This is a rule set for the weapons smith characters, based on the hardware specialty character from
Heroes unlimited. Use the average of your recognize weapon quality and blacksmith skills. If you are
working on your specialty weapon receive a 15% bonus.
Modern Weapons
Weapons can be repaired, or modified. Repairs and modifications, as well as the starting weapon
quality, can modify your repair roll.
Weapon repair
Any weapon that has a negative strike modifier is damaged some-how. The weapon first needs to be
diagnosed, and then repaired. Penalties will subtract from your repair skill, bonuses will add to your skill.
Every % penalty will add 1 hour to your repair time.
1. Make a special recognize weapon quality roll. For every 10% below your skill level rolled, gain a
5% repair bonus, rolling over your skill has no effect on the repairs. Do not cancel out penalties
with bonuses until you make your final repair roll.
2. Gain a penalty based on the weapons current condition from table 1. Note the problem table
die roll modifier. If you have multiple weapons of the same type, you can roll separately for each
weapons problem. Swap parts to make 1 fully functioning gun with a -5% penalty for swapping
parts.
3. Roll on Table 2 to discover the problem. Add the DRM from table 1 to your D12 roll. Add the
penalty from table 2 to your penalty total.
4. Calculate the time needed to repair the weapon from table 3.
5. Add your penalties and bonuses. To succeed, your roll must be < repair skill + penalties +
bonuses.
6. If you succeeded in the repair, the weapon has been repaired, and losses all penalties to its
strike bonus/penalty. Weapons with a 0 modifier cannot be repaired further, only improved.
7. If you failed, roll 1D6. Subtract (-penalty-bonus)/10 rounded up from your roll
1 weapon destroyed, 2 to 4 reduce strike modifier by 1, 5-6 no effect
Table 1
Weapon
Condition (+/-)
modifier
-6
-5
-4
-3
-2
-1
0
1
Modification Penalty
Problem DRM
-15%
-7%
-5%
-3%
-2%
-1%
-2%
-5%
+4
+3
+2
+1
0
-1
-2
N/A
2
3
-8%
-12%
N/A
N/A
4
5
6
-17%
-26%
-32%
N/A
N/A
N/A
Roll (D12)
1
2
Problem
Dirty barrel
sticky firing pin
Penalty
-1%
-2%
Dirty Action
-3%
Dirty/Jammed trigger
mechanism
-4%
-5%
extraction/feed issues
rough action/bolt
mechanism
rought trigger mechanism
Muzzle crown worn
unevenly
Barrel set incorrectly
trigger/action worn out needs replacing
bent barel
-6%
Table 2
7
8
9
10
11
12+
-7%
-8%
-9%
-10%
-11%
-12%
Table 3
Situation/Repair
% penalty
% bonus
Time needed
For every % penalty add one hour onto the repair time
For every % bonus, subtract 0.5hrs from the repair time (rounded down)
2x time, +15%
Weapon Modification/Improvement
Weapons can be modified, either changing the grip or caliber to suit the user, increasing the damage by
hardening the receiver so hotter rounds can be fired, or other modifications. If the player has a
modification in mind not on the table, they can consult with the DM. Use table 5 to calculate the penalty
for improvement/modification, its effect, and any time requirements. For caliber changes, the cost of
ammunition is listed. For parts add-ons, the average cost of the part is listed.
Table 4 (tiny, small, standard, massive)
Type
Cartridges
.08, .22, 36g
4g
than one range away. A small size 3 creature using the tiny 0.45 pistol would have a -6 TH penalty. A
custom grip can still be made to make a standard weapon perfectly suited to a size 7 player (improved
grip mod), for a +1TS bonus). Additionally, a size 3 creature could use a Massive 4g shotgun that does
6D6 damage with a slug, but with a -14 penalty for using a massive weapon (-10 for each size step from
13, -4 for being 3 ranges away) and an additional -14 penalty for using a massive round, for a total of 28 to-strike penalty. If the weapon was re-sized to become a tiny 4g shotgun (which would require lots
of weaponsmithing!) there would only be a -14 TS penalty.
Table 5
Modifying Weapons
Modification
Tactical Sight
+1 to strike (TS)
Hardened Reciever
Long Barell
Improved Grip
+1 to +5 dam
+2 TS
+1 TS
Sniper Scope
change caliber
Penalty
-5%, purchase sight, or 2D12
hours to scavenge and build*
Price
$60-$100
Enlarge or
miniaturize
grip/stock/trigger
ranges: 1-3, 4-6,7-12,13->
-5% per range step, add 10 hours
explosives involved
-5%
electronics involved
-2%
characters own
design
-5%
not familiar with
weapon
-10%
Energy weapon
-30%
Alien Technology
-50%, 4x time to work
* building sights needs a roll on a optics/blacksmithing/applicable skill
$35/24
$35/24
$50/24
($90/12 HP)
$65/24
$35/24
$30/24
$100/24
$5/12
$10/12
$12/12
$24/12
effect
penalty name qualifier
+1 strike/parry -10% "Balanced"
+1 damage
-10% "Cutting"
+2 damage
-20% "Viscous"
+1 strike/parry -20% "<Player's Name> quality"
+2 strike/parry,
+4 damage
Forge from scratch (superior quality)
-35% "<Player's Name> Superiour"
Own design (no example)
-10%
half time,
flawed
-20%
Rush job
1D6 (1-2, -1 s/p,
3-4, -1dam, 5-6
no effect)
1-2 "clumsy", 3-4 "dull"
Take your time
2x time
+15%
Modification
Improve Balance
Improve Sharpness
Improve damage (balance/weight)
Forge from scratch (good quality)
Cartridge
Cost(typical)
0.08 (size 1-3) 1D4 pistol
$10/30
0.14 (size 4+) 1D6 pistol
$50/30
0.22 (size any) 2D4 rifle
$20/24
0.32 (size 4+), 2D6 pistol, standard
$35/24
Cardanian round
0.38 (7+) standard human round,
$35/24
3D6 damage
0.45 (7+) 4D6, 4D6+3 HP (Human
$50/24
Round)
($90/12 HP)
9mm (4+) 3D6 pistol
$65/24
5.56 (4+) 4D6 rifle
$35/24
30-06 (7+) 5D6 rifle
$30/24
0.5 (7+) 6D6 rifle
$100/24
36g (any) 2D6 slug, 2D4 buck
$5/12
20g (4+) 3D6 slug, 2D6 buck
$10/12
12g (7+) 4D6 slug, 3D6 buck
$12/12
4g(13+) 6D6+2 slug, 4D6 buck
$24/12