Archive for Equipment

Improvised Firearms

Posted in Game Rules, Minimalist with tags , , , , , on 20-Jan-14 by K-Slacker

Here’s a Retro-Tech scrap pistol:

Scrap Pistol

And here’s a pipe “rifle” (more like a carbine):

Pipe Rifle

Game stats (repeated from the Expanded Weapons page) are as follows:

Retro-Tech Weapons: Value Type Damage
  Scrap Pistol 40 TU Retro, Lt, Ranged 1d6
    Improvised, concealable, out of ammo on 1 or 2.
  Pipe Rifle 50 TU Retro, Med, Ranged 1d8
    Improvised, out of ammo on 1 or 2.

Improvised weapons suffer a -2 penalty to Atk rolls (-1 for enforcers).

(Photos are improvised Chechan firearms from Assorted Russia, Part 65.)

Advanced Firearms

Posted in Game Rules, Minimalist with tags , , , , , on 25-Jun-13 by K-Slacker

Assault Rifle

The careful control of parts for advanced energy weapons led to a renaissance of the gunsmith’s arts during the last years before the Fall. Some modern enclaves retain enough expertise to fashion basic firearms, provided they have sufficient supplies of scrap for their construction. The availability of Advanced Firearms, however, is quite limited.

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Hybrid Melee Weapons

Posted in Game Rules, Minimalist with tags , , , , , on 09-Jun-13 by K-Slacker

This is an addendum to the (recently updated) Expanded Weapon Rules post. I haven’t finalized the value of these items yet, but am posting today anyways.

Hybrid weapons are expertly-built items using Advanced or Ancient technology. Essentially, they are archaic weapons constructed using high-tech methods or materials. Although they require technological expertise to create, they are relatively easy for low-tech characters to wield.

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Robots – Commands and Programming

Posted in Game Rules, Minimalist with tags , , , on 19-May-13 by K-Slacker

Wasteland Killer

I’ve had some requests for a Robots supplement. I tried to write one earlier, but always got stuck on the details. To get around my writer’s block, I’m going to post some preliminary material online and see if it gels into something more concrete…

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Expanded Weapon Rules

Posted in Game Rules, Minimalist with tags , , , , , , on 16-Apr-13 by K-Slacker

UPDATE 09-Jun-13: I’ve revised these rules and they’re no longer consistent with Dwarven Glory, but fit better with my vision for this game and match the Core Rules again.

Tempora Mutantur uses broad definitions for weapons. A wrench can be swung like a club. Every long piercing weapon is a spear. The cosmetic traits of your character’s possessions are for you to decide. This is an opportunity for creativity; don’t strap statistics to your back when you can make a ‘sword’ out of a hockey stick and a serrated metal blade.

In game terms, weapons are divided melee and ranged types. They are further split into three categories: light, medium, and heavy. The tables below provide a selection of sample weapons as examples.

Note that some basic types of firearms can be manufactured by Retro-Tech communities (and are often available from the Tau storeroom). More advanced weapons are generally unavailable for trade and must be scavenged from the wasteland ruins.

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Expanded Armour Rules

Posted in Game Rules, Minimalist with tags , , , , , , on 15-Apr-13 by K-Slacker

I’m adapting this from an equivalent post on my Dwarven Glory gameblog.

Post-Apoc Dude

Armour isn’t the only fashion statement that a character can make, but it’s a big one. Motorcycle leathers and stop-sign shields are de rigueur in the wastes. As noted in the Core Rules, a lower AC makes you harder to hit, but penalizes movement and adventuring feat checks.

The armours and shields listed here are common types that can be manufactured by post-Fall communities (sometimes using commonly scavenged materials, such as tire treads or electrical wires). Primitive groups fabricate most of their armour and shields from natural materials such as leather, hide, or chitin (from the shells of giant mutant insects). Heavy armour is relatively rare.

The listed types are only guidelines. Players are expected to provide some flair in the descriptions of their armour and shields.

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Gauss Weapons

Posted in Game Rules, Minimalist with tags , , , , , on 20-Nov-11 by K-Slacker

(I’ve got fragments of some new rule supplements, but have had trouble finishing them up so I’ll post them here. This one is swiped from Darwin’s World.)

Mass-driving weapons are advanced firearms that operate on a simple principle – an electro-magnetic force is used to drive a mass to dangerously high velocities to punch through armour, metal, tissue, whatever. Such weapons are a bridge between traditional ballistic weapons and energy weapons – they fire ballistic missiles but require an energy charge or field to build up the required force. Mass-drivers are almost universally known as “gauss weapons”.

Gauss weapons use specially-alloyed flechette projectiles as well as power from an e-clip source when fired. Gauss weapons can fire improvised ammunition (any small, magnetic metal fragments), but will only inflict half damage. Special armour-penetrating depleted uranium (DU) rounds are also available.

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