Gnomish Weapons
In reply to GM (msg # 5):
Gnomish Portable Assault Gun
The "G-PAG" is an experimental system for heavy ground assault. It looks like a heavy-duty hybred of a Gnomish repeater mounted onto a gatling frame. When broken down it is portable by two Gnomes. Assembled, it has a heavy stand which braces against recoil as well as a small shield to protect the gun crew.
Unlike handheld repeaters, the G-PAG is braced against recoil, and thus there is no penalty. Like the standard repeater, each 'cartridge' of 4 rounds is fired off at once, though different targets may be chosen for each shot. The gun holds 4 such cartridges, which are rotated into position by the gunner's hand crank. Each round, the gunner may fire off one of these cartridges. A second Gnome may stand by to load, allowing the G-PAG to continually fire off one cartridge (4 shots) each round. As the gun is air-cooled, this will eventually result in overheating.
The gun takes several rounds of work by a 2-Gnome team to set up, but once set up it can fire in any direction they swivel to. The mounted shield protects the gunner with a -2 ranged to hit cover penalty.
2d8 damage Range 20/40/80
Required skill: Shoot (Advanced weapons)
Harpoon gun
Cost 500
Damage 2d6 AP 2
Range 6/12/24
ROF 1
Shots 1
Weight 12
Notes:
Reload 1. Attached line allows dragging/tripping target (opposed Strength rolls). 2 hands
Flamethrower
A terrifying Gnomish weapon consisting of a backpack full of Dragon's Spit, a terribly flamable substance created by Gnomish alchemists.
2d10 damage, min strength d6, ignores worn armor, ammo 2. Range (cone). Required skill: Shoot (Advanced weapons).
Compression Repeater
A curious handheld weapon which looks much like a pepperbox-style pistol. These have 4-8 barrels which, when the pressurized tank is opened by trigger, will all fire in rapid succession.
2d6 damage, ammo 4-8. Range 5/10/20. Required skill: Shoot (Advanced weapons)
Since all barrels will fire in succession, the weapon kicks like a mule! All shots must be fired at once, though multiple targets can be chosen, and each roll is at -2 to hit. Additionally, if an aim action is taken, it applies only to the first shot. The gun is slow and complicated to reload, so it cannot be done in combat.
Note: The Edge, "Rock & Roll" will negate the normal -2 per shot if the shooter did not move. However, the Aim action still only applies to the first shot.
Compression Carbine
A larger version of the repeater, but operating on the same principle. Normally they have 6 barrels and a stock to allow two-handed use and aiming.
Special rules for the repeater (above) apply also for the carbine, except that aiming with the carbine will apply to all shots fired instead of just the first.
2d8 damage, ammo 6. Range 10/20/40
Required strength: d6. Required skill: Shoot (Advanced weapons)
Spider Grenade
This is a grenade (about the size of a coffee pot with a handle used to carry/throw) which uses compressed gas to expel a terribly sticky compound made from refining the silk glands of giant spiders. It does no damage but will bind anything in its explosive radius (3). Escape requires spending an action wrestling free which requires a strength check (difficulty 5).
Range 5/10/20
Required skill: Shoot (Advanced weapons)
Slumbercap Grenade
Similar in appearance to the Spider Grenade, this is filled with concentrated slumbercap mushroom extract in aerosol form. It does no damage but functions much like the "sleep" spell.
Range 5/10/20
Required skill: Shoot (Advanced weapons)
Power Axe
A long handle attached to a combination axehead/chainsaw. It incorporates both rotating teeth powered by clockworks and a compression-powered swing assist.
The weapon can be used in the 'off' mode, which gives it a damage of STR+d6.
At any time, the user may activate the clockwork blades. For 2 rounds, the Power Axe gains AP 1, +1 damage and -1 Parry. This 'uses up' the spring requiring 3 rounds of 'rewind' actions to use again.
Once per combat, the user may activate the compression-pack for swing assist. This grants +1 to hit and +2 damage for a single attack. This uses up the compression tank, which is too complicated to replace in combat.
If the user chooses, he may activate BOTH functions at once, putting the weapon into overdrive. In overdrive, the weapon does STR+d8 damage, ignores armor, and counts as an attack against every target in range (one roll is made, any valid targets having lower Parry are hit) for a single attack. After this attack, both the spring and compression tank are spent.
Two-handed. Required strength d8. Required skills: Shoot (Advanced weapons) or Engineering. Damage STR+d6*.
This message was last edited by the GM at 14:08, Thu 06 Feb 2014.