Sunday, January 26, 2025

A series of biological firearms for those unable or unwilling to make use of gunpoweder.

Long have these slumbered, waiting for their time to shine, that time is now I guess. I have a bunch of other guns, but they get their own post.

Consult the conversion guide in case of confusion: https://docs.google.com/document/d/1yBCqqF48xPk_IwUWMPBKpjIl3gFlJhvtCvaw0WzuOfY/edit?usp=sharing

Reload x means thats how many actions/attacks it takes to reload. Consider a gun squire with a pavise. Most of the reloads include what you need to reload it with.

Multiattack can be safely ignored, its a system specific thing that lets you ignore the multiple attack penalty (pathfinder style).


—Liveguns: The three below have these traits:

-Require an hour and rations to reload. 

-Do not increase the cost of hybrid  weapons. 

-F: Within 6m 


-Pistol: 12m, 2x3 piercing, 1 ration, 1 small slot. 40s

-Blunderbuss: 24m, 4x3, 2 rations, 2 small slots. 60s

-Cannon: 60m 12x3, anti-material, 6 rations, 1 medium slot. 500s 



—Steam rifle: 2 piercing, 80m, multiattack 2, 2 small slots, 100s (36 shots per canister)



—Pressure rifle: 2 piercing, 80m, multiattack 2, 2 small slots, 100s (36 shots per canister) Can spend up to 6 additional ap and gas charges to give +2 damage, +1 acc and +20m range. 120s



–Grenade launcher: 160m, 2 small slots. Can launch a grenade or rock for 4 bludgeoning. 4 shots per cannister. 300s. 


—Flamethrower: Requires 1 fuel per encounter where it is used, spray does not count towards this. 600s

Jet (2ap): 20m line, 8 fire DOT. 

Spray (1ap): 8m cone, 2 fire. 


—Balefire thrower: Reload 2, (1L of ClF3), 700s.  

Unleash (2ap): 12m cone, 12 fire, d12 acid secondary explosion 3m on hitting water/blood. 


—Drill launcher: 4 small, str scaling x2, 60m, anti material, 8 piercing, reload 1, 200s.  

F: Targets behind cover 

(drills are 2 tiny and 10s, reusable, can also fire daggers for -4 damage)


—Ice rifle: 100m, 6 bludgeoning/cold, Reload 1 (1L of water+1 ration) 400s

F: Oozes


—Proliferation rifle: acc2, 60m, 8 acid, reload 2 (2 rations), spawns 1hd ooze on kill. 200s

F: organic targets 


—Spine rifle: 3x2 piercing, impale, reload 1 (a handful of bones). 100s

F: organic targets


—Web launcher: Launch a web, 12m which connects 4 points/targets within a 3m radius together, reload 3, 3 rations. 400s


—Spore launcher: 30m cone, 1 poison, secondary explosion on kill (30m sphere). Reload 2 (1 ration). 300s


—Hyphae launcher: Launches a hyphae harpoon to a point within 60m (2ap). Or 3 (3ap) 6 hyphae, regenerates one with 10 minutes and a ration. Each harpoon seeks a target as usual. 400s



Hyphae harpoon: 1hp, tiny. Speed: walk 1, climb 1, burrow 12, swim 20, 1ap. 

-Passive ability: When this creature touches another creature (must be able to access unarmored skin, though it can burrow through objects of a similar toughness to hardwood or stone, reaching the soft flesh underneath.) It imbeds itself inside that creature, it will then rapidly grow, dealing 3 damage every round, to a maximum of 9.  

-You may save to avoid this if you are upright, but not if you have your back and stomach facing the ground, or if you are underwater. 

-It can be ripped out with a dc10 strength checks, the harpoon is killed, and you deal damage to the creature you just ripped the harpoon out of equal to the amount of rounds this creature has been left inside

-If the target is a worm, grub, maggot, centipede, nematode or other worm like invertebrate, it does 6 damage per turn it is left in, without a maximum damage value. 


Canisters: 1 small slot, can be reloaded by 10minutes of hand-pumping, or with 5s at a steam valve connected to an engine. 




Art by: http://cmkosemen.com/illustration.html

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A series of biological firearms for those unable or unwilling to make use of gunpoweder.

Long have these slumbered, waiting for their time to shine, that time is now I guess. I have a bunch of other guns, but they get their own p...