Just a few more weapons before we move onto some armor.
Non-Imperial or
non-standard/ethnic weapons
Bolt Caster
|
3d6 ea
|
8/16/28
|
Recoilless;
2H weapon
|
Polonium tipped explosive bolts for ‘
|
2d8 +
poison (DC 18 fort save)
Success
an additional 2d6
Failure
additional 3d6, then 2d6, then 1d6
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7/15/27
|
Super
illegal,
Radioactively
hot
A
weapon of desperation and excess
|
Slaver Whip
|
DC 20
Fort save or blisses out for 1d5+pers bonus unable to violently resist.
|
Melee (1H)
|
Not
illegal but very frowned upon in Imperial space
Class C
weapon (Coercion)
|
Bait’leithe (the two handed axe-sword)
|
1d10
|
Melee (2H)
|
Cannot
be used without proficiency
Crits as sword.
|
The Bolt Caster is a large handcrafted weapon that would make gongfarmers think of a crossbow. It fires superheated liquid metallic bolts that hit their targets with tremendous force. The ‘bolters’ make a very loud sound when they are fired. Weapons are ideal for microG use as they are recoilless.
The
slaver whip is a wicked black and
green bio-construct design-grown for the control of imperial humanoids. While the technology pre-dates the current
regime, it is not in common use. (Also
of note – the slaver whip does not inflict pain. It is a contact reliant tasp. Being hit by one of these things is, in
addition to everything else, probably embarrassing.)
The Bait’lethe is the favored weapon of several clades of imperial humanoids; the ‘blade of forgetfulness’ will help you forget things a la Madame Guillotine.
Proscribed Weapons -only real criminal scum (just owning these in imperial space is often a death sentence)
Item Effect Dmg range notes
Napalm Pistol
|
Fires a liquid stream of
burning fuel gel.
|
5d6
(bare flesh)
3d6 (covered) REF save
(DC 15) for half.
|
6/12/15 (yds.)
|
Continues burning 3d5 the
next round, 2d4 the next, and 1d3 finally.
|
Paint Gun
(bulky and heavy pistol
for what it is. Lots of doodads on it)
|
A weak beam laser pistol
used to drive a jacketed particle beam. Nasty.
|
1d3
(laser) + 2d5 (particle beam) + 1d4 (radiation)
Note radiation damage is
modified by the AC bonus provided to target by armor worn. (a target in
plate mail would roll 1d4+8 for radiation damage)
|
5/8/11
|
Fort save (DC points
taken in radiation damage) to avoid developing cancer or similar in 1d4
years.
|
ISARC batch KR-3
(all
such marked with the black pyramid of the Imperial Science Academy)
Each
individually mole stamped with ident number.
Note batch officially
still is listed as on site in storage per Black Pyramid records.
|
Illegal experimental
needle gun loadout
|
DC 25
Fort save
Failure subjects target
to experimental reality warping drug.
|
As needler used
|
Drug
use is potent and indefinite. Fort saves (DC 20) can be made weekly to
snap out of drug’s effects.
Note:
Criticals and Fumbles alike have the same effect; both induce a
quantum tunneling effect in the KR-3, where the target slides into a Splinter
universe where their hallucinatory experience is there real.
Weekly saves to throw off
drug’s effects as normal; on success, target returns to prior universe (or
home universe, if prior universe is not their native. )
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