Guns

Steampunk shotgun by avenger09 Guns   repeatersPistolsSteampunk revolver

Guns2

The WP listed is the minimum needed to effectively manage the elements powers of the gun. For each point less, the malfunction rate increases by 5%. For each point over the required WP the malfunction rate decreases by 1%. The standard malfunction rate for guns is 90%, guns of high erquality possess a lower malfunction rate, Guns always malfunction on a roll of 99 or 100. The number after the name is the number of shots per pulse and the size of the clip. Guns that require two hands to use are indicated by (2).

The stats listed for guns are with the standard and commonly used earth round. If an earth round does more damage than the PS of a target there is a chance that it will be knocked off its feet. The target must roll under 60% -5% for each additional point of damage over PS that the target suffers or fall prone. -30% for Malfunction rolls and double damage to air creatures and only half to earth creatures.

Other rounds create different effects. All guns do endurance damage if they get under 50% of their base chance, and grievous if they get under 25%. The strike chance of a gun is determined by adding Base Percentage + PC + 4% per rank – the AG and other defensive modifiers as determined by the GM.

Fire – If the target is combustible, they will catch on fire and burn for ½ the damage of the shot for until it is extinguished. Magical protection from fire will negate this effect. Water creatures take double damage, Fire creatures take ½ damage. +10% on malfunction rolls.

Air – Double the range, but no knockdown. Elemental/earth creatures take double damage. -20% to malfunction rolls.

Water- 1/2 the normal range and bipedal target must roll under 2 X PS to remaining standing from a water round, fire creatures take double damage -20% on malfunction rolls.

Steam – If the target is hit, the hex is filled with steam for 3 pulses and reduces melee hits by 10% and ranged or thrown attacks by 20%.

Mud – ½ the normal range, but for 6 pulses after being hit the target moves at ½ TMR from the clinging effect of mud. -20% on malfunction rolls.

Ice – For 3 pulses after being hit the target makes only ½ the attacks it normally would make. Double damage to fire based creatures, ½ damage to ice creatures. +10% on malfunction rolls.

Magma – These rounds do double the damage of standard round but require 3 more WP than normally required. They also add +20% on malfunctions rolls.

Ooze – The target must roll under 2 X AG to remain standing, and must roll under 2 X AG to regain footing. This effect applies to the target for 6 pulses.

Smoke – The target is surrounded by obscuring smoke for 6 pulses. -20% to melee strike, -10% to ranged and the target must roll under 3 X EN or -5 to IV from coughing.

Lightning – The target is stunned for D5+1 pulses unless they roll under EN, even then they are stunned for the next pulse. +20% on malfunction rolls.

Dust – The target is surrounded by a dust cloud for 6 pulses. -20% to melee strike and must roll under 5 x PC to make a ranged attacked.

Salt – Double damage to water based and plant creatures.

Rust – Double damage to metal based creatures, constructs and metal objects.

Deific – Double damage to demons and undead. -20% to malfunction rolls

Malfunction Chart

01-20 Gun jams for this pulse and the following pulse
21-30 Gun jams for this pulse and the following 2 pulses
31-40 Gun jams for the rest of the battle.
41-50 Hard jam; gun must be repaired before it can be used again
51-55 Misfire – you take the damage the round would have done to another target, roll for damage but do not roll to qualify hit. Damage goes to FT then EN if that is reduced to 0.
56-60 Explosion – you take double damage from the elemental explosion, anyone in adjacent hexes suffers normal damage from the round. Damage goes to FT then EN if that is reduced to 0.
61-70 Elemental Surge – eye. Your eye is lost in the explosion of the gun, take the damage from the round to EN, if you survive you have lost that eye. It may be restored by a healer or a mechanik. Roll d10 1-5: Right Eye 6-10: Left eye
71-80 Elemental Surge – hand. Your hand is lost in the explosion of the gun, take the damage from the round to EN, if you survive you have lost that hand. It may be restored by a healer or by a mechanik.
81-90 Elemental Surge – arm. Your entire arm is lost in the explosion. Take the damage from the round to EN, if you survive you have lost that arm. It may be restored by a healer or by a mechanik.
91-95 Elemental Surge – leg. Your entire leg is consumed in the explosion. Take the damage from the round to EN, if you survive you have lost that leg. It may be restored by a healer or by a mechanik.
96-100 Elemental Consumption – The gun explodes and consumes you in elemental rage. You must roll under 2 X WP to avoid being consumed, if you fail you cease to exist, but if you succeed you lose all your limbs and your torso and face are horribly scarred. Anyone standing next to you must roll under 4 X WP or also suffer the same fate, if they resist they suffer EN damage equal to D + the damage from the round. In addition they must roll D 10 to see what is lost in the consumption.
1: Right Leg
2: Left leg
3: Both Legs
4-5: Right Arm
6-7: Left Arm
8-9: Both Arms
10: All limbs

Guns

Blood Moon Padre66