Equipment: Part 2 – Weapons

The second post in the four-post-series on equipment is about weapons. More specifically multi-use weapons (i.e. not grenades). Weapons are  going to be absolutely fundamental to the game. The Draydun have taken Earth by force, and it will take force to get it back (there might be a cool board game about a bunch of pacifists retaking Earth, but that isn’t what I am going to make).

To recap, weapon attacks will involve a player rolling a number of d12s equal to their appropriate ability score. Each dice that is equal to or grater than the target’s defence is a success. The damage and effect inflicted is determined by how many successes the player got.

I outlined in Or I will Attack And You Don’t Want That how the weapon cards would work and I explained all of the keywords, etc. If you haven’t read that post, go back and read that before continuing on with this post.

All of these weapons are pretty standard sci-fi weapons. I want the weapons to have effects beyond damage to encourage a level of tactical teamwork. Guns should be inflicting conditions and moving targets around.

Unlike the utility equipment I probably have enough weapons for the game to be playable. However, I will keep trying to come up with more. Without further ado, here are the weapons:

Pulse Wave
This two handed beast of a gun kicks out a pulse wave, scattering
anybody in its wake
Keywords: Force
Target: All creatures in cone 3
Attack: Physique v Fortitude
#   Effect
1   1 damage. The target is pushed 1 hex
2   2 damage. The target is pushed 2 hexes
3   3 damage. The target is pushed 3 hexes
Plasma Cannon
The hot plasma flung out by this gun has a debilitating effect on 
those unlucky to be hit 
Keywords: Beam, Thermal
Target: All creatures in the beam 1
Attack: Physique v Reflex
#   Effect
1   1 damage. The target is Weakened (d10)
2   2 damage. The target is Weakened (d8)
3   3 damage. The target is Weakened (d6)
Mind Jammer
This gun focuses a beam of electrical energy specifically tuned to whatever
substance makes up a sentient creature’s brain - and fries it.
Keywords: Electric
Target: One creature within 20 hexes
Attack: Intelligence v Will
#   Effect
1   1 damage and the target is slightly crazed
2   2 damage and the target is crazed
3   3 damage and the target is mega crazed
Power Gloves
These gloves allow someone to pack a mighty punch.
Keywords: Force
Target: One adjacent creature
Attack: Physique v Fortitude
#   Effect
1   2 damage and the target is pushed 2 hexes
2   4 damage and the target is pushed 4 hexes
3   6 damage and the target is pushed 6 hexes
Laser Pistol 
This is a classic laser pistol that you’ve seen in countless sci-fi movies 
Keywords: Thermal 
Target: One creature within 20 hexes 
Attack: Visual v Reflex 
#   Effect
1   4 damage 
2   4 damage 
3   4 damage
Nanobot Gun
Thousands of nanobts stream to the target, invading it and 
causing damage from within.
Keywords: Swarm
Target: One creature within 20 hexes
Attack: Intelligence v Fortitude
#   Effect
1   1 damage and 1 ongoing damage
2   2 damage and 2 ongoing damage
3   3 damage and 3 ongoing damage
Blackhole Blade
This sword generates thousands of tiny black holes along the blade. Due 
to their tiny size these black holes evaporate almost immediately, meaning
that the sword has to continually create them. They evaporate so quickly 
that they only affect the immediate vicinity and no further.
Keywords: Melee
Target: One adjacent creature
Attack: Visual v Reflex
#   Effect
1   3 damage
2   5 damage
3   7 damage

Again, if you have any suggestions for other weapons, please let me know either in the comments below or you can hit me up on Twitter @paulbaalham.

In Thursday’s post, I will show the grenade weapons.

 

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