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.
This comment has been removed by a blog administrator.
ReplyDelete