Creating Weapons

By Yaccarus, in Game Masters

More than once my group has created weapons. Here are some examples:

Sniper Rifle: Damage 8, Crit 2, Range Extreme, Price 1,400 Credits, Rarity 6, Specials Accurate 1 and Stun Setting

Saberdart and Palm Shooter: Damage NA, Crit Automatic, Range Medium, Price 2,000 credits for 1 Saberdart, 200 for Palm Shooter, Rarity 9 for Saberdart and 4 for Palm Shooter, Specials Vicious 14

Post your ideas here, but be reasonable with their capabilities. Weapons that are OP should be expensive.

Well, one of our characters had an idea for making a gun that shoots restraining bolts.

I was thinking of its stats being something like this.

RDR-MK1

Skill: Ranged Heavy

Damage: *

Range: Medium

Crit: -

Hard points: 0

Encumbrance: 3

Price/Rarity: 1000/6

Special: Limited Ammo 1, Inaccurate 2,

*Restrain: On a successful hit, target droid hit suffers 10 strain. In addition, 3 advantage may be spent to have the inbuilt restraining bolt successfully attach. The droid hit suffers all the effects of wearing a Restraining Bolt. The RDR-MK1 has no effect on non-droids.

Ammunition: Ammo for the RBL-MK1 may not be purchased, it must be hand crafted with 1 Restraining Bolt, 50 credits worth of material, and an Average Mechanics check. Each mechanics check may be used to create up to 10 rounds. Each round has an encumbrance of 0.1

Fluff: The Ranged Droid Restrainer was developed to meet a need for non-destructive droid control at a distance. This clumsy weapon fires a relatively simple magnetic canister containing an Ion charge and a restraining bolt. The restraining bolt is known for being difficult to attach properly, and so the Ion charge is considered the primary effect of the weapon.

Fluff: The Ranged Droid Restrainer was developed to meet a need for non-destructive droid control at a distance. This clumsy weapon fires a relatively simple magnetic canister containing an Ion charge and a restraining bolt. The restraining bolt is known for being difficult to attach properly, and so the Ion charge is considered the primary effect of the weapon.

I love this idea, but one thing you could do is to have an electrified net or bola being fired out of the weapon, and if the weapon hits then as the net or bola wraps around the target, the restraining bolt is automatically brought into contact with the target.

Or maybe something like the Taser XREP Shotgun shell. ;-)

Thats exactly how I imagined this weapon being. An anti-droid Taser.

But given the fact its using magnets instead of barbs its a little less reliable, so you basically need to "crit" to get the bolt to attach properly. Otherwise its going to do a fairly substantial shock and bounce off.

Thats exactly how I imagined this weapon being. An anti-droid Taser.

But given the fact its using magnets instead of barbs its a little less reliable, so you basically need to "crit" to get the bolt to attach properly. Otherwise its going to do a fairly substantial shock and bounce off.

Maybe an anti-droid combo glop/ion grenade? If the glop blast effect activates, it’s not likely to just "bounce off", and that would do a good job of holding the ion grenade part in close proximity.

So, maybe this needs to be miniaturized in order to fire out of a shotgun-like weapon? Or maybe it’s fired from something like a 40mm grenade launcher?

Related to topic:

My players wanted to create a Assassins Creed Style weapon (the underarm spike thingy) I made the mechanic and said player buy several thingies, spent severel hundred credits for parts and let them roll, on which he produced 2 triumph. hrmpf. so that weapon gotta be real good. One Triumph was wished to make it very very inconspicous and hard to find.

What stats/rules would you come up with?

Related to topic:

My players wanted to create a Assassins Creed Style weapon (the underarm spike thingy) I made the mechanic and said player buy several thingies, spent severel hundred credits for parts and let them roll, on which he produced 2 triumph. hrmpf. so that weapon gotta be real good. One Triumph was wished to make it very very inconspicous and hard to find.

What stats/rules would you come up with?

I would probably say something like:

Hidden Blade: Dam +1, Crit 2, Engaged, Encum 1, 0 HP, Innate talent; Quick Draw, Reduces the difficulty of checks made to conceal this weapon by 1, Pierce 2 and Vicious 4 if the target is unaware of the attack.

I'm of two minds as to whether Brawl or Melee is more appropriate for wielding such a blade. Maybe even allow them to use skulduggery on attacks made without the opponents notice. Play to their strengths as surprise weapons, but you don't want to make them better than a vibroknife in a straight-up fight.

I'd think Sneak would be a more appropriate skill for attacking a hidden target.

I'd also maybe give it a significant damage buff if used in a successful sneak attack. Pierce 2 doesn't seem like enough. Up it to Pierce 4 I'd say.

Hidden Blade: Dam +1, Crit 2, Engaged, Encum 1, 0 HP, Innate talent; Quick Draw, Reduces the difficulty of checks made to conceal this weapon by 1. If used to attack an unsuspecting enemy, skill used is Sneak and the weapon gains Pierce 4 and Vicious 4. If used on an aware opponent, skill used is Melee and the weapon gains Pierce 2 and Vicious 2.

Related to topic:

My players wanted to create a Assassins Creed Style weapon (the underarm spike thingy) I made the mechanic and said player buy several thingies, spent severel hundred credits for parts and let them roll, on which he produced 2 triumph. hrmpf. so that weapon gotta be real good. One Triumph was wished to make it very very inconspicous and hard to find.

What stats/rules would you come up with?

Just so you are aware, this weapon has already been created. It is in the 'Dangerous Covenents' Supplement as a Vamblade.

Prax Arms S-1 Vamblade

Skill; Brawl

Damage;+1

Crit; 3

Range; Engaged

Encumbrance; 2

HP; 1

Price; 500

Rarity; 4

Special; Defensive 1

It can be wielded as a single weapon, but if two are purchased and it is wielded as a pair the wrist blades gain the Sunder and Accurate 1 weapon qualities. These qualities still apply even if the blades are not wielded using the two weapon combat rules to gain an additional hit. Vamblades can not deal damage to a targets strain threshold.

I know your player rolled to create it, so you may want to take these base states and then just make it more awesome!

Edited by The Weaver