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A Supplement for Torg: Roleplaying the Possibility Wars and the D6 System
TM
Kanawa Personal Weapons
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Act One
A Supplement for Torg: Roleplaying the Possibility Wars and the D6 System
Kanawa Personal Weapons
By Nigel Findley
Arms Catalog for the Possibility Wars
1
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TM
Roleplaying the Possibility Wars TM
CONTENTS
Introduction
3
Low Technology Personal Arms
4
Weapons of the Early 20th Century
21
Extended Technology
40
Advanced Technology
55
Explosives
65
Espionage
72
Game Notes
79
Weapons List (Torg)
83
Weapons List (D6 System)
85
Bonus Weapons List (Torg & D6 System)
87
Kanawa Personal Weapons
Note to Our Readers
This PDF version of Kanawa Personal Weapons was cre-
ated from the original electronic files. Images were left out
or modified to reduce file size and production time (the
images do not have electronic counterparts). Some typo-
graphical errors were fixed, but no attempt was made to
update the sourcebook to reflect current technological
progress or any developments in the Possibility Wars since
this book was first printed. This electronic document is
provided as an relatively inexpensive means for people to
get the original equipment information from a popular
book now long out of print. Additionally, game mechanics
were added for the D6 System.
If you received a copy of this file from a friend and would
like to support the publishing efforts of West End Games,
please send US$7.50 via PayPal (https://www.paypal.com)
to d6lweg@yahoo.com.
For more information about Torg, D6, and other West
End Games products, please visit our Web site,
www.westendgames.com.
This PDF requires the Torg basic set (WEG #20501) or any
D6 System -based rulebook (such as the core rulebook, WEG
#51005) to play. You or your favorite local or Internet
retailer can order the Torg basic set and other printed Torg
and D6 System supplements through West End Games. You
can find more information about ordering directly from
West End Games in the Catalog section of our Web site.
Nigel Findley
Design
Greg Farshtey
Development and Editing
Cathleen Hunter
Graphics
Peter Heer
Cover Illustration
Stephen Crane, Cathleen Hunter, Aaron McClellan
Interior Illustrations
Nikola Vrtis
PDF Creation & Additional Material
Published by
Honesdale, PA 18431
www.westendgames.com
First Printing: 1991
PDF Published: February 2003
Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosmverse, Cyberpapacy, Darkness Device, Dr. Mobius, the Gaunt Man, Gospog, Heart of Coyote, High Lord,
Infiniverse, Kanawa, the Living Land, Maelstrom, Maelstrom Bridge, Nile Empire, Orrorsh, Pella Ardinay, Possibility Raiders, Possibility Storm, Possibility Wars, Ravagon,
Stormers, Storm Knights, Torg, the Torg logo, D6 System, D6 Classic, D6 Legend, West End Games, and WEG are trademarks of Humanoids, Inc. ®, ™ and © 2002 Humanoids,
Inc. All Rights Reserved.
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Act One
HACHIMAN ARMS
GREETINGS
FROM OUR DIRECTOR
Welcome to the Hachiman Weapon division’s new-
est Personal Weapons Catalog!
Regular subscribers will notice few changes from
our last edition, with the notable exception of an
expanded “Evaluator’s Comments” section included
with each entry. In addition, in response to requests
from you, our subscribers, these comments no longer
undergo any editing, and so reflect the personal pref-
erences, complaints, and questions of our evaluators.
To those of you joining us for the first time, welcome.
The Hachiman Weapons division of the Kanawa Cor-
poration is dedicated to your success in this brave, and
dangerous, new world we live in. To this end, we offer
the widest range of personal weapons available any-
where on the globe at excellent prices.
Hachiman’s weaponry experts have spared no effort
in developing armaments and explosives to give you the
edge you need in these unsettled times. Although the
entries in this catalog list the weapons under the names
of their original manufacturers, the items offered have all
been constructed in Hachiman’s own manufacturing
plants. This includes all cyber gear, which is produced at
our new French facility. This guarantees you the highest
level of quality in your weapon, the quality long associ-
ated with the name Hachiman.
Hachiman prides itself on offering weapons old and
new, based on a variety of technologies ranging from
primitive flintlock muskets to sophisticated lasers and
microwave beams. This makes this catalog an invalu-
able tool for clients in those parts of the world where
recent changes have made it impossible to use ad-
vanced technological devices — or, alternatively, where
abnormally sophisticated devices are the order of the
day. Obviously, the most effective weapon for a certain
location is the one least likely to cease functioning
there. By offering a vast range of technologies,
Hachiman makes it easier for you to find the weapon
you need, while offering full freedom of choice and the
quality that you demand!
Each catalog entry includes the following infor-
mation:
• Weapon Name/Identification
• Description
• Historical Background
• Evaluator’s Comments (including strengths, weak-
nesses, significant quirks, etc.)
• Statistics (damage, ammo, range, price [with the
Torg value in parentheses])
All prices are in Core Earth U.S. dollars and are the
suggested retail price, not including shipping and
handling, should you make your purchase through
Hachiman Arms. If you select another means of ac-
quiring your equipment, you may pay more or less
depending on local circumstances and your haggling
skills.
To order any of these fine weapons, contact your
nearest Kanawa Corporation representative or trans-
mit your request along with your bank code number via
computer or fax to Hachiman Arms.
This resource is complemented by the Kanawa
Heavy Weapons Catalog. Hachiman continues proudly
as your only source for quality weaponry.
Eichiro Kasigi, M.Sc., M.B.A.
Managing Director
Hachiman Weapons Division
Kanawa Corporation
Tokyo, Japan
Game Notes: Difficulties, modifiers, damage values,
and tech levels for each item have been provided in Torg, D6
Classic, and D6 Legend terms. Mechanics relating to Torg
are preceded by a T, for D6 Classic by a C, and for D6
Legend by an L.
Skills names have been rendered as generic as posible.
Players should ask their gamemasters what the appropri-
ate skill is for the game system they’re using.
As this book was originally designed for use with the Torg
roleplaying game, players of that game will find the game
mechanics and terms herein familiar. Those using any
version of the D6 System and not playing in the Torg
universe, however, can ignore the world-specific refer-
ences to people, places, and organizations. The equipment
descriptions and statistics remain useful.
For further game notes, see the “Game Notes” chapter.
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HACHIMAN ARMS
LOW TECHNOLOGY
PERSONAL ARMS
This section concentrates on firearms whose prov-
enance dates from the equivalent of Core Earth’s18th
to 19th centuries. These weapons can prove ex-
tremely valuable when visiting locales such as Aysle
and Orrorsh, where more sophisticated weaponry
mysteriously ceases to function.
Despite the primitive designs of these weapons,
their destructive capability should not be underesti-
mated. It is fairly certain that no Ayslish foe will laugh
at a blunderbuss, despite its somewhat bizarre ap-
pearance. And many a Victorian soldier has found
his Colt just as effective in driving off natives as a
more advanced riot gun might be.
There are, of course, drawbacks to the use of
these weapons. They tend to be more expensive and
difficult to repair, and their overall damage values are
below that of more sophisticated counterparts. When
outside of Aysle or Orrorsh, it is virtually impossible
to find high-grade ammunition for them, and they are
impractical when used against modern armor.
When dealing with muzzle-loaders, keep in mind
that black powder is useless when wet and, when
stored in large quantities, one runs the risk of explo-
sion. In addition, muzzle-loaders are noisy and odor-
iferous weapons to use, and so are unsuited for
missions that rely on stealth for success.
BREECH-LOADERS
Breech-loaders, like the Winchester Model 1873,
are far simpler to use than muzzle-loaders. The user
simply opens the breech (normally located above the
trigger assembly), and inserts a metal cartridge
which contains primer, propellant and projectile. This
method saves a great deal of time and mess, allows
for greater accuracy and led to the invention of
repeating rifles. Although breech-loading is appar-
ently too advanced a concept for Aysle, these weap-
ons are highly recommended for forays into Orrorsh.
Except where specified, reloading a weapon of
this type is considered to be a simple action.
4
AMMUNITION
As mentioned above, low tech firearms use spe-
cial types of ammunition. These weapons fall into
two groups, muzzle-loading and breech-loading, both
of which shall be looked at here.
MUZZLE-LOADING GAME EFFECTS
Loading a weapon such as the ones listed in this
section is a difficult and time consuming process. For
each muzzle-loading weapon, the number of rounds
it takes to load is given, along with the weapon skill
total required to perform the entire process in one
round. The total provided will be the one needed to
perform the entire loading process in one round.
If a character chooses, he may take the full num-
ber of rounds to reload the weapon. In all cases, this
requires the generation of a weapon skill total of T 1/
C 4/L 1 in the first round. Totals need not be gener-
ated in the subsequent rounds, but the character
cannot perform any physical attribute–based actions
(beyond passive defense) while reloading his weapon.
Should the character fail the roll, he would still lose
his physical attribute-based actions for the entire six
rounds, and would not be able to attempt to reload
until those rounds were completed.
MUZZLE-LOADING
Small arms ammunition for muzzle-loading weap-
ons is composed of three elements, the primer, the
propellant and the projectile. Whereas now all three
are contained inside the modern bullet, weapons
such as the flintlock and matchlock muskets required
that the three parts be carried separately.
The most common propellant is gunpowder, black
grains made up of charcoal, sulphur and saltpeter.
Powder is normally kept in a flask (so it will remain
dry) and poured down the muzzle of the weapon
along with the projectile. When a spark was pro-
duced in the priming pan, it ignited the gunpowder
and forced the projectile out of the muzzle.
The pan was primed with either flint, copper per-
cussion caps, or iron pyrites. Flint is preferable in that
it can spark for 20 shots before being replaced, while
copper caps can be used only once.
The standard projectile for muzzle-loading arms is
the rounded steel ball, which tends to be inaccurate.
Later weapons use an elongated, pointed bullet.
Hachiman ammunition for muzzle-loaders comes
in combustible paper cartridges containing a bullet
and enough powder for one shot along with gun flint
or percussion caps, or all three elements can be
purchased separately.
Torg Example: Beppin is reloading his
matchlock musket, a task that normally re-
quires six rounds. The difficulty of completing
the process in one round is 7. Beppin gener-
ates a successful weapon skill total of 7, and
need not spend the next five rounds reloading.
If Beppin was willing to spend the time re-
loading his weapon, he need only have gener-
ated a weapon skill total of 1.
These rules apply to all muzzle-loading weapons.
147853642244
CAT. NO. 69-54893
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