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Low-Tech Weapons
Sling A crude, but effective weapon ever since David took down Goliath, the sling is a common weapon among savages and wasters because its cheap and there's ammo lying all over the place. A sling is typically made from a long piece of cord or sinew with a leather "pouch" halfway down its length. A small stone, glass marble, metallic ball or random piece of junk is fitted into the pouch and both ends of the sling are held in one hand while it is spun overhead, inceasing the momentum of the shot while aiming. Slings take two actions to use. Using a sling requires the Throwin': unbalanced aptitude. Slings take an action to load and cannot be stored loaded. They can be quick-drawn and speed-loaded, however (both TN 5). A sling can be made given the appropriate materials and a Fair (TN 5) Weaponsmithing roll. Damage for a sling varies depending upon the type of ammunition used. If a random piece of junk is used, damage is treated as brawling (STR roll). If actual sling bullets are used, damage is treated as physical (STR + 1d4). Sling bullets are largish metal ball-bearings, and can be purchased from most Weaponsmiths ($5/bag of 10).
Sling Shots:1 Speed:2 Range: STR(5) Dam: varies (see above) Cost: $5
Slingshot Think Dennis the Menace. This is your basic Y-shaped handle, elastic-type material and pouch - another favorite of savages and wasters everywhere. These can actually be cobbled from a variety of materials and range greatly in quality (and thus damage potential and accuracy). Slingshots use ammunition similar to slings - basically anything small enough to fit into the pouch. All slingshots take two actions to use. Some high quality target-shooting slingshots (pre-war make) have an added bonus: an arm brace to assist with aiming. If the slingshot comes equipped with a brace, the slingshot's effective range is increased to 8. Using a slingshot requires the Shootin': Slingshot aptitude. This aptitude is related to Shootin': Bow, but not to any other Shootin' aptitudes. Slingshots take an action to load, and cannot be stored loaded. They can be quick-drawn and speed-loaded, however (both TN 5). A cheap slingshot can be made given the appropriate materials and a Fair (TN 5) Weaponsmithing roll. An average slingshot requires an Onerous (TN 7) roll and materials. Damage for a slingshot varies depending upon the type of ammunition used. If a random piece of junk is used, damage is considered brawling. If actual sling bullets are used, damage is considered physical.
Slingshot Quality Cheap Shots: 1 Speed: 2 Range: 5 Dam: 1d6* Cost:$10 Avg. Shots: 1 Speed: 2 Range: 5 Dam: 2d4* Cost:$25 High Shots: 1 Speed: 2 Range: 5 Dam: 2d6* Cost:$50 (w/o brace) 8 $75 (w/ brace) *damage brawling or physical depending upon ammunition
Blowgun Just like shootin' spitwads back in the third grade except bigger and nastier. A blowgun is just a hollow tube about three feet long, and can be made from a variety of materials (wood, metal, plastic). A dart is inserted into one end of the tube and the shooter gives a good hard puff into the other to send the dart toward its target (costs 1 wind to shoot). The maximum range of a blowgun is equal to the shooter's current wind(2). Darts themselves aren't that nasty - they are completely silent when fired, however and can be treated with poisons or toxins. In order for such a thing to take effect, a dart must cause at least one wound. A good dart for a blowgun takes good craftsmanship and is hard to come by. When you find them, they can cost anywhere up to $1 each. Using a blowgun requires the Shootin': Blowgun aptitude, which is not related to any other Shootin' aptitude. A blowgun can be stored loaded, and can be quick-drawn and speed-loaded (both TN 5). A blowgun can be made with the appropriate materials and an Easy (TN 3) Weaponsmithing roll. Blowgun darts can be made with the appropriate materials and a Fair (TN 5) Weaponsmithing roll.
Blowgun Shots: 1 Speed: 2 Range: 5 (max range: Wind (2)) Dam: 1d4* Cost:$5 *plus any additional poison/toxin effect as applicable. |
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