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:
Reload x means that's how many actions/attacks/movements it takes to reload. Consider a gun squire with a pavise. Most of the reloads include what you need to reload it with.
Acc x: Is your to-hit bonus. It is short for accuracy.
Unlike bows and slings, firearms without strength scaling do not gain bonus damage or accuracy from stats. Str scaling x2 means you add twice your strength bonus to hit.
Liveguns: The three below require an hour and x rations to reload. They are not increased in cost when part of hybrid weapons. Each 3 damage shot is rolled to hit individually.
Pistol: 12m/40ft, acc 2, 2x3 piercing, 1 ration, 1 small slot. 40s
F: Targets within 3m/10ft
Blunderbuss: 24m/80ft, acc3, 4x3 piercing, 2 rations, 2 small slots. 60s
F: Targets within 3m/10ft
Cannon: 60m/200ft, acc 4, 12x3 piercing, anti-material, 6 rations, 1 medium slot. 500s
F: Targets within 3m/10ft
Canister weapons: Each is loaded by a canister, like flamethrowers, equipped canisters are automatically “loaded” into the weapon when the previous ones run empty.
Canister: 1 small slot, can be refilled by 10 minutes of hand-pumping, or with 6 seconds at a steam valve connected to a steam engine.
Steam rifle: 80m/200ft, acc 2, 2 piercing, 2 small slots, 36 shots per canister, 100s.
F: Small or tiny creatures.
Pressure rifle: 60m/200ft, acc 2, 2 piercing, 2 small slots, 36 shots per canister 120s.
Can spend up to 3 additional ap and gas charges on a shot to give +2 damage, +1 acc and +12m range each time.
F: Small or tiny creatures.
Grenade launcher: 60m/200ft, acc 2, 4 bludgeoning, reload 1 (a grenade or rock), 2 small slots, 6 shots per canister, 300s.
Flamethrowers: Do not take actions to reload, instead taking their ammunition from your inventory. Each is 2 small slots, and takes (2ap) to fire.
Flamethrower: 600s: 2 small slots, 1L of gasoline or oil per shot.
Jet: 12m/40ft line, 8 burning (DOT fire), reload 2 (1L of gasoline)
Balefire thrower: Reload 2, (1L of ClF3), 700s.
Unleash(2ap): 6m/20ft cone, 12 fire.
Secondary explosion on hitting water/blood: 3m/10ft radius, d12 acid.
Drill launcher: 30m/100ft, 8 piercing, 4 small, str scaling x2, anti-material, reload 1 (1 drill, 5 drills, can fit within a small slot. The drills are reusable), 200s.
F: Targets behind cover
Ice rifle: 90m/300ft, acc 4, 6 bludgeoning/cold, Reload 1 (1L of water+1 ration), 400s.
F: Oozes
Proliferation rifle: 60m, acc2, 8 acid, reload 2 (2 rations), spawns 1hd ooze on kill, 200s.
F: organic targets
Spine rifle: 60m/200ft, acc3, 4x2 piercing, impale, reload 2 (a handful of bones), 100s.
F: organic targets
Web launcher: Launches a web 12m/40ft, it connects 4 points/targets within a 3m radius. 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 20m (2ap), 4 small slots, 400s.
Holds 4 hyphae harpoons. Regenerates one with 10 minutes and a ration.
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 the victim of the harpoon takes as much damage as it has already taken again.
-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.
Art by: http://cmkosemen.com/illustration.html
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