D20 Apocalypse Custom Weapons

Post/Author/DateTimePost
#1

ruckusfox

Jul 02, 2009 3:22:34
Something I love so much about playing (and DMing) D20 Apocalypse campaigns is that "anything goes." Everything from Dirty Guns to Zip Guns made out of metal ball bearings and paintball pistols. I love that the player can immerse themselves into the world of the apocalypse and make their own weapons (or rather, construct them out of what's given). I've already mentioned a few that are obviously useful weapons...but tell me what your favorite improvised weapon is. If you haven't thought up of one...now would be a good time to improvise and see how far your imagination takes you. The sky is the limit! Just be realistic.

This is my personal favorite that I concocted after watching too much Mad Max.

The Dune Rifle


This weapon is primarily made of a small caliber bolt-action rifle (.22 template) with an attached bayonet on the end. A long section of sturdy wood has been grafted to the butt stock to give extra length. This weapon stands about the size of a person from butt to blade. This weapon is a double weapon in melee. This weapon functions as a Short Spear.

1d6 Bayonet/1d6 Butt Stock/2d4 .22 Rifle Shot, 20 x2, 50 feet, Piercing, Bludgeoning, Ballistic. 12lbs, 5 box, Single. 10 TU's.

The Dune Rifle is a favorite among Wasteland hunters and loners alike. The design is said to be inspired by primitive tribes who happen to salvage pre-war rifles and build on them.
#2

-zombie-x-

Jul 03, 2009 17:05:05
Tin Can + Short Screws/Nails + Explodable substance (Gasoline?) + timer = improvised shrapnel grenade. (Dont forget a lid for the can!)

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3 or more Cans of Hairspray and/or Spray Paint (1d6 impact or heat, each), duct taped together with a small bottle of gunpowder (from 12gauge shells) & a timer or Detcord (hey! if the cords long enough, toss that sucker, hit the button, then take the cord back to reuse!)

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This one i could use a little help with, the idea is from Fallout3, and ive done a search for a d20 version of a "Grenade Bouquet" but no ones seemed to have gotten the idea down yet...

FRAG GRENADE BOUQUET
Type: Trip/Bomb
Damage: 2d6 - Radius 10ft

Search DC for trip wire: 20 - Bouquet: 15
Reflex DC: 25
Wire Spot DC: 25
Rig Spot DC: Line of Sight: 10 / Disguised: 20 / Concealed: 30 (this is for me, secret rolls on unsuspecting)

A totel of 3 Grenaids Scatter when tripwire is sprung. The grenaids hang over a single 5ft square. Each grenaid rolls a %, 50 or lower lands that grenaid in that square. Grenaids that bounce out must roll a new % at the DMs descretion, or continue to roll up to 25 feet (5 squares). At any time when dealing with a Bouquet, a 100 is rolled, that grenaid goes off instantly. In any case, when the grenaids are determined, the actions conspire.

Holes and inclines may effect scatter roll, and always roll down hill.

AGAIN: im not the best trap maker, so, any flaws, please help. Also, i powered down the Frag Grenades, cuz, 3 of them suckers from the book might be too harsh.
#3

narukagami

Jul 03, 2009 18:42:28
I wouldn't power them down at all. But since they're not "cooked" I'd actually allow a PC to make some kind of reflex save to grab a grenade and throw it somewhere else before it goes off, so long as it lands within 5ft of them.

As for the scatter, there are already rules for determining where thrown, grenade-like weapons land on a miss, you might want to look into those. Just have them deviate away from the center square.
#4

backstabbist

Jul 03, 2009 22:59:36
Would my list of Wheelchair Gadgets count?
#5

ruckusfox

Jul 04, 2009 0:49:57
Would my list of Wheelchair Gadgets count?

That is made of win.

For the Grenade Bouquet, I would follow the rules for missed throwing weapons for displacement. And I would have the PC's make Reflex saves. If the save is high enough, let them roll out of the way. If the save is really high, allow them to chuck it. As Narukagami said; these grenades aren't cooked at all...the rules expect the thrower of the grenade to cook the grenade to the designated time before throwing so that it will explode at an appropriate time. With these...there's a delay.
#6

backstabbist

Jul 04, 2009 10:00:21
Back in the day
we learned a grenade coctail is better than a grenade neat.
Use a duct tape combo like PurpleHaze (color smoker plus CS) to disguise the hurt,
or EasterEggFrag (Purple & 67) so they see it smoking in the air (smoker shortfuse) and think its ok to run thru the smoke on the ground.
Another fun one is the DoubleTap (m67 & m68), it goes band on impact... then goes bang again 2-3 seconds later... lots of fun indoors where the time fused m67 wont get blown out of area by the 68 going off
#7

ruckusfox

Jul 06, 2009 14:21:03
I'm sure you're a riot at parties...have fun this Fourth of July? :P

Any other improvised weapons?
#8

backstabbist

Jul 06, 2009 22:52:15
Have you seen the combat Flashlight posts?
And who can forget about the time we stat'ed an angry cat as a thrown weapon
#9

trappedslider

Jul 06, 2009 23:29:59
Have you seen the combat Flashlight posts?
And who can forget about the time we stat'ed an angry cat as a thrown weapon

The CHAINgun pwns all:P

If the contracted you to write an odd wepaon book for hte next d20 modern..i would buy like three copies of it
#10

backstabbist

Jul 07, 2009 9:31:30
Improvised eh?
[indent]
"Whatcha got there Dave?"
Oh, some damaged LasePistol packs the military returned. I'm gonna try to make a few good ones out of all these damaged ones.
"Whoah! Careful there Dave, you touch the wrong bits of a charged pack and you'll ride the lightning."
Heh, yeah, I'd be one crispy critter thats for sure... hard to believe each one of these lil guys holds enough juice to do 2dice damage 50 times. I'm fine, all I got to do is not touch that terminal there to avoid ... taking ... 100 dice...
"..."
Go get a test rat while I put a short conductor on the terminals
"This is gonna be sooooo cooool"

Zeus Stick PL6
Simple Melee Weapon, Single Use, Touch Attack
Damage 20d8 Electrical
Critical None
Size Tiny
Weight 1.5lb
PDC 10 (+0)
Barely larger than a standard LasePistolPack, the Zeus Stick is simplicity in the utmost: With one button & one LED to indicate its Active/Safe status, you just turn it on and touch it to something you want to Ride The Lightning. The entire energy store of the enclosed powerpack is dumped on target in that one zap, upsetting the internals of the pack to the point that it cant be recharged, making this a disposable weapon. When not needed just push the button again to make it safe, and... now this is important... verify the red Active LED is not lit before placing it back in your pocket.

Like a hand tazer... for god[/indent]
#11

backstabbist

Jul 07, 2009 10:14:26
Gooop Gun (pl6+)

Great Stuff is some really good stuff, expanding liquid-to-foam polyU that you can squirt into a small opening and have it foam up and become a hard insulation. This of course is the peacetime use of it... far from the weaponized versions of the Apoc.

What do you get when you combine the technologies of Expanding PolyU, catalyst accelerants, and Airsoft?
The GoopGun is a barely modified Airsoft weapon that fires pellet series of PolyU and catalyst capsules in cyclic rof. This results in target saturation of a sticky gloopy foaming mess, that gets stiffer and harder round by round until the target is encased in a petrified foam shell. Given the PL6 advances in chemestry, even the small quantity delivered by airsolt creates vast volumes of goop

GoopGun
Electric-pnumatic Ranged Touch weapon
Size Med
ROF: Auto only
Range: 10', 5 RI max
Ammo: 100

Effect:
Struck medium sized targets suffer -5' move, -2 on all physical activity rolls, another -2 on all Dex based rolls. The next round the penalties increase to -15' move, -3 for physical and -4 dex activities, and cannot take any Full Round Action. On the third round the target can only move a 5'step and must make a StrDC20 check to perform any action in addition to the above penalties. On the 4th round the target aqquires creature subtype "Statue"... and thats a bad thing.

The only action a struck target may freely take is to attempt to free themselves & scrape off the goop. As a full round activity (not affected by goop) struck creatures may attempt a WisDC20 to escape their statuey fate in the first round... you have to be bright enough to move glue without getting stuck in it. In the second round its WisDC22 or DexDC20 to deal with the hardening mess, and in the 3rd round its Dex18 AND Str18 as it hardens. 4th round and later... well, lets not worry about that, it will only upset you

The standard effect is for a 5round blast. Feated bursts may add 2 to all DCs, while 10rnd Autofires subract 4 from all DCs