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14:38, 25th April 2024 (GMT+0)

Weapons and Armor.

Posted by MarshalFor group 0
Marshal
GM, 3 posts
Wed 14 Apr 2021
at 20:42
  • msg #1

Weapons and Armor

Weapons and Armor from the HOE book that is anything other than leather, or cloth has a cost multiplication factor of 2.5.

Modern Ammo has a cost multiple of 3 unless made by Junker.  Junker ammo bought can be bought at standard cost but has a stability of 16.  Stability can be increased by 2 by multiplying cost (x2 18, x3 20).

Black Powder variants of the ammo can be bought at standard price (max AP 2) but give automatic weapons a stability of 20 - ROF/3 (so ROF 6 weapon has stability of 18). Modern weapons using black powder lose 5 from their range increment.

Smokeless Powder (using primitive gun cotton) can be purchased in large cities at with a 1.5 multiple.

People have begun manufacturing their own weapons that can use black powder cartridges.


Armor:

Spider Silk Vest: Made from a combination of layered spider silk, and metal plates.
AV 1 Guts
Cost: $150.

Revolvers:

Ranging Revolver: Popular with Hawking Rangers, and Police Officers.
Ammo: 0.50, Shots: 6, Range: 10, ROF: 1, Damage: 3d6
Cost: $100.00

Heavy Ranging Revolver: Fewer Shots but more stopping power.
Ammo: 0.50, Shots: 4, Range: 10, ROF: 1, Damage: 4d6
Cost: $125.00

Pipe Pistol: A makeshift pistol made out of scrap materials. Stability 19.
Ammo: ~9mm, Shots: 9, Range: 10, ROF: 1, Damage: 2d6
Cost: $25.00

Rifles:

Victory Rifle: Popular with Hawking Ranger
Ammo: 0.50, Shots: 11, Range: 20, ROF: 1, Damage: 4d10
Cost: $300.00

Snap Rifle: Electric Cap Rifle carried by Ranger Scouts.
Ammo: Snap 7.62, Shots: 30, Range: 20, ROF: 1,3,6, Damage: 4d8
Note: Butt of rifle carries pre-war medium battery.  Single shot uses 0.2 charges, 3 round burst 0.5 charges.  A 6 round burst uses 0.8 charges but drops damage from 4d8 to 4d6.  A single round can be charged using a single action using 1 charge to increase number of dice from 6.  The weapon gets its name from the snap sound the discharging capacitors make when firing.  This sound is much quieter then standard firearm, and there is no barrel flash. Anyone or anything trying to identify location of firer gets -6 to roll.
Cost: $2500.00, Restricted.

Pipe Rifle: A makeshift rifle made out of scrap materials. Stability 19.
Ammo: ~9mm, Shots: 16, ROF: 1, Damage: 4d6
Cost: $100.00
This message was last edited by the GM at 06:17, Thu 24 Feb 2022.
Marshal
GM, 6 posts
Sat 17 Apr 2021
at 04:02
  • msg #2

Malfunctions:

2d6  Roll Malfunction
2-5 Major Malfunction
6-10 Minor Malfunction
11-12 Catastrophic Malfunction

Minor Malfunction:
Firearm jams.  Can be cleared by spending a single action.  If weapon is a rifle the shooter receivers a burn from the hot barrel instead and takes a light wound to the hand holding it.  Any further action with that hand is at -1 until it heals.

Major Malfunction:
Weapon jams badly.  Fixing weapon requires a Fair 5 tinkerin, trade: weapon smith, or shooting/knowledge roll and 1 full round. If a rifle target number increases to 7.

Catastrophe:
The last shot jams in the barrel and causes the weapon to explode.  Shooter takes 1d6 damage per unfired round to arm.  If rifle damage is increased to 2d6.  Unless rifle is fired from the hip roll 1d6 if 1 damage is taken to head.
This message was last edited by the GM at 19:14, Sun 18 Apr 2021.
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