Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

Tuesday, May 30, 2023

Hit Points and Archaic Weapon Damage for Gamma World and Mutant Future

Surely, you've noticed PCS and NPCs in Gamma World, and Mutant Future have a lot of Hit Points? You must have also noticed high tech weapons and some mutant attacks do a ton of damage but old-fashioned archaic weapons do pathetically low amounts of damage?  Here's how I deal with it.

Leave the HP as is in the rules. They are fine the mutations, radiation, and mutant power rules need PCs with that HP range.

I like a campaign where atomic gladiators, wasteland scavengers and teenage mutant cavemen deal with archaic and makeshift weapons throughout the life of the campaign. So here's how I make that work with the high HP nature of the game: rate weapons by overall quality and key damage to that. I do that by having archaic weapons grouped into Junk, Primitive, Advanced, and Powered categories.

Junk Weapons are cobbled together by relatively unskilled crafters from inappropriate materials, old gift-shop weapons and mistreated salvaged relics. You have a table knife strapped onto a shabby old broomstick well that a Junk Spear. Junk weapons will do the same damage as listed in the rulebook. Any character can make a junk weapon with relative ease.

Primitive Weapons are fashioned with skill from ancient materials, this can be stone or bone if the crafter is skilled in using those materials, or from simple alloys and salvaged metals if a crafter has access to the right type of workshop, tools, and appropriate skillset.  A Steel spearhead mounted on a reinforced aged wooden shaft would be a Primitive weapon. Primitive weapons do twice the damage listed in the rules, if listed as 1d6 in the rules it will deal 2d6 damage as a primitive weapon. Trained characters from the appropriate tech level with access to tools and materials can make primitive weapons. 

Advanced Weapons are fashioned with skill incorporating advanced materials beyond the capabilities of unorganized societies low-tech societies. Specialists with the right facilities, materials, and tools can manufacture Advanced Weapons. Advanced weapons deal three times the damage listed for archaic weapons in the rule book, if listed as 1d6 it will deal 3d6 damage as an advanced weapon.

Powered Weapons are fashioned incorporating mostly advanced materials with energized or mechanical systems requiring high tech capabilities and supplies. A Plastisteel Blade with a phase inducer and charged power cell would be a Powered Weapon. Powered weapons deal 4 times the damage archaic weapons do in the rulebook, if it is listed as 1d6 it will deal 4d6 damage as a Powered Weapon.

Notes: "but my rule book has separate damages for small-medium/Large creatures"  Either do the change for each size class or just use the small-medium damage range and multiply that.

Weapon Category

Junk Base Damage Dice     x1 value        

Primitive         x2 Damage Dice         x3 value

Advanced x3 Damage Dice         x10 value

Powered         x4 Damage Dice         x50 value

Use the guidelines above and your scavengers and survivors will be getting more use out of archaic weapons in your campaign and there will be a wider range of loot available with only a little extra paperwork.

Thursday, June 10, 2021

Orachalcum Wasp Gonne

 Orachalcum Wasp Gonne, a baroque weapon manufactured by the elves of elder times and still in use among Moon Elves and isolated enclaves. It will clearly appear to be a gun of sorts to those familiar with firearms but lacking any obvious sign of ignition and possessing a screw top orifice to accept it's curious ammunition. The gun fire is almost silent with a strange chuffing puff of breeze and the angry buzz of the ammunition.

Damage: 1d3+ Paralysis (save vs poison to avert paralysis but victim is still slowed)

Range: 30/60/120

WSF: 4 (to ready)

RoF: 1 per round. (a specialist may fire 2 times a round if they do not move while firing)

Ammo: Jar of up to 8 saffron wasps. Wasps are -2 to hit in areas of cold.

Special: if the initial attack roll misses the wasp will circle and make a second attack roll on target unless target is protected by repellent, obscured by smoke/mist/fog, or there are windy conditions.  

Smashing the jar of wasps will generally cause them to wander off in confusion but there is a small chance (a hostile reaction of reaction check) that the wasp will attack. 

The wasps wither into paper-like husks immediately after attacking.

(I undoubtedly got this idea from someone else, I just don't recall where)

Monday, December 21, 2020

Teaser List of Guns

 Just a teaser peek at a project I'm working on, here's a list of firearms I'm working on for my Rust and Runes RPG setting rules and guidelines. Might get trimmed down, might get expanded.  

.32 Muzzle-loading Pipe Pistol

.36 Muzzle-loading Pipe Pistol

.44 Muzzle-loading Pipe Pistol

.50 Muzzle-loading Pipe Pistol

.54 Muzzle-loading Pipe Pistol

.22 Zip Gun

.32 Zip Gun

.38/9mm Zip Gun

.44/.45 Zip Gun

.32 Muzzle-loading Derringer

.36 Muzzle-loading Derringer

.44 Muzzle-loading Derringer

.50 Muzzle-loading Derringer

.54 Muzzle-loading Derringer

.32 Black-powder Pistol

.36 Black-powder Pistol

.44 Black-powder Pistol

.50 Black-powder Pistol

.54 Black-powder Pistol

.32 Black-powder Revolver

.36 Black-powder Revolver

.44 Black-powder Revolver

.45 Black-powder Revolver

.22 Pocket Pistol

.32 Pocket Pistol

.38 Pocket Pistol

.44 Pocket Pistol

.22 Revolver

.32 Revolver

.38 Revolver

.44 Revolver

.45 Revolver

.22 Snub-nosed Revolver

.32 Snub-nosed Revolver

.38 Snub-nosed Revolver

.22 Pipe Pistol

.32 Pipe Pistol

.38 Pipe Pistol

.44 Pipe Pistol

.45 Pipe Pistol

.22 Pistol

.32 Pistol

.38 Pistol

.44 Pistol

.45 Pistol

.50 Pistol

9mm Pistol

.45/410 Pistol

.22 Machine Pistol

.32 Machine Pistol

.38 Machine Pistol

9mm Machine Pistol

.44 Machine Pistol

.45 Machine Pistol

.410 Black powder Shotpistol

20 gauge Black powder Shotpistol

16 gauge Black powder Shotpistol

.410 Black-powder Shotgun

20 gauge Black-powder Shotgun

16 gauge Black-powder Shotgun

12 gauge Blackpowder Shotgun

10 gauge Black-powder Shotgun

8 Bore Black-powder Sportsgun

6 Bore Black-powder Sportsgun

4 Bore Black-powder Sportsgun

3 Bore Black-powder Sportsgun

.410 Shotgun

20 gauge Shotgun

16 gauge Shotgun

12 gauge Shotgun

10 gauge Shotgun

.410 Double Barreled Shotgun

20 gauge Double Barreled Shotgun

16 gauge Double Barreled Shotgun

12 gauge Double Barreled Shotgun

10 gauge Double Barreled Shotgun

20 gauge Sawed-Off Shotgun

16 gauge Sawed-Off Shotgun

12 gauge Sawed-Off Shotgun

10 gauge Sawed-Off Shotgun

20 gauge Double-Barreled Sawed-Off Shotgun

16 gauge Double-Barreled Sawed-Off Shotgun

12 gauge Double-Barreled Sawed-Off Shotgun

10 gauge Double-Barreled Sawed-Off Shotgun

.410 Pump Shotgun

20 gauge Pump Shotgun

16 gauge Pump Shotgun

12 gauge Pump Shotgun

10 gauge Pump Shotgun

.410 Riotgun

20 gauge Riotgun

16 gauge Riotgun

12 gauge Riotgun

10 gauge Riotgun

20 gauge Combat Shotgun

12 gauge Combat Shotgun

10 gauge Combat Shotgun

.45 Pipe Musket

.50 Pipe Musket

.54 Pipe Musket

.58 Pipe Musket

.45 Musket

.50 Musket

.54 Musket

.58 Musket

.45 Muzzle-loading Rifle

.50 Muzzle-loading Rifle

.54 Muzzle-loading Rifle

.58 Muzzle-loading Rifle

.45 Muzzle-loading Longrifle

.50 Muzzle-loading Longrifle

.54 Muzzle-loading Longrifle

.58 Muzzle-loading Longrifle

.22 Lever Action Carbine

.32 Lever Action Carbine

.38 Lever Action Carbine

.44 Lever Action Carbine

.22 Lever Action Rifle

.32 Lever Action Rifle

.30-06 Level Action Rifle

.22 Bolt-action Carbine

.32 Bolt-action Carbine

.38 Bolt-action Carbine

.44 Bolt-action Carbine

.30-06 Bolt-action Carbine

.22 Bolt-action Rifle

5.56 Bolt-action Rifle

.32 Bolt-action Rifle

7.62 Bolt-action Rifle

.30-06 Bolt-action Rifle

.50 Bolt-action Rifle

.22 Carbine

5.56 Carbine

.32 Carbine

7.62 Carbine

.30-06 Carbine

.22 Rifle

5.56 Rifle

.32 Rifle

7.62 Rifle

.30-06 Rifle

.22 Assault Rifle

5.56 Assault Rifle

.32 Assault Rifle

7.62 Assault Rifle

.32 Battle Rifle

7.62 Battle Rifle

.30-06 Battle  Rifle

5.56 Automatic Rifle

.32 Automatic Rifle

7.62 Automatic Rifle

.30-06 Automatic Rifle

.50 Automatic Rifle

.22 PDW

4.5cl PDW

5.2cl PDW

6cl PDW

9mm PDW

5.56 DMR

7.62 DMR

.50 Anti Materiel Rifle

5.56 IAR

7.62 IAR

5.56 Squad Automatic Weapon

.32 Squad Automatic Weapon

7.62 Sqaud Automatic Weapon

.50 Squad Automatic Weapon

.30-06 LMG

.50 LMG

4.5cl Advanced Combat Rifle

5.2cl Advanced Combat Rifle

6cl Advanced Combat Rifle

5.56 Compact AR

7.62 Compact AR

9mm Compact AR

Personal Defense Laser

Laser Pistol

Laser Rifle

Maser Pistol

Maser Rifle

Multi-Laser

Infantry Tactical Laser

Squad Support Laser

Plasma Gun

Plasma Assault Weapon

Plasma Rifle

Plasma Pistol

Pulse Gun

Pulse Rifle

Pulse Pistol

Sonic Stunner

Sonic Stun Rifle

Sonic Stun Pistol

Sonic Blaster

Sonic Blaster Rifle

Sonic Blaster Pistol

Tandem SL Blaster Gun

Tandem SL Blaster Rifle

Tandem SL Blaster Pistol

Man Portable Railgun

6mm Rail Rifle

10mm Rail Rifle

13mm Rail Rifle

6mm Squad Bolt Rifle

10mm Squad Bolt Rifle

13mm Squad Bolt Rifle

6mm Bolt Pistol

10mm Bolt Pistol

13mm Bolt Pistol

3mm Hyper Needle Rifle

4.5mm Hyper Needle Rifle

3mm Infantry Ribbon Gun

4.5mm Infantry RibbonGun

3mm Hyper Needle Pistol

4.5mm Hyper Needle Pistol

4.5mm Advanced  Flechette Rifle

5.2mm Advanced  Flechette Rifle

6mm Advanced  Flechette Rifle

Rocket Rifle

Anti-Materiel Rocket Rifle

Stick RPG

RPG launcher

Fusion Torch

Fusion Rifle

Gyrojet Rifle

Gyrojet Pistol

Tazer Pistol

I've got damage ratings for all the weapons to fit in line with old-school dungeon games and moderate compatibility with related post-apocalyptic games. Working on ranges now.  Also fiddling with my version of weapon speed and recoil impact on targeting multiple shots, that will definitely be included to use or ignore as GMs wish. I had briefly toyed with weapon vs armor charts for all the weapons but that might be a bit much as I eventually want to have stats for variations in construction and quality as well.

Tuesday, December 15, 2020

Rubble Men Quick Weapon Table

 No self-respecting rubble dwelling savage would wander the post apocalyptic wastes without a weapon. Arm those brutes!

Rubble Men quick weapon Table

2d10

Weapon

Damage

Notes

2

Blowgun (and up to 8 poisoned needles)

1

range: 30/60/90 range, Save vs Poison !

3

Spiked Baseball Bat

1d6+1


4

Wood Axe

1d8

can throw up to 30, but considered a long range shot

5

Rabbit Stick

1d4

range: 30/60/90

if hit on an even hit roll small targets must save vs stun

6

Baseball Bat

1d6


7

Cleaver

1d4+1


8

Sling

1d4+1

range:40/80/160

9

Hatchet

1d6

range: 10/20/30

10

Knife

1d3

can throw up to 40 but considered a long range shot

11

Club

1d4

can throw up to 30, but considered a long range shot

12

Tire-iron

1d4+1


13

Spear

1d6

range: 20/40/60

14

Metal Pipe

1d6


15

Machette

1d6


16

Dart

1d3

range: 15/30/45

17

Javelin

1d4

range: 30/60/90

18

Self Bow (and up to 12 arrows)

1d6

range:50/100/150

19

Spear-Thrower (and 4 javelins or 2 spears)

**

Damage as per missile type+1

range: 40/80/120

20

Bolas

1d3

range:30/60/90

If target hit on even hit roll  it must save vs entanglement