal plasma damage, etc).
- Attack/Fire rate: This determines how much time it takes to use the weapon. Time spent using a weapon (and, for that matter, any action) is always rounded to the nearest game turn, or one tenth of a game second. Typically, a weapon takes one second to use.
- Accuracy: This determines how likely you are to hit whatever you aim your weapon at. As a standard, a player with no modifiers to their accuracy has a 50% chance to hit their target from a point-blank range which will lower with an increased distance from the target.
In addition to the stats mentioned above, ranged weapons also have the following:
- Reload time: This is the time it takes to resupply the weapon with the ammo it uses. This is often a large number compared to the fire rate, and so should be taken into consideration as such from a tactical perspective.
- Clip size: This is how much ammunition a weapon can contain at one time. Once all of the ammunition is depleted from the weapon, it must be reloaded.
- Shots: This is how many shots the weapon can fire in a single action. If a weapon fires more than one shot per action, it will indicated in the damage value with a 'xZ', where Z is the number of shots (e.g., a chaingun's damage appears as '(1d6)x4'). Any weapon which shoots multiple shots has protection applied to each shot individually.
- Shot cost: This is how much ammo a weapon uses per shot. This is very rarely anything larger than one.
Standard Weapons |
fists |
combat knife |
chainsaw |
pistol |
shotgun |
combat shotgun |
double shotgun |
chaingun |
rocket launcher |
plasma rifle |
BFG 9000 |
Fists - Melee Family |
Damage |
1d3 |
Damage Type |
Melee |
Accuracy |
+0 |
Alternate Fire |
NA |
Description |
Your hand set to punching mode. |
Special |
This encompases all unarmed attacks, though it can only be used when no other weapon is being wielded. |
Source |
Hopefully, you were born with them. |
Combat knife - Melee Family |
Damage |
2d5 |
Damage Type |
Melee |
Accuracy |
+0 |
Alternate Fire |
Throw |
Description |
Not what you'd really like to use, but it's better than your fists. |
Special |
The combat knife is a blade, so it can be used with Malicious Blades. |
Source |
Real life |
Chainsaw - Melee Family |
Damage |
4d6 |
Damage Type |
Melee |
Accuracy |
+0 |
Alternate Fire |
NA |
Description |
Chainsaw -- cuts through flesh like a hot knife through butter. |
Special |
You get a Berserk Pack effect when you pick this weapon up the first time. |
Source |
Doom, a popular video game from the 90s. |
Pistol - Pistol Family |
Damage |
2d4 |
Damage Type |
Bullet |
Accuracy |
+4 |
Base Fire Time |
1.0s |
Base Reload Time |
1.2s |
Clip Size |
6 |
Ammunition |
10mm |
Alternate Fire |
Aimed Shot |
Alternate Reload |
Dual Reload |
Description |
Your trusty 10mm pistol. It may be nice, but better find something stronger. |
Source |
Real Life |
Shotgun - Shotgun Family |
Damage |
8d3, normal shotgun blast |
Damage Type |
Shrapnel |
Accuracy |
NA |
Base Fire Time |
1.0s |
Base Reload Time |
1.0s |
Clip Size |
1 |
Ammunition |
Shotgun Shell |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
A 12g shotgun -- you gotta love its spread. |
Source |
Real Life |
Combat shotgun - Shotgun Family |
Damage |
7d3, focused shotgun blast |
Damage Type |
Shrapnel |
Accuracy |
NA |
Base Fire Time |
1.0s |
Base Reload Time |
1.0s |
|
Pump - 0.2s |
Clip Size |
5 |
Ammunition |
Shotgun Shell |
Alternate Fire |
None |
Alternate Reload |
Full reload |
Description |
Nothing beats the sound of pumping a combat shotgun. |
Special |
The combat shotgun must be pumped after shot in order to fire the next shell in the clip. You can pump the shotgun by moving or by reloading. When not pumping, reloading only reloads one shell at a time. The amount of time it takes to pump the shotgun isn't affected by reload time modifiers like mods and Reloader. |
Source |
Real Life |
Double Shotgun - Shotgun Family |
Damage |
(9d3)x2, wide shotgun blast |
Damage Type |
Shrapnel |
Accuracy |
NA |
Base Fire Time |
1.0s |
Base Reload Time |
2.0s |
Clip Size |
2 |
Ammunition |
Shotgun Shell |
Alternate Fire |
Single Shot |
Alternate Reload |
Single Reload |
Description |
Double barreled shotgun -- the perfect weapon for a desperado. |
Special |
This weapon fires two shots. Note that the shots are sequential, so knockback and terrain damage from the first blast are applied before the second blast occurs. |
Source |
Real Life |
Chaingun - Rapid-fire Family |
Damage |
(1d6)x4 |
Damage Type |
Bullet |
Accuracy |
+2 |
Base Fire Time |
1.0s |
Base Reload Time |
2.5s |
Clip Size |
40 |
Ammunition |
10mm ammo |
Alternate Fire |
Chain fire |
Alternate Reload |
None |
Description |
Chaingun directs heavy firepower onto your opponent making him do the chaingun cha-cha. |
Source |
There are chain guns in real life. However, in the original Doom game, the chaingun looked more like a gatling gun (of which this game also has). |
Rocket Launcher - Explosive Family |
Damage |
6d6, radius 4 |
Damage Type |
Fire |
Accuracy |
+4 |
Base Fire Time |
1.0s |
Base Reload Time |
1.5s |
Clip Size |
1 |
Ammunition |
Rocket |
Alternate Fire |
Rocket Jump |
Alternate Reload |
None |
Description |
The rocket launcher is the most standard way of blowing things up. |
Source |
Real life. Please kids, do not try the rocket jump at home. |
Plasma rifle - Rapid-fire Family |
Damage |
(1d7)x6 |
Damage Type |
Plasma |
Accuracy |
+2 |
Base Fire Time |
1.0s |
Base Reload Time |
2.0s |
Clip Size |
40 |
Ammunition |
Power Cell |
Alternate Fire |
Chain Fire |
Alternate Reload |
Overcharge |
Description |
A plasma rifle shoots multiple rounds of plasma energy -- frying some demon butt! |
Source |
Doom |
BFG 9000 - Big Gun Family |
Damage |
10d6, radius 8 |
Damage Type |
Plasma |
Accuracy |
+5 |
Base Fire Time |
1.0s |
Base Reload Time |
2.0s |
Clip Size |
100(consumes 40 per shot) |
Ammunition |
Power Cell |
Alternate Fire |
None |
Alternate Reload |
Overcharge |
Description |
The Big Fucking Gun. Hell wouldn't be so fun without it. |
Special |
It deals half the normal amount of explosive knockback and doesn't harm the wielder. |
Source |
Doom |
Armor
Armor is the last line of defense between you and anything that wants to kill you.
Primarily, armor is used as a way to prevent damage, but there are other statistics. The most important ones are as follows:
- Protection: This is the amount of damage that is absorbed by the armor. Typically, you subtract the protection value from damage taken and the difference is how much damage the player takes, although damage types can change this result.
- Resistances: This is an additional source of damage reduction that applies differently to each damage type.
There are separate resistances for body and legs - almost exclusively these are granted by body armors for body and by boots for legs. As with armor and boots protection, respective resistances are only applied according to the source of damage - legs resistance is applied against hazardous terrain only, body resistances are applied against any other source of damage. Another source is being berserk, which grants 6 resistance to everything while active.
- Movespeed modifier: This is how much the armor affects your movespeed. It can be a positive number, meaning that you move faster while wearing the armor, or a negative number, meaning that you move slower instead.
- Knockback modifier: This affects how much by which the player is knocked back from damage sources. It can be a positive number, meaning you will get knocked back farther than normal, or a negative number, meaning you will get knocked back less.
Similarly to player's health, armor and boots also have a Durability stat that is subject to damage taken. Durability drops by 1 for each 1HP of damage the player takes, after the armor's/boots' resistances and protection are applied (i.e. the durability loss is not dependent upon the damage the armor or boots prevent). It the damage type is Acid, then the durability loss is doubled. When armor is damaged enough, it starts to become less effective:
- When durability drops below 50%, the item is damaged. It's protection and all resistances are cut in half and rounded down. There's an exception - if the item original protection value was at least 1 (e.g. green armor), the reduced protection would stay at least 1.
- When durability drops below 25%, the item is severely damaged, and it's protection and all resistances are cut in half and rounded down again. The same exception as above applies here.
- When durability drops to 0%, the armor/boots are destroyed and disappear from your equipment slot, leaving it empty. In case of certain unique armors and boots, they are not destroyed, but their protection and resistances all drop to 0.
- Movespeed and knockback modifiers are not affected by low durability.
Armors with base durability higher than 100% (e.g. gothic armor) do not become damaged when durability drops to one half of their maximum durability - and armor with 200% base durability is at full efficiency all the way down to 50%. Durability can be restored primarily by armor shards or a Megasphere (restores all durability). This also restores protection and resistances according to the previous paragraph. Certain armors cannot be repaired. Other armors do not have a durability stat - they cannot be destroyed or damaged.
Body Armor
Wearing body armor provides protection against most sources of damage: enemy attacks, splash damage, and explosions. Note that body armor has no effect on damage from hazardous terrain.
Standard Body Armor |
green armor |
blue armor |
red armor |
Standard Boots |
steel boots |
protective boots |
plasteel boots |
Green Armor |
Protection |
1 |
Resistances |
1 Bullet, 1 Shrapnel |
Durability |
100 |
Move Speed |
+0.0s |
Knockback |
0 |
Description |
Offers little protection, but probably better than none. |
Blue Armor |
Protection |
2 |
Resistances |
2 Plasma |
Durability |
100 |
Move Speed |
+0.1s |
Knockback |
0 |
Description |
Better than green armor, but it might not be enough. |
Red Armor |
Protection |
4 |
Resistances |
2 Fire |
Durability |
100 |
Move Time |
+0.2s |
Knockback |
0 |
Description |
Nice, red and shiny. Look out for it, because if it's gone, you're gone. |
Foot Armor (Boots)
Wearing boots provides protection against hazardous terrain. They are also a source of reducing knockback or increasing movespeed of a player with the help of mods.
Steel boots |
Protection |
1 |
Resistances |
None |
Durability |
100 |
Move Time |
0 |
Knockback |
0 |
Description |
Just enough to keep your feet warm, but protection is laughable. |
Protective boots |
Protection |
2 |
Resistances |
3 Acid |
Durability |
100 |
Move Time |
0 |
Knockback |
-1 |
Description |
May help a little while walking through acid, but lava trips will be still hard. |
Plasteel boots |
Protection |
2 |
Resistances |
5 Acid, 3 Fire |
Durability |
100 |
Move Time |
0 |
Knockback |
-2 |
Description |
The perfect boots for hazardous terrain. |
Items
Ammunition |
10mm ammo |
shotgun shell |
rocket |
power cell |
Ammo Packs |
10mm ammo chain |
shell box |
rocket box |
power battery |
Consumables |
small med-pack |
large med-pack |
phase device |
homing phase device |
envirosuit pack |
blood skull |
fire skull |
hatred skull |
shockwave pack |
Hellwave Pack |
lava element |
thermonuclear bomb |
Relics |
Hell Staff |
Arena Master's Staff |
Powerups |
armor shard |
Small Health Globe |
Large Health Globe |
Supercharge Globe |
Invulnerability Globe |
Berserk Pack |
Computer Map |
Tracking Map |
Megasphere |
Backpack |
Light-Amp Goggles |
Mod Packs |
agility mod pack |
bulk mod pack |
power mod pack |
technical mod pack |
firestorm weapon pack |
sniper weapon pack |
Nano Pack |
Onyx Armor Pack |
Items are anything in the game that isn't already a weapon or a piece of armor, but is something you can pick up. Most items are stored in your inventory, though some are used immediately upon picking them up.
Ammunition
Ammunition (or ammo) is used in the various ranged weapons found throughout the game. No ammo, no attack.
10mm ammo |
Effect |
Used to fuel a variety of weapons. |
Description |
10mm ammo, the backbone of your firepower. |
Special |
10mm ammo is stackable. The amount found depends on the source, but it generally comes in stacks of 24. The maximum stack size is 100. |
Shotgun shell |
Effect |
Used to fuel most of the game's various shotguns. |
Description |
Food for your trusty shotguns. |
Special |
Shotgun shells are stackable. The amount found depends on the source, but it generally comes in stacks of 8. The maximum stack size is 50. |
Rocket |
Effect |
Used to fuel most of the game's various explosive weapons. |
Description |
Rockets -- heavy, big and go boom. |
Special |
Rockets are stackable. The amount found depends on the source, but it generally comes in stacks of 3. The maximum stack size is 10. |
Power cell |
Effect |
Used to fuel a variety of weapons. |
Description |
Power cells, the peak of monster frying technology. |
Special |
Power cells are stackable. The amount found depends on the source, but it generally comes in stacks of 20. The maximum stack size is 50. |
All types of ammo can also be found in ammunition packages (or ammo packs). Ammo packs contain a larger quantity of ammo than usual, and equipping an ammo pack in the prepared slot allows the wielder to reload from the pack taking only a fifth of the normal reload time(rounded down, minimum .1s).
10mm ammo chain |
Effect |
This is an ammo pack for 10mm ammo. |
Description |
That reminds you about action films you've seen long ago. |
Special |
Fresh ammo chains are loaded with 250 ammo. |
Shell box |
Effect |
This is an ammo pack for shotgun shells. |
Description |
Packed shells, like sardines! |
Special |
An unopened shell box comes with 100 shells. |
Rocket box |
Effect |
This is an ammo pack for rockets. |
Description |
Now this is a REAL 'boombox'! |
Special |
An unopened rocket box comes with 20 rockets. |
Power battery |
Effect |
This is an ammo pack for power cells. |
Description |
Ampere-hours of pure energy! |
Special |
A fresh power battery contains 120 cells. |
Consumables
Consumable items can be carried and used one each, at the discretion of the user. No consumable items stack; each take up one inventory slot per item.
Standard
Small med-pack |
Effect |
Heals 2 health plus 25% of the user's maximum health. Will not raise the user's health beyond 100%. |
Description |
Great to treat a few burns, for major injuries better find its larger cousin. |
Special |
Round Down |
Large med-pack |
Effect |
Heals the user to 100% health. With Survivalist, heals 50% of the player's health (affected by the difficulty powerup bonus but not the Marine bonus) or up to 100% -- whichever is more. |
Description |
Your savior in times of need. |
Special |
Round Down |
Phase device |
Effect |
Teleports the user to a random empty location. |
Description |
Experimental technology -- might save you from a tight spot. Not always, though. |
Special |
The teleport destination will never be acid or lava. Also, phase devices will never teleport into vaults. The GM rolls to see where you go. |
Homing phase device |
Effect |
Teleports the user to the exit to the next area. |
Description |
This upgraded phase device will definitively save your skin. |
Special |
This item won't teleport the user to red stairs. If there are no exits, the item will work as a normal phase device. If there are several exits, one will be chosen randomly. If the chosen exit is blocked, the user will be teleported to a nearby location instead. |
Envirosuit pack |
Effect |
Gives 70 turns of envirosuit. |
Description |
Planning a lava bath? You'll definitively need this. |
Special |
NA |
Special
Blood skull |
Effect |
Gibs all corpses within a radius of 8 around the player; gives 5 health for each gib. |
Description |
This skull gives you the shivers... Like it would lust for blood. |
Special |
The blood skull can restore health past 100% (but not past 200%). If at least one corpse is gibbed, tactics are restored to cautious. |
Fire skull |
Effect |
Gibs all corpses within a radius of 8 around the player, causing an 7d7 fire damage explosion of radius 3 centered at each corpse. |
Description |
This skull gives you the shivers... You feel instability. |
Special |
The explosions won't harm you. Note that the earlier explosions can gib corpses that would have otherwise created additional explosions. |
Hatred skull |
Effect |
Gibs all corpses within a radius of 8 around the player; gives 3s of berserk for each gib. |
Description |
This skull gives you the shivers... As if it were filled with hatred. |
Special |
NA |
Shockwave pack |
Effect |
Deals a 10d10 of damage in a radius of 6 around the player. |
Description |
Woah, what a useful device. Just wait for them to surround you... |
Special |
NA |
Hellwave Pack |
Effect |
Deals 20d10 fire damage in a radius of 15 around the player. |
Description |
I've got a hell-wave and I'm not afraid to surf it! |
Special |
NA |
Lava element |
Effect |
Gives 9 turns of invulnerable. |
Description |
A strange ball of shimmering light. |
Special |
The lava element cannot be destroyed. |
Thermonuclear bomb |
Effect |
Drops an activated bomb to the floor with a timer of 10 seconds. When the timer expires, everything in the level is destroyed except for the stairs and unique items. |
Description |
Cool firepower, but how will you save yourself? |
Special |
If the player is invincible, he can survive the explosion. If the player leaves the level before the timer expires, then he will be safe, but he won't be awarded the kills from the bomb. If the player dies while the timer is still counting down, then the bomb will go off and the player will be awarded kills for the remaining monsters. Against the Spider Mastermind, dying to/with an active thermonuclear bomb counts only as a partial win. |
Relics
Relics are extremely rare and powerful items that act like consumables, but can be used as many times as you want (so long as you meet the requirements to use them).
Hell Staff |
Effect |
Acts as phase device if the user is not tired. Causes fatigue. |
Description |
Now this is a interesting piece of equipment... |
Special |
Can be picked up and used multiple times. |
Arena Master's Staff - Artifact |
Effect |
Strikes all enemies in sight with a 10 fire 1-radius attack, identical to an Arch-vile's. Causes fatigue. |
Description |
You wonder what this was used for... |
Special |
The staff can be activated while at The Vaults to break open all three vaults: doing so will expend the Staff entirely. |
Powerups
Powerups are immediately used when picked up.
Armor shard |
Repairs durability for any armor currently equipped: 25% for body armor and 10% for boots. |
Small Health Globe |
Heals 10 HP. Restores fatigue. |
Large Health Globe |
Adds 10 HP, then sets your health to 100% if it's still below that. Restores fatigue. |
Invulnerability Globe |
Sets HP to 200%. Restores fatigue. |
Supercharge Globe |
Increases health up to 100% and increases the invulnerability counter by 50. Restores fatigue. |
Berserk Pack |
Increases HP up to 100% and increases the berserk counter by 25s. Restores fatigue. |
Computer Map |
Reveals the location of items and level objects on the map. |
Tracking Map |
Reveals the location of items, level objects, and enemies on the map. |
|
Enemy positions are updated every turn. |
Megasphere |
Sets HP to 200%; repairs any armor currently equipped to its maximum durability, including those that cannot be repaired regularly (shields, Lava Armor, etc). Restores fatigue. |
Backpack! |
Permanently increases stack size of ammo in your inventory by 40% |
|
You can only carry one backpack |
Light-Amp Goggles |
Extends the user's sight range by 14 squares for 50 turns. |
Modification Packs (Mods)
Mods amplify the various equipment collected in the game. Under normal circumstances, only one mod can be added to a piece of equipment (including normal and ranged weapons, armor, and boots). With the Whizkid advanced trait, this limit can be expanded (see trait for details).
Standard and exotic ranged weapons can hold a maximum of three mods per mod type, and normal and exotic armor and melee weapons can hold only one mod per mod type (unless you're adding the last mod to an assembly). Modification of unique equipment varies: see the appropriate page for details.
Agility mod pack |
Shorthand |
A |
Effect |
Weapons: Increases accuracy by 1 |
|
Armor: Decreases move time by .1s |
Description |
Agility modification kit -- increases weapon accuracy or reduces/increases move speed modifier. |
Special |
NA |
Bulk mod pack |
Shorthand |
B |
Effect |
Magazine Weapons: Increases magazine by 30% |
|
Single-shot Weapons: Decreases reload time by .2s |
|
Melee Weapons: Increases damage dice by 1 |
|
Armor and Boots: Increases max and current durability by 100 and increases move speed penalty by .1s and another .1s for each second it takes you to move. |
Description |
Bulk modification kit -- increases weapon magazine for magazine weapons, decreases reload time for single-shot weapons, or increases armor durability. For melee weapons it increases the damage done. |
Special |
For the purposes of this mod, magazine weapons are those with a magazine of at least 3. |
Power mod pack |
Shorthand |
P |
Effect |
Ranged Weapons: Increases the larger of damage dice or sides by 1. (If dice and sides are equal, sides are increased.) |
|
Melee Weapons: Increases damage sides by 1 |
|
Armor: Increases protection by 2 |
|
Boots: Doubles protection |
Description |
Power modification kit -- increases weapon damage or armor protection. |
Special |
NA |
Technical mod pack |
Shorthand |
T |
Effect |
Weapons: Decreases firing time by .1s |
|
Armor and Boots: Reduces knockback by 1 for every 4 squares you'd travel. |
Description |
Technical modification kit -- decreases fire time for weapons, or increases armor knockback resistance. |
Special |
NA |
Firestorm weapon pack |
Shorthand |
F |
Effect |
Rapid-fire weapons: Gives 2 more shots per burst |
|
Explosive weapons: Increases blast radius by 2 |
Description |
A modification for rapid or explosive weapons -- increases shots by 2 for rapid, and blast radius by 2 for explosive weapons. |
Special |
For the purposes of the firestorm weapon pack, rapid-fire weapons are those with at least 3 shots per burst and explosive weapons are those with a blast radius of at least 3. For a weapon that would qualify as both, preference is given to rapid-fire. |
Sniper weapon pack |
Shorthand |
S |
Effect |
A single pack added to a weapon removes accuracy penalties due to distance. |
|
A second pack added to the same weapon also removes the penalty against hitting a target you cannot see. |
Description |
A high-tech modification for ranged weapons -- implements an advanced auto-hit mechanism. |
Special |
NA |
Nano Pack |
Shorthand |
NA |
Effect |
Modifies a weapon to regenerate its own ammo and armor to regenerate its own durability, at 1 ammo or 2% durability per action, starting after 5 actions without taking damage or firing. |
Description |
Nanotechnology -- modified weapon reconstructs shot ammo, modified armor/boots reconstruct itself. |
Special |
Nano Packs are used in a rather large number of assemblies. Weapons modified by a Nano Pack cannot be reloaded normally or unloaded. |
Onyx Armor Pack |
Shorthand |
O |
Effect |
Sets any armor's durability to infinite. |
Description |
A modification for armors -- makes them indestructible. |
Special |
If the modified armor was damaged, it won't be damaged after being modified. |
|
Shields are not armor and cannot be modified. |
Assemblies
Mod type |
Shorthand |
Power |
P |
Agility |
A |
Bulk |
B |
Technical |
T |
Firestorm |
F |
Sniper |
S |
Onyx |
O |
Nano |
N |
Assemblies are the finished product of combining standard Weapons/Armor or Special equipment with a particular set of mod packs. Some assemblies can only be made with a particular piece of equipment, while others can take a variety of different weapons, armors, or boots. There are three types of assemblies: Basic, Advanced and Master.
You may choose not to assemble when prompted. If you do so, you will instead have a normal modified piece of equipment that can be modified further (if your Whizkid level allows it). The latter is particularly useful to remember if you're trying to figure out basic assembly combinations or when trying to assemble a higher rank assembly the recipe for which partially matches a lower rank assembly recipe (for example, the power armor and the nanofiber skin armor).
Modpacks can be added in any order, with the exception: second mod of the same type can be added to armor/boots/melee weapon only when completing an assembly, since those can only accept one mod of a kind at once. Ranged weapons don't have this limitation.
Assemblies can also be modded in limited circumstances. If the player has the second level of Whizkid before the assembly is finished, they may then add a single mod to that assembled item.
Basic assemblies require two mod packs and can be built at any point in the game. Current list of basic assemblies:
Advanced assemblies require three mod packs and require the first level of Whizkid to be built. Current list of advanced assemblies:
Master assemblies require four mod packs and require both levels of Whizkid to be built. Current list of master assemblies:
Basic |
Assembly |
Base |
Mods |
chainsword |
combat knife |
PB |
piercing blade |
any melee weapon |
AP |
speedloader pistol |
pistol |
AT |
elephant gun |
shotgun |
PP |
gatling gun |
chaingun |
BB |
micro launcher |
rocket launcher |
TT |
tactical armor |
green armor |
AA |
tactical boots |
tactical boots |
AA |
nanofiber armor |
any armor |
BP |
high power weapon |
any non-shotgun, clip > 5 |
PB |
power armor |
any common armor |
PN |
tactical shotgun |
combat shotgun |
PT |
tower shield |
red armor |
PO |
fireproof armor |
any armor |
BT |
fireproof boots |
any boots |
BT |
ballistic armor |
any armor |
AT |
plasmatic shrapnel |
any shotgun |
PS |
grappling boots |
any boots |
TT |
lava boots |
any boots |
TO |
Advanced |
Assembly |
Base |
Mods |
double chainsaw |
chainsaw |
PPB |
tactical rocket launcher |
rocket launcher |
BBB |
storm bolter pistol |
any pistol |
TBB |
assault rifle |
any rapid fire weapon |
AAA |
energy pistol |
any pistol |
PPT |
burst cannon |
any rapid fire weapon |
PBB |
VBFG9000 |
any BFG 9000 |
PPP |
enviromental boots |
any boots |
PBT |
fireshield |
red armor |
BTO |
nanofiber skin armor |
any armor |
PPN |
antigrav boots |
any boots |
AAN |
nano-shrapnel |
any shotgun |
PPN |
hyperblaster |
plasma rifle |
ATT |
focused double shotgun |
double shotgun |
PAT |
Master |
Assembly |
Base |
Mods |
nanomanufacture ammo |
any ranged non-shotgun, non-BFG |
BBBN |
demolition ammo |
any 10mm-based weapon |
PTTF |
cybernano armor |
any armor |
PPON |
biggest fucking gun |
any BFG 9000 |
BBFF |
ripper |
chainsaw |
TPPB |
cerberus boots |
any boots |
PPTA |
cerberus armor |
any armor |
PPTA |
Melee
Melee |
chainsword |
double chainsaw |
piercing blade |
ripper |
Generic |
assault rifle |
burst cannon |
demolition ammo |
high power weapon |
nano-shrapnel |
nanomanufacture ammo |
plasmatic shrapnel |
Pistol |
energy pistol |
speedloader pistol |
storm bolter pistol |
Shotgun |
elephant gun |
Combat Shotgun |
tactical shotgun |
Double Shotgun |
focused double shotgun |
Chaingun |
gatling gun |
Rocket Launcher |
micro launcher |
tactical rocket launcher |
Plasma Rifle |
hyperblaster |
BFG 9000 | >
biggest fucking gun |
VBFG9000 |
Chainsword - Melee Family |
Damage |
8d2 |
Damage Type |
Melee |
Accuracy |
+2 |
Alternate Fire |
None |
Assembly |
combat knife + PB |
Special |
Unlike the combat knife, this has no thrown alternate fire. However, it counts as an acceptable weapon for knife-based achievements and as a blade for Malicious Blades. |
Source |
Warhammer 40K |
Double chainsaw - Melee Family |
Damage |
8d6 |
Damage Type |
Melee |
Accuracy |
-2 |
Assembly |
chainsaw + PPB |
Alternate Fire |
None |
Special |
NA |
Source |
Doom |
Piercing blade - Melee Family |
Damage |
Original + 1 side |
Damage Type |
Melee |
Accuracy |
Original |
Assembly |
melee weapon + AP |
Alternate Fire |
Original |
Special |
Blades that are modded to piercing are still blades (counts for Malicious Blades trait.) |
Ripper - Melee Family |
Damage |
6d6 |
Damage Type |
Melee |
Accuracy |
-4 |
Assembly |
chainsaw + PPBT |
Alternate Fire |
None |
Special |
This weapon has a 0.5s attack time. |
Source |
Jack the Ripper |
Generic
Assault rifle |
Damage |
Original +1 die, -1 sides per die, 0.5 times original Shots |
Damage Type |
Original |
Accuracy |
Original+2 |
Base Fire Time |
Original |
Base Reload Time |
Original*0.5 |
Clip Size |
Original (consumes the same ammo as the original for half the shots) |
Ammunition |
Original |
Alternate Fire |
Chain fire |
Alternate Reload |
None |
Assembly |
any rapid fire weapon + AAA |
Special |
Assault rifle with Ammochain will consume only 2 ammo per volley |
Source |
Real Life |
Burst cannon |
Damage |
Original +2 sides per die (+2 shots) |
Damage Type |
Original |
Accuracy |
Original-2 |
Base Fire Time |
Original |
Base Reload Time |
Original*1.5 |
Clip Size |
Original*2 |
Ammunition |
Original |
Alternate Fire |
Chain fire |
Alternate Reload |
None |
Assembly |
any rapid fire weapon + BBP |
Demolition ammo |
Damage |
Xd2, X is Original + 2 dice, radius 1 |
Damage Type |
Original |
Accuracy |
Original |
Base Fire Time |
Original |
Base Reload Time |
Original |
Clip Size |
Original |
Ammunition |
Original |
Alternate Fire |
Original |
Alternate Reload |
Original |
Assembly |
10mm weapon + PTTF |
Special |
1dN weapons (even the Minigun) are too weak to really clear your path even with additional P mod. But Combat pistol, having 3d3, becomes 5d2 / 6d2, easily making holes of necessary size. |
High power weapon |
Damage |
Original + 2 sides |
Damage Type |
Original |
Accuracy |
Original |
Base Fire Time |
Original |
Base Reload Time |
Original |
Clip Size |
Original*.65 |
Ammunition |
Original |
Alternate Fire |
Original |
Alternate Reload |
Original |
Assembly |
magazine > 5, non-shotgun + PB |
Special |
If the weapon being modded is fully loaded, half of the ammo will vanish. Attention! Assembling of high power nuclear BFG will make it unable to shoot! |
Nano-shrapnel |
Damage |
Original -3 dice, Original shotgun blast |
Damage Type |
Piercing |
Accuracy |
Original |
Base Fire Time |
Original |
Alternate Fire |
Original |
Assembly |
any shotgun + PPN |
Special |
Never needs reloading, doesn't use ammo. |
|
Note: Adds "nano" to the front of weapon name (example: "shotgun" will become "nano shotgun") |
Nanomanufacture ammo |
Damage |
Original |
Damage Type |
Original |
Accuracy |
Original |
Base Fire Time |
Original |
Alternate Fire |
Original |
Assembly |
non-shotgun/non-bfg ranged weapon + BBBN |
Special |
Never needs reloading, doesn't use ammo. |
|
The weapon is called "nanomachic Old-Weapon-Name". |
Plasmatic Shrapnel |
Damage |
Original, Original shotgun blast |
Damage Type |
Plasma |
Accuracy |
Original |
Base Fire Time |
Original |
Base Reload Time |
Original |
Clip Size |
Original |
Ammunition |
Original |
Alternate Fire |
Original |
Alternate Reload |
Original |
Assembly |
any shotgun + PS |
Special |
Adds "plasmatic" to the front of weapon name (example: "shotgun" will become "plasmatic shotgun") |
|
Main properties of this assemblies are that plasma damage suffer less from armor, can gib corpses, and destroy walls (take care of your covers !) |
Pistol
Energy pistol |
Damage |
Original + 1 Sides per die |
Damage Type |
Plasma |
Accuracy |
Original |
Base Fire Time |
Original |
Base Reload Time |
Original |
Clip Size |
Original |
Ammunition |
Power cell |
Alternate Fire |
Original |
Alternate Reload |
Original |
Assembly |
any pistol + PPT |
Source |
Classic SF weapon |
Speedloader pistol - Pistol Family |
Damage |
2d4 |
Damage Type |
Bullet |
Accuracy |
+4 |
Base Fire Time |
1.0 seconds |
Base Reload Time |
0.6 seconds |
Clip Size |
6 |
Ammunition |
10mm ammo |
Alternate Fire |
Aimed shot |
Alternate Reload |
Dual reload |
Assembly |
pistol + AT |
Source |
Real life |
Energy pistol |
Damage |
1d(Original Sides * Original Dice)x2 |
Damage Type |
Original |
Accuracy |
Original-2 |
Base Fire Time |
Original*0.85(round up) |
Base Reload Time |
Original |
Clip Size |
Original*1.5 |
Ammunition |
Original |
Alternate Fire |
Original |
Alternate Reload |
Original |
Assembly |
any pistol + TBB |
Source |
Warhammer 40,000 |
Shotgun
Elephant gun |
Damage |
12d3, normal shotgun blast |
Damage Type |
Shrapnel |
Accuracy |
NA |
Base Fire Time |
1.0s |
Base Reload Time |
2.5s |
Clip Size |
1 |
Ammunition |
Shotgun shell |
Alternate Fire |
NA |
Alternate Reload |
NA |
Assembly |
shotgun + PP |
Source |
Real life |
Combat Shotgun
Tactical shotgun |
Damage |
8d3, focused shotgun blast |
Damage Type |
Shrapnel |
Accuracy |
NA |
Base Fire Time |
1.0s |
Base Reload Time |
1.0s |
Clip Size |
5 |
Ammunition |
Shotgun shell |
Alternate Fire |
NA |
Alternate Reload |
Full Reload |
Assembly |
combat shotgun + PT |
Special |
Unlike the combat shotgun, the tactical shotgun doesn't require pumping. |
Source |
Real life |
Double Shotgun
Focused double shotgun |
Damage |
(8d4)x2, normal shotgun blast |
Damage Type |
Shrapnel |
Accuracy |
NA |
Base Fire Time |
1.0s |
Base Reload Time |
2.0s |
Clip Size |
2 |
Ammunition |
Shotgun shell |
Alternate Fire |
Single shot |
Alternate Reload |
Single reload |
Assembly |
double shotgun + PAT |
Special |
This weapon fires two shots. Note that the shots are sequential, so knockback and terrain damage from the first blast are applied before the second blast occurs. |
Chaingun
Gatling Gun - Rapid-fire Family |
Damage |
(1d7)x6 |
Damage Type |
Bullet |
Accuracy |
+2 |
Base Fire Time |
1.0s |
Base Reload Time |
3.0s |
Clip Size |
60 |
Ammunition |
10mm ammo |
Alternate Fire |
Chain fire |
Alternate Reload |
NA |
Assembly |
chaingun + BB |
Special |
Watch your ammo. It's now consumed at 1.5 rate. |
Source |
Real life |
Rocket Launcher
Micro launcher - Explosive Family |
Damage |
5d5, radius 3 |
Damage Type |
Fire |
Accuracy |
+7 |
Base Fire Time |
0.8s |
Base Reload Time |
0.8s |
Clip Size |
1 |
Ammunition |
Rocket |
Alternate Fire |
Rocket jump |
Alternate Reload |
NA |
Assembly |
rocket launcher + TT |
Tactical rocket launcher - Explosive Family |
Damage |
6d6, radius 2 |
Damage Type |
Fire |
Accuracy |
+4 |
Base Fire Time |
1.0s |
Base Reload Time |
0.8s |
Clip Size |
5 |
Ammunition |
Rocket |
Alternate Fire |
Rocket jump |
Alternate Reload |
NA |
Assembly |
rocket launcher + BBB |
Special |
The tactical rocket launcher reloads its entire clip at once. |
Source |
Unknown. The attributes "tactical" and "strategic" are usually attached to nuclear weaponry. |
Plasma Rifle
Hyperblaster - Rapid-fire Family |
Damage |
(2d4)x3 |
Damage Type |
Plasma |
Accuracy |
+4 |
Base Fire Time |
0.5s |
Base Reload Time |
2.5s |
Clip Size |
40 |
Ammunition |
Power cell |
Alternate Fire |
Chain fire |
Alternate Reload |
Overcharge |
Assembly |
plasma rifle + ATT |
Source |
Quake 2 |
BFG 9000
Biggest fucking gun - Big Gun Family |
Damage |
Original *2 dice, *2 sides per die, radius 16 |
Damage Type |
Plasma |
Accuracy |
Original |
Base Fire Time |
Original |
Base Reload Time |
Original |
Clip Size |
Original*2.5(consumes 2.5 times original per shot) |
Ammunition |
Power cell |
Alternate Fire |
None |
Alternate Reload |
Overcharge |
Assembly |
any BFG 9000 + BBFF |
VBFG9000 - Big Gun Family |
Damage |
Original +2 sides per die, radius +2 |
Damage Type |
Plasma |
Accuracy |
Original |
Base Fire Time |
Original |
Base Reload Time |
Original |
Clip Size |
Original*1.5 (consumes 1.5 times original per shot) |
Ammunition |
Power cell |
Alternate Fire |
NA |
Alternate Reload |
Overcharge |
Assembly |
Any BFG 9000 + PPP |
Source |
Modelled on the good ol' Doom BFG 9000 |
Body Armor
Ballistic armor |
Protection |
Original |
Resistances |
Original + 3 bullet, 3 shrapnel, 3 melee, -3 fire |
|
0 plasma, 0 acid |
Durability |
100 |
Move Speed |
Original |
Knockback |
Original |
Assembly |
any armor + AT |
Cerberus armor |
Protection |
Original |
Resistances |
Original |
|
7 fire, 5 plasma, 7 acid |
Durability |
100 |
Move Speed |
+0.3s |
Knockback |
Reduces knockback by 1 for every 4 squares you'd travel. |
Assembly |
any armor + PPAT |
Cybernano armor |
Protection |
Original + 4 |
Resistances |
Original |
Durability |
Infinite |
Move Speed |
Original |
Knockback |
Original |
Assembly |
any armor + PPON |
Special |
Cannot be unequipped. If this assembly is applied to a damaged armor, the armor will recover its durability. |
Fireproof armor |
Protection |
Original |
Resistances |
Original + 3 fire -3 melee |
Durability |
100 |
Move Speed |
Original |
Knockback |
Original |
Assembly |
any armor + BT |
Fireshield |
Protection |
4 |
Resistances |
9 fire |
Durability |
200 |
Move Speed |
+0.2s |
Knockback |
0 |
Assembly |
any armor + BT |
Special |
This assembly is a shield, so it (like all other shields, assembled or not) can be neither repaired nor modded even with Whizkid 2. |
Nanofiber armor |
Protection |
Original * .5 |
Resistances |
Original * .5 |
Durability |
Infinite |
Move Speed |
Original |
Knockback |
Original |
Assembly |
any armor + BP |
Special |
Adds "nanofiber" in front of armor name (example: "red armor" will become "nanofiber red armor") |
Nanofiber skin armor |
Protection |
Original |
Resistances |
Original + 2 all |
Durability |
Original |
Move Speed |
Original |
Knockback |
Original |
Assembly |
any armor + PPN |
Special |
Regenerates 1 durability on each of the wearer's actions, starting after 5 actions without taking damage; cannot be unequipped or destroyed. |
Tower shield |
Protection |
12 |
Resistances |
None |
Durability |
150 |
Move Speed |
+0.5s |
Knockback |
For every 10 spaces you are knocked back, you only get knocked back 1. |
Assembly |
red armor + PO |
Special |
This assembly is a shield, so it (like all other shields, assembled or not) can be neither repaired nor modded even with Whizkid 2. But, having protection 12, it lasts really long. |
Power armor |
Protection |
original+1 |
Resistances |
original*2, +2 melee |
Durability |
100 |
Move Speed |
0 |
Knockback |
Reduces knockback by 1 for every 4 squares you'd travel. |
Assembly |
any common armor + PN |
Special |
Regenerates 5% durability on each of the wearer's actions, starting after 5 actions without taking damage. |
|
The new armor will be called "powered ___ armor", where the blank is the color of the armor. |
Tactical armor |
Protection |
0 |
Resistances |
None |
Durability |
100 |
Move Speed |
-0.1 |
Knockback |
0 |
Assembly |
green armor + AA |
Special |
Regenerates 2 durability on each of the wearer's actions, starting after 5 actions without taking damage. |
|
Grants +2 dodge. |
Boots
Antigrav boots |
Protection |
Original |
Resistances |
Original |
Durability |
Original |
Move Speed |
-0.5s |
Knockback |
Original |
Assembly |
any boots + AAN |
Special |
Regenerates 2% durability on each of the wearer's actions, starting after 5 actions without taking damage. |
|
Cannot be destroyed. |
Cerberus boots |
Protection |
0 |
Resistances |
10 acid, 10 fire |
Durability |
100 |
Move Speed |
+0.3s |
Knockback |
Reduces knockback by 1 for every 3 squares you'd travel. |
Assembly |
any boots + AAN |
Special |
Normally resistances cannot go about 9. This it an exception, you are immune to lava and acid terrain. |
Environmental boots |
Protection |
Original (but see below) |
Resistances |
+7 acid, +7 fire (caps at +9 each) |
Durability |
Original (but see below) |
Move Speed |
+0.2s |
Knockback |
Original |
Assembly |
any boots + BPT |
Special |
Has +100 Durability unless bulk pack was added last, has +2 Protection unless Power Mod was added last. |
Fireproof boots |
Protection |
Original |
Resistances |
Original + 3 fire |
Durability |
Original |
Move Speed |
+0.2s |
Knockback |
Reduces knockback by 1 for every 5 squares you'd travel. |
Assembly |
any boots + BT |
Grappling boots |
Protection |
Original+1 |
Resistances |
Original |
Durability |
Original |
Move Speed |
+0.1s |
Knockback |
Reduces knockback by 1 for every 2 squares you'd travel. |
Assembly |
any boots + TT |
Lava boots |
Protection |
Original |
Resistances |
Original + 10 fire |
Durability |
Infinite |
Move Speed |
+0.3s |
Knockback |
Reduces knockback by 1 for every 3 squares you'd travel. |
Assembly |
any boots + TO |
Tactical boots |
Protection |
0 |
Resistances |
0 |
Durability |
100 |
Move Speed |
-0.1s |
Knockback |
0 |
Assembly |
steel boots + TT |
Special |
Regenerates 2% durability on each of the wearer's actions, starting after 5 actions without taking damage. |
Special
Special Melee |
Butcher's Cleaver |
Dragonslayer |
Mjollnir |
Subtle Knife |
Azrael's Scythe |
Longinus Spear |
Special Pistol |
blaster |
combat pistol |
Anti-Freak Jackal |
Grammaton Cleric Beretta |
Trigun |
Special Shotgun |
assault shotgun |
plasma shotgun |
super shotgun |
Frag Shotgun |
Jackhammer |
Special Rapid-Fire |
laser rifle |
minigun |
nuclear plasma rifle |
BFG 10K |
Mega Buster |
Special Explosive |
missile launcher |
napalm launcher |
Revenant's Launcher |
Special Miscellaneous |
combat translocator |
nuclear BFG 9000 |
tristar blaster |
Acid Spitter |
Railgun |
Charch's Null Pointer |
Specials are the collective grouping of exotics, uniques, and artifacts. They are harder to find than the more standard equipment and items, for that reason, are far more useful and/or powerful.
Each type of special is differentiated thusly:
- Exotics are the most common of specials. They are fully moddable and can appear multiple times over the course of a single game.
- Uniques are, just as the name says, unique. They only appear once, and can only be modded by Technicians (though this depends on the unique, see below). Uniques are normally indestructible by normal means (explosions, including nuking a level), but will be lost if an enemy carries them, and is gibbed.
- Artifacts are the rarest special, or at least in the broader sense. Whereas exotics and uniques are discovered randomly, artifacts can only appear in particular places. The requirements to get them are often quite dangerous.
Due to the vast number of special ranged weapons, they are further categorized by type.
Special Melee
Butcher's Cleaver - Melee Family - Unique |
Damage |
5d6 |
Damage Type |
Melee |
Accuracy |
+0 |
Alternate Fire |
NA |
Description |
Now that is a big cleaver. Butcher them! |
Special |
While wielded, this weapon halves knockback dealt to you and grants the use of the Blademaster trait. The Butcher's Cleaver is a blade, so it can be used with the Malicious Blades trait. |
Source |
Diablo the Video Game |
Dragonslayer - Melee Family - Unique |
Damage |
9d9 |
Damage Type |
Melee |
Accuracy |
+0 |
Alternate Fire |
Whirlwind |
Description |
It was called the Dragonslayer, because no human could wield it... |
Special |
The Dragonslayer cannot be picked up without fulfilling special conditions. |
|
If the conditions are satisfied, the weapon goes straight into your hands and cannot be unequipped or swapped out. Picking up this item causes the player to go berserk immediately and permanently. Also, this weapon halves knockback while wielded. The Dragonslayer is a blade and can be used with Malicious Blades. If you wear both the Dragonslayer and Berserker Armor, nightmare demons will continuously spawn in the map at night. You CANNOT stop spawning of these nightmare demons |
Source |
Berserk (manga) |
Mjollnir - Melee Family - Unique |
Damage |
1d15 |
Damage Type |
Melee |
Accuracy |
+0 |
Alternate Fire |
Throw |
Description |
Forged by the dwarves Eitri and Brokk, in response to Loki's challenge, Mjollnir is an indestructible war hammer. |
Special |
When using its altfire to throw the Mjollnir, it'll remain in your hands and equipped after throwing, unlike when you throw a Combat knife. |
Source |
Norse Mythology |
Subtle Knife - Melee Family - Unique |
Damage |
3d5 |
Damage Type |
BFG Plasma |
Accuracy |
+0 |
Alternate Fire |
Invoke |
Description |
A weapon that can cut the very fabric of reality. Too bad it's only eight inches long... |
Special |
Using invoke will deal 10 BFG Plasma damage to all enemies you can see, at the cost of making you tired and reducing your max health by 2 points. Takes 1 second to activate. |
|
The Subtle Knife is a blade, so it can be used with Malicious Blades. |
Source |
Norse Mythology |
Azrael's Scythe - Melee Family - Artifact |
Damage |
9d9 |
Damage Type |
Plasma |
Accuracy |
+0 |
Alternate Fire |
Whisper of Death: Deals 20 plasma damage to every living creature on the map (other than you). Causes fatigue and permanently drains 5 max HP from you. |
Description |
You don't want to know whose scythe this is... |
Special |
Using invoke will deal 10 BFG Plasma damage to all enemies you can see, at the cost of making you tired and reducing your max health by 2 points. Takes 1 second to activate. |
Source |
In folklore, Azrael is precisely the Angel of Death. |
Longinus Spear - Melee Family - Artifact |
Damage |
8d8 |
Damage Type |
Plasma |
Accuracy |
+0 |
Alternate Fire |
Holy Fire: Explodes a radius 3 area around you for 10d10 fire damage; causes fatigue and takes 1.0 second. |
Description |
Legend says that no one wielding the Spear of Destiny can ever be defeated. |
Special |
Part of the Angelic Attire set: using it together with the Angelic Armor grants an additional +4 to protection to the armor. |
|
Halves knockback while wielded. |
Source |
Spear of Destiny (Wolfenstein 3D expansion) |
Special Pistol
Blaster - Pistol Family - Exotic |
Damage |
2d4 |
Damage Type |
Plasma |
Accuracy |
+3 |
Base Fire Time |
0.9s |
Base Reload Time |
None |
Clip Size |
10 |
Ammunition |
None |
Alternate Fire |
Aimed Shot |
Alternate Reload |
None |
Description |
This is the standard issue rechargeable energy side-arm. Cool! |
Special |
The blaster regenerates 1 ammo on each of the wielder's actions after 2 actions of ceasing fire(for actions that takes at least 0.1s). |
Source |
Quake II (computer game) |
Combat Pistol - Pistol Family - Exotic |
Damage |
3d3 |
Damage Type |
Bullet |
Accuracy |
+5 |
Base Fire Time |
1.0s |
Base Reload Time |
1.8s |
Clip Size |
15 |
Ammunition |
10mm ammo |
Alternate Fire |
Aimed Shot |
Alternate Reload |
Dual reload |
Description |
This is the kind of handgun given to your superiors. Doesn't look like they're using it right now... |
Source |
Real life |
Anti-Freak Jackal - Pistol Family - Unique |
Damage |
5d3 radius 1 |
Damage Type |
Fire |
Accuracy |
+4 |
Base Fire Time |
1.0s |
Base Reload Time |
2.0s |
Clip Size |
6 |
Ammunition |
10mm ammo |
Alternate Fire |
Aimed Shot |
Alternate Reload |
Dual reload |
Description |
In the name of God, impure souls of the living dead shall be banished into eternal damnation. Amen. |
Source |
Hellsing (Anime/Manga) |
Grammaton Cleric Beretta - Pistol Family - Unique |
Damage |
single: 2d6 |
|
semi-auto: (1d8)x3 |
|
full-auto: (1d7)x6 |
Damage Type |
Bullet |
Accuracy |
single: +5 |
|
semi-auto: +3 |
|
full-auto: +1 |
Base Fire Time |
1.0s |
Base Reload Time |
2.0s |
Clip Size |
18 |
Ammunition |
10mm ammo |
Alternate Fire |
None |
Alternate Reload |
Fire mode: switches between single, semi-auto and full-auto (see above for stats). Takes 0.2 seconds. |
Description |
Not without incident. |
Special |
This weapon benefits from Triggerhappy on semi-auto or full-auto. |
|
It counts as a pistol regardless of firing mode. |
Source |
Equilibrium (film) |
Trigun - Pistol Family - Unique |
Damage |
3d6 |
Damage Type |
Bullet |
Accuracy |
+6 |
Base Fire Time |
0.7s |
Base Reload Time |
2.0s |
Clip Size |
6 |
Ammunition |
10mm ammo |
Alternate Fire |
Aimed shot |
Alternate Reload |
Angel Arm: Nukes the entire level immediately. Permanently drains 5 HP from you. |
Description |
One of the deadliest weapons ever made. Nyooo |
Special |
Scavenging the Trigun will always result in a Nano Pack. |
Source |
Trigun (anime/manga) |
Special Shotgun
Assault shotgun - Shotgun Family - Exotic |
Damage |
7d3, focused shotgun blast |
Damage Type |
Shrapnel |
Accuracy |
NA |
Base Fire Time |
1.0s |
Base Reload Time |
1.0s |
Clip Size |
6 |
Ammunition |
Shotgun shell |
Alternate Fire |
None |
Alternate Reload |
Full reload |
Description |
Big, bad and ugly. |
Special |
The assault shotgun doesn't require pumping between shots. However, it only loads one shell at a time (unless the alternate reload is used). |
Source |
Real life, basically a type of combat shotgun. |
Plasma shotgun - Shotgun Family - Exotic |
Damage |
7d3, plasma shotgun blast |
Damage Type |
Plasma |
Accuracy |
NA |
Base Fire Time |
1.0s |
Base Reload Time |
2.0s |
Clip Size |
30(consumes 3 per shot) |
Ammunition |
Power cell |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
Plasma Shotgun, the best of both worlds! |
Special |
Although the plasma shotgun is indeed a shotgun, it is unaffected by Army of the Dead, because it's original damage is not the Shrapnel type. |
Source |
Ufo: Aftermath. |
Frag Shotgun - Shotgun Family - Unique |
Damage |
7d3 focused shotgun blast |
Damage Type |
Shrapnel |
Accuracy |
NA |
Base Fire Time |
1.5s |
Base Reload Time |
2.5s |
Clip Size |
16 (consumes 4 per shot) |
Ammunition |
10mm ammo |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
Advanced pulverization technology converts bullets into shrapnel. |
Jackhammer - Shotgun Family - Unique |
Damage |
(8d3)x3 focused shotgun blast |
Damage Type |
Shrapnel |
Accuracy |
NA |
Base Fire Time |
1.0s |
Base Reload Time |
2.5s |
Clip Size |
9 |
Ammunition |
Shotgun shell |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
The Pancor Corporation Jackhammer is a 12 gauge, gas-operated automatic weapon. |
Special |
works with Triggerhappy |
Source |
Real Life |
Special Rapid-Fire
Laser rifle - Rapid-fire Family - Exotic |
Damage |
(1d7)x5 |
Damage Type |
Plasma |
Accuracy |
+8 |
Base Fire Time |
1.0s |
Base Reload Time |
1.5s |
Clip Size |
40 |
Ammunition |
Power cell |
Alternate Fire |
Chain fire |
Alternate Reload |
None |
Description |
With no recoil and pinpoint accuracy, it takes a world-class moron to miss while using a laser rifle. |
Special |
works with Triggerhappy |
Source |
Classic SF weapon. |
Minigun - Rapid-fire Family - Exotic |
Damage |
(1d6)x8 |
Damage Type |
Bullet |
Accuracy |
+1 |
Base Fire Time |
1.2s |
Base Reload Time |
3.5s |
Clip Size |
200 |
Ammunition |
10mm ammo |
Alternate Fire |
Chain fire |
Alternate Reload |
None |
Description |
Spits enough lead into the air to be considered an environmental hazard. |
Special |
works with Triggerhappy |
Source |
Real life |
Nuclear plasma rifle - Rapid-fire Family - Exotic |
Damage |
(1d7)x6 |
Damage Type
Plasma |
Accuracy |
+2 |
Base Fire Time |
1.0s |
Base Reload Time |
NA |
Clip Size |
24 |
Ammunition |
None |
Alternate Fire |
Chain fire |
Alternate Reload |
Nuclear overcharge |
Description |
A self-charging plasma rifle -- too bad it can't be manually reloaded. |
Special |
The nuclear plasma rifle automatically recharges 4 ammo on each of the wielder's actions after 4 actions of ceasing fire. It cannot be otherwise reloaded or unloaded. |
Source |
The original Plasma Rifle is from Doom. The nuclear version appears to be unique to DoomRL. |
BFG 10K - Rapid-fire Family, Big Gun Family - Unique |
Damage |
(6d4)x5 radius 2 |
Damage Type |
Plasma |
Accuracy |
+3 |
Base Fire Time |
1.0s |
Base Reload Time |
2.0s |
Clip Size |
50 (consumes 5 per shot, 25 per burst) |
Ammunition |
Power cell |
Alternate Fire |
Chain fire |
Alternate Reload |
None |
Description |
The Ultimate Big Fucking Gun. Redefines the word "wallpaper". |
Special |
The BFG 10K's projectile hits precisely where you aim, rather than until it hits a solid object. |
|
The weapon also scatters its shot randomly and can lead to damaging yourself, even if aimed far from you. |
|
Also, the BFG 10K can be modded by Technicians with a single mod (and/or a basic assembly), regardless of any Whizkid ranks. |
|
Scavenging the BFG 10K will always produce a Nano Pack. |
Source |
Quake series (computer game) |
Mega Buster - Rapid-Fire Family - Unique |
Damage |
(1d8)x3 (Bullet mode) |
|
(4d2)x3/12-24, radius 1 (Acid Mode, Fire Mode) |
|
(1d10)x3/3-30 (Plasma Mode) |
Damage Type |
Bullet (Bullet mode) |
|
Fire (Fire mode) |
|
Acid (Acid mode) |
|
Plasma (Plasma mode) |
Accuracy |
+2 (Bullet mode) |
|
+1 (Plasma mode) |
|
+0 (Fire mode, Acid mode) |
Base Fire Time |
1.0s |
Base Reload Time |
3.5s |
Clip Size |
60 (consumes 5 per shot) |
Ammunition |
10mm ammo |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
You suddenly wish to slaughter the forces of Hell to 8-bit chiptune music. |
Special |
This weapon changes modes when an enemy is killed by it. The new mode depends on what type of damage the killed enemy deals. |
|
The weapon starts in bullet mode. |
|
Killing shrapnel-damage dealing enemies (like former sergeants) or weaponless melee-damage dealing enemies (like Demons) will revert the gun to bullet mode. |
Source |
Mega Man (video game series) |
Special Explosive
Missile launcher - Explosive Family - Exotic |
Damage |
6d6 radius 3 |
Damage Type |
Fire |
Accuracy |
+10 |
Base Fire Time |
0.8s |
Base Reload Time |
1.2s |
Clip Size |
4 |
Ammunition |
Rocket |
Alternate Fire |
None |
Alternate Reload |
Full Reload |
Description |
A definitive upgrade to the rocket launcher. |
Special |
The missile launcher's standard reload only loads one rocket at a time. |
Source |
Real life, though it didn't use explosive rockets. |
Napalm launcher - Explosive Family - Exotic |
Damage |
7d7 radius 2 |
Damage Type |
Fire |
Accuracy |
+10 |
Base Fire Time |
0.8s |
Base Reload Time |
1.2s |
Clip Size |
1 |
Ammunition |
Rocket |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
This will surely make a mess! |
Special |
The explosion from this weapon has a 9/10 chance to replace floor and wall tiles with lava. |
Source |
Quake 4 (computer game) |
Revenant's Launcher - Explosive Family - Unique |
Damage |
7d6 radius 3 |
Damage Type |
Fire |
Accuracy |
+6 |
Base Fire Time |
0.8s |
Base Reload Time |
1.2s |
Clip Size |
1 |
Ammunition |
Rocket |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
Two can play the homing missile game. |
Special |
Projectiles land precisely on the tile at which you aim, rather than continuing on until they hit a solid object. |
|
Scavenging the Revenant's Launcher will always produce a sniper weapon pack. |
Source |
A rocket launcher from a revenant. What did you think? |
Special Miscellaneous
Combat translocator - Miscellaneous Family - Exotic |
Damage |
0d0 |
Damage Type |
None |
Accuracy |
+4 |
Base Fire Time |
1.5s |
Base Reload Time |
2.0s |
Clip Size |
60 (consumes 10 per shot) |
Ammunition |
Power cell |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
Now this is a weird piece of technology, wonder how it works? |
Special |
Any enemy that gets hit is randomly teleported, as though it used a phase device. |
|
This weapon can't be modded even though no assemblies can make 0d0 cause any damage. |
Source |
Could be inspired by the Unreal Tournament series. |
Nuclear BFG 9000 - Big Gun Family - Exotic |
Damage |
8d6 radius 8 |
Damage Type |
Plasma |
Accuracy |
+5 |
Base Fire Time |
1.5s |
Base Reload Time |
NA |
Clip Size |
40 (consumes 40 per shot) |
Ammunition |
None |
Alternate Fire |
None |
Alternate Reload |
Nuclear overcharge |
Description |
A self-charging BFG9000! How much more lucky can you get? |
Special |
The nuclear BFG 9000 automatically recharges 1 ammo on each of the wielder's actions. |
|
It cannot be otherwise reloaded or unloaded. |
Source |
The original BFG 9000 is, of course, from Doom. The nuclear version appear from DoomRL. Imbalanced BFG Family is a significant part of the Doom/Quake universe, even in canon. |
Tristar blaster - Miscellaneous Family - Exotic |
Damage |
(4d5)x3 radius 2 |
Damage Type |
Plasma |
Accuracy |
+5 |
Base Fire Time |
1.0s |
Base Reload Time |
1.5s |
Clip Size |
45 (consumes 5 per shot) |
Ammunition |
Power cell |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
Now this is a wierd weapon. |
Special |
This weapon fires its three shots in a spread: one straight ahead and one to each side (like a mancubus). |
|
It is possible to fire this weapon with only 5 cells in the magazine even though it will consume up to 15. |
Acid Spitter - Miscellaneous Family - Unique |
Damage |
10d10, radius 3 |
Damage Type |
Acid |
Accuracy |
+5 |
Base Fire Time |
0.8s |
Base Reload Time |
1.2s |
Clip Size |
10 (consumes 10 per shot) |
Ammunition |
Acid |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
Whoa, looks cool, but how do I reload it? |
Special |
The Acid Spitter has a 9/10 chance to leave behind acid tiles in its explosion radius |
|
reloading the Acid Spitter requires standing in acid |
|
Each tile of acid provides 1 round, and changes the tile to water. |
|
The Acid Spitter cannot be unloaded |
|
Unlike most other weapons, the Acid Spitter is empty the first time it is encountered. |
|
It provides 75% acid resistance when wielded (but not in the prepared slot). |
Railgun - Miscellaneous Family - Unique |
Damage |
8d8 |
Damage Type |
Bullet |
Accuracy |
+12 |
Base Fire Time |
1.5s |
Base Reload Time |
2.0s |
Clip Size |
40 (consumes 5 per shot) |
Ammunition |
Power cell |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
Groovy! Wait 'till they stand in a row, and watch them being impaled. |
Special |
The Railgun's projectile continues after hitting beings, so multiple beings can be hit simultaneously. |
|
It doesn't cause knockback. |
|
Also, the Railgun can be modded by Technicians with a single mod (and/or a basic assembly), regardless of any Whizkid ranks. |
|
Scavenging the Railgun always produces a sniper weapon pack. |
Source |
Quake II (computer game) |
Charch's Null Pointer - Miscellaneous Family - Unique |
Damage |
10 radius 1 |
Damage Type |
BFG Plasma |
Accuracy |
+6 |
Base Fire Time |
1.0s |
Base Reload Time |
2.0s |
Clip Size |
60 (consumes 10 per shot) |
Ammunition |
Power cell |
Alternate Fire |
None |
Alternate Reload |
None |
Description |
It feels extremely unstable... what twisted mind could conceive such a weird device? |
Special |
Has no effect if it doesn't hit an enemy. |
|
Adds 1.0s to the time of the targets current action unless the target is a boss, modified by their universal speed modifier. |
|
Bosses only ass 0.5 seconds before modification. |
Special Body Armor
Body Armor |
ballistic shield |
ballistic vest |
bullet-proof vest |
duelist armor |
energy-shielded vest |
energy shield |
gothic armor |
medical armor |
phaseshift armor |
plasma shield |
onyx armor |
Berserker Armor |
Cybernetic Armor |
Lava Armor |
Malek's Armor |
Medical Powerarmor |
Necroarmor |
Shielded Armor |
Angelic Armor |
Foot Armor (Boots) |
acid-proof boots |
gothic boots |
phaseshift boots |
Enviroboots |
Nyarlaptotep's Boots |
Ballistic shield - Exotic |
Protection |
0 |
Resistances |
9 melee, 9 bullet, 9 shrapnel |
Durability |
100 |
Move Speed |
+0.0s |
Knockback |
0 |
Description |
Under some circumstances, this is the best thing... too bad it can't be repaired. |
Special |
This armor cannot be modded and can only be repaired by a Megasphere. |
Ballistic vest - Exotic |
Protection |
1 |
Resistances |
5 melee, 5 bullet, 5 shrapnel |
Durability |
100 |
Move Speed |
+0.0s |
Knockback |
0 |
Description |
Might serve one well in the beginning. |
Bullet-proof vest - Exotic |
Protection |
1 |
Resistances |
8 bullet |
Durability |
100 |
Move Speed |
+0.0s |
Knockback |
0 |
Description |
Maybe too specialized for most tastes. |
Duelist armor - Exotic |
Protection |
2 |
Resistances |
5 melee, 5 bullet, 5 shrapnel |
Durability |
100 |
Move Speed |
+0.2s |
Knockback |
Reduce Knockback by 1 per 6 squares. |
Description |
A little archaic, but surprisingly well kept armor. |
Energy-shielded vest - Exotic |
Protection |
1 |
Resistances |
5 fire, 5 plasma, 5 acid |
Durability |
100 |
Move Speed |
0 |
Knockback |
0 |
Description |
If it just wouldn't be so fragile... |
Energy shield - Exotic |
Protection |
0 |
Resistances |
8 fire, 8 plasma, 8 acid |
Durability |
100 |
Move Speed |
+0.0s |
Knockback |
0 |
Description |
Under some circumstances, this is the best thing... too bad it can't be repaired. |
Special |
This armor cannot be modded and can only be repaired by a Megasphere. |
Gothic armor - Exotic |
Protection |
6 |
Resistances |
5 melee, 5 bullet, 5 shrapnel |
Durability |
200 |
Move Speed |
+0.7s |
Knockback |
Reduces knockback to 1 per 10 squares. |
Description |
It's surprising that one can actually still move in this monolithic thing. |
Special |
Part of the Gothic Arms set (with gothic boots) which gives +4 protection and prevents movement while equipped. |
|
It accepts Bulk Pack with an awesome 300 result. |
Medical armor - Exotic |
Protection |
2 |
Resistances |
2 melee, 2 bullet, 2 shrapnel |
Durability |
100 |
Move Speed |
+0.1s |
Knockback |
0 |
Description |
Handy stuff on the battlefield, why don't they give it to regular marines? |
Special |
Regenerates your health by 1 HP to a maximum of 25%, at the cost of 1% durability per HP. |
|
When the armor's durability is 20% or below, the health regeneration stops. |
Phaseshift armor - Exotic |
Protection |
2 |
Resistances |
3 melee, 3 bullet, 3 shrapnel |
Durability |
100 |
Move Speed |
-0.2s |
Knockback |
Increases knockback by 1 per 2 squares |
Description |
Shiny and high-tech, feels like almost floating by itself. |
Special |
Part of the Phaseshift Suit set (along with phaseshift boots) which makes the wearer immune to acid and lava while equipped. |
|
Assemblies keep this feature, so any indestructible mods (from single Onyx to Cybernano + P) can protect you from fluids forever. |
Plasma shield - Exotic |
Protection |
0 |
Resistances |
9 plasma |
Durability |
100 |
Move Speed |
0 |
Knockback |
0 |
Description |
Under some circumstances, this is the best thing... too bad it can't be repaired. |
Special |
This armor cannot be modded and can only be repaired by a Megasphere. |
Onyx armor - Exotic |
Protection |
2 |
Resistances |
None |
Durability |
Infinite |
Move Speed |
+0.2s |
Knockback |
0 |
Description |
This thing looks absurdly resistant. |
Berserker Armor - Unique |
Protection |
Varies from 4~19 (by current HP) |
Resistances |
5 bullet, 5 shrapnel, 5 melee |
Durability |
Infinite |
Move Speed |
+0.7s |
Knockback |
Reduces knockback to 1 per 10 squares. |
Description |
How in the world could one wear that??? |
Special |
You can only wear this armor if you wield the Dragonslayer. |
|
Cannot be unequipped. |
|
Armor protection value is 4 + 1 for every 8 HP missing to a max of 19 total. |
|
If you wear both the Dragonslayer and Berserker Armor, nightmare demons will continuously spawn every night |
Source |
Bersek(manga) |
Cybernetic Armor - Unique |
Protection |
7 |
Resistances |
5 bullet, 5 shrapnel, 5 melee |
Durability |
100 |
Move Speed |
+0.3s |
Knockback |
Reduces knockback by 1 per 3 squares. |
Description |
All those cybernetic dongles look fishy! |
Special |
The Cybernetic Armor is fully moddable by Technicians. |
|
It cannot be unequipped or destroyed by damage. |
|
Cannot be unequipped. |
Lava Armor - Unique |
Protection |
4 |
Resistances |
7 fire, 5 plasma |
Durability |
100 |
Move Speed |
+0.1s |
Knockback |
Reduces knockback by 1 per 5 squares. |
Description |
This armor glows! |
Special |
The Lava Armor cannot be repaired by normal means. |
|
It gains 5% durability per action while standing in lava. |
|
Also, the Lava Armor cannot be destroyed by damage. |
|
The fire resist it grants doesn't apply to foot armor, so it doesn't protect you while standing in lava. |
Malek's Armor - Unique |
Protection |
3 |
Resistances |
3 fire, 3 plasma, 3 acid |
Durability |
100 |
Move Speed |
-0.2s |
Knockback |
0 |
Description |
The personal armor of the most famous Imperial Inquisitor. |
Special |
Part of the Inquisitor Set (with Nyarlaptotep's Boots), which gives 100% fire resistance to torso and feet if both pieces are equipped. |
|
Malek's Armor regenerates durability at 5% per action, starting after 10 actions without taking damage. |
|
It cannot be destroyed by damage. |
Medical Powerarmor - Unique |
Protection |
4 |
Resistances |
None |
Durability |
100 |
Move Speed |
+0.1s |
Knockback |
0 |
Description |
Very handy stuff on the battlefield! Why don't they mass-produce it? |
Special |
Regenerates your health by 1 HP to a maximum of 25%, at the cost of 1% durability per HP. |
|
When the armor's durability is 20% or below, the health regeneration stops. |
|
It cannot be destroyed by damage. |
Necroarmor - Unique |
Protection |
6 |
Resistances |
None |
Durability |
100 |
Move Speed |
-0.1s |
Knockback |
Reduces knockback by 1 per 5 squares. |
Description |
Something about this armor gives you the chills. |
Special |
The Necroarmor regenerates 2 durability per action, at the cost of 1 HP per 2 durability |
|
The armor stops regenerating if the wearer only has 1 HP remaining. |
Shielded Armor - Unique |
Protection |
2 |
Resistances |
9 melee, 9 bullet, 9 shrapnel |
Durability |
Infinite |
Move Speed |
-0.2s |
Knockback |
Reduces knockback by 1 per 2 squares. |
Description |
While it is massive, you no longer fear the little ones! |
Angelic Armor - Artifact |
Protection |
7 |
Resistances |
5 bullet, 5 shrapnel, 5 melee |
Durability |
100 |
Move Speed |
0 |
Knockback |
0 |
Description |
This armor looks as if it belonged to an Archangel. You bet his name was Tyrael. |
Special |
Part of the Angelic Attire set (with Longinus Spear), which gives a +4 protection bonus to the armor if both pieces are equipped. |
Special Boots
Acid-proof boots - Exotic |
Protection |
0 |
Resistances |
Acid Immunity |
Durability |
100 |
Move Speed |
0 |
Knockback |
0 |
Description |
The best thing to carry for an acid-bath. |
Special |
The acid immunity does not apply to enemy attacks, only acid pools |
|
Power mod pack does not add to 0 protection |
Gothic boots - Exotic |
Protection |
10 |
Resistances |
None |
Durability |
200 |
Move Speed |
+0.1s |
Knockback |
Reduce knockback to 7 per 10 spaces. |
Description |
It's surprising that one can actually still move in these monolithic boots. |
Special |
Part of the Gothic Arms set (with gothic armor) which gives +4 protection and prevents movement while equipped. |
Enviroboots - Unique |
Protection |
None |
Resistances |
Acid Immunity, Fire Immunity |
Durability |
100 |
Move Speed |
-0.2s |
Knockback |
Reduce knockback by 1 per 2 spaces. |
Description |
I fear lava nor acid no more! |
Special |
Not a part on any set but obviously very effective with Lava Armor. |
Nyarlaptotep's Boots - Unique |
Protection |
6 |
Resistances |
3 acid, 3 fire |
Durability |
100 |
Move Speed |
-0.2s |
Knockback |
0 |
Description |
The famous boots of the famous Imperial Inquisitor. |
Special |
Part of the Inquisitor Set (with Malek's Armor), which gives 100% fire resistance to torso and feet if both pieces are equipped. |
|
Regenerates 5% durability per action, starting after 10 actions without taking damage. |
Character Sheets
Player Name |
Character Name |
Class |
Level |
|
Health |
Movespeed |
|
|
|
|
|
|
|
|
Name |
Durability |
Protection |
Resistances |
Knockback |
Movemod |
Notes |
Armor |
|
|
|
|
|
|
|
Boots |
|
|
|
|
|
|
|
Traits |
|
|
|
|
|
|
|
Name |
Accuracy |
Damage |
Damage Type |
Alt Fire |
Notes |
Equipped Weapon |
|
|
|
|
|
|
|
Fire Time |
Reload Time |
Clip Size |
Ammo Type |
Alt Reload |
|
|
|
|
|
|
|
Name |
Accuracy |
Damage |
Damage Type |
Alt Fire |
Notes |
Quick-Swap Weapon |
|
|
|
|
|
|
|
Fire Time |
Reload Time |
Clip Size |
Ammo Type |
Alt Reload |
|
|
|
|
|
|
Class |
Level |
Master Trait |
|
Iro |
Fin |
HR |
TaN |
SoB |
SoG |
Rel |
EE |
Bru |
|
|
|
|
|
|
|
|
|
Jug |
Ber |
DG |
DM |
Int |
WK |
Bad |
SM |
TH |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Notes |
|
Ammo |
10mm |
Spare |
Shells |
Spare |
Energy Cells |
Spare |
Rockets |
Spare |
Backpack |
/100 |
|
/50 |
|
/50 |
|
/10 |
|
Y/N |
Inventory |
|
Player Name |
Character Name |
Class |
Level |
|
Health |
Movespeed |
Mary |
Meiling |
Marine |
5 |
|
60 |
|
|
Name |
Durability |
Protection |
Resistances |
Knockback |
Movemod |
Notes |
Armor |
Red |
100 |
4 |
2 Fire |
0 |
+0.2s |
|
Boots |
Plasteel Boots |
100 |
2 |
2 Fire, 5 Acid |
-2 |
0 |
|
Traits |
|
|
|
|
|
|
|
Name |
Accuracy |
Damage |
Damage Type |
Alt Fire |
Notes |
Equipped Weapon |
High Power Chaingun |
+2 |
(1d8+2)x6 |
Bullet |
Chain Fire |
Chain Fire does x4 shots round 1, x6 shots round 2, and x8 shots after that |
|
Fire Time |
Reload Time |
Clip Size |
Ammo Type |
Alt Reload |
|
1.0s |
.4s/2.3s |
26/26 |
10mm |
N/A |
|
Name |
Accuracy |
Damage |
Damage Type |
Alt Fire |
Notes |
Quick-Swap Weapon |
10mm Ammo Chain |
|
|
|
|
Having this in the quick slot makes the chaingun take only .4s to reload Cannot be reloaded |
|
Fire Time |
Reload Time |
Clip Size |
Ammo Type |
Alt Reload |
|
|
|
250/250 |
10mm |
|
Class |
Level |
Master Trait |
Marine |
5 |
|
Iro |
Fin |
HR |
TaN |
SoB |
SoG |
Rel |
EE |
Bru |
|
|
|
|
2 |
|
1 |
|
|
Jug |
Ber |
DG |
DM |
Int |
WK |
Bad |
SM |
TH |
|
|
|
|
|
|
|
|
2 |
Notes |
|
Meiling is a badass machine-gun toting killing machine who does not believe there is such a thing as too much lead.
She joined the UAF to mow down the demon assholes who ruined her hometown in eastern Eurasia.
She's fiercely loyal to her fellow UAF squad mates, and has a very simple mindset when it comes to dealing with demons.
"Shoot it till it stops moving. Then shoot it some more." |
Ammo |
10mm |
Spare |
Shells |
Spare |
Energy Cells |
Spare |
Rockets |
Spare |
Backpack |
100/100 |
3 Boxes |
/50 |
|
30/50 |
1 Box |
/10 |
|
Y/(N) |
Inventory |
1x Large Medkit
2x Small Medkit
1x Green Armor(backup)
|
Player Name |
Character Name |
Class |
Level |
|
Health |
Movespeed |
Sara |
Sandra |
Scout |
5 |
|
50 |
|
|
Name |
Durability |
Protection |
Resistances |
Knockback |
Movemod |
Notes |
Armor |
Green |
100 |
1 |
1 Bullet, 1 Shrapnel |
0 |
0 |
|
Boots |
Tactical Boots |
100 |
1 |
0 |
0 |
-0.1s |
|
Traits |
|
|
|
|
|
-0.1s |
|
Name |
Accuracy |
Damage |
Damage Type |
Alt Fire |
Notes |
Equipped Weapon |
Combat Shotgun |
N/A |
7d3 |
Shrapnel |
N/A |
Needs pumped after firing Shottyman allows you to reload/pump while moving |
|
Fire Time |
Reload Time |
Clip Size |
Ammo Type |
Alt Reload |
|
1.0s |
1.0s |
5 |
Shells |
Full Reload |
|
Name |
Accuracy |
Damage |
Damage Type |
Alt Fire |
Notes |
Quick-Swap Weapon |
Rocket Launcher |
+4 |
6d6, radius 4 |
Fire |
Rocket Jump |
Rockete jump does half self damage and full knockback. Shottyman works with it. |
|
Fire Time |
Reload Time |
Clip Size |
Ammo Type |
Alt Reload |
|
1.0s |
1.5s |
1/1 |
Rocket |
N/A |
Class |
Level |
Master Trait |
Sout |
5 |
|
Iro |
Fin |
HR |
TaN |
SoB |
SoG |
Rel |
EE |
Bru |
|
1 |
1 |
|
|
|
2 |
|
|
Jug |
Ber |
DG |
DM |
Int |
WK |
Bad |
SM |
TH |
|
|
|
|
|
|
|
1 |
|
Notes |
|
Sandra is a fast, efficient, and lethal. She doesn't waste time with frivilous nonsense and her first order of buisness is usually
placing a shotgun barrel down the throat of a demon.
A high school gym teacher before the demonic invasion, she was one of the first in line to apply to UAF for serious payback.
She prioritizes the well-being of her squad mates and won't hesitate to pull their bacon out of the fire and into the frying pan. |
Ammo |
10mm |
Spare |
Shells |
Spare |
Energy Cells |
Spare |
Rockets |
Spare |
Backpack |
/100 |
|
50/50 |
3 boxes |
/50 |
|
5/10 |
1 box |
Y/(N) |
Inventory |
3x Small Medkit
1x Envirosuit
1x Green Armor(backup)
|
Player Name |
Character Name |
Class |
Level |
|
Health |
Movespeed |
Tania |
Tess |
Technician |
5 |
|
50 |
|
|
Name |
Durability |
Protection |
Resistances |
Knockback |
Movemod |
Notes |
Armor |
Blue |
100 |
2 |
2 Plasma |
0 |
+0.1s |
|
Boots |
Protective Boots |
100 |
2 |
3 Acid |
-1 |
0 |
|
Traits |
|
|
|
|
|
-0.2s |
|
Name |
Accuracy |
Damage |
Damage Type |
Alt Fire |
Notes |
Equipped Weapon |
Chainsword |
+2 |
8d2 |
Melee |
N/A |
Counts as a bladed weapon |
|
Fire Time |
Reload Time |
Clip Size |
Ammo Type |
Alt Reload |
|
1.0s |
1.0s |
N/A |
N/A |
N/A |
|
Name |
Accuracy |
Damage |
Damage Type |
Alt Fire |
Notes |
Quick-Swap Weapon |
Speedloader Pistol |
+4 |
2d4 |
Bullet |
Aimed Shot |
Ranged combat is important Don't neglect this |
|
Fire Time |
Reload Time |
Clip Size |
Ammo Type |
Alt Reload |
|
1.0s |
0.6s |
6/6 |
10mm |
Dual Reload |
Class |
Level |
Master Trait |
Scout |
5 |
|
Iro |
Fin |
HR |
TaN |
SoB |
SoG |
Rel |
EE |
Bru |
|
1 |
2 |
|
|
|
|
|
2 |
Jug |
Ber |
DG |
DM |
Int |
WK |
Bad |
SM |
TH |
|
|
|
1 |
|
|
|
|
|
Notes |
|
Tess' intelligence is as keen as her blades. She knows where and how to cut into demons for maximum effectiveness.
Once a medical student with a penchant for old kung-fu movies, the learning hospital she worked in has since become a butchery.
In order to save her friends, family, and squad mates, she knows she has to eliminate the root of the problem. Every last demon. |
Ammo |
10mm |
Spare |
Shells |
Spare |
Energy Cells |
Spare |
Rockets |
Spare |
Backpack |
100/100 |
|
/50 |
|
/50 |
|
/10 |
|
Y/(N) |
Inventory |
2x Large Medkit
2x Small Medkit
1x Phase Device
1x Green Armor(backup)
|