Sunday, November 22, 2020

Outlaw Merchant - Grim Tools of a Grim Age

John Blanche

I'm continuing my work on my Electric Bastionland hack with some weapons! Oh what would a Warhammer game be without dreadful tools of destruction? Here's my attempt to simplify things into a 'fiction first' armoury. Between these and the slick rules in Electric Bastionland, I should be good for most anything that pops up in the dark alleys and underbelly of a Hive City.

Yes, I'm using Throne Gelt, and yes I know it's silly. Silly, tongue-in-cheek, black humor 40k is best 40k.

Something to note is that Electric Bastionland has a very small spectrum when it comes to armour. Armour 1-2 is about as best as you can hope for and even then it's probably quite Bulky. To add some variety, I'm using an additional type of armour suggested by EB's very own Chris McDowall:

If you wanted you could add in another level of armour specifically for use in Deep Country:

Weak Armour (£250): Armour 1 against attacks causing d6 or lower.

Or could have it only protect against "non-modern" weapons, but that gets a bit more fuzzy

It's not perfect, as plenty of guns cause d6 damage, but I don't think you're ever going to get a perfect simulation of armour in ITO!

This could be simplified out to Weak Armour ( £250): Armour 1 against [CONDITION]. Whether it's padded armour only good against explosives or a shiv protection vest, this lets you safely increase the variety of armour without overdoing it on the Armour. Too much Armour can really cause things to drag and I really want a noticeable difference with the higher levels of armour. Strapping on your flak vest and suiting up in your power armour should feel different even if it's 'just 1 Armour vs 2 Armour'.

Armour

  • Flak. Layers of padded and reinforced material designed to protect against shrapnel and ricochets. Minimal use against a direct hit.
    • Flak coat or flak armour (Armour 1 against explosions only). 250 Thrones.
  • Carapace. Made up from a solid outer layer on top a flexible under-skin. These plates are constructed from plasteelt metal, high density plastics, or more exotic material.
    • Carpace armour (1 Armour, Bulky). 500 Thrones.
    • Reflec armour (1 Armour, Bulky, 2 Armour against las only). 1000 Thrones.
  • Mesh. Uncommon within the Imperium, this light armour is made up of lots of small rings or scales, each interconnected so that impacts are spread over a wider are to absorb and dissipate damage.
    • Mesh armour (1 Armour). 1,000 Thrones.
  • Bodyglove. Woven from impact-resistant micro-fibres, armoured bodygloves offer discreet protection that can easily be concealed under clothing or other armour.
    • Armoured bodyglove (1 Armour, Concealable). 1,000 Thrones.
  • Power armour. Has an endo-skeletal array of actuators and muscle fibre bundles. Power armour not only enables the protection of heavy armour plating, but actually boosts the wearer's strength to inhuman levels. They need recharing or refueling.
    • Power armour (2 Armour, Bulky. Cannot move without power). Priceless.
  • Force fields. These wonders of archeotech envelop their users in a protective barrier of energy. Since the field is at some distance from the wearer, it does not protect from melee attacks.
    • Refactor field (2 Armour against ranged attacks, glows brightly). Priceless.
    • Conversion field (3 Armour against ranged attacks, if max damage is rolled the reaction is equivalent to a Flashbomb). Priceless.
    • Power field (Grants 3 Armour over a large area. Stationary. Quickly eats through power). Priceless.
John Blanche

Ranged Weapons

  • Las weapons. The most common type of weapon as they are cheap to manufacture and easy to maintain. They are also very easy to recharge, and ammo shortages are rarely a problem.
    • Laspistol (d6). 200 Thrones.
    • Lasgun (d8, Bulky). 500 Thrones.
  • Projective weapons. Bullet or shell-firing weapons are extremely popular among Imperial servants and outlaws alike. Some put up with the higher cost of ammo and maintenance difficulties for the psychological effect caused by the roar of battle they make when fired!
    • Blackpowder gun (d6, Bulky). 50 Thrones.
    • Autopistol, stubber, or hand cannon (d6). 200 Thrones.
    • Autogun (d8, Bulky). 500 Thrones.
    • Heavy Stubber (d8 Blast, Bulky). 5,000 Thrones.
    • Shotgun (d6, +d6 at point blank range). 250 Thrones.
    • Auto Shotgun (d6 Blast, Bulky). 1,000 Thrones.
  • Bolt weapons. Launch mass-reactive warheads that explodes inside the target with a distinctive cracking detonation. Bolt ammo is fairly rare and only those with good connections, criminal or otherwise, would be able to maintain a bolter or bolt pistol.
    • Bolt Pistol (d8). 1,000 Thrones.
    • Bolter (d10, Bulky). 2,000 Thrones.
    • Storm Bolter (d10 +d10, Bulky). 4,000 Thrones.
  • Melta weapons. Use a magnetic containment beam to create microwave agitation to vapourise targets in a blast of intense heat.
    • Inferno pistol (d8, ignores Armour, close range only). 2,000 Thrones.
    • Meltagun (d10, Bulky, ignores Armour, close range only). 3,000 Thrones.
    • Multi-melta (d10, +d10, Bulky, ignores Armour, close range). 6,000 Thrones.
  • Plasma weapons. Store highly unstable energised photohydrogen, which is unleashed with a devastating blast of energy. Difficult to manufacture, arduous to maintain, and prone to frequent malfunction. Even if it doesn't explode, cooling vents can cause considerable damage to unarmored users.
    • Plasma pistol (d8, +d8 on full-power setting. On a roll of 8 it's a 50% chance to explode (d8, Blast) or 50% chance to overheat (1 damage to wielder). 2,000 Thrones.
    • Plasma gun (d10, +d10 on full-power setting, Bulky. On a roll of 10, it's a 50% chance to explode (d10, Blast) or 50% chance to overheat (2 damage to wielder). 4,000 Thrones.
  • Flamer weapons. Gout burning incendiary fuel, dousing their targets in white-hot flame. The liquid chemical they fire can adhere to the target, setting it alight.
    • Hand flamer (d6). 200 Thrones.
    • Flamer (d6, Bulky, Blast). 1,000 Thrones.
    • Heavy Flamer (d8, Bulky, Blast). 5,000 Thrones.

John Blanche

Melee Weapons

  • Standard Weapons. Blades and bludgeoning weapons are common all across the Imperium, and many conflicts are settled with three feet of well-placed steel.
    • Crude weapons (d6, Bulky). Includes hatchets, ragged blades, makeshift clubs, hammers, or some improvised attack. 10 Thrones.
    • Hand weapons (d6). Axes, swords, flairs, and maces. These are weapons made for combat. 50 Thrones.
    • Heavy weapons (d8, Bulky). Glaives, greatswords, massive hammers, and other weapons that require two hands. 100 Thrones.
  • Chain weapons. Have a set of motorized biting teeth that saw and slash, causing terrible wounds.
    • Chainsword or chain-axe (d8). 500 Thrones.
    • Eviscerator (d8, Bulky, ignores 1 Armour but misses on damage rolls of 1). 200 Thrones.
  • Power weapons. Surrounded by a disruptive force field that allows the user to slice through the thicket armour and lop of limbs with a single blow. They are highly prized and are often a badge of office.
    • Power sword or power axe (d6, ignores Armour when activated). 1000 Thrones.
    • Power hammer (d8, Bulky, ignores Armour when activated). 2000 Thrones.
    • Power fist (d8, ignores Armour when activated, unsuitable for delicate tasks). 4000 Thrones.
    • Chain fist (d8, ignores Armour when activated. Can saw through walls and bulkheads). 6000 Thrones.
  • Shock weapons. Charged with electrical energy, these cause severe burns on impact and can disrupt the nervous system.
    • Shock maul (d6, non-lethal). 50 Thrones.
John Blanche

I'll save Force Weapons, Daemon Weapons, and other exotic weirdness for later. The above suits my needs well enough for now. The tools and equipment info in EB can cover most anything else. My first playtest is underway and I'll be eager to see how things go by time we wrap up our small investigation. I'll leave off with two adversaries that my agents are about to face from an old Dark Heresy adventure:

The Homunculites*

Gholem-biological constructs built using forbidden science from vatgrown flesh and stolen human organs. Horrifically distorted, they have cancerous weeping flesh, cataract white eyes, and emaciated bodies studded with gurgling pipes and chem implants.

CHA 3, 4HP, Chain-cutter (d6)

  • Follow orders in the most direct way.
  • Show unnecessary cruelty and viciousness.
  • When hurt, cry out with a horrifically distorted voice.

The Body Snatchers*

Failed experiments made from hive workers stolen in the night. Clad in tattered clothing, their waxy flesh writhes and pulses unnaturally beneath almost translucent skin. Their joints and fingers have been reinforced with metal bracings to stop their overpowered flesh from tearing itself apart and their heads have been encased in taunt, stitched shut masks through which implanted augmetic eyes glow a dull red.

STR 14, CHA 3, 5HP, overpowered flesh (Armour 1), augmetic fists (d6)

  • Lurk with deathly silence.
  • Pursue without sense of self-preservation.
  • Follow instructions until new orders come through.

*Ignore anything that would target their CHA.

3 comments:

  1. Bravo. I'm really admiring this developing project.

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  2. For Plasma, I would just go for something more like the tabletop rules. Say D10 DMG and on a roll of 1 it overheats. BUT you can OVERCHARGE for 2D10 DMG, but if either rolls a 1 you are destroyed in a mini-fireball of Plasma. Nice risk-reward. As a player I would not mind insta-dying, as long as I knew the risks beforehand.

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