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Trainer's Rail Gun
Size: 4 (size of a light machine gun) Structure: 10 Slots: 54 Utilized Slots: 51
Ammo: 5d10 AP3 (size 2/2(no propellant) = 1) ROF: 1 (slots: 5(1)(ammo) = 5) Range: 100 yd. (slots: 20(1)(ammo) = 20) Ammo Capacity: 20, 2 external clips (active/passive) (slots: (1(ammo)(20))/4, doubled = 10) AP Selector Switch: (0 to 3) (slots: 1) Spirit Battery Pack: 40 point spirit battery (slots: 5)
Drain: AP Selector Switch: AP0 = 1 drain, AP1 = 2 drain, AP2 = 3 drain, AP3 = 4 drain Ammo Processor: magazine maximum capacity = 8 structural components (enough for 1 full clip) action makes 1d6 rounds of ammo = 1 drain. Loads to passive clip. Gun may not be fired while processing ammo in same action. To make spirit ammo in gun, must make TN 12 (base 9+3) roll before starting to process componenets. Failed roll jams processor and prevents gun from firing (must make Gunsmithing roll TN 9 to clear. Takes one action to change either active or passive clip. Takes 2 actions to switch active and passive clips.) Spirit Battery: Takes two actions to change.
Cost/Construction Notes: Gun Construction TN: 9 (base 5+4) Stability: 16 Frame: 10 structural = $20 Gun: 5 electronic = $50, 14 mechanical = $70, 3 structural = $6 Battery: 4 structural = $8, 4 oz. of ghost rock = $40 Ammo: 20 AP3 rounds = 8 structural components = $16 (20(1) = 20 slots, frame size: 3;40% of 20 = 8)
Trainer's "Pokey Balls" (ver. 1.0)
Size: 1 (size of a largish softball) Structure: 3 Slots: 7 Utilized Slots: 7 Spirit Trap (Modified): No remote foot pedal and cable trigger; now has push-button trigger and must be thrown at target (use throwin' unbalanced skill, range: 5). Still retains power jack and removable power cord for remote power and recharge capability. Components reduced to 1 electronic and 1 mechanical, but requires 2 oz. of ghost rock (20 g-ray cap.) and an additional 1 structural for frame reinforcement. Spirit: 3d6.
Cost/Construction Notes: Trap Construction TN: 10 (base 9+1) Stability: varies Frame: 3 structural = $6 Trap: 1 structural = $2, 1 electronic = $10, 1 mechanical = $5, 2 oz. of ghost rock = $20
Play Notes: Capture beam roughly 10 yd. dispersal. Spirits caught in beam makes a spirit roll against the trap or be pulled 3 yds. closer for each success. Trap closes and captures on contact with spirit. Capture beam lasts 1d4 rounds. Trap hot when open - anyone in contact with it takes 3d8 damage per round. Once used, capture beam cannot be used again until ghost rock is replaced. Against sprits with material form (harrowed, walkin' dead, humans), capture beam immobilizes target (does not damage) - must spend action to beat trap at spirit roll. Capture beam drain is equal to target spirit's spirit die type per round. Storage drain is equal to half target's spirit die type per hour (round up). If trap loses power for 5 seconds, trapped spirit is released.
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