Saturday, October 5, 2024

Mutant Scavenger Equipment Generation Idea

 Possible Mutant Scavenger Equipment Generation.  Armors and weapons for the last post at least.


Mutant Scavenger Weaponry. (Roll 3d6+level)

4 Junk Kosh (Sock full of rocks), 1d4 damage.

5 Junk Shiv, 1d4 damage.

6 Junk Bludgeon (big hunk of old pip), 2d4 damage

7 Junk Spear (Pointy Stick), 1d6 damage.

8 Flimsy Junk Bow 40ft range, and 6 junky glass headed arrows 1d6 damage.

9 Junk Club (Old Broomstick), 1d6 damage.

10 Primitive Stone Dagger 20ft effective ragne is thrown, 2d4 damage.

11 Primitive Stone Club, 2d6 damage

12 Primitive Self Bow 60ft range, 2d6 damage.

13 Pipe Grenade , as grenade 3d6 damage.

14 Steel Bayonet, 2d6 damage

15 Primitive Scrap Axe, throw 20ft range, 2d8 damage

16 Primitive Bronze Sword 2d8 damage.

17 Primitive Crossbow 80ft range 2d8 damage (1 round to load), 8 bolts.

18 Junk Zip Gun 20ft range, 1d10 damage. 6 shots of ammo.

19 Primitive Pipe Musket 40ftrange, 2d10 damage. 6 shots of ammo.

20 Advanced Compound Bow 100ft range, 3d6 damage, 12 arrows.

21 Advanced Ceramax Bayonet, 3d6 damage

22 Advanced Poly-alloy Claymore Sword, 3d8

23 Electro-rapier 3d6, charge holds for 20 minutes.

24 Bolt Action Rifle, 200ft range, 3d10 damage, 10 rounds of ammo.

25 Advanced Gyorjet Pistol 80ft range, 3d8 damage. 10 rounds of ammo.

26 Laser Pistol, 100ft range, 5d6. 10 shot energy cell.

27 Chainsaw 4d6

28 Plasma Grenade, as grenade 5d8 damage

29 Advanced Combat Shotgun, 90ft range,10ft spread, 4d10 dmg., 2 shots per round, 12 shot magazine.

30 Advanced Battle Rifle, 300ft range 4d10 dmg, 4 shots per round, 40 shot magazine.

31 Implosion Grenade, as grenade 6d10 damage

32 Cryonic-Hammer 4d6 damage

33 Sonic-nunchaku 4d6 damage

34 Vibronic Katana 4d8 damage

35 Mono-filament Blade 4d10 damage

36 Void Ray Pistol 60' range, 6d8 damage. charge holds 8 shots.


*Ranges listed are effective range. If a grenade is rolled that's just 1 grenade so roll again for another weapon.


Armor

1st level has 65% chance of having armor, 2-5th level is 80% chance of armor, 6th level plus is 90% chance of armor.

1st level roll 1d8, 2-4th level roll 1d12, 5-10th level roll 3d6, 11th level+ roll 2d8+6


1  Furs and Skins, +1 Armor

2  Carboard and Duct Tape Cuirass, +1 Armor

3  Boiled Leather Cuirass +2 Armor

4  Reinforced Padded Armor +2 Armor, 1/2 Damage from Junk Weapons

5  Reflective Poncho +2 Armor, 1/2 damage from beam weapons

6  Turnout Coat, +2 Armor, +2 to save and 1/2 damage from thermal attacks

7  Chainmail Brynie +3 Armor

8  Ballistic Vest, +3 armor, 1/2 damage from ballistic weapons

9  Brigandine Armor +4 Armor

10 Void Shroud +4 armor, 90% chance to negate Void Rays weapons

11 Full Suit of Chainmail, +5 Armor

12 Grid Suit +5 Armor, 1/2 damage from electro and stun weapons

13 Medieval Plate Armor, +6 Armor

14 Riot Armor +6 Armor, 1/2 Damage from Primitive weapons and Ballistic Weapons

15 Kinetic Suit, +7 Armor , 1/2 damage from Blunt Weapons, Ballistic, and explosives

16 Plasteel Combat armor +8 Armor

17 Heavy NBC Armor +8 Armor, +4 bonus to saves vs Thermal, Radiation, Bacteria, or Chemical Weapons

18 Nano-fiber Ninja-stocking, +8 Armor, 1/2 Damage from Advanced melee weapons (or weaker)

19 Elite Forces Body Armor, +9 Armor

20 Mirrored Power Armor +9 Armor, blocks 50% of Beam Weapon Damage.

21 Ceramax Combat Armor +10 Armor

22 Poly-Alloy Symbiotic Armor +10 Armor, 50 HP Forcefield, field regenerates every 10 minutes.


No comments:

Post a Comment