Have-Not Armor and Weapons

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Have-Not Armor and Weapons, Podreczniki RPG, Have-Not

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Copyright © 2003 Marco Chacon. Permission granted to copy for personal use.
Armor and Weapons
The one great legacy
of the age of war was
a planet torched to a
poisoned cinder by
nuclear strikes. But if
there were to be a
second legacy it
would be all the gear
that was used to do
that left lying around.
Far from being purely
and utterly bitter about
their circumstances,
the people of Have-
Not consider that
second legacy
valuable: the tools of
warfare, built to last,
to use ammo that
could mostly still be
produced, and coming
in several flavors from
pretty decent to utterly
lethal were useful in
the ever-present fight
to stay alive.
That goes double for
armor. Finding a
SHOK rifle is nice.
Finding a suit of
powered battle armor
makes you king for …
well … for as long as
you own and wear it—
which historically
could be quite awhile.
1
 Copyright © 2003 Marco Chacon. Permission granted to copy for personal use.
Where Weapons Come From
Middle Ring
Yard
Advanced
Unusual
Have
MR
Y
A
U
H
Middle Ring
: Weapons that are
made
in the Middle Ring use technology that can be created without
sophisticated industry.
Bone Yard
: Weapons from here are usually versions of (real-world) modern firearms. The Distro-Point
does
pump-out a few energy weapons on a random basis—but mostly weapons that use advanced
principles are no longer made.
Advanced
: The weapon uses advanced technology. Maybe not a
lot
of advanced technology—but
some. They are no longer made. These weapons are essentially
treasure
—they may be sold—they
might even not be so rare as to not be a surprise when one comes across one—but they are more likely
to be sold in specialty shops in the Yard than in the Middle Ring (most would fetch market prices that
would be unaffordable in the Middle Ring).
Unusual
: Unusual weapons might not be especially
high tech
—but they’re
rare
(often rarer than some
Advanced Weapons—Laser Pistols are pretty common. Lews .45 Revolvers
aren’t
). Bio-weapons are an
example of Unusual guns—as well as the almost magical Lews Firearms.
Have
: Have Weapons (and, it turns out, there aren’t any in
this
chapter—they’re in the Artifacts book—
but the notation is here anyway) represent the outside edge of weaponry. From
Just Go Away
attacks to
some even more bizarre and awe inspiring tools of destruction, Have weapons are more than just
nuclear-force—they’re
wrong
. If you ever run across one, you’ll see what we mean.
Weapon Stats
Weapon Nam,
Cost
Dam
ROF
Control
Range
Clip
Cost / 5
full
reloads
Damage
and
Type
Rate
of
Fire
Ammo
Type
Level
Where
Found
Control
Modifier
Range
Modifier
Rounds
in clip
Description and picture
[
CREW SERVED
]
Ammo Type:
Ammo Type is described in the preceding chapter if we don’t think it’s clear (bullets). A
note on HEAP shells: HEAP (High Explosive Armor Piercing) do their listed damage Impact if they
don’t
penetrate armor—but if they
do
penetrate armor they do 3x their listed damage!
Cost:
The cost calculations for how many bullets/shots/shells a full-reload is comes out to 5 clips (so if a
gun is a 6-shot revolver and the number after the slash is 10c, then you get a box of 60 shells for 10c).
CREW SERVED
:
If a weapon is given this designation then it means the weapon
must
be attached to a
vehicular mounting or carried and operated by numerous people (and takes time to set up)—and is
hence much cheaper than it’s statistics might otherwise indicate. SEE HEAVY WEAPONS SECTION.
Rate of Fire:
Here’s what the numbers mean:
Number
Meaning
S
Standard—1 shot per 5 REA trigger pull.
3x [8]
The gun fires in fully automatic mode unleashing 8 rounds per second. The user gets 3
rolls to
hit
(this uses the new auto fire rules which are published simultaneously). So 5x [16] means
that it fires 16 bullets (decrease ammo supply by 16) and the user gets 5 to-hit rolls.
2
 Copyright © 2003 Marco Chacon. Permission granted to copy for personal use.
Hand to Hand Weapons
Most of this chapter is devoted to ranged weapons—they’re preferred, lethal, and common in the world
of Have-Not—but don’t discount the odd Ion Blade or other hand-to-hand weapon.
Ion Blade Swing Back Swing Damage Cost
Energized Blade [A] Normal Normal +1x/4x 50c per point of Base Damage
Description:
To make blades that would cut armor plate the warlords of the Age of War wrapped their
tungsten-steel blades in rapidly moving energy matrices. The result was called Ion blades and some of
them do cut metal. The effect is that if there is a hit by 0-3 the blade does +1x the listed Base Damage
(so a Broad Sword does +12 instead of +6). If the hit is by 4+ the damage is +4x (or +30).
K-Stick Swing Back Swing Damage Cost
Kinetic Night Stick [A] +0 +2 +18 IMP 20c
Description:
When “active” the night stick glows with a purplish light –and when it strikes something it
hits for Base Damage +12 Impact (but acts like a broad sword or club for weapon purposes). K-Sticks
are common and are usually used by Bone Yard security.
Cinderblock on an Chain Swing Back Swing Damage Cost
Flail +2 +3 +7 IMP .1c
Description:
It’s got long reach, it says
industrial
all over it. It hurts. And it’s dirt cheap. Sure, it’s a bit
hard to use (Flail skill) but hey—the cinderblock on a chain is the answer to lots of problems down in the
Yard.
Fuel Cells / Power Cells / Batteries
The Power Cell (also called Fuel Cell) is the primary unit of transported power.
Most
of these are
rechargeable and require some kind of generator (like the kind that’s found in town). In the BoneYard
(which has underground Fusion Power Plants) you can get them recharged pretty cheaply. Out in the
Middle Ring someone has to either burn gas or you need a Power Farm (which takes empty cells to the
collectors and baby-sits them while they recharge).
Cells are rated in Cost and Power Units. A Power Unit is a measure of energy (usually one shot for a
weapon—but some weapons take more).
Cell Type
How many shots it gets
off that type of cell
Cell Slots
Cell Type:
This is the type of cells the gun takes (I1, I2, I3, AA, V1, or V2)
Power Units Per Shot:
Some weapons use 2 or more Power Units per shot fired (and remember if the
trigger is pulled on a fully automatic weapon, the number of shots fired is the number in [brackets], not
the number of attacks).
Cell Slots:
The number of “magazines” the weapon takes is listed here.
A
4c
B
12c
C
30c
Power Units
12
Power Units
10
Power Units
100
About 1” long and round.
The
size
of
a
handgun
The size of an assault rifle
magazine.
magazine.
AA (Micro)
.1c
V1 (Vehicular 1)
100c
V2 (Vehicular 2)
400c
Power Units
1
Power Units
300
Power Units
2000
Size of a watch battery.
Half the size of a car battery.
Size of a car battery.
3
 Copyright © 2003 Marco Chacon. Permission granted to copy for personal use.
Heavy Weapons
Some weapons here are listed as CREW SERVED (which means you target using the Gunner Skill and
the weapon is most always mounted). Heavy Weapons are designed to engage large targets: each
adjustment on a pistol moves the strike of the round a few centimeters at a given range—on a heavy
machine gun, it could be many inches. Thus, when using a “heavy weapon” there are some inherent
negatives to targeting small objects or making called shots.
Note:
One of the cited reasons that army tanks have a light machine gun is to deal with infantry—why?
They already (usually) have a heavy machine gun. One reason is expense (larger ammo is more
expensive), one reason is overkill (you don’t need a .50 caliber round to kill a human at any thing
approaching close range), but another reason is accuracy—and that’s part of why these rules exist.
Heavy Weapon Targeting
Heavy Weapons (large caliber machine guns, emplaced or vehicular energy weapons, rocket launchers,
etc.) use the Heavy Weapons skill (here referred to as Gunner). They target somewhat differently than
standard weapons (which use the Firearms skill).

Called Shots of any sort are at -5 to hit.

Human sized targets are at -1 to be hit (vehicular sized targets are at no negative).

Aim is a 5 REA Medium action that gives +1 to be hit.

Many Heavy Weapons have re-load or re-charge/cool-down times.
MOUNTED
The weapon is affixed to either an emplaced gun turret or a vehicle—it is not carried. Usually there will
be an external energy source as well.

The weapon comes with a mount—it cannot be carried.

If it has a listed CYCLE TIME that is the number of seconds between shots it must cool for (or
how long it takes to re-load).
CREW SERVED
The weapon
can
be carried—but it usually takes two people to operate it (the classic case of this is a
light machine gun where one person carries the tripod and ammo and the other carries and operates the
gun).

Power cells or ammo and the weapon can be carried by one person if their STR is 12 or higher.

Usually setting the weapon up takes 10 seconds (this is a very basic approximation). If fired
without set up, Control modifier is increased by 1pt (-1 becomes -2). If Control is 0, then the gun
simply gets a -1 to hit for all shots.
HEAVY WEAPON
The weapon simply uses the HEAVY WEAPON targeting rules—it isn’t too heavy to carry (this is
applicable, for example, to rocket launchers).
4
 Copyright © 2003 Marco Chacon. Permission granted to copy for personal use.
Bullets
In Have-Not
everyone
has the right to bear arms (yeah, wise guy, including the mutant bears. We
know.
)
Armor's good too … and ammo? Keep it coming. Rack the bolt back, drop the hammer, and squeeze the
trigger, baby. Some of these are
state of the art
—but in the not-so-heavily-industrialized Middle Ring …
most aren't. Costs after the "/" are for 5 full loads of ammo. These are the guns that can be built using
native technology of the Middle Ring. No industrial gear, primitive metal refinery, and chemical
propellant.
Welkin .40 Six Shooter
Cost
Dam
ROF
Control
Range
Clip
Bullets
LVL 0
MR
11c / 1c
9 PEN
S
0
-1/5y
6
The Welkin .40 and a hundred guns just like it is a common gun for a common
cause: staying alive. It lacks the power to stop the really tough things—but most
things that'll kill you aren't really tough. If you stay in town you're more likely to
get a knife in the back at the poker game than get eaten by a Sand Dragon.
"Garn's Iron" .455 Six Gun
Cost
Dam
ROF
Control
Range
Clip
Bullets
LVL 0
MR
15c / 2c
11 PEN
S
-1
-1/6y
6
A black metal revolver that's seen more use in the Ring than the shot glass.
Garn's Armory is only one of a few gun-smithies that have the foundry to turn
them out in any quantity. Some are cheaper than others—but this is a
traveler's gun—and are favored by range-riders since they won't jam even in
extremely unclean conditions.
Tor .50-Cal Revolver
Cost
Dam
ROF
Control
Range
Clip
Bullets
LVL 0
MR
22c / 2c
14 PEN
S
-2
-1/7y
5
The Tor-
Five-Oh
is a heavy gun. It's maw of a barrel is the last thing a lot of
people ever get to see. It's not in the same class as the high-tech, clip-fed
uber-magnums that come out of the BoneYard's machine shops … but on the
range it's distinctive thunder is often the loudest coming out of a handgun.
Ares-1 Light Pistol
Cost
Dam
ROF
Control
Range
Clip
Bullets
LVL 0
Y
17c/1c
5 PEN
S
-0
-1/4y
9
The Ares-1 is a cheap light pistol. A "ladies version" exist for +4c that has nicer
grips and a polished silver finish but it's the same Saturday Night Special inside.
The ammo comes in disposable magazines that are made of plastic. In some
places you can even get them in vending machines.
Ares .30 Auto-Mag
Cost
Dam
ROF
Control
Range
Clip
Bullets
LVL 0
Y
30c / 2c
7 PEN
S
0
-1/9y
18
The Ares .30 is a matt-black automatic handgun with an extended clip. The
bullets are small compared to the revolver hand-cannons some people carry—
but the Ares has status. What's more, it's well made. It doesn't jam easily (no
matter what the range-riders say) and it's extremely accurate for its size … and
you won't run out of shots (and if you do, it's quick to reload). A lot of bosses
want an Ares on their hip because it says "I'm paid to be in charge."
5
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