Sunday, October 24, 2021

d10 Improvised Weapons for Mothership

 

These weapons don't have costs, because I haven't settled on an economic system to use for the Axis Mundi yet. Every group on board is different, after all. I don't guarantee game balance - I'm throwing out ideas that sound good to me. Adjust these as much or as little as you need for your own games.

 

  1. Rad Cleanser - Engine-cultists consider these unshielded gamma emitters the holiest way to kill; they're often seen in the hands of high priests and blackfingers. Victims rarely die from its "blessings" directly, but find themselves wracked by radiation sickness long afterwards.
    1. 1d10 damage, range 5/10/40. On hit, Body save or reduce max Health by 2d10. On crit, save is at [-]. 6 shots, ammunition is heavy and radioactive.
  2. Spring-Steel Bow - Commonplace in the dark corners of the ship, bows wrought from flexible metal and high-tension wire see frequent use hunting man and beast.
    1. 2d10 damage, range (1/4*Body)/(1/2*Body)/(Body). Silent. 1 shot; 50% chance a fired arrow can be recovered.
  3. Air Rifle - Nearly any scrapped machine with a moving part is a source for ball bearings. Find a source for compressed air and hook it all up to a tube, and you have a rifle without the pesky "gunpowder" bit.
    1. 2d10 damage, range 10/50/100. Quiet. 10 shots; reloading requires pumping new air (5 shots per reload action) or affixing an oxygen canister (15 minutes of air per shot).
  4. Spring Launcher - Firing anything from loose rocks to shaped charges, spring launchers are as simple as it gets.
    1. * damage, range 15/45/90. 1 shot; two actions to reload. Damage depends on the launched projectile: blunt objects deal 4d10, Knockdown on crit. Explosives inherit damage, crit, and special traits from the payload.
  1. Cryo Sprayer - The Frankenstein offspring of a pressure washer and a cryotube coolant loop. Not for use cooling off your friends.
    1. 4d10 damage, range 5/15/30. On hit, inflicts [-] to Speed checks. On crit, the hit location is frozen. 8 shots. Fed from a pressurized backpack tank.
  1. Flashtube - A few among the many tribes of the Axis Mundi have reinvented explosives. Nitric acid tapped from the ship's vast oxidizer tanks, sulfuric acid from its abandoned laboratories, cast-off paper from Gaia's orchards - the flash paper is potent, but unstable. The classic flashtube is a multi-barrel design that brings thunder to the halls.
    1. 2d10 damage, range 5/15/30. 4 shots. May fire multiple barrels at once for +2d10 damage per barrel; 5% chance per additional barrel that the flashtube explodes, dealing the rolled damage to the wielder.
  2. Jet Spear - These short spears see occasional use by Jackals and other clans on the war path. They're not the most practical of weapons, but the spray of fire when one's thrown is intimidating.
    1. 2d10 damage, CQC only. Armor Piercing, -10% to armor saves. On crit, impale the target.
    2. Single-use alternate profile: 4d10 damage, Range 5/10/30. On hit, impales. Can be refueled with a source of rocket fuel.
  3. Scrap Shield - Thick enough sheet metal stops light projectiles and blades - and the weight matters less in zero-G.
    1. Not actually a weapon, though it can be used as one - 1d10 damage, CQC only. Better than fists, but just barely.
    2. +5% armor while held; using one action to defend increases the bonus to +15% until the start of your next turn, but reduces speed to half. Takes up one hand while in use.
  4. Thermal Blade - The Knights Coronal carry these handheld fusion torches as ceremonial blades; they serve as much as badges of office as weapons. Once ignited, they spew jets of white-hot plasma, fed by an oxygen tank on the bearer's back.
    1. 3d10 damage, CQC only. On crit, halve target's armor save for this attack. Uses one hour of oxygen per minute when ignited.
  5. Saint's Rod - Sometimes wanderer-priests find their loose flocks threatened. A saint's rod is a reliquary held aloft, a symbol to those who venerate it - and a two-meter-long staff with weighted ends to everyone else.
    1. 1d10 damage, CQC only. -10% to Combat checks with this weapon. Faithful who can see the Rod gain +10% to Fear checks in its presence.

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