| AN ONGOING NEWSLETTER | April 2006 |
Not every weapon in the Combat Zone is the latest in high-tech weaponry. If it can injure or kill, someone will be willing to use it. This article describes a number of weapons to allow more variation of models in your games. I hope they spice up your games and forces. Blowpipe:
The blow pipe is an improvised weapon used by many outside the Corporations for hunting rats. Being a silent weapon it is popular in the Combat zones. (The last thing you want to do is draw unfriendly fire when hunting dinner.) The operator blows a small dart through a pipe to kill its target. When used in combat the darts are often drugged or poisoned in some way: To drug or poison a target you must get a hit and a successful wound roll. Most commonly the tip is dipped in excrement. It doesn't add damage to the dart, but ensures that your target gets a nasty soon after the battle. (The infection can kill the victim, or at the least remove him from play for several games) The more sophisticated occupants of the Combat Zones may use an advanced quick poison to kill their targets. Fast acting poison will kill the target immediately regardless of toughness. The darts are paid for additionally to the blow pipe and cost 3 points each. Slow acting poison will kill the target in D4 rounds. The target will be limited to 3AP and be subjected to -1 to all hit rolls (this includes close combat). He/She will die after the D4 rounds are up. The Target can be stabilised by a medic or doctor if one is available. (See the casualties rules on pages 28-29 of the Battle Book.) Slow acting poison darts cost 2 points each. Drugged darts are simply designed to slow down your enemies. The drugs will limit the victim to 3AP with a -1 to all hit rolls including close combat. Drugged darts cost 1 point per dart. Normal and dirty darts cost nothing and are included in the price of the weapon. Drugged or poisoned darts must be bought before the game and recorded as such. Flintlock pistol:
This pistol represents both antique or modern black powder pistols and primitive home-made pieces. They are fired in a number of ways, and are slow to reload. The firer must spend 4AP to reload the pistol, and it may be refired if enough AP are available. The pistol is inaccurate, and has been known to explode. On a hit roll of 1, roll a D6. A roll of 1 the pistol explodes, causing a 2D4 Dam hit to the firer. Crossbow pistol:
The crossbow pistol is small, silent and the bolts are easily made. It is ideal for hunting small prey such as rats, and for self-defence against larger targets. A Crossbow pistol costs 2AP to reload. If enough AP are available they may loose another bolt. Crossbow:
The crossbow is silent and deadly, but slow to reload. The Crossbow costs 3AP to reload, and if enough AP are available they may loose another bolt. Bolt heads can also have explosive tips. Explosive tips cause 3D8 damage and cost 2 points per bolt. Normal bolts cost are included in the price of the weapon. Special bolts must be bought before the game and recorded as such. Bow:
Ages old and still deadly, the simple bow is still popular with hunters. Ultra modern compounds have made the bow handier and more efficient. A bow costs 1AP to reload. The user may loose another arrow if enough AP are available. The arrows may be supplied with armour piercing heads at 1 point each. The arrow head does 3D6 Dam. The arrows may also be supplied with explosive heads at 2 points each. The arrow head does 3D8 damage. Normal arrows cost nothing and are included in the price of the weapon. Special arrows must be bought before the game and recorded as such. Blunderbuss:
The Blunderbuss or Scattergun is a development of the shotgun. The end of the weapon is tapered outwards into a cone. This scatters shot over a very wide area. Most of these weapons are primitive powder weapons, although a few are converted shotguns. All are homemade. A Blunderbuss can potentially hit all targets not in cover over a 30 degree arc. Roll to hit every potential target in the arc (hostile or friendly). On a hit roll of a natural 1 roll a D8. On a roll of 1 the Blunderbuss explodes causing a D6 hit to the firer. The firer must spend 4AP to reload and it may be refired if enough AP are available. No more than one individual in a gang may be equipped with a blunderbuss. Musket:
This weapon represents both antique or modern black powder muskets and primitive home-made pieces, smooth-bore and firing chunks of lead. They are fired in a number of ways, and are slow to reload. The firer must spend 4AP to reload and it may be refired if enough AP are available. The musket is often inaccurate, and has been known to explode. On a hit roll of a natural 1, roll a D8. A roll of 1 means the musket explodes, causing a 2D6 wound to the firer. Elephant Gun:
The Elephant gun is a specialist heavy weapon, single or double-barreled, designed for killing large dangerous game. Most of those in use have been stolen from museums or collectors, but the weapon is still produced by specialist weapons workshops to order. Single barrelled versions should have the RoF in the weapon spec changed to 1. A draw back of these weapons is the ammunition is expensive and rare. Ammo is limited to six cartridges. The Elephant gun counts as a heavy weapon. There may be no more than one Elephant gun per force. Big Game Rifle:
These are heavy-calibre rifles designed to kill large, dangerous game. Since the rise of the Corporations they have proved very popular for hunting people as well as beasts. Bolt-Action Rifle:
The bolt-action rifle is based on designs that predate the Twentieth Century, and were considered obsolete upon the arrival of assault rifles. Still used for hunting and target shooting, these weapons are popular for their range and durability. Like most things these weapons find themselves in the hands of those living outside the Corporations. Spear Gun:
The Spear gun is a diver's weapon, powered by a spring or compressed air. Deadly and silent, there are also both commercial and homemade versions. Spear guns cost 3AP to reload, and another spear may be launched if enough AP are available. Bolt-Thrower:
The bolt-thrower is a large siege crossbow. These weapons are often found in the hands of wasteland gangs statically mounted at the front gates to compounds or on the roof of a vehicle. Bolt-throwers can cause a great deal of damage, but they are slow to reload. Bolt throwers cost 5AP to reload, and if enough AP are available a second bolt may be loosed . Spear:
Close Combat: +1D8 attack modifier, +2 wound modifier. Easy and cheap to make the spear is still a popular weapon. Its length gives an extra edge in Close Combat, and it can be thrown effectively. Sling:
The sling is a primitive weapon consisting of a piece of cloth or leather, used to hurl stones. Cheap and silent, slings are popular amoungst young kid gangs not yet old enough to join street punks, and it is used by many gangers, scavs and even cannibals. This spec also includes catapults, which use a piece of elastic to fire small projectiles. The sling costs 1AP to reload and if enough AP are available they may shoot again. Throwing knife:
The throwing knife is a special finely balanced knife designed to be thrown accurately. Individuals carrying these weapons openly are viewed with suspicion, so they are often concealed. Anyone may carry up to six such knives at a cost of 2 points each. Throwing knives must be stated as so before the game commences. A throwing knife may also be used as close combat weapon. It uses the same stats as the knives/daggers in the rule book. Throwing knives are available to all other factions. Throwing knives are limited to no more than one individual per gang or squad. Throwing Star:
The throwing star is an easily concealed razor-sharp star-shaped piece of metal used by martial artists., As most of those with access to these weapons will be from a martial arts background throwing stars are limited to Gang Leaders, Squad Leaders and Heroes. They may carry up to four throwing stars at a cost of 3 points each. Flechette Gun:
A terrifying new heavy weapon from Blackthorn Weapon Systems, it is essentially a very large semi-automatic shotgun. Boasting a 90mm bore, it fires caseless shells filled with razor-sharp flechettes capable of mincing anything in its path. This weapon is only available to Corporations' troops and military foundations. Optional rule: When facing a Flechette gun a reaction test must be taken. Modelling the Flechette gun is easy enough. A piece of tube or plastic sprue trimmed and attached to the stock of an existing weapon makes up the body, with some sort of magazine added. Toxigun:
The Toxigun was an innovative weapon designed for use in Gladiatorial Games. The weapon was the brainchild of the Hazardous Waste Disposal arm of the Brittannia Corporation, who saw it as a way to offload toxic waste easily. The weapon sports a short, large-bore barrel, a pistol grip & trigger and a tank of toxic sludge. The weapon charges its firing mechanism and then launches a blob of Toxic sludge. The weapon has been copied by many manufacturers and there are several homemade versions. It is slow to fire and awkward to use costing 2AP per attack. The weapon fires a blob of highly toxic sludge with a diameter of 2cm which lasts for 3 turns. Anything stepping in the sludge takes a 3D8 hit. Troops equipped with NBC suits get a -2 damage modifier from the weapon. A Toxigun can be fashioned from a short piece of plastic sprue or some tube. Add to this a small bead or electronic component for the tank and you are sorted. Of course there are many designs, and many look very similar to flamethrowers. Many manufactures have metal and plastic flamers for their Sci-Fi ranges that can be pressed into use. Alternatively you could simply use an existing flamethrower equipped model. Spider Mine Layer:
The Lancaster Systems spidermine layer is a heavy weapon designed to launch and deploy spider mines. This allows the user to lay a field of these lethal devices quickly. It is the ideal weapon for defensive positions, allowing you to deny your enemies access to vital areas of the battlefield, while leaving your own troops unhindered. Treat the Spider Mine Layer as a grenade launcher, where a miss of the target area will require a deviation roll. Spider mines:
The Lancaster systems spider mine is the very cutting edge of mine technology. This is a small spider-like robot which lies dormant until it senses an intruder. The mine will then move towards and follow its target, exploding once within range. The mines can be programmed to recognise friendly forces or cryptosafe radio signals from allies. These signals can be taken directly from their comms units without any modification to the equipment or mine. Because spider mines are visible and can be destroyed by weapons fire, they will often be deployed under leaf scatter or amongst litter & rubbish. Spider Mines:
If the target manages to stay out of the spidermine's detection range for a turn (i.e. they outrun it) the mine will deactivate until the next time a target comes into its detection range. A simple spide rmine marker can be used from cardboard. If two or more sides are using the mines then some sort of coloured mark may be needed to distinguish them. I am using cheap plastic Halloween confetti spiders as mines. At £0.99 for over seventy it's a bargain. Just paint them up and use. Fantasy miniature lines also provide some sort of Spider Swarms which can also be pressed into service. Claymore Mine:
Although automated sentry guns made the Claymore mine obsolete, Military organisations still found these directional mines very useful. A Claymore mine is lined with a special explosive that when detonated, blasts out 700 ball bearings over a 60 degree arc. The mine can be detonated by hand, by pulling a pin, by remote plunger or electric switch, by trip wire/pressure pad or by an Infra Red sensor. For an extra 5 points a Claymore can be detonated by an AI system in a similar fashion to sentry guns. To use a claymore, you need a 60 degree arc template. I would also suggest the use of a Gamesmaster/umpire/referee. The claymore must be set up in a static position and noted before the game. Its triggering method must also be noted. The position of the trigger is also noted especially the trip wire or pressure pad if used. A claymore mine is a single fire weapon. I hope this article inspires you to have a go at making your own rules and weapons. Movies, books, comics and computer games provide a whole wealth of weapons begging to be converted for the table. Why not show us your rules and conversions? If you do decide to model any of the new weapons please send some pictures to the Chronicles. |