Appendix G

Appendix G
Click on Appendix G to reach the Dreaming Gynoid store

Wednesday, December 20, 2017

A few more weapons

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
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. )

No comments:

Post a Comment