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[HoE] Junker Device: S.A.N.D. blaster
I'm just starting a new campaign and I do believe our Junker has
been watching the four hour version of Dune just a little too much. He he
he. However, we sat down with the current Junker stuff and cobbled
together the following device.
Sonic Amplification Neural Disruptor (aka S.A.N.D. Blaster)
Drain: 2 GR/shot
Lethal force is considered a natural response to antagonism in the
Wasted West. But, sometimes, the brainer shootin' at ya might be a mite
more useful alive than dead. (I did say sometimes.) So, ol' Willy Logan
cooked up this little beauty for those times when ya wants to bring 'em
back alive.
This here contraption is called the S.A.N.D. Blaster, and it uses
sound waves to knock yer target on his kiester. It doesn't need
ammunition, since it doesn't actually generate sound. Willy rigged it up
to take the sounds that are already present and focus them into a precise
beam. It's a little bulky, what with the casing havin' come from an old
fire extinguisher, so I wouldn't recommend tryin' ta quick draw it, but
she can twist a man's innards real good at thirty feet or so.
'course, I hope ya don't mind yer prisoners bein' a bit odiferous.
Sound waves seem to do funny things to a man's necessary functions, if ya
know what I mean.
Weapon Speed RoF Damage Range Shots QD Max. Range
S.A.N.D Blaster 2 1 3d12 (Wind only) 5 30 -2 10 yards
Notes:
For those who haven't read Law Dogs for Wierd West (shame on you!)
the QD stat is the modifier to any attempts to Quick Draw this weapon.
Yes, trying to draw this weapon in a pinch is done at a -2.
Also, for some strange reason, beyond 30 feet, the beam looses too
much coherence to do any harm beyond a ringing in the ears. However,
within that range, it follows the standard non-lethal damage rule that
every 2 wounds count as a real wound.
John "If you say 'Maudib', I'm dockin' your chips" Higginbotham