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[HoE] Junker gun: Banshee Rifle
Well, I've had HoE for a little while now, and I just picked up The
Wasted West. Now that I have a more detailed background, I've made up a
few sample characters so I can get a feel for the differences between
HoE and 'classic' Deadlands. My latest project is a Junker, and I
decided to experiment with the device creation rules to see how they
work.
I want to make sure I've got the basics down, and I know people are
always on the lookout for new devices. Below is my first device, the
Banshee Rifle, along with my design notes. Let me know what you think.
Banshee Rifle (3 GR/shot)
The Banshee Rifle was designed by one of the junkers in the Denver
resistance. While its main purpose is to take down the Combine's
automatons, the mystical nature of the weapon has proven useful against
many of the supernatural horrors that inhabit the Wasted West.
The Banshee Rifle is a large weapon, with a barrel wide enough to
put a fist into. It is powered by a spirit battery, but uses ghost rock
for ammunition (one ounce of ghost rock provides approximately 50
shots). A tiny chip of irradiated ghost rock is broken down into
spiritual energy, as the gun builds a charge. Then, a blast of white
energy screams forth from the barrel to impact with the target, the
sound giving the gun its distinctive name. When the blast hits the
target, the energy becomes physically manifested...after passing through
the first inch or so of the target. People hit by the blast often have
no visible entry wound (although there is a large exit wound).
The weapon normally takes two actions to use (one to charge, and
one to fire). However, there is an overload setting that allows the
user to fire in a single action. The user takes the -2 penalty for
shooting from the hip, and the power requirement is doubled. The weapon
normally comes with a 60-point Spirit Battery, enough for 20 normal
shots, or 10 on overload.
Stats: Speed 2 (1), ROF 1, Damage 2d20/AP 4, Range 10.
Components: Structural 8, Mechanical 6, Electronics 3.
Total Cost: 150 points.
Design Notes:
As stated above, I wanted a weapon primarely useful against
automatons, but also effective against most supernatural horrors. The
high damage requirement (automatons are -tough-) meant that certain
sacrifices had to be made in speed and ammo requirements. Below are the
options I chose:
* 2d20 damage (70 points)
* 4 levels of AP (+40%)
* Spiritual damage (+50%)
* ROF 1 (+0%)
* Range 10 (+10%)
* Speed 2/1 (+15%) - Since the weapon can be fired at Speed 1 (with
penalties and increased power requirements), I charged an additional 5%.
-Casey
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