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.