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. |
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. |
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. |
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. |
|
10 |
Boot Dager |
D6 |
||
11 |
Turbo-Cannon |
Bulky |
Also functions as a Shield (+1 Armour). Can be fired on three different modes. 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. |