Appendix G

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

Saturday, December 16, 2017

Weapons for the Galaxy Crawl part one


Weapon tables - melee (nonlethal)
Item                              Dmg & effects        Type/Range           notes
Antipersonnel Tasp

(Standard
Imperial
Security
Nonlethal
Loadout
(v. citizens and above)
1d4 + 1d8 sta and 1d12 pers
3/6/9
(short range weapon)

Useless on AC 18 or higher
Reduction to 0 sta = reduced to drooling giggling moron
Reduction to 0 Pers = restraint and bladder control go out the window. You wet yourself and come on to everything.
Neuronic Whip
1d6 + 1d3 Agil damage (dc 12 fort save to resist localized paralysis)
Melee + 5 feet
Reduction to 0 Agil means unconsciousness for 1d6 hours.
Sick Stick
DC 20 Fort save or power puke
Melee
Useless v. AC 15 or higher.
Power puking can do nothing but convulsively vomit; all actions are at-3 steps on the dice chain
Sticky Rope
REF save DC 20 or be enmeshed in glue like colloid that tightens as they struggle for d5 minutes or broken down by spray
Melee

Sticky Net
REF save DC 20 or be enmeshed in glue like colloidal net that expands as it tightens, trapping as many as 4 human sized sentients;   that tightens as they struggle for d16 minutes or broken down by spray
Melee



Weapon tables - melee (lethal)

Item                              Dmg & Effects       Type/Range           Notes
Galvanic Sword Spark Blade
1d8 + 1d6 shocking
Melee
Showy
Second Empire
Era weapon; hilt grounded.
Vibro Dagger
5d6 when used on a living target
Melee
Rapidly oscillating force field in the shape of a knife blade.
Vibro Sword
6d6 when
Used on a living
target
Melee
Noisy, hard to look at.  (Can trigger vertigo in combatants who fumble.)





Weapon tables – ranged

Item                              Dmg & Effects       Type/Range           Notes
Lighter (laspistol)
2d5
2/5/9
Damage is at -1/die at long range
Heater (las rifle)
2d7
5/13/23
Lights flammables for additional 1d4
Neuralizer
Pen shape fires small white cone shaped ray
-3d4 temp int
1/3/9
Blanks the subject, washes the prior 6 hours of memory, leaves them -2 to will saves for d3 hours after.
Needle Gun
1d3 to 2d4 (varies)
3/6/12
Varies by load
Tingler (paralysis pistol)
Fort DC 20 or go numb for d5 hours
1/3/13

Jet pistol
Fires single gyrojet round
2d8
30/90/180
Can vary by rocket loadout
Spinner rifle (Rocket Gun)
Heavy & programmable multi gyrojet rifle
2d8 min.
23/79/230
Often features
Variety loadout.
Sonic Anti Personnel Gun
2 settings - 1d5 temp hp + unconsciousness (resist with Fort save DC 15)
Or
Suppressive Wave
A 15’ cone that creates vibrational waves that immobilize and demoralize organic attackers. (Fort DC 25 or total brown note)
Range is 10 or 15 depending on setting.


Rocket gun ammo   Dmg & Effects          Type/Range             Notes
Hi Explosive
3d6
+2 to hit AC 16 or higher
Do not Fumble. (Magazine explosion likely)

Illegal as hell in space
Foe seeking
3d6 exploding shell that pursues target for d5+1 rounds
+2 to hit AC 14 or lower.
Do not fumble (will target wrong person)

Gunfights tend to be over…quickly.  This is part of why
Most Rocket guns and related tech are not allowed in spacecraft for a variety of reasons.  (And all of its’ ammunition must be stored in ship’s locker)

Needle gun loadouts
Name                              effect                    damage                 notes
Yellow no. 5 aka Drug-a-thug
Fast acting CNI suppressant
1d4+ Fort (DC 15) save to resist 1d3 hours sleep

Babble Juice
Social disinhibitor and muscle relaxant
1d3 + Fort (DC 20)
Successful Fort save allows DC 20 will save to avoid ‘being led’
General inability & disinclination to tell the truth.   Elicits a search for approval.
Hijack dart
(Trimatrix dart)
Fires dart - head is injectable microseeker that creates transmitter & interface in target’s forebrain & spine
Target entitled to Fort save (DC 20)
Success indicates probe has not released seeker.
Otherwise sensory hijack to pre-programmed datalife location in d3 rounds.  
Transmitter range is 2,000km;  any sub-ether or pandimensional activity will immediately interrupt signal.
Kaleidoscope
Brain stimulant & hyper-Ox hallucinogen
Fort save DC 20 Failure -Target trips balls.
Psi or magically active target trips Dave Bowman acid bath balls. And for additional level + int bonus hours too.

Lasts 30-Sta hours;  may seem to last d12x that long to recipient

Note - used on targets with int below 12; fumble or critical will add d3 points to Int; these are permanent and can only be received once.
Coagulator
Blood toxin
1d3 + REF save DC 15; failure means bad news.
Death in d5 rounds by cellular suffocation
Blue Glass
Psychoactive
1D3 + TRIPPY Fort DC 17 to resist)
Freakish light show and simple mindedness for d3 hours.
Neuro-9
Neurotoxin
1d3 + Fort save DC 25 or die.
If successful take 7d6 damage anyway
Immediately begins breaking down on contact with biology, save on a fumble.  
Lights Out
Sense deprivation drug; numbs sight, sound, taste, touch, and hearing.   Psi abilities unaffected.
Fully blocks 5 common physical senses 1d3 hours.
Can be, and often is, mixed with other, more psychoactive drugs to induce particular terror states.

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