Thursday, October 13, 2016

More Fixes for the Monster Island Game

Prior to the expansion, Invasion of Monster Island, the flight rules as listed were adequate. Helicopters, Flying Tanks, Jetpack Troopers, and Flying Monsters flew as much or as little as they wished and turned on a dime every time they moved.


With the arrival of Fighter Jets and Saucers the flight rules need to be fleshed out more to keep some units relevant. Saucers are cheaper and better than most Human ground units and can currently fly in any direction they wished. Why buy an Attack Helicopter for 7 points when you can buy a Fighter Jet for 4 points that is just as maneuverable and has a better Evade and Flying Speed but is 3pts cheaper?


To remedy this I recommend the following.


The cost for Flight power stays the same, but all Units and Monsters (hereafter both will be referred to as Entities) now have the following changes.


All Entities with Flight power must move at least ⅓ of their total Flight movement score each turn. If for some reason they cannot do this they are assumed to have rammed into whatever impeded them or have fallen out of the sky at their current altitude.


All Flying Entities now have a Maneuver Value (MV) of 1. An MV of 1 means while using the Flying Power the Entity may make only 1 turn of up to 90 degrees each game Turn. The Entity must move at least 2” forward in a straight line before executing this turn. All other forms of movement are not affected and do not use this Maneuver Value.


New Powers for Flying Entities


Highly Maneuverable: (Cost 1 point) The Entities Flying Maneuver Value is raised to 2; This power allows a Flying Entity to make 1 additional turn up to 90 degrees each game Turn. The Entity must still move forward at least 2” in a straight line before executing this additional turn.


Hover: (Cost 2 points) This power allows an Entity to fly at any speed up to their maximum and turn in any direction as many times as they choose. The following units are considered to already have the Hover power and do not have to pay extra for it. Attack Helicopters, Transport Helicopters, Jetpack Troopers, Flying Tanks, and Mother Ships.


Some Examples


A Fighter that takes the power Highly Maneuverable would now cost 5pts and would be able to execute 2 90 degree turns each turn.

A Scout Saucer that adds Hover to its powers would now cost 6pts and can zip around in any and all directions each turn at any speed up to its maximum (just like the classic UFO saucers do).

Thursday, September 8, 2016

Fixes for Monster Isle Units

Monster Isle and its expansions is a fun game where giant monsters and eventually aliens terrorize Earth and its defense forces. The rules do a pretty good job of covering this, but I have noticed some issues. I will attempt to address those issues in this post.


Escape From Monster Isle Fixes


Patrol Boat


The Patrol Boat has the same Attack, Toughness, Moral, FirePower, and Transport of an IFV but has a weaker Evade, a move of only 4 and is restricted to water. Yet it costs 5 points as compared to 3 for an IFV. This change will make it more cost effective.


Reduce the cost of the the Patrol Boat to 3pts and give it Swim 5”.


Flying Tank Recovery


The rules state that “a Flying Tank parked next to a science research center may use the Recovery rules to represent emergency repairs”. However the Recovery rules on page 19 of the Monster Isle rule book states that “creatures regains its Health score in lost Life points each Turn”. Since the Flying Tank has no Health score this rule is ineffective. My rule is as follows.


A Flying Tank that sits within 3” of a Science Research Center may follow the Recover rules and gains 2 Life Points every turn.


Invasion of Monster Isle Fixes


Mobile SAM Launcher


At a cost of 3pts for a vehicle that has a better attack value but worse Toughness and Morale than an IFV and is only able to attack Flying targets this unit is not cost effective. I suggest the following.


Keep the point cost at 3, but change the Mobile SAM Launcher’s Powers to; Blast: 2d6 and Long Range.


Delok Saboteur


This unit is an insta-kill unit with no limit to the number that can be in an army. In some scenarios taking 5 of these units and nothing else will allow the Delok player to automatically win.


Keep the point cost the same but limit the maximum number to 2 per Delok army. Instead of an instant success roll 1d6. On a 1 the Saboteur is discovered and killed. On a 2 or a 3 he is thwarted but can try again next turn. On a 4 or better he succeeds in destroying his target.






Thursday, September 3, 2015

Estate Sale Score!

Last weekend I scored an amazing miniatures find at a local estate sale. Actually it was my sister who let me know about it as I have "trained" her to keep an eye out for just this sort of thing.

This score included the following:



200 1/300 scale soldiers still in their packages.


Another 200 painted soldiers still on strips.


20 modern 1/2400 scale warships


Misc dice, spaceships and parts.


Various WW2 British tanks


Russian and German WW2 vehicles along with 25 unpainted Soviet T-80 tanks.


US and German WW2 vehicles


Cold War US vehicles


Cold War Soviet vehicles


Misc modern tanks as well as soldiers mounted for playing Advanced Squad Leader.


More misc modern tanks and mounted soldiers.


I'm really excited about the modern warships, tanks, and painted soldiers.

All in all 400 1/285 vehicles, several hundred soldiers, 20 modern ships and miscellaneous left overs.
Brand new prices this is a thousand dollars in mini's. E-bay probably $500 or $600 as many of the vehicles had light damage and some missing barrels. I paid $25 for the whole lot!

Wednesday, March 4, 2015

THE BONEHEADZ FAMILY PICNIC



Joel raises his binoculars and watches the ancient battle van traverse the old logging road.  The busted shocks on the machine barely stabilize its armored chassis as it dips and sways toward the clearing below.   Joel curses Luna for taking such a chance with the only armored vehicle in the Boneheadz possession, but it’s her vehicle, and the rest of the tribe was impressed with her moxie, so he can only watch and wonder. 

A shadow falls to his right and Joel turns to see Mary and Jeff finish pushing their “Fast Attack Vehicle” into place.  It’s a lightweight tubular framed vehicle from the last century.  The TOW missile launcher sitting atop it barely clears the ridgeline.  They only have three reliable missiles left, but they shouldn’t need more than one.

“Where the hell’s Skeeter?”   Mary asks.  “He should’ve radioed his position by now.”

Joel only nods.  He’s been trying to reach Skeeter for the last five minutes.  The idiot is probably sitting on his bike half stoned and trying to realign the chopped down M-60 he has lashed to his handle bars.  Either that or he wandered off into the woods totally forgetting the situation at hand.

The situation at hand?  Only two open top, assault trikes and a 30-foot armored motor home.  Yes, it appears some Yuppies from the valley have decided to have a picnic here in the mountains of New Idaho.  Seems they’ve forgotten these hills belong to the Boneheadz, but they’re about to be reminded.

Once again Joel puts the binoculars to his eyes and scans the clearing below.  The two open top trikes with their pintle-mounted machine guns are set up right and left of the clearing.  The motor home is parked in the middle and appears to be heavily armored, but not armed. Six unarmed people and three armed guards stand beside it.  The guards have positioned themselves in a triangle while the unarmed people have spread a blanket on the grass and have begun to toss a flat, bright colored disk around.   As Joel is pondering the significance of this ritual, Luna arrives on the scene below in her van.

Immediately the two assault trikes close to within 50 yards of her, one to either side.  Luna calmly comes to a stop and begins broadcasting her demands over the van’s loudspeakers.

“You are trespassing on the land of the Boneheadz.”   “We will allow you to leave peacefully if you turn over all your alcohol and ammo.  Just dump it all in a big pile in the clearing and go.”

Before the Yuppies have a chance to respond however, the high pitched whine of Skeeter’s bike can be heard.  Suddenly he bursts in left of the clearing and fires his M-60 at the nearest armed target.  7.62 mm rounds punch through the body armor and body of a reeling guard.  Chaos reigns. 

Both assault trikes open up on Luna’s van spraying it’s sides with light machine-gun fire. Luna slams her accelerator down and tries to close with the nearest trike as Frankie spins the van’s ball turret around and lets go with a ten round burst from his medium machine-gun.

A flash beside Joel tells him Mary's fired the TOW and he watches as the missile does a slow spiral through six hundred and twenty five yards to it’s target below.  Mary skillfully guides her high speed “gift of death” into the left hand trike.  A fire ball vaporizes it’s front plasteel armor, power plant, and driver, and throws the gunner out to land stunned under a nearby pine tree.

 As Skeeter mows down another guard, two turrets pop up on the motor home and bright red beams cut across the battlefield smoke.  Skeeter lets out a berserk yell and turns to charge the RV as bits of his body armor melt and flow like wax.  His only hope is to align the front of his bike so its thin armor can take the beam hits. 

Mary and Jeff perform the fastest reload of the TOW in Bonehead history, then Mary sights in on the oversized bus, hoping she’s not too late.  The second missile leaves its tube in slow motion acceleration.  Four seconds later it contacts the back of the RV.  The ensuing blast knocks the Yuppies to the ground and dumps Skeeter from his bike.  Mary leaps up to cheer, but realizes to her horror that the motor home has hardly been damaged.  Bits of armor flake off revealing the advanced honeycombed plasteel beneath.  Jeff openly weeps as he begins to load his final missile into the TOW.

Down inside her van Luna watches the bulletproof windscreen slowly splinter and crack.  Her vehicle can’t close with the last trike fast enough to ram and Frankie’s rounds aren’t getting through its front armor.  She looks over in time to see the third and final TOW missile crash harmlessly into the ground. On the hill above, Mary lays on her back blinded by laser flash, weakly clutching the guidance system in her hand.  Skeeter’s down and Joel can’t be reached on the radio.  Luna has had enough.

“Frankie! You Bonehead, aim for the exposed gunner!”

Immediately, a line of rounds stitch their way into the gunner, leaving three messy holes in his chest.  The trike starts to back up, but the battle van is finally upon it, pinning its wimpy frame beneath the massive front bumper. Hoping to be ransomed rather than killed, the driver meekly raises his hands and surrenders.  Luna breaths a sigh of relief and gently fingers one of the holes in the windshield beside her head.

Meanwhile the driver of the motor homes realizes his Yuppies are down and not moving.  Figuring there’s no profit in guarding corpses he guns the power plant and takes off, never realizing the Boneheadz don’t even have enough fire power left to scare flies off a dung heap…

Joel chuckles to himself as he surveys the battlefield.   They’re going to make quite a haul on this one. The one trike can be salvaged, and the surrendered driver and knocked out gunner will bring a small ransom.  Five of the six Yuppies were only stunned by the blast and are even now getting to their feet.  They alone will be worth more than could be made in two years worth of raiding.

Best of all none of the tribe was really hurt.  Mary’s sight is slowly returning, Luna and her van are O.K. and even Skeeter is getting to his feet. He appears stunned and confused, but that’s not unusual. Neither is the live grenade in his hand.  What is unusual is the accuracy with which he lobs it into the midst of the surviving Yuppies 15 yards away.

“Noooooo!  Skeeter you Bonehead!”





Afterward:  The above story was based on an actual Car Wars battle fought by the Boneheadz, during their triumphant return to world dominance on their 12th rise to power.  Joel, Luna, and Skeeter are all player characters.  While Mary, Jeff, and Frankie were NPC’s that are part of the group the players’ characters lead.  Other than Mary being blinded by laser fire (in the game the third missile’s to hit roll was simply missed) everything happened just like it did while playing.  Which goes to prove we truly are Boneheadz, and that Car Wars is good for more than just arena battles.        

Saturday, November 8, 2014

Apocalypse Speeder

After a 25 year hiatus from painting I was recently inspired by this Hot Wheels car to take up my paint brush once more.


I made two attempts. One was to be a proof of concept and the other the finished model. The proof of concept turned out to be the better of the two.

Here is the "final model".



And here is the "proof" car.




I added a dark wash and a dry brush to both models. I'll probably redo the window screens on the "final" car some day and maybe "dirty" it up a little more. More cars to come in the future.

Monday, January 20, 2014

SIMPLE CAMPAIGNS IN CAR WARS

This article will provide Car Wars players with a set of rules for running non-arena style campaigns.  All of the strategic details will be abstract allowing players to focus on tactical battles.  No referee or strategic maps are necessary and only these rules and the Car Wars Compendium are needed to play.

Each player will be in control of an organization at war with the other player’s organizations in the campaign.  These organizations can be considered anything from cycle gangs or police departments, to trucking companies or town militias.  The exact nature of each is unimportant and need only be determined for role playing purposes.

Since there is no referee each organization’s assets and personnel as well as their condition will be available at all time for any other player to see.

WINNING

The winner is the player whose organization has amassed the most prestige within a given number of weeks.  All players should agree upon the number of weeks the game will run before play starts.  Players gain prestige by raiding and destroying other player’s assets and lose points by running away from a fight (see prestige points for more details).  A player is considered out of the game if all five of his strategic assets have been reduced to zero; though he may surrender at any time before this.

ORGANIZATIONS

Each player starts with 100 OP’s (Organization Points).  All OP’s must be spent before the game can begin and each OP must be used to acquire one of the following:

One OP will buy ten character skill points (remember each skill level below three requires ten skill points per level to increase).  No character may have a starting skill over three. All characters in your organization must have at least one skill at level 0.

One OP can be converted to $8000 worth of cash, which can then be spent to acquire equipment and vehicles, or saved for later game use.

Five OP’s will buy one level in one strategic asset.  All strategic assets start at level 0 and players must buy all five up to at least level 1 before play begins. (Thus a minimum of 25 OP’s will automatically be spent here.)

These initial points are spent in secret.  Everyone then presents his or her final purchases at the same time.  At this time opponents are allowed to scrutinize each other’s organizations to make sure the point totals are correct.  Nothing may be hidden or kept back.

STRATEGIC ASSETS

Strategic assets are broken down into the following abstract areas and their game effects:

Command and Control: This represents the leadership and strategic maneuvering ability of your organization.  For each C&C level a player may mount one raid (offensive) or send out one patrol (defensive) each period.  (Thus an organization with a level four C&C could mount 3 raids and 1 patrol or any combination of the two, totaling four missions each period.)  Scouting, screening, defending, and Calling out are missions that do not require C&C points.  When this asset is reduced to 0 that organization may no longer mount raids or perform patrols, but may perform any other mission type.

Intelligence:  This represents the number of spies you have both within and outside your organization as well as informants within the area of your operations.  This is an offensive and defensive ability.  The higher this number the more likely you are to spot incoming raiders while on defense.  While on offense this number is used to counter your opponent’s intelligence sources thus screening your raiders from possible detection.  An organization that has this asset reduced to 0 can still attempt to detect incoming raids, but at a -2.

Repair:  This represents the mechanics and capability of your garages and other repair facilities.  (No skill points can be or should be spent on these mechanics and no attempt has been made to say how many you have or how good they are.  This is just an abstraction.)  When your vehicles are damaged in combat or if you want to upgrade existing vehicles they will take a certain amount of time to fix.  Each point represents an abstract number of hours per period (see strategic turn) you have, to work on all damaged or upgraded vehicles.  It does not include the cost of parts, which must still be paid for out of your cash fund.  It does however include mechanic and shop fees and thus these never need to be paid.  Once the time has been allotted repairs and upgrades are automatically successful with no skill roll needed. 

A vehicle that is repaired during any portion of a period is unavailable for any type of mission during that entire period.  The exception is vehicles that only need trivial repairs.  As long as parts are available these can be completed in relatively no time and the vehicle used during the same period.

To find the total number of hours available per period multiply the Repair level by 10.  A repair or upgrade will take a certain number of these hours as follows (extra hours may not be saved up from period to period).  Trivial:0, Easy:1, Medium:2, Hard:3, Very Hard:4.  Remember damaged or obsolete parts must first be salvaged, usually an easy or medium task, and the new parts installed at the same level of difficulty.  No extra costs (just time) are required to salvage or install a part above the cost of the new part.

If this asset is reduced to 0 the organization may no longer repair or upgrade their vehicles, but may still spend money to buy new ones.

Supply:  After the first week this is your weekly income which can be spent to buy new cars, weapons, pay for repairs, or other expenses, or saved for later use.  Each level provides your organization with $8,000 per week.

If an organization manages to save $40,000 in cash they can spend this to increase any one Strategic Asset by one level.

If this asset is reduced to 0 the organization no longer receives any funds but may still use any money they have saved to purchase things.

Personnel:  After the first week this is your skill points pool to replace lost personnel or acquire new ones.  Each level provides 10 skill points per week.  These points represent new recruits and can not be used to increase the levels of existing characters.  The points can be saved from week to week and all spent on one character, keeping in mind the maximum skill limit of level three.

If this asset is reduced to 0 no new personnel may be recruited and all saved skill points are lost.

STRATEGIC TURNS

Each strategic turn is one week long broken into 2 periods of 3 days each (the first day of the week, Sunday is reserved for administrative duties).

1.  At the beginning of each week each player totals up the amount of supply levels he has and converts them to cash.  He may then spend or save this cash as he sees fit.  Equipment or vehicles purchased this way are available for immediate use.  Next total the personnel levels and either save them or spend them to acquire new personnel.  Any personnel acquired are available for immediate use. (Skip these two procedures on the very first game turn only.)

2.    Next determine if any vehicles need repair during the first period and assign repair hours to them.

3.  Characters issue and resolve Call Outs.

4.  Each player secretly plots out all offensive and defensive missions for the first period (This is the only time when players do not publicly show their orders).  Each personnel and piece of equipment may be assigned to only one mission per period.  Any personnel or equipment not assigned is considered resting and will not affect or be affected by combat that period. 

5.  Each player reveals all missions. Since there is no referee, at this time all players must reveal where every individual and piece of equipment is assigned as well as the type of mission they are assigned to and who they’ll be raiding. 

6.  Next each players defensive recon will be used to try to detect incoming raids (see scouting missions below for details).  One attempt may be made per raid group coming into a defender’s territory.  If an attackers raid is detected he must state it’s objective.  After all raiding groups have had a detection roll made against them the defender may then assign any patrols he has to attack any detected raids with the following limits.  Each detected raiding group may be attacked by only one patrol.  Each patrol can only attack one detected raiding group.  (Proceed to play these encounters out on a tactical level.)

7.  Any raiding group that was not detected or intercepted or which successfully drove off or destroyed a patrol group may proceed to their objective and attack it.  (Proceed to play these out on a tactical level.)

8.  Once all raids have been carried out, calculate the amount of salvage and prestige gained and Strategic Assets lost.

9.  Complete the second period of the week by repeating steps 2 through 8 (substituting “second period” where the words “first period” are listed).

10.  Begin the next week.

 


THE MISSIONS

In order to win the game your organization must perform missions.  Each Strategic Asset of an opponent may be attacked once per period as long as it has at least one level left and the attacker has units to send against it.  Missions are broken down into offensive and defensive types. 

OFFENSIVE

Raid:  Successfully completing a raid mission will permanently reduce one of your enemies Strategic Assets by one point and increase your prestige by one point.  An attacker may raid the same Strategic Asset of a single opponent only once per period.  Each type of raid should have its own map, agreed upon by all players at the start of the campaign. The raider must have one level of C&C available for each raiding group he sends out that period.

If more than one organization is attacking the same enemy’s Strategic Asset the player with the highest C&C level decides if he wants to attack first or second.  In the case of a tie each attacker rolls 1d6 and the highest roll decides.  When the same asset is attacked by more than one set of raiders any defending units damaged or destroyed in the first attacks will have their damage carried over to the next attacker, but all buildings will be returned to full damage point capacity with no breaches.

 A maximum of six vehicles is allowed in each raiding group.  The following rules are common to all raids.

Burning buildings: Buildings that are set on fire will be considered destroyed if a roll of 1 to 3 is made on 1d6.  If all remaining objective buildings burn to the ground then the attacker gets his prestige and the defender loses one level of that Strategic Asset. 

Direction of attack: When determining which side of the board the raider enters on compare the raiders Intelligence level with the defenders.  If the raider's is higher he comes onto the board at any side he chooses.  If the defenders Intel level is equal to or higher than the raiders the defender determines which side the raider comes in on.

Attacker loss of prestige: If the raiding player decides to run off before the objective is destroyed he must fire at least five shots at the objective (rather they damage it or not) before leaving or lose one prestige point.

Raids are broken down into the following five types:

C&C Raids: This takes place against an opponent’s command structure (Their Command and Control Asset).  The defender sets up one heavy objective building (see building listings below) in the middle of the map.  He then sets up any defenders within six inches of this building.  The attacker then enters the board per the direction of attack determination above.  For the attacker to successful complete this mission he must destroy the objective building thus reducing his opponents C&C by one level.  Anything less has no effect.   

Intelligence Raid: This takes place against an opponent's listening posts, and community resources (their Intelligence Asset).  The defender sets up 1 medium objective building and two weak objective buildings in the center of the map within 3” of each other.  Next he sets up any defending units within 6” of these buildings.  The attacker then enters the map as per the direction of attack determination.  In order for the attacker to win he must destroy all three of the objective buildings thus reducing his opponents Intelligence by one level.  Anything less has no effect.

Repair Depot Raid: An attack against an opponent's garages (Repair Asset).  The defender sets up 2 medium objective buildings in the center of the map.  He then sets up his defenders within 6” of any one building.  The attacker then enters the map as per the direction of attack determination. In order for the attacker to win he must destroy both of these objective buildings thus reducing his opponents repair by one level.  Anything less has no effect.

Convoy Raid: This takes place on the road and goes against an opponent's Supply Asset.  The defender gets one “Economy” tractor truck pulling the “Supply Trailer” listed below as the objective (this trucks cost does not come from the players cash it is part of the Supply Asset.  Also any damage and ammo used is freely brought back to full for the next raid as long as the defender has at least one level of Supply left).  Both the driver and gunner of the truck have Trucker and Gunner skills at level 0 (These are not part of the personnel pool but are part of the Supply Asset just like the truck.  The skill levels for these two are not paid for out of the player’s points and may not be improved). 

The defender then sets up any escorting vehicles within 6” of the truck and all vehicles start at 50 mph. The attacker places his forces as follows.  If the attacker's Intelligence rating is higher than the defenders he may set up both in front and behind the convoy.  If his Intelligence is equal to or lower than the defenders he may only set up behind.  The attacker vehicles may start no closer than 6” from any of the defenders vehicles.  The attacker may start at any speed up to 80 mph.  If the attacker brings the truck to a halt without breaching the trailer he not only reduces his opponents Supply level by one permanently but he also gets a one time bonus of $8000 worth of supplies.  If he brings the truck to a halt, but also breaches the trailer he still reduces his opponent’s Supply level by one permanently, but gets no supplies.  If he breaches the trailer, but doesn’t stop the truck then his opponent loses $8000 worth of supplies for the next week only. If he doesn’t halt the truck or breach the trailer then there is no effect.

Town Raid: This attack is against an opponents Personnel Asset.  The defender sets up three weak objective buildings in the center of the map.  He then sets up his defenders within 8” of any building.  The attacker enters the map as per the direction of attack determination.  In order for the attacker to win he must destroy all three objective buildings thus reducing his opponents personnel level by one.  Anything less has no effect.


Screen:  Screening is done by your offensive recon units and makes it harder for your opponent’s defensive recon to spot you.  (See scouting.)  Screening units do not engage in any type of combat.

Call Out: Any time a character in your organization has successfully completed three or more raids he may “Call out” an opponents character who has also completed three or more raids.  A Call out is a challenge to the death and only one character can walk away.  If a character being called out refuses the challenge his organization loses one prestige point.  A character can only make one Call out or be called out once per week.

Call outs are issued and either accepted or refused and carried out before orders are plotted for the period.  Any characters participating in a Call out may not perform any other mission that period.

Once Called out the defender chooses whether to fight on foot or in vehicles. The level of equipment does not have to be equal unless the combatants choose to make it so.

The winner of the fight does not score any prestige unless the fight was held in a public arena.  In which case the winner scores one prestige point for his organization.  In order to hold the fight in a public arena one or both of the organizations involved must spend a total of $2,000.



DEFENSIVE

Defensive missions never give their organization prestige points.

Patrol:  Each patrol group requires one level of C&C in order to be used.  The maximum number of vehicles per patrol group is three.  After a player’s recon forces have discovered incoming raiding groups each available patrol can decide which group if any it wants to engage and then attack.  The patrolling player chooses the map and the raiders must set up at least 2” but no more than 4” from one side.  All raiding vehicles must be moving 30 mph or faster. Vehicles without off-road suspension must be set up on road strips placed by the patrolling player going in a continuous line from the raider's side of the map to the patrols.  The patrol then sets up at least 4” but no more than 6” from the opposite side.  The patrol vehicles can be moving at any speed.

The raider may continue his attack with any vehicles he gets off the patrols side.  Any of the raiders vehicles which leaves off any other side can not continue to attack, and are considered to have returned home.  If the raider returns all mobile vehicles home instead of continuing on with his objective he loses one prestige point (negative points are possible).  The patrolling player can salvage all immobile vehicles.   

Defend:  Players may assign vehicles, pedestrians, and static turrets/cupolas (see new rules below) to each of his five Strategic Assets.  These defensive units protect their assigned Strategic Asset from any and all attacks that period until they are destroyed or reassigned next period.  No more than two vehicles and three static turrets/cupolas may be assigned to any one Strategic Asset. No more than $500 can be spent on dropped weapons already on the map.  Any number of pedestrians may be assigned.

Scout: One scout roll is automatically taken against all incoming raiders even if the defender has not assigned any vehicles to this mission.  Assigning vehicles to scout simply increases your chance of spotting incoming raiders.  To spot incoming raiders you must roll a 7 or higher on 2d6 for each raiding group (a roll of 2 is always a failure and a roll of 12 is always a success). Modify this roll as follows:

+1` for each level of Intelligence you have above 0.

+1 for each ground vehicle you have scouting that has either HC 3 or better (before spoilers and airdams) or off-road suspension, as well as both an LDR and ACC (acceleration) 10 or higher.

+1 for every two ground vehicles scouting that have an LDR and one of the following. Either ACC 10 or HC 3 or OR suspension.  Or 2 people on riding beasts with LDR’s.

+1 for every 3 ground vehicles or 4 pedestrians scouting that each have an LDR.

+1 for every 4 ground vehicles or 4 people on riding beasts scouting with no LDR.

+1 for every aircraft scouting.

+1 for each radar on a scouting vehicle.

+2 for each long distance radar on a scouting vehicle.

-1 for each level of Intelligence your opponent has.

-1 for each ground vehicle the raiding player has screening that has either HC 3 or better or off-road suspension, as well as both an LDR and ACC 10 or higher.

-1 for every two ground vehicles the raiding player has screening that have an LDR and either ACC 10 or HC 3 or OR suspension.  Or 2 people on riding beasts with LDR’s.

-1 for every 3 ground vehicles or people on riding beasts the raiding player has screening that have an LDR.

-1 for every 4 ground vehicles or people on riding beasts the raiding player is screening with no LDR.

-1 for every aircraft the raiding player has screening.

-2 if the defender's Intelligence Asset is reduced to 0.

Cancel one scout’s radar, but not long distance radar for every screening unit that has a radar detector.

Cancel one scout’s radar or long range radar for every screening unit that has a radar jammer.

Cancel all radar bonuses if any screening unit has a bollix.

Scouting vehicles do not engage in combat.

PRESTIGE AND WINNING

Prestige is not kept track of in the normal way.  Individual character prestige is unimportant and should not be kept, as it will slow the game down.  Organizational prestige is very important as the amount of it determines whether you win the game or not.  Organizational prestige is gained as follows.

+1 for every successful raid.  A raid is successful if the defender permanently loses one level of  the Strategic Asset being attacked.

-1 for any raiding group that runs from a patrol or fails to take five shots at the raids objective before retreating (if all attacking units are wiped out instead of leaving the board before five shots are taken then no prestige is lost).

+1 for a character that won a Call out in a public arena only.

-1 for a character refusing a Call out.

Players should decide on the number of weeks they wish to play.  At the end of that time total up everyone’s prestige.  The organization with the highest prestige is the winner.  A good number of weeks for a game is six.  This will equate to twelve mission periods.

INCREASING CHARACTER SKILLS

Character skill points are awarded as follows.  If the character successfully used the skill at least one or more times in a mission he gains 2 points toward increasing that skill.  If he uses a skill but is never successful he still gains 1 point toward that skill.  Only one success or failure is counted per skill, per mission no matter how many times that skill may have been performed.

WOUNDED CHARACTERS

Characters that are wounded heal at a rate of 1 hit point every 2 weeks at a cost of $1600 a week in a hospital, or at a rate of 1 hit point every 4 weeks at home for free. (One week at $1600 and 2 weeks at home for free will also heal 1 hit point.)  Characters who are recovering may not go on missions until they have at least 2 hit points.  If they go on a mission they do not heal that week.  Characters may not be Called out until they have at least 3 hit points.

APPENDIX

Objective Buildings: All are one story.

Weak objective buildings have DP 5/5 and must be at least 2”X2” with 2 openings.

Medium objective buildings have DP 7/7 and must be at least 2”X3” with 1 opening.

Heavy objective buildings have DP 10/10 and must be at least 3”X3” with 1 opening.

Supply Trailer:

40 ft van trailer, 8 PR tires, smoke screen back, 2 space rocket platform upper back with 2 medium rockets.  20 pts plastic armor all locations.  Weight with cargo 29,000 lbs.  Cost $20,530.

Static Turrets and Cupolas:

Static turrets and cupolas can be set up around Strategic Assets.  Static turrets and cupolas have the same cost and weight as their vehicle counter parts with the following differences.

Both static turrets and cupolas must have their own internal power supply and rotation mechanisms, which adds 100lbs and $1000 to their cost.  Both are -1 to be hit, but because they are stationary they are +1 to be hit.  This gives a final to be hit modifier of 0.  They do gain a +1 to hit because they are stationary.  Armor for these turrets costs $20 and weighs 10lbs per point.  The maximum amount of armor they can have is 200lbs.  No more than 1 static turret or cupola can be set up per square inch.  They may be set up on top of objective buildings, but are destroyed when that building is rubbled.  When deployed on the ground use a ½” X ½” counter to represent the weapon platform.

Static cupolas must have the gunner inside them, but static turret gunners are located in one of the objective buildings and are killed if that building is rubbled.  It costs an extra $100 to link each static turret to the gunners inside the building.  Only one gunner can use one static turret at a time.

Example:  Static MG cupola;  One 3 space cupola at $3,500, power supply and rotation controls at $1,000, one loaded MG at $1,500, 20 pts plastic armor at $20 per point $400.  Total cost: $6,400.  Base to hit 7, +1 for cupola +1 for being stationary.  Final to hit before Gunner or computer bonus 5.

SALVAGE

The defender is always allowed to salvage any vehicles and equipment left behind unless all the defenders units were completely destroyed and the raiders also eliminated their objective (in that case the raider may do the looting).  In order to drag the salvage from the battlefield a player must have at least on level of Repair.  If these conditions are met then all vehicles and equipment are automatically transferred to the player’s assets.  Destroyed Static turrets/cupolas may not be used again, but the weapons and ammo inside them can be salvaged.

PRISONERS

Any raider who can not escape off the board in a vehicle has the option of fighting to the death or surrendering.  If the raider surrenders it is up to the defender to decide whether to kill him, keep him, or ransom him back.  (In the basic game your prestige is unaffected no matter what your choice.)  If the character is ransomed back an agreed upon amount must be specified.  Once this is done the exchange takes place.  (Because there is no referee there is no chance for a double cross.  The money and prisoner must change hands.)

THE TROUBLE WITH HELICOPTERS

If helicopters are allowed in the campaign they represent a whole new set of complications for defenders.  Helicopters with bombs are death on buildings and it is recommended that defenders have plenty of AA weapons to defend their assets.

Also the rocket platforms on the supply truck may be loaded with AA missiles instead of medium rockets (at no cost to the defender).  The defending player can decide this during set up for the mission, after seeing what equipment the raiders have,  but must tell the attacking player what he’s carrying on the truck before the scenario begins.

EXAMPLE ORGANIZATION

The following organization was built with the above rules in order to promote a better understanding of this procedure.  Starting points are 100.  Note:  All the vehicles in this example are from the back of the Car Wars Compendium Second Edition.  No attempt has been made to verify the accuracy of these vehicle designs via the official errata released on them.

Asset Levels:

Command and Control: 2,  Total OP’s 10
Intelligence: 1,  Total OP’s 5.
Repair: 1,  Total OP’s 5.
Supply: 1,  Total OP’s 5.
Personnel: 1,  Total OP’s 5.

Total OP’s spent on Strategic Assets: 30.


Starting personnel:

12 Cupola operators with Gunner: 0, Total OP’s 12.
6 Car drivers with Driver: 0 Gunner: 0, Total OP’s 12.
2 Truckers with Trucker: 0 Gunner: 0, Total OP’s 4.
1 Driver with Driver: 0 Gunner: 1, Total OP’s 3.
1 Cyclist with Cyclist: 0, Total OP’s 1.

Total OP’s spent on personnel: 32


This leaves 38 OP’s to convert to cash at the rate of 1OP= $8,000 for a total of $304,000 to spend or save.  The money was spent as follows:

21 suits of body armor: $5,250.
1 Shogun 150 motorcycle with LDR: $2,600.
5 Super Zap Maulers: $124,990.
1 Liberator Bus:  $66,019.
1 Falcon:  $25,064.
12 Static MG Cupolas:  $76,800.
Left over cash:  $3,277.


We’re now ready to begin play.

EXAMPLE OF PLAY

Now we’ll go through the first turn of strategic play following the 10 steps outlined above.

1.  On all other turns except the first we would total the amount of supply cash and personnel points we receive and either spend or save them.  However since this is the first turn we ignore this part of the turn.

2.  If we had any damaged vehicles or turrets we’d set up repair times and pay for parts, but since we don’t we’ll move on.

3.  No character has successfully completed three missions yet so no Call outs occur.

4.  Using the units above I’ll now plot orders for all of them.  This is the only time my opponents will not be allowed to see my personal and equipment. 

Defense:
I’ll place 3 MG cupolas and 3 Gunner: 0’s at each of the following:  Command and Control, Intelligence, Repair, and Personnel.

I’ll also add one Super Zap with a Driver:0 Gunner: 0 to Command and Control defense and one Super Zap with a D:0 G:0 to Repair defense.

To the Supply Convoy I’ll add the Falcon with D:0 G:0 and a Super Zap with D:0 G:0.

Scouting:

I could set the Shogun 150 cycle with LDR on Scouting.  With its HC: 3, ACC: 15, and LDR it would have provided me with a +1 to my defensive recon rolls.  (Since I have no patrols out right now it’s not too important that I detect incoming raiders, so I’ll put this unarmed bike on screening my raiders instead.)

Offense:

I’ve got one raiding force going for my opponents Command and Control.  It consists of the Liberator bus with both T:0 G:0 personnel and the last two Super Zaps.  One is driven by a D:0 G:0 while the other is driven by the D:0 G:1.  Note: that with a C&C of 2 I could send out another patrol or raid, but I don’t want to split my forces up that much.

The Shogun 150 will go out to screen this group thus causing a -1 on my opponent’s attempts to detect my incoming raid.

5.  After my opponent and I have finished writing up our orders we all reveal them.  Looks like I’ve got one raiding group coming against my Supply and one going against my Personnel.  I’ve got one going out against my opponents Command and Control.

6.  If I had patrols out I’d now make a recon roll against both of my opponent’s raiding groups to see if I spot them (I’d get a +1 for my level 1 Intelligence minus my opponents screening forces and Intelligent level).  Since I have no Patrols there’s no reason to roll.  My opponent does have a patrol out and so he rolls to see if his recon can detect my raiding group.  He has no scouts out, but he does have an Intelligence level of 2 so he gets +2 on his roll -1 for my Intelligence level of 1 and -1 because my Shogun is screening for a final roll of 7 or better.  He rolls a 7, which is a success and can thus decide if he wants to intercept my raiders with one of his patrols.  He attacks with a patrol of one vehicle (played out using Car Wars counters and rules).  I destroy it without taking loses, but the damage I took in this fight and the ammo I used will carry on to my raiding mission.

7.  All raiding parties now conduct their attacks.  My defenses ward off the weak raiding parties sent against my Supply Convoy, but the raiders going against my Personnel Asset destroyed all 3 building and 2 of my cupolas.  My attack against my opponents Command and Control goes well and I manage to destroy it and the 2 turrets guarding it while suffering some damage to the bus.

8.  Now to total up loses and prestige and distribute character points.  My Personnel Asset has been reduced to 0, which means I can no longer recruit new people to join my organization and my opponent gains one prestige point.  I successful reduced my opponents Command and Control from a level 2 to a level 1 thus gaining 1 prestige point and reducing the number of patrols or raids he can send out from 2 to 1. I also recovered the two vehicles that went against my Supply Convoy as well as my opponent’s two turrets and can salvage any useful parts off them.  Since my opponent didn’t destroy my third turret at the C & C site he doesn’t get any salvage there.  Because my turret remained, any of his vehicles that had been immobilized on the raid would have been mine to salvage.

9.  Next we go into the second period of the week.  I need to repair one of the Super Zaps and 1 of the cupolas so I calculate the amount of time and cost of parts and take these units out of service.  At this time I can pay for and top off all spent ammo or damaged tires with no down time for the vehicles involved.  There are still no characters with 3 successful missions so we ignore the Call out phase.

Next I’m going to plot my missions.  The Super Zap that was on the raid mission is in the shop so I’m pulling the one off the Supply Convoy and using it along with the two original raiding vehicles to stage another raid on my opponents C&C again.  Everything else stays the same.  Now we reveal our missions for the second half of the week and make recon checks.  This time my opponent has concentrated on defense and has sent no raids against me.  He has 2 vehicles Scouting both of which have OR suspension and LDR’s for a total of +1 plus his Intel level of 2 for a total of +3 to his roll.  I have my Intel level of 1 and the Shogun to counter him so his final roll to detect my incoming raiders is a 6 or higher.  He rolls another 7 and thus detects them.  He then sends a patrol of 2 vehicles against the raiding party.  It’s a vicious fight and I lose one of my Super Zaps before defeating him (I’ll get the salvage on his 2 patrol vehicles at the end of the period.

Finally, I attack his C&C with my two remaining vehicles.  I manage to come away with my Liberator bus in tact, but lose the other Super Zap.  I do however destroy the objective building, thus reducing his C&C to 0 and gaining another prestige point as well as salvage.  My opponent can now no longer mount offensive raids or send out patrols unless he can save up $40,000 to buy a level 1 of C&C again.

10. Start a new week.

           




   

Saturday, January 18, 2014

NEW SKILLS AND EQUIPMENT IN CAR WARS PART 2


Here are more skills and equipment for the Car Wars game.  Two of these skills, Using 2 one handed weapons, and Rapid fire, are more suited to super hero games and should be ignored if the GM thinks they will unbalance play.



NEW SKILLS

Black powder Firearms:  This is the skill of using black powdered rifles and pistols.  Anyone without this skill can fire a loaded shot at -2 but will then require 1d6 minutes to load the gun after that.  A person with this skill can fire regular firearms at -1.

Blacksmith:  A character with this skill can forge steel.  Depending on the tech level of his skill and his forge, he can also make the following, black powder muskets, crossbows, melee weapons, metal armor for people and vehicles, and shields.  In order to do any of this a Blacksmith must have a forge and tools.  The tools required are a hammer, tongs, anvil, and a hardy (steel chisel).  Other tools such as files make the job easier but are not required.  All these can be considered to be included in the cost of a metal working station.  For all but “homemade” weapons a forge of the same or higher tech level must be available.

Tech level 1:  The hand made forges at this tech level do not burn as hot , because of weak construction and lack of a bellows to fan the fire.  Soft metals like copper, bronze, and gold are all the smith may use.  Items created include, arrow heads, bronze swords and daggers, horse shoes, heavy bronze plate and shields.  The highest quality of metal that can be forged is poor steel.

Tech level 2:  This is the iron age.  Iron is the main metal used along with some alloys.  Items made include, crossbows and bolts, regular steel weapons, metal armor and shields, and tripods.  The highest quality steel forged here is average grade.

Tech level 3:  Techniques available at the highest level of hand forged steel.  This includes advanced hand made alloys, high quality steel weapons and body armor, very low quality vehicle armor (weighing 15 times more than TL 8 plastic vehicle armor) and black powder fire arms.  High quality steel can be forged here.

Tech level 4:  Lathes and presses become common tools, allowing a Blacksmith who also has the Weaponsmith skill to forge parts for revolvers and single shot, bolt, or lever action rifles.  Low quality metal vehicle armor (weighing 12 times as much as TL 8 plastic vehicle armor) is available.

Tech levels 5:  Very high quality steel can be forged. Also at this level average quality metal vehicle armor becomes available (this is the low tech steel that weighs 9 times the amount of regular TL 8 vehicle plastic armor).  A Blacksmith with the Weapon smith skill could also stamp out parts for semi-auto and full auto weapons, and bazookas.

Tech level 6:  Above average quality metal vehicle armor (weighing 8 times as much as TL 8 plastic armor) is available.  Also recoilless rifles can be made at this level by a Blacksmith who also posses the Weapon smith skill.

Tech level 7:  High quality metal vehicle armor (weighing 6 times as much as TL 8 plastic armor) is available.

Tech level 8:  Advanced quality metal vehicle armor (this is the metal armor listed in Car Wars that weighs 5 times as much as plastic).

Tech level 9 and higher:  As the GM sees fit.

Metal Body Armor:  The following types of armor can be made by a Blacksmith.  Only 1 suit of metal armor can be worked on at a time.  Metal armor weight includes the weight of any leather armor used.
 
Banded mail:  Use armor type F.  It weighs 25 pounds.  It requires 20 pounds of average steel as well as 1 leather armor type B.  It takes 32 man hours to make in addition to the time taken for the leather armor.  This is TL 2 armor.

Bronze plate:  Use armor type E.  It weighs 40 pounds and requires 45 pounds of poor quality steel.  It takes 32 man hours to make.  This is TL 1 armor.

Chainmail:  Use armor type D.  It weighs 35 pounds, and requires 30 pounds of average steel as well as 1 leather armor type A.  It takes 32 man hours to make in addition to the time taken for the leather armor.  This is TL 2 armor.

Half plate armor:  Use armor type G.  It weighs 50 pounds and requires 60 pounds of average quality steel.  100 man hours are required to make it.  This is TL 2 armor.

Metal Shields:  Any shield can be made out of metal using 1.2 times the weight of the shield in average steel rounded up.  The number of hours needed to create a shield is equal to the weight of the shield times 10 minutes.  These are TL 2.


Direct Fire Artillery:  At tech level 1 this skill provides the ability to shoot catapults.  At tech level 2 it includes catapults and anti vehicle cross bows.  At tech level 3 it provides the ability to shoot black powder cannons.

Hunter/Trapper:  This skill allows the character to track animals or people in the same way as a Scout can.  In environments where animals are plentiful it also allows the hunter to find food, with the ability to feed 1 d6 people, per success roll of 7 or better.  Each  roll requires 4 hours of the hunters time in which no other activity may take place.  Any game not eaten may be preserved by the Hunter for up to 6 months if he makes a successful skill role.  A failed roll halves the amount of meat preserved and a roll of 2 ruins the whole batch.   Finally, once a week one success roll is allowed for this individual to collect 2 d6 X 10 lbs in hides, plus 10 pounds per level above 0, that can be sold for $0.50 per pound for  uncured or $1 per pound if cured.  To cure 100 lbs of hide or fur make one success roll from a chemical supply table and a Hunters skill roll.  This process takes 2 days.  If the skill roll is failed ½ the hides are ruined.  On a roll of 2 all the hides are lost.   If the character so wishes he may try for fur instead of hide.  The chance to succeed is 1 worse (an 8 or better).  The amount collected is equal to 1 d6 X 10 lbs plus 10 pounds per skill level above 0.  Each pound sells for $1 uncured, or $3 cured.   The following modifiers apply to gathering food, furs, or hides.

Per level of Hunter skill above 0:  +1

Using traps: +2

Using muscle powered missile weapon:  +1 for every level of weapon skill above 0.

Using firearm: +1 and another +1 for every level of weapon skill above 0.

Not using traps or missile weapons:  -3

No hunting skill:  -3

Leather Worker/Tailor:  This person can cure hides, make clothing or cloth, shoes, saddles, leather armor and shields.   Tailors need a work station to make cloth, saddles, or leather armor, but not clothing or shoes or to cure hides.

Cloth:  Is a great trade commodity.  One bolt can be made per day per tech level of the work station used to create it.  Each bolt requires three times it’s weight in organic fibers to make.  Example organic fibers are cotton, wool, and silk.  Make one skill roll per week of production.  If the roll is missed half the production for that week.  If a 2 is rolled then no production took place that week and ½ the organic fiber that would have been used is ruined.

Clothing and shoes:  In a post-apocalyptic setting assume that one tailor can cloth and shoe as many as 100 people a year.  No roll is needed.  One tailor supply cache will be used up each year, as well as one bolt of cloth for every 5 people.

Cured hides:  This is done in 2 days.  The hides are soaked in a brine so that they will be preserved and easier to work with.  The maximum number of hides that can be cured is equal to 100 lbs plus 50 lbs per the Tailors skill level above 0.  One success roll from a chemical supply cache is required for every full 100 lbs of hides.  At the end of 2 days the Tailor makes one roll for the whole batch.  A failed roll means ½ the hides are ruined.  A roll of 2 means all the hides are ruined.  Tanning acids to make the brine can be found in the inner bark of oak trees, chestnuts, hemlock trees, and tea.

Leather Armor:  Armor types A, B, and C from my melee weapons article are considered leather armor and can be created with these rules.  All armor types need one success roll from a tailors supply cache in addition to the requirement listed below.  At the end of the allotted time make a skill roll to see if the job is successful.  A tailor can be working on 2 suits plus one suit per skill level above 0.  All hides used must be cured first.

Heavy leather jacket:  Use armor type A.  It weighs 10 lbs.  To make this armor takes 12 lbs of hide, and 12 man hours.  It is a TL 1 item.

Full suit of heavy leather:  Use armor type B.  It weighs 15 lbs.  To make this requires 18 lbs of hide and 24 man hours.  It is TL 1 armor.

Heavy leather with steel banding at the joints and other vulnerable spots:  Use armor type C.  Weight is 25 lbs.  It requires 23 lbs of hide and 5 pounds of forged metal and takes 32 man hours to make.  It is TL 1 armor.

Saddles and tack:  These weigh 20 lbs total.  They require 23 pounds of hide, 2 success rolls on a tailor supply cache, and 40 man hours to complete.  A tailor may work on 2 plus one per skill level above 0.  This process can also be used to make riding gear for more exotic mounts. This item is TL 1.

Shields:  Shield type H can be made by a Tailor.  This is leather over a wooden frame.  It weighs 4 lbs.  It requires 3 pounds of hide, 1 success roll from a tailor supply cache and 12 man hours to complete.  A Tailor may work on 4 of these plus 2 per level above 0.


Merchant:  With this skill characters are able to get a better deal when buying or selling equipment for themselves or their organization.  To use this skill the character must be present to make the transaction and only the merchant with the highest skill is allowed to roll and use his bonus.  When buying, the merchant receives a discount to the total purchase price equal to 3% plus 1% per skill level above 0 if he makes a success roll of seven or better.  When selling, a success roll means 3% plus 1% per skill level is added to the final price.  If both the buyer and the seller have the merchant skill each must make a roll.  If both succeed or both fail the price remains the same.  If the buyer misses his roll then the price is raised as per the sellers skill.  If the buyer makes his roll but the seller misses his then the price is reduced as per the buyers skill.

The Merchant skill is also useful in determining the value of an item.  In order to do this the character must have the Merchant skill and a skill pertaining to the device being valued.  A roll of 7 or better is necessary.  The GM makes this roll in secret and then informs the player of his observations.  Examples:  A character with the Merchant skill and Driving or Mechanic skill could look at a car and tell if it were worth the price being paid.   A Merchant with the Handgunner or Weaponsmith skill could look at a rifle and tell if the price is too high or low.


Rancher:   Ranchers feed people like farmers do and also provide leather hides.  In addition, herd animals are much more mobile than vegetable crops, and thus the perfect food for nomad tribes.  Herds can be composed of any animals but the only 2 dealt with here will be sheep and cows.

Use the same rules and costs as Agriculture with the following additions.  Reduce total fixed costs by 10%.  This is because storage and transport are cheaper since the animals can make do with a light barn and the open range and can walk themselves to the slaughter house.  Also equipment includes the cows and bull used to start the herd.     Increase total variable costs by 10%.  This represents the fact that taking care of live stock is a year round ordeal and a little more expensive than vegetables.  And instead of having sprays and fertilizer you now have feed.  Low tech feed is generally hay, while high tech feed is a vitamin fortified, steroid compound.   Below is the table of costs and people fed for a ranching operation.


Tech Level
# of People Fed
Fixed Costs
Variable Costs
1
30
9,900
4,510
2
40
19,800
9,020
3
55
29,700
13,530
4
70
39,600
45,240
5
92
49,500
52,800
6
111
59,400
63,360
7
130
69,300
73,920
8
148
79,200
84,480
9
166
89,100
95,050
10
185
99,000
105,600


To determine the number of hides produced, use this formula.  Cows or similar creatures:  20 lbs of hides per person fed.  Sheep: 10 lbs of hides, as well as 30 lbs of wool per person fed.

Figure the number of cows in a herd is constantly equal to ¼ the number of people that are being fed, round up.  This represents the fact that cows are only slaughtered when needed and keeps a few around for breeding.

Figure the number of sheep in a herd as being equal to ½ the number of people fed rounded up.

In order for ranches at TL 5 or higher to produce at maximum effect they must have a fixed location where the live stock is kept during the winter and a power source.  The rules for this power source are exactly like those for the Agriculture skill.  If a ranch doesn’t have a location and power source the maximum level it can produce at is TL 4.

Excess food generated by a ranch can be stored for (TL of the storage facility) X 1 months or sold for (TL of ranch) X $150 per person.  Each 1 year supply weighs 1,000 and takes up 10 spaces.

Disasters:  Just like crops, animals can suffer disasters that affect the number of people fed.  Rustlers, drought, plague, freezing temperatures, and wild animals can all threaten the herd.  To simulate this roll 2 d6.  On a roll of 2 or 3 lose the whole herd.  On a roll of  4 lose ½ the herd (feeds only half as many people).  And on a 5 or 6 lose ¼ the herd.  Using 2 or more herd dogs add a +1 bonus to this roll. The GM should also feel free to put the herd in danger at any time as part of a scenario.  In addition if the variable costs aren’t met for that year at the end of the year (January 1), reduce the current herd size and total number of people fed by the percentage of costs missed. 

People who aren’t fed have their moral reduced by 1 and must make a check every day.  If they fail their moral check they will leave the group.  They will continue to leave until the number of people in the group falls equal to the number that can be supported.  If emergency stocks are available they can be used until the herd can be brought back up to full.  Acquiring new animals can be done either by paying 10% of total fixed costs if in an area where markets exist, rustling other peoples herds, or finding wild sheep or cattle.  This last is done by making one Rancher roll per week.  If it is successful find 1 animal of the desired type plus 1 per level above 0.   


Rapid Fire:  This is the skill of firing a semi-automatic weapon more than once per second.  The maximum level for this skill is 3.  People without this skill may not attempt it by default.  Only light pistols, medium pistols, heavy pistols, rifles, and assault rifle of TL 7 or less may be rapid fired.  The character using this skill must state that he will use it before he takes any shots that turn.  When using rapid fire none of the shots may be aimed or receive the long barrel bonus.  All shots must be taken at targets within a one inch zone just like area effect weapons.  The penalties below apply to each shot and are in addition to any other bonuses or penalties.

Level 0:  2 shots each at -3.

Level 1:  3 shots each at -3.

Level 2:  3 shots each at -2

Level 3:  3 shots each at -1.


Using 2 One Handed Weapons:  The maximum level for this skill is 4.  This is the skill of using a one handed weapon in each hand at the same time.  The character must state which weapon is his main weapon and which his secondary before he may attack.  Both weapons must be aimed at the same target and the character must state he is using both weapons before he takes any attacks that turn.  No aimed shots are possible and the long barrel weapon bonus can not be used.  Even characters without this skill can attempt it.  The following penalties apply in addition to any other bonuses or penalties.  The first penalty applies to the weapon in the strong hand and the second applies to the weapon in the weak hand.  An individual with at least one melee weapon can use it to parry instead of attack, but does so at the same negative modifier as an attack.

No Skill:  -3 to the main weapon and -3 to the second weapon.

Level 0:  -2 for the main weapon and -3 for the second.

Level 1:  -2 for the main and -2 for the second.

Level 2:  -1 for the main and -2 for the second.

Level 3:  -1 for the main and -1 for the second.

Level 4:  -0 for the main and -1 for the second.



NEW EQUIPMENT

Advanced gun powder:  Costs $12 per pound.

Assistants:  This is not equipment but hired unskilled labor and includes farm hands, general labors, secretaries, and others.  These people do not count as part of your organization, but are hired for cash or other arrangements when they are needed.  Since they are not part of your organization they will not assist you on hazardous adventures, or defend your organization in time of need.  If they are mistreated they will simply leave.  If you kill them off then word will get around and the supply of labor will dry up.  They are only allowed to assist someone from your organization who has a skill related to the task at hand, and can not perform any work without a skilled person directly over seeing them.

Payment:  Assistants receive pay in the form of cash or trade goods.  The amount they are paid is equal to (the tech level of the person they are working under) X $10 per week.  Example:  A tech level 8 blacksmith would require assistants that earn 8 X $10 or $80 each week.

Production:  Production is doubled for every 2 unskilled laborers assigned to help on a task. (Optionally, you can increase production by one half for each unskilled laborer rounding fractions up.) The only exception being high quality hand weapons or firearms.  Here they offer no increase at all.  Someone without the leadership skill can have no more than 2 assistants.  A person with the Leadership skill is limited to the space of the work station and his Leadership level.  Which is 5 people including the leader.  However, work stations can be strung together.  If more than one work station is available then the limiting factor is the Leadership skill of the skilled person performing the task.

Black Powder:  Costs $6 per pound.

Catapult:  This is a TL 1 item.  To hit 8, damage 1d6 -- half damage to vehicles. Rate of fire 1 shot every 60 seconds.  Weight 2500 lbs, cost $400, spaces 27.  Crew of 3 (each crewman needs 3 spaces).  CPS 0, weight per shot 30 lbs, 3 shots take up one space.  This is an area effect weapon with a burst radius of ½”.  A Weaponsmith can make a catapult in 16 hours using its weight in wood or scrap metal.  Catapults fire in an arc and can have no top covering on them when they fire.

Cloth:  Cloth comes in bolts that weigh 30 lbs each and take up ¼ space.  Cost per bolt for regular cloth is equal to (the tech level of the cloth) X $3.  Cost per bolt for silk is equal to (TL of the silk) X $6.  6 lbs of cloth are required to clothe one person for one year, plus another 6 lbs in cold climates.  This is a good trade commodity. Tech level of cloth is determined by the TL of the tailor work station it was made in as well as the TL of the fiber used.  The cloths tech level can be no higher than the lowest of these two tech levels. 

Expeditionary Equipment:  This is the food, and equipment necessary for one person to survive for 1 full year in the wilderness.  People who would need this type of gear would be explorers, survivors, bikers, and others without  permanent shelters and food supplies.  It is broken down into two types, the first is a years food supply. The second, is clothing for hot and cold weather, a sleeping bag, tent, shovel, ax, light source, cooking utensils, and at higher tech levels stoves and heaters, as well other basic supplies.

A years supply of preserved food weighs 1100 lbs -(TL X 100) and takes up 5 spaces at tech level 4 or lower, 4 spaces at tech level 5 or 6, 3 spaces at TL 7, 2 spaces at TL 8, and 1 space at TL 9 or higher.   It costs $300 per tech level and represents dried, freeze dried, or concentrated meals.  Example TL 4 food weighs 1100 - (4 X 100) or 700 pounds, takes up 5 spaces and costs $1200. Food can also be taken in ½ or ¼ year implements.  Half year rations cost ½ the price, weigh ½ the weight rounded up, and take up ½ the spaces rounded up (minimum of 1/2).  Quarter year rations cost ¼ the price, weigh ¼ as much rounded up, and take up ¼ the  space rounded up (minimum of 1/2).  If the above TL 4 food were taken for ¼ of the year it would weigh 175 lbs, take up 3 spaces and cost $400.  At the end of the time period paid for the food must be replenished.   If it can’t be replenished then an alternate source of food must be found to keep the person from starving to death in 10 days.  People who are starving have their moral lowered by 1.  Moral must be checked every day and a failure means they leave the group.

Equipment weighs 170 lbs -(TL X 15) and takes up 3 spaces at tech level 4 or lower, 2 spaces at tech levels 5, or 6, 1 space at tech levels 7 or 8, and ½ space at tech level 9 or greater.  Cost is equal to $50 X TL.  If someone has access to a sleeping area, such as a vehicle with passenger accommodations, or cooking utensils as in a vehicle galley, they can reduce the cost weight and space of their equipment by 1/3, rounded up.  If they have both, accommodations and a galley, they may reduce their equipment cost, weight, and space by ½ (minimum space is ½), rounded up.    Example:  TL 8 equipment weighs 170 - (8 X 15) or 50 pounds, costs $400 and takes up 1 space.  If the character had a van with sleeping accommodations, weight would be reduced to 33 pounds, cost to $264, and it would take up 2/3 space.   If an individual doesn’t have any equipment not only is  moral lowered as below, but all his skills are at -1. 

People from a higher tech level environment can be issued lower tech equipment or food, but suffer a -1 to moral for every 2 full tech levels the equipment or food is below their own.  Example:  Someone from tech level 8 is use to thin “Thermo Weave” sleeping bags, solar powered heaters and “Tasty Soy” from a tube.  They could rough it on tech level 6 or 7 “Thinsulate” sleeping bags, battery powered heaters, and freeze dried rations without a moral penalty.  However, if forced into tech level 5 down sleeping bags, propane heaters, and K-rations their moral would be lowered by 1 for the equipment and 1 for the food or -2 total.  If they were forced into tech level 3 rough woolen sleeping bags, tinder for lighting fires, and hard tack, their moral would be lowered by a total of 4.  Example 2:  If they had no gear, but still had TL 8 rations their moral would be lowered by -4 and their skills would be at -1.  Also any person, in the group, who has a lower tech level of equipment than his peers will be at a further -1 to moral, as he feels he is being discriminated against.

Field Carriages:  TL 7 or higher use cost and weight in Car Wars Tanks.  Tech levels 4, 5, and 6 add 10 lbs to the weight per space and subtract $100 per space.  TL 3 add 20 lbs to the weight per space and subtract $200 per space.  At TL 1 and 2 add 30 lbs to the weight per space and subtract $300 per space.  Field carriages can be made by a Blacksmith or Weaponsmith of the appropriate tech level.  The amount of steel used is equal to 1.2 times the final weight of the carriage.  The steel can be of poor quality at TL 1 or 2, but must be of average quality at higher tech levels.  One successful skill roll and 2 success rolls from a blacksmith supply cache are necessary.  The time needed is equal to the total spaces required times 5 hours.  Success or failures are treated the same as the rules under black powder weapons construction.  

Forge:  This is a special work station that Blacksmiths must have in order to work with metal.  At lower tech levels it consists of crude metal or even stone tools and a forge made from rocks and clay.  At higher levels the forge is constructed of concrete, or may even be a fusion forge at tech level 9 or nano tech devices at tech level 10.  The tools are made of steel alloys, are more numerous and specialized, and include welders, lathes, cutting torches, grinders, etc.  A Black smith can make his own forge from nothing in 1 month and a successful skill roll.  This would be a tech level 1 forge.  After this forge is complete, and he is at least tech level 2, he may then use the TL 1 forge to create better tools and make a tech level 2 forge in another month using 50 lbs of poor steel.  Finally if the smith is of tech level 3 or higher he can then use the tech level 2 forge to create a tech level 3 forge in 2 months using 50 lbs of average steel.  This is the highest tech level that may be made without advanced manufacturing techniques.  Forges bought at the beginning of the campaign or from civilized areas cost TL X $1000 just like other work stations.  Note: Forges of TL 5 or higher need a power source to function at an efficiency above TL 4.

Furs:  Furs takes up 1 space for every 50 lbs.  They cost $1 uncured or $3 cured per pound.  Fur is useful for winter clothing, exotic dress, and ritual costumes.  When cured it makes a great trade commodity at lower tech levels.

Hides:  All hides take up one space for every 75 lbs.  They cost $0.50 a pound for uncured hides and $1 a pound for cured hides.

Organic Fiber:  This is the stuff necessary to make cloth.  It weighs 90 lbs and takes 2 spaces per bundle.  Cost per bundle for all but silk is equal to (TL of the fiber gathering equipment) X $1.  Cost of silk is equal to (TL of the fiber gathering equipment) X $2.  1 pound of cloth can be made for every 3 pounds of organic fiber.  Remember the TL of cloth is limited by the TL of the organic fiber it is made out of.

Wool is gathered from sheep, at the rate of 3 sheep per bundle.  (See the ranching rules.)

Cotton, silk, and other plant fibers must be grown and harvested.  Use the farming rules and table from the Agricultural skill from the first skills article to find out total operating costs and requirements, and the tech level of the gathering devices.  Multiply the number of people fed by 150 to find out the total number of bundles for plant fibers other than silk produced that year.  For silk multiply the number by 75. (No food is produced when a farm is used to make fibers.)

Small Arms Ammo:  At TL 7 or less once the shell, bullet, and powder have been made or acquired assume the bullets are automatically assembled with no roll needed.  The powder, primer, bullet and cartridge must all be of the same tech level and gun type.  Example:  A TL 7 light pistol would need a TL 7 bullet manufactured out of ammo parts for a TL 7 light pistol.

At TL 8 the rounds used in the assault rifle and SMG are considered caseless.  This means they do not need a cartridge, but can only be assembled by a Chemist or Weaponsmith in a TL 8 or better chemistry lab or machine shop.  To do this one successful skill roll is needed per 50 rounds and takes one hour.  A failed roll halves the batch while a 2 ruins the entire batch.  All the other small arms are cartridge and use the rules above.  At TL 9 and above all rounds are caseless and a skill roll must be made to create them.

Smokeless Powder:  Costs $10 per pound.

Steel:  Steel can be made in two ways, either from scrap metal or ore (ore will be dealt with in a future article).  Steel comes in many qualities and is derived by processing a lower quality steel into a higher one.  One roll per level of processing is required.  A failed roll halves the finished amount, rounded down.  On a roll of 2 the whole batch is lost.

Very Poor Steel:  A forge of at least tech level 1 must be available.  20 pounds of very poor steel can be made per hour, using 40 pounds of scrap.

Poor Steel:  A forge of tech level 1 is necessary.  15 pounds of poor steel can be made per hour using 20 pounds of very poor steel.

Average Steel: A forge of tech level 2 is necessary.  10 pounds of average steel can be made per hour using 15 pounds of poor steel.  Also one success roll from a blacksmith supply cache is needed.

High Quality Steel:  A forge of tech level 3 is needed.  5 pounds of high quality steel can be made per 2 hours using 10 pounds of average steel.  Also 2 success rolls from a blacksmith supply cache are needed.

Water:  For simplistic purposes assume that each character uses 1 gallon of clean water each day for drinking and personal hygiene.  A character can survive on ½ gallon each day, using it only to drink.  If there is no water for washing the GM should asses a small chance of disease breaking out.  Clean water can be assumed to be free if there are fresh water streams or wells about.  However if clean water is not available it will cost $1 per gallon to buy, or must be distilled.  When carried it takes up the same weight and space as gasoline.  People without water have their moral lowered by 3 and will thirst to death in 4 days.

Water can be distilled in any still used for grain alcohol.  The amount distilled is equal to twice the amount of alcohol that can be made, and takes one day.  Unclean water is used at twice the amount of clean water produced.  No skill roll is needed for this procedure.

Water Catcher:  Anyone with the Survivalist, Scout, or Chemist skill can create one of these.  It is a hole dug in the ground and lined with 5 lbs of plastic ( or one success roll from a building cache of TL 5 or higher).  It collects moisture from the air at the rate of 1 quart per 24 hours.  A successful skill roll and 1 hour is necessary to build this, but a failed roll won’t be noticed for 24 hours (when it’s found no water was collected).  This is a stationary item and can not be moved.

Water Purification tablets:  10 tablets cost $1.  Each tablet can purify 1 gallon of water in 2 hours.  These are available at TL 5 or higher.  A chemist can make 10 an hour in a chemistry lab.

Weapons – Black Powder:  Single shot flint lock muskets and pistols can be made at tech level 3 or higher by a character with either the Weaponsmith or Blacksmith skill.  One successful roll from a blacksmith or weapons cache and one successful skill roll is necessary per musket.  If the skill roll is missed the project is a failure but the metal can be salvaged and reused.  If a 2 is rolled the project fails and the metal is lost. Cannons can be made at tech level 3 or higher by someone with both the Weaponsmith and Blacksmith skill.  If both these rolls are missed the project is  a failure.  Half the total amount of metal can be saved and reused.  If one of these skill rolls is missed add an extra 8 hours and reroll the missed skill roll.  If it is missed again the project is a failure, but all the metal is saved to be reused.  If a 2 is rolled on either skill roll the project is a failure and no metal can be salvaged.

Cannon 3 Pounder:  The equivalent of a 3 pounder black powder cannon.  Weight 600 lbs, space 5, cost $500, 1 shot every 20 seconds with a crew of 2 (each crewman needs 3 spaces).  To hit 7, damage 1d6 to pedestrians and vehicles.  Burst effect in ½” radius. CPS $2 for the ball, $6 for the powder, weight per shot is 3 lbs for the ball 1.5 lbs of powder.  10 balls and the powder to fire them take up one space.  Range modifiers are -1 per 10” on a stationary, aimed shot only.  This cannon can be made in 20 days using 1.5 times its weight in average steel.

Belt Pistol:  To hit 8, damage 1 pt, 1 shot every 20 seconds, wt 2 lbs. Cost $20.  CPS 10 for $1.  20 rounds can be made per pound of lead per 20 minutes. No roll or skill needed.  This gun can be made from average steel in 16 hours, using its weight in metal.

Horse Pistol:  To hit 8, damage 2 pts, 1 shot every 20 seconds, wt 3 lbs. Cost $28.  CPS 5 for $1.  Uses the same ammo as muskets.  10 rounds can be made per pound of lead per 10 minutes. No roll or skill needed.  This gun can be made from average steel in 20 hours, using its weight in metal.

Rifled Musket:  To hit 7, damage 2 pts, 1 shot every 30 seconds, wt 13 lbs. Cost $75.  CPS 5 for $1. This weapon is long barreled with a range modifier of -1 for every 8 inches.  This gun can be made in 30 hours, using its weight in metal. 

Smooth Bore Musket:  To hit 7, damage 2 pts, 1 shot every 20 seconds, wt 13 lbs.  Cost $50.  CPS 5 for $1.  This weapon is long barreled with a range modifier of -1 for every 6 inches.  This gun can be made from average steel in 24 hours, using its weight in metal.

Weapons – Cartridge:  These weapons are tech level 4 or higher and use self contained ammo.   To machine parts for these guns a character must have both the Blacksmith and Weaponsmith skills and a forge of TL 4 or higher.  For the firearm to be completed both rolls must be successful.  If one is made but the other missed increase the time to make by ½ and try the failed roll again.  If it is missed again the project fails but the metal can be salvaged.  If both original rolls were missed the project fails, but ½ the metal can be salvaged.  If a 2 is rolled on either skill roll the project fails and no metal may be salvaged.  (Other weapons will be discussed in future articles.)    

Brass Cartridge Shells and Bullets:  Cartridge shells are necessary to hold the powder, primer, and bullets.  They can be made at a rate equal to (the tech level of the blacksmith station) X 10 per 4 hour period.  One half pound of poor steel is used up for every tech level,  and a Blacksmith or Weaponsmith success roll is necessary.  A failed roll halves the number of shells while a roll of 2 loses the entire batch.  Bullets can be molded at the rate of (TL of the blacksmith station) X 25 per hour and use up one half pound of poor steel for every tech level.  Success rolls are as for shells. 


Bolt Action Rifle:  To hit 7, damage 3 pts, 1 shot every 2 seconds.  Weight 10 lbs.  Cost $120.  Shots 6. CPS $1.  This is a long barreled weapon with a range modifier of -1 per 10”.  This firearm can be made at TL 4 or higher in 40 hours using 1.5 times its weight in average steel.

Double Action Revolver:  To hit 7, damage 1 or 2 pts (roll 1 d6: 1 to 3 does 1 pt of damage, 4 to 6 does 2 pts).  Weight 3 lbs. Cost $80.  Shots 6.  CPS $1.  This gun can be made at TL 4 or higher in 35 hours using 2 times its weight in average steel.  

Lever Action Rifle:  To hit 7, damage 2 pts, 1 shot per second. Weight 8 lbs.  Cost $100.  Shots 7. CPS $1.  This is a long barreled weapon with a range modifiers of -1 per 8”.  This gun can be made at TL 4 or higher in 40 hours using 1.5 times its weight in average steel.

Single Action Revolver:  To hit 7, damage 2 pts. 1 shot every 2 seconds at Handgun skill level 1 or less.  1 shot every second at skill level 2 or higher.  Weight 3 lbs.  Cost $60. Shots 6. CPS $1.  This gun can be made at TL 4 or higher in 25 hours using twice its weight in average steel. 

Single Shot Rifle:  To hit 7, damage 3 pts, 1 shot every 4 seconds.  Weight 10 lbs.  Cost $90.  CPS $1.  This is a long barreled weapon with range modifiers of -1 per 10”.  This gun can be made at TL 4 or higher in 35 hours using 1.5 times its weight in average steel.
    

Weapons -- Melee or Muscle Powered:  These guidelines will give a basic idea of the time and materials need to make different qualities of hand weapons.  The following weapons can be made.  All non-powered melee weapons, and crossbows.  In order to make these weapons at any grade one success roll from a weapon or blacksmith supply cache and a successful roll on either the Weaponsmith or Blacksmith skill must be made.  If the skill role is missed the batch is ruined but the metal can be salvaged and reused.  On a roll of 2 the project is ruined and none of the metal can be saved.

“Homemade” Weapons:  These are made from junk parts and scrap metal.  They can be created without a forge in minimal time, but are of the lowest quality.  Any weapon made in this manner suffers a -1 to hit, and a -1 to damage (minimum of 1 pt).  If a 2 is rolled when rolling to hit with this weapon it breaks and is no longer useful.  Brass knuckles, clubs, and nunchaku can all be made at this level and suffer none of the above penalties.  The time needed is 30 minutes per point of maximum damage (at -1 where appropriate) with a minimum of 30 minutes.  Also use up scrap metal equal to twice the weight of the weapon being made.  A weapons maker can work on 1 weapon of this quality plus 1 per skill level above 0 at one time.

Very Low Quality Weapons (VLQW):  These are forged from very poor steel including bronze.  A forge of at least tech level 1 is necessary.   Weapons at this level suffer a -1 to hit and break on a to hit roll of 2.  Time to make in hours is equal to (maximum damage) X 8 + (12 - to hit of the weapon) X 5.  Example:  Short sword, damage 1 d6 -3, to hit 7 -1 for poor quality.  Time equals 3 X 8 + (12 -8) X 5 = 44 hours.  Use up twice the weapons weight in scrap or steel.  A weapons maker can work on 1 VLQW plus 1 per level above 0 at on time.

Low Quality Weapons (LQW):  These are forged from poor steel.  A forge of at least tech level 2 is necessary.  Low quality weapons suffer a -1 to hit.  Time to make in hours is equal to (maximum damage) X 4 + (12 - to hit of the weapon) X 5.  Example:  Axe, damage 1 d6, to hit 9 -1 for poor quality.  Time equals 6 X 4 + (12 -10) X 5 = 34 hours.  Use twice the weapons weight in steel.  A weapons maker can work on 1 LQW plus 1 per level.  Crossbow bolts are made at this level at the rate of 5 per hour.  Anti-vehicle bolts are made at the rate of 2 per hour.  Both processes use twice the bolts weight in steel.

Medium Quality Weapons (MQW):  These are forged from average quality steel and are the weapons presented in Car Wars.  A forge of at least tech level 2 is needed.  Time to make in hours is equal to (maximum damage) X 2 + (12 - weapons to hit) X 5.  Example:  The axe above would take 6 X 2 + (12 -9) X 5 = 27 hours.  Use 1.5 times the weapons weight in steel, rounded up.  A weapons maker can work on 1 MQW plus 1 for every 2 full levels above 0.

High Quality Weapons (HQW):  These are forged from high quality steel.  A forge of at least tech level 3 is needed.  They receive a +1 to hit.  Time to make in hours is equal to (maximum damage) X 4 + (12 - weapons to hit) X 5.  Example: Replica sword, to hit 7 + 1 for fine quality, damage 1 d6 -1. Time equals  5 X 4 + (12 - 6) X 5 = 50 hours.  Use 1.5 times the weapons weight in high quality steel, round up.   A weapons maker can work on only 1 high quality weapon at a time (assistants can not increase this number).  When purchasing high quality weapons multiply the base price times 5.


NOTES

The skills of Blacksmith and Tailor were researched through several books and on line.  After reading these books and receiving information from a blacksmith’s web site, I found that the time to make metal weapons depends more on the skill of the blacksmith and quality of metal, than any other factor. 

According to the history channel 1 man going into the Alaskan wilderness to pan for gold in the 1800’s needed 1 ton of supplies to survive for 1 year.  This plus info from several RPG’s provided me with a rough idea of weights and spaces for food and survival equipment.

The firearms additions were converted from GURPS High Tech supplement.

The weight of armor types presented in this article over rule the weight determination rules listed in my original melee weapons article.  The weight in the weapons article assumes a more piecemeal style of armor assembly. 


Once again this is a work in progress and if anyone has any information that will make these rules more accurate please E-mail me.