Weapons (INTO THE ODD) (WIP) (d246)

By Chris McDowall creator of INTO THE ODD
Found on his blog BASTIONLAND

d246 Name: Type and Tags: Damage: Notes:

1

Firebombs

D6, DAMAGE each round until extinguished

2

Bomb

Blast

D10

3

Huge Rifle

D10

4

Magnetic Rifle

Electric. Bulky.

D8, +D10 vs targets wearing metal armour.(d6, concealable).

Bullets are super-magnetised, meaning any attacks in metal-rich environments are Impaired as they veer wildly.

When you Rest, roll 1d6 for each battery-powered item you've used since the last Rest.
1: It's dead. You're out of batteries, and need to find somewhere you can buy more or get some charge.
2-3: Last reload. You've rubbed your batteries to get a last bit of life from it. You can use this one more time before it runs out.
4-6: Charged. You're fine.

5

Jaw Axe

Electric

D6

if this causes a Scar or STR Damage you can always choose to take off a limb

When you Rest, roll 1d6 for each battery-powered item you've used since the last Rest.
1: It's dead. You're out of batteries, and need to find somewhere you can buy more or get some charge.
2-3: Last reload. You've rubbed your batteries to get a last bit of life from it. You can use this one more time before it runs out.
4-6: Charged. You're fine.

6

Vacuum Cannon

Electric. Bulky.

D8 shot OR suck, pulling any targets in the cone that fail their STR Save towards you.

Extremely loud no matter which setting you use.

When you Rest, roll 1d6 for each battery-powered item you've used since the last Rest.
1: It's dead. You're out of batteries, and need to find somewhere you can buy more or get some charge.
2-3: Last reload. You've rubbed your batteries to get a last bit of life from it. You can use this one more time before it runs out.
4-6: Charged. You're fine.

7

Orbalaster

Bulky

Functions as either a Crossbow (d6) or Rifle (d8) or can fire one of three specific combination rounds.

8

Combat Chain

D8

9

Sludge Gun

D6

Fires a glossy black semi-solid material that can be used in unusual ways.
- Can be sprayed onto a surface to make it bouncy as a trampoline.
- Can be fired into water to create floating platforms.
- Can be fired into fire to explode in a d6 blast.
- Can be bounced around corners for trick shots.
- Can be fired onto an electrified surface to animate the sludge briefly. It thrashes around for three rounds before collapsing (3hp, d6 thrash).
- Can be fired onto the chest of a sleeping person to give them horrible nightmares.
- Can be fired into Acid to neutralise it.
- Can be fired into Alcoholic liquid to make it burst into flames and develop a new complex taste.

10

Boot Dager

D6

11

Turbo-Cannon

Bulky

Also functions as a Shield (+1 Armour). Can be fired on three different modes.
Safe: d6 Blast. A spray of small rounds.

Turbo: 2d6 Blast. Twice the normal fire rate. If the rolls match the weapon jams and is unusable until the next Rest.

Ultra: Three 3d8 Blast. Thrice the fire rate with hot-rounds interspersed. If two dice match it jams, if all three match it explodes in a d12 blast.

12

Trace-Rifle

Bulky

D6 (or D10)

Instead of normal fire, can shoot a Trace-Marker that marks the target unless they pass a DEX Save. The Trace Rifle causes d10 damage when it attacks Marked targets and annihilates them in a miniature black hole when it causes Critical Damage.

13

Hooked Staff

Bulky

D8

14

Ornate Spear

D8

15

Bladed Glove

D6

16

Drum Beater

D6

17

Long-cannon

D12

18

Grenade Launcher

D8 Blast

19

Streetgun

Crude Weapon.Bulky (10p/50p)

D6

20

Pitchfork

Crude Weapon. Bulky (10p/50p)

D6

21

Felling Axe

Crude Weapon. Bulky (10p/50p)

D6

22

Crossbow

Crude Weapon. Bulky (10p/50p)

D6

23

Club

Crude Weapon. Bulky (10p/50p)

D6

24

Pistol

Hand Weapon (20p/£1)

D6

25

Dagger

Hand Weapon (20p/£1)

D6

26

Sword

Hand Weapon (20p/£1)

D6

27

Baton

Hand Weapon (20p/£1)

D6

28

Rifle

Field Weapon. Bulky (£1/£2)

D8

29

Claymore

Field Weapon. Bulky (£1/£2)

D8

30

Polearm

Field Weapon. Bulky (£1/£2)

D8

31

Duelling Pistol

Noble Weapon (£5/£10)

D8

32

Fine Rapier

Noble Weapon (£5/£10)

D8

33

Electric Baton

Noble Weapon (£5/£10)

D8

34

Whalegun

Power Weapon. Bulky (£10/£20)

D10

35

Shoulder-Cannon

Power Weapon. Bulky (£10/£20)

D10

36

Chainsaw

Power Weapon. Bulky (£10/£20)

D10

37

Flamethrower

Shock Gun. Blast. Bulky (£5)

D6

38

Scattergun

Shock Guns. Blast. Bulky (£5)

D6

39

Acid Gun

Shock Gun. Blast. Bulky (£5)

D6

40

Machine Gun

Support Gun. Blast. Bunky (£20)

D8

41

Bomb Launcher

Support Gun. Blast. Bulky (£20)

D8

42

Mortar

Barrage Artillery. Blast. Stationary (£50)

D10

43

Flak Gun

Barrage Artillery. Blast. Stationary (£50)

D10

44

Heavy Cannon

Heavy Gun. Stationary (£50)

D12

45

Grenade

Explosive. Blast (£1)

D8

46

Bomb

Explosive. Blast (£2)

D10

47

Flashbomb

Explosive (£1)

Momentarily blinds anyone that fails a DEX save.

48

Firebomb

Explosive (50p)

D6 (Each turn)

Sets an area alight. All inside take d6 Damage each round until extinguished.

49

Smoke-bomb

Explosive (£1)

Fills a room with smoke when lit. Attacks through the smoke are Impaired.

50

Rocket

Explosive. Bulky (£5)

D10

51

Sledgehammer

Bulky

D6

52

Crowbar

D6

53

Sabre

D6

54

Longaxe

Bulky

D6

55

Alleygun

Bulky

D6

56

Antique Pistol

D6

Permanently breaks on a roll of 6-

57

Trench Gun

Bulky. Very Short Range

D8

58

Hammer

D6

59

Flintpistol

D8

Outdated and hard to repair.

60

Broken Oar

D6

61

Collpasible Carbine

Concealable

D6

Requires a DEX Save to unfold under pressure.

62

Gas-Gun

Blast. Bulky

D6

Only affects things that breathe.

63

Brace of Pistols

D6 each

64

Weird-Gun

Bulky.

Resolve: {Roll on "Weird gun ammo"}

65

Speargun

Bulky.

D8

Spear must be retrieved.

66

Hidden Knife

D6

67

Martial Gavel

D6

68

Pocket Knife

D6

69

Rocks

D4

70

Wooden Tusk

D8

71

Jaws

D10

72

Flare Gun

D6

73

Snub-Muskets

D6, 2H

74

Big Club

D8, 2H

75

Drill-Bill

Power Arm, two handed, pricey

D10

So clumsy that rolls of 3 or less are ignored entirely.

76

Bonesaw

Power Arm, two handed, pricey

D10

If you cause Critical Damage the saw gets jammed up in the victim, requiring a round to remove.

77

Impact-Pod

Power Arm, two handed, pricey

D10

When you roll a 10, you take the damage.

78

Strangler

Power Arm, two handed, pricey

D10

Getting it installed on your arm is a permanent modification.

79

Chattersword

Power Arm, two handed, pricey

D10

Incredibly loud, and takes a round to fire up.

80

Demolition Hammer

Power Arm, two handed, pricey

D10

Fitted with two charges, consuming one with each attack. Reloading charges requires a Short Rest.

81

Lead Beaters

D6

82

Small gun in Watch

D4

83

Clenched Fists

D6

84

Tiny Bomb

D8

85

Pick Stick

D6

86

Stick-hook

Bulky

D6

87

Pocket pistol

Concealable

D6

88

Smoke bombs

89

Scraping pole

D6

90

Cue

D6

91

Whale-bomb

Blast

D8, +D12 underwater

92

Long pistol

D6

93

Throwing knives

D6

94

Dog rifle

Bulky

D8

95

Trident

D6

96

Rapier

D6

97

Huge sword

Bulky

D8

98

Spike pole

Bulky

D6

99

Child's musket

Bulky

D6

100

Sturdy muddler

D6

101

Mace

D6

102

Breaching rifle

Bulky

D6, +D10 against structures or massive targets

103

Proximity mine

Blast

D8, fails to detonate on a 1.

104

Toxic smoke bomb

Blast and smoke cloud

D6, Ongoing DAMAGE each turn for anyone that stays within.

105

Spike bomb

Blast

D8, Only activates if it is spiked into place.Very short fuse.

106

Safety firebomb

D6, each round until extinguished. Has no effect on living tissue.

107

Cleaver

D6

108

Cane

D6

109

Breadknife

D6

110

Bow

D6

111

Pick

D6

112

Duck pistol

Blast

D6, very short range.

113

Sturdy umbrella

D6

114

Hand cannon

Very loud

D6

115

Sports bat

Bulky

D6

116

Hickory longbow

D6

117

Javelin

D6

118

Pole club

Bulky

D6

119

Blunted falx

Bulky

D6

120

Morning star

D6

121

Sling

D4

122

Walking stick

D6

123

Fishing spear

D6

124

Part-broken horse rifle

Bulky

D8, breaks forever on a 1

125

Khukuri

D6

126

Bonesaw

D6

127

Grinding saw

Bulky

D8

128

Tiny pistol

D6

129

Letter opener

D6

130

Pole axe

Bulky

D8

131

Pigeon gun

Bulky

D6

132

Mock-bomb

Small blast

D8

133

Telescopic rod

D6

134

Striking rod

D6

135

Electro-lash

D8

136

Nail plank

Bulky

D6

137

Long-rifle

Bulky

D6

138

Sword cane

Easy concealable

D6

139

Wooden stake

D6

140

Machete

D6

141

Scrap launcher

Blast, bulky

D8, requires a rest to reload.

142

Startle-gun

Fires loud but blank shots.

143

Utility Watch

D4 micro-shot.

144

Sonic bomb

Blast

D6, shatter all glass in the area.

145

Cutlass

D6

146

Mallet

D6

147

Acid spray

Blast

D6, continues until washed off.

148

Fire poker 

D6

149

Spike rod

Bulky

D8

150

Mining charges

D10, must be set in place and shot.

151

Breaching rocket

Blast

D10, one shot.

152

Brace of fancy pistols

D8 each, but won’t fire if separated.

153

Can of pressurised potato

Blast

D8 when exposed to air.

154

Crow-sword

D6, doubles as crowbar.

155

Military fork

Bulky

D8

156

Pointman's duelling pistol

D8, requires a REST to clean and reload.

157

Compound bow

Silent

D6

158

Fixed rifle

Bulky, melee.

Does not function as a gun, but with included bayonet is D6

159

Two-handed axe

D8

160

Snubbed stotgun

D6, +D6 at point blank range.

161

Cricket bat

Bulky

D6

162

Heavy rod

Bulky

D6

163

Taxman’s pistol

D6, extremely loud.

164

Back scratcher

D6

165

Bow-pistol

D6

166

Slumber bomb

Blast

Anybody in the BLAST who is already asleep cannot be woken by any means for an

hour.

167

Burglar shotgun

Silent

D6, +D6 at point blank range.

168

Shock prod

D6, on a roll of 1 it requires recharging.

169

Prototype repeater pistol

Blast

D6, jams on a 1, requiring Specialist repair.

170

Returning knife

D6, flies back into your hand with a whistle.

171

Chisel

D6

172

Pen

D6, can fire a single shot.

173

Ceramic staff

Bulky

D6, non-reactive to chemicals.

174

Heavy club

Bulky

D8

175

Boomerang

D6, requires a DEX SAVE to catch when thrown.

176

Old halberd

Bulky, blunt

D6

177

Wooden sword

D6

178

Brass knuckles

D6

179

Farmer’s Scythe

Bulky

D8

180

Long knife

D6

181

Garotte

D6

182

Muck-scoop

Bulky

D6

183

Skewer

D6

184

Clock correcting arm

D6

185

Shin-stick

D6

186

Fork

D6

187

Explosive cigar

D8

188

Thin dagger

D6

189

Beating rod

D6

190

Tiny pistol

D6

191

Tiny stiletto

D6

192

Spade

Bulky

D6

193

Lashing stick

D6

194

Bear trap

D8 if sprung.

195

Peatbomb

Blast

D8, smelly

196

Hunting bow

D6

197

Tree branch

Bulky

D6

198

Squid hook

Bulky

D6

199

Impractical censer

Bulky

D6, exudes smoke.

200

Antique musket

Bulky

D8, breaks forever on a 7+.

201

Whittling knife

D6

202

Mini-lance

D8, on charge only, otherwise useless.

203

Power saw

D10, stutters on a roll of 1-2, requiring a REST to fix.

204

Black market rifle

D8, permanently breaks on a roll of 1.

205

Boat hook

Bulky

D6

206

Crutch

Bulky

D6

207

Paired hook-swords

D4 individually, D6 each when wielded as a pair

208

Petal-gun

D6, misfires on a 1, requiring a REST to fix.

209

Martial fan

D6, also works as a fan.

210

Hand scorcher

D6, super-heating metal rod, requires a turn to heat up.

211

Black cane

D6, reflects no light, shatters if an attack has its DAMAGE negated by ARMOUR.

212

Macro-rifle

Bulky

D8, must be carried in two parts and takes a turn to assemble.

213

Brick in a sack

D6

214

Stirring oar

Bulky

D6

215

Leaning stick

Bulky

D6

216

Beating stick

D6

217

Whip

D6

218

Rollocking cane

D6

219

Blunt spear

Bulky

D6

220

Barrow bomb

D12, must be set in place and has a very long fuse, comes with built-in barrow.

221

Powered hammer

Bulky

D8, takes a turn to power up, very loud.

222

Haywire bomb

Blast

crackling explosion that does no harm, but disables anything electric in the BLAST.

223

Anti-plant bomb

Blast

D6, destroys plant life and +d12 DAMAGE against plant-creatures.

224

Insubordination rod

D8

225

Blow gun with tranquiliser darts.

DEX SAVE to avoid sedation.

226

Sceptre

D6

227

Climbing picks

D6 each

228

Hand-spear

D6

229

Pole-saw

Bulky

D6

230

Shear

D6

231

Scale-scarper

D6

232

Brain hook

D6

233

Pick-axe

Bulky

D6

234

Prototype Electric Swords

D6, ignores ARMOUR, rolls of 1 cause DAMAGE to you instead.

235

Bug bomb

Blast

D10, only affects insects.

236

Repeating pistol

D6

237

Industrial pole

Bulky

D6

238

Cuff-pistol

D4

239

Long-handled fork

D6

240

Steel gauntlet

D6

241

Broken snooker cue

D6

242

Cavalry sword

D6

243

Butterfly knife

D6

244

Very sharp scissors

D6

245

Fire-axe

D8

246

Razor blade

D6


Subcharts

Weird gun ammo (d6)

d6 Result

1

Loud. Fires screaming disks. D8 damage.

2

Fires maggot-bullets. D8 damage. Against organic tissue only.

3

Blast. Fires egg-like Explosive pellets. D6 damage.

4

Fires purple light. D4 damage. ignores armour.

5

Fires Vibro-Wave. D8 damage. No pain, but Explosion on death.

6

Fires Black Spikes. D10 damage. Spike must be retrieved to fire again.