Makeshift weapons are those that are thrown together during an adventure with available materials using a successful craft skill. Crafted weapons are those that are made during downtime with a crafting roll. Manufactured weapons are those from the past generally. OldTime weapons are custom made jobs from the past.
The following rules apply on top of the existing TFT rules, where an 18 results in your weapon breaking, and ONLY apply to makeshift weapons.
During any roll to use a makeshift weapon a roll of two 6s on the dice will indicate it has broken, so a 4d6 roll will yield more breakages etc. If the roll was a success then the item breaks after determining the result. The break is temporary and only requires time (10 mins) and a Repair/Craft roll to fix.
As per the normal TFT rules, a roll of 18 permanently breaks the weapon.
The following materials and effects will apply. The GM will have to make an assessment on the primary materials used.
Wood: -1 damage. Breakable6, -10% weight
Obsidian: +1 damage, Breakable5
Stone: +20% weight, Breakable6
Bone: -1 damage, Breakable6, -10% weight
Chitin: -1 damage, -20% weight.
Ironwood: none.
Plastic: -1 damage, -25% weight.
Breakable: If any of the damage dice equal or exceed the Breakable number then they are temporarily broken, and require repairs. If used against metal plate armour the target is 1 lower. Blunt weapons (hammers and maces) need to roll 1 higher (5 becomes 6, 6 becomes non-breakable). Damage is still applied. Eg the damage roll is 2d6+1, you roll 4,6 - a Breakable6 weapon would be broken due to the one dice showing a 6.
Bronze is actually not that bad a metal to use, it is only when you start making steel that it falls behind. Raw iron is actually worse than bronze and it wasnt until iron was improved into steel that it became useful. In Apocalypse it is very likely that Bronze will be used as creating it and crafting with it is simpler than using Steel.
OldTime items are those from before the Apocalypse and made by manufactured and skill craftsman, they are what we would consider to be 'custom made', and superior examples. They should be very rare.
OldTime weapons give +1 damage, and 80% wt (not cumulative).
Psionics will allow you to enhance your own personal items, see the Powers section on enchanting.
The rarity of metal and its heat effects have resulted in other forms of armour becoming more widely used. Composites and laminates of wood/stone/bone have been developed that compare favourably and do not attract the heats penalties of metals.
LOC: Head, Arms, Legs, Torso. Everything is per location, ie per arm or leg. Creatures with more than 2 of each will carry extra weight.
* DX values accumulate, rounding to nearest whole.
** MA values accumulate, rounding to the nearest whole.
*** Armour shows values vs melee/missile/ballistic damage
Shields pretty much work regardless of the material they are made of, although some may be heavier than others.
Canvas shields: Breakable5, half price.
Wood shields: Breakable6, half price.
Bone composite shields: Breakable6.
Chitin shields: Breakable6, -20% weight. (6/9/15), 2x price.
Leather/Hide Shields: Breakable6.
Heavy Hide Shields: heavy 12/16/25 lb, Breakable6, +1/0 Armour vs Missiles*, 2x price
*Breakable: a shield may break if any of the damage dice equal or exceed the Breakable value. For each dice that does this roll a d6 again and on a 4+ the shield is smashed and useless until repaired. Eg the damage roll is 2d6-1, the roll is 5,6 - a Breakable5 shield would suffer two rolls, and if any of them roll 4+ the shield is broken.
Steel Shields
Small +1 Parry, 75% wt (6lb).
Medium +1 Parry, +2/0 armour vs missiles*, 75% wt (9lb).
HvyMedium +1 Parry, +3/+1 armour vs missiles* (12lb).
Large +2 Parry, +2/0 armour vs missiles*, 75% wt (15lb).
HvyLarge +2 Parry, +3/+1 armour vs missiles* (20lb).
Its been a thousand years since a factory rolled out manufactured weapons. Some still remain, handed down from father to son over generations, repaired and replaced as required. Accordingly modern guns will be rare, but the sheer number of them produced before the Fall measn that they are still out there, packed away in preserved containers, protected to some degree from the ravages of time. Black powder weapons will have re-emerged, but with modernised components to make them more reliable and safer.
The really hard component will be ammunition, no matter how well preserved and protected, common ammunition will lose its chemical re-activeness with time. Less efficient, but still serviceable powder, isnt hard to make, and found bullets can be recycled into use, perhaps not with the same power, but still effective.
Gun effectiveness and damage will be generalised into specific groups of weapon, rather then individually named guns, as follows. All guns BREAK on a roll of 17-18, and jam on 16.
Blackpowder pistols and muskets are at -2DX at all times.
*Shotguns can use 'pellets' or 'solid shot'. Pellets can hit more targets (1d6, +1 if both barrels used, targets InContact, shooter gets to select first target, but than randomly determine the rest, shooter can attempt to 'miss' but at -2DX), but does -1 damage. Shotguns double all range modifiers.
AP modifiers are applied to any ballistic armour worn, positive values improve the protection of the armour, negative values reduce the effectiveness of the armour (but not below 0).
Automatic weapons (not pistols) may fire more than one bullet during a round. Each extra bullet fired after the first will inflict a -1DX penalty, and each extra bullet after the first will add +1 damage. Eg: 5 bullets fired at one target would be at -4DX and +4 damage.
A DoubleTap will be at -1DX and +1 damage.
A Burst of 3 will be at -2DX and +2 damage.
For auto fire you can fire a minimum of 5 bullets and a maximum of your clip. You suffer the full DX penalty to all attacks, but you can split the bullets up amongst other targets in groups of at least 3 bullets. All targets must be InContact, and after the first are randomly chosen. You can make a roll to miss to not hit a target and select a new one randomly but the second target is hit. The damage bonus applied to the target is based on the number of bullets applied to them, +1 after the first.
Eg: a group of 6 people are InContact, 4 enemies and 2 friends. The shooter empties their clip of 20 rounds into the group, breaking it into 4 groups of 5 rounds. The total DX penalty is -19 for each attack that is made. The damage bonus in this case will be +4 per attack (4 attacks of 5 bullets). The first attack target is selected by the shooter, if they miss a random target within the group is selected (including the original). If this turns out to be a friendly target you can roll to miss them and then a new random target is selected, but this one is fixed. You would then make another roll to hit, and if you miss then that attack missed the group completely. The GM may rulee on any targets behind the group that might get hit, but to a limit of one zone behind them. The second attack selects a purely random target, shooter may roll to miss a friendly, then the next target is attacked. Repeat for all remaining attacks.
Obviously firing at -19DX is pretty unlikely to hit anything, but no-one says full auto fire is meant to be aim-able. It is possible to gain sufficient advantages to make such a shot possible, but most of the time such attacks are likely to be suppressive in nature, and use the following Suppression Fire rules.
Anyone who is not shaken, stunned, or immobilised in some way may elect to fall prone as a free action, making them harder to hit.
Suppression fire can be against a group or a zone. If a group is selected then the attack is against everyone InContact. If a Zone is selected then it is against everyone in the zone, or who moves through the zone whilst the fire remains in effect (till the shooters next action).
If against a group then divide the number of rounds by 3 (round up) and that is the number of randomly chosen targets that will be attacked and suffer the base damage of the bullet (no damage bonus). Each attack still requires a roll to hit, with the full DX penalty (but there are Mods and Skills you may gain).
If against a zone then initially divide the number of bullets by 3 (round up) and make that many attacks on randomly chosen targets within the zone, at full DX penalty, no damage bonus. Further, take a similar number of tokens and place them in the zone, anyone attempting a Battle or Zone move through the zone while it is suppressed will suffer another attack, and use up one of the tokens. Running mods do not apply against Suppression Fire.
Anyone who is not shaken, stunned, or immobilised in some way may elect to fall prone as a free action, making them harder to hit.