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.
Saturday, November 8, 2014
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.
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