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[HOE] Some New Weapons and Ammunition
Feedback desired.
Damnation Rounds:
The first damnation round was created in 1882 by an thaumaturgical
diffusionist in Salt Lake. In short, the metal mage discovered a way to bind
a manitou into a bullet, so that when someone was shot with them the manitou
would attempt possession.
Naturally, the manitou's jumped at the chance to possess living people, even
if they were wounded. Not only that, but someone who died from a Damnation
round could easily be brought back harrowed and the manitou automatically got
total dominion. A pretty good deal. The spirit of the manitou depended on the
size of the bullet. The metal mage spread this little trick around, and soon
many thaumaturgical diffusionists, hucksters, and hexslingers had loaded
themselves with the demonic ammunition.
Game Effects:
When someone is hit by a Damnation round, the marshal should draw a card
and use the Manitou spirit table on page 190 of the rulebook. This determines
the spirit of the manitou, which immediately attempts to possess the wounded
person. If the manitou gains control, they usually attempt to flee the scene,
but it's up to the marshal. This is a very unpredictable tactic-best used to
slow down pursuit or cause havoc with a far off enemy group. The few
diffusionists who ever found themselves using a sniper rifle could really
inflict a lot of damage on enemy groups using only "flesh wounds." The
manitou can keep attempting possession every round the bullet is in the
wounded person's body. Damnation rounds are extremely rare in the wasted west
and most of them are unmarked, which might give your posse quite a surprise.
Psychic Bullets:
During the last war, commanders increasingly had to face Syker
infiltration teams, which were difficult to find and destroy. Southern
Alliance laboratories came up with a specially built and designed pistol to
issue to officers. Each pistol would carry small bullets equipped with a
"Astral Disrupter", which interfered with contact to the hunting grounds.
Shooting a Syker with this would cut him off from his Psychic powers for as
long as the bullet remained in him, making them far less dangerous.
Game effects:
Psychic bullets come in small, 5 round revolvers, have a range increment of
5 and do 2d6 damage. Their best use is, however, to cut off contact with the
hunting grounds. Anyone hit with a psychic bullet automatically loses 4d6
strain (This goes for any Strain-using arcane background.) Negative strain is
possible. Strain cannot be regained until the bullet is removed, at which
point it can be regained normally. These rounds are extremely rare and were
only introduced in the last year of the Last War. They were issued to
Confederate officers almost exclusively, though a few had made their way to
the British.
(Both ideas stolen from Unknown Armies.)
Hex Rifle:
In the early 1900's, the same Thaumaturgical Diffusionist that created
the Damnation rounds came up with a weapon that could have a manitou with a
pre-set hex bound to it. The first was a Mad Scientist's lightning gun with
the Black Lightning hex. The second was a Winchester loaded with a Soul
Blast. Over the years, a handful of Hex-armed weaponry made their way amongst
Metal Mage circles, some of which survive to this day. Most of them are
equipped with Soul Blast or Soul Burst. Once bound with a manitou, the weapon
can no longer function as it did before. A winchester with Soul Blast cannot
fire bullets. Most Hex-weapons cast hexes as if they had a Hexslingin' of
5d8. The metal mage who created them originally believed that he would be
immune to backlash, only to find out his error the hard way when his gun
backlashed in the 30's and killed him. If you've got a book with a Huckster
backlash table, use that one, but otherwise, they just do 3d10 damage to the
guts of whoever fired it. Only a handful of these weapons exist, most of them
dating back to the 1930's. A sniper in World War Two used a Springfield
loaded with Soul Blast to good effect, as Soul Blast can go through walls.
Remotes:
New Skill: Remote Operatin'
During the Last War, casualties began to mount so high that most Armed
forces were forced to supplement their armies with remote controlled drones
and robots. Remote Operators, who could be active far away from the front
lines, could command up to a dozen combat remotes at once. To use a remote,
the operator must possess a headset control system and integrated backpack
command center. Battery powered, these systems have two components- the
headset, which provides sensory information to the controller, and the vest,
which has the battery and built in nerve-stimulated controls. The vest is
equivalent to AP 1, but a bullet would damage the control center beyond
repair. These systems were fairly fragile, as they were designed to operate
well away from combat. Their range is much depleted in the post-war
environment. Originally, the signals were bounced between military
satellites, which meant an operator in Cleveland could direct drones in
Australia, but nowadays the operator has to be within one mile. Nevertheless,
Remotes can provide a valuable edge in battle. Remote Operatin' is what is
used to control and command remotes in battle. Tinkerin' is needed to repair
them.
Remote Control System: $ 5,000
Example Remotes:
Triage Remote:
A five legged, dog-sized medical remote that roamed battlefields looking
for wounded soldiers. They can administer drugs, perform simple surgical
operations, and dress bandages. (They can use that medical implant thing from
Waste Warriors.) They operate as if they had Medicine: General 4d8, and
Medicine: Surgery at 3d8. Size of 4, pace 10.
Cost: $ 1,000.
Hover-reconaissance Remote:
A floating disk with a constellation of cameras and sensors, the Recon
remote proved invaluable in warfare. Capable of sensing in all visible
spectrums, equipped with Radar and Lidar systems, and a laser-targeting
system for artillery, the Recon remote is a marvel of technology. They were
spent like poker chips in the Last War, leaving only a handful left to lucky
remote specialists. They have a base Cognition of 5d10+4, can see in almost
all manners.(infared, light-amplification, ultraviolet, etc.) Can record
information onto data slugs and mark targets with a laser designator. They
float quietly and are usually camouflaged to become much harder to spot. Can
spot things at a great distance and can hover to over 300 feet into the air.
Have an armor value of -4, and a size of 2. Easily destroyed. They have an
active pace of 14.
Cost: 2,000.
Most remotes are equipped with rechargeable solar batteries, though they can
be hooked up to Spirit Batteries if necessary.
(A note: These are rough drafts. Please give feedback.)