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| Design a weapon competition; Ashes of the Apocalypse | |
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| Tweet Topic Started: Jan 30 2012, 11:52 AM (602 Views) | |
| Mortius | Jan 30 2012, 11:52 AM Post #1 |
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Evil Genius
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Ok! So I'm running a little competition to get your creative juices flowing, I want you to design a weapon for Ashes of the Apocalypse, it can be ranged or melee, but it must be something unique, it must follow the stat system I will show below, it can contain any special rules you wish, however try not to make it too powerful, balance strengths with a weakness, for example a plasma gun would be strong but it gets hot or explodes on occasion, after all these weapons are all scavenged and ancient! I'd ideally like to see a little sketch (doesn't need to be a masterpiece as its just a design) a small piece of fluff to go with it and of course the all important rules! right, so here are the stats of the typical weapons in the game and what they represent: EFFORT: This shows how much physical effort (action points) is needed to fire the weapon, a character will normally have about 8-10 action points to spend, but a maximum of 20, each turn, a pistol typically costs around 2 EFFORT to shoot while an assault rifle is nearer to 4. RANGE: This is the weapons maximum range in inches. Pistols are around 12-15", rifles are about 24-30" but this is just a guide, its up to you! POWER: This shows the weapon's strength, 1 is poor 10 is maximum. ARMOUR PIERCING: The higher this stat the more chance the weapon has of bypassing armour saves, 10 is max. RAPID FIRE: if a weapon is capable of rapid firing the number of shots fired in a burst is shown here, 4-5 is typical of an assault rifle, however as there is no increase in effort to rapid fire, it does cause RECOIL see below. RECOIL: Recoil is how much the weapon kicks when rapid firing, the number shown here is subtracted from the characters RANGED SKILL when using rapid fire, which is typically around 8-10 and maxes at 20. SPECIAL RULES: Anything you like!! Melee weapons only have EFFORT, POWER and SPECIAL stats. Post your ideas here and the best 3 will go into the game! I'll also post a battle report using the new weapon, Just a bit of fun really, get your brains working for a short while! Any comments/questions post here I'll reply asap. If anyone considers anything thrown or using grenades or similar let me know I'll post those rules too! Have fun!! |
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| Mortius | Jan 30 2012, 12:15 PM Post #2 |
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Evil Genius
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Not entirely sure this is the right forum but I guess its closest to fluff, maybe rules discussion if it needs moving. |
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| shady13 | Jan 30 2012, 08:18 PM Post #3 |
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...nowt' special...
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spring gun: a form of low tech harpoon launcher used by gangs and warriors because of ease of use ease of maintenance and low jamming. i cant upload a picture but it is a rifle like weapon ( like a cross bow but without the bow) its firing mechanism is a large spring, hence the name and fires large calibre dart, usefull for killing someone who you dont wan geting back up, a favoured gun for mutant hunters and cannibles who want ready made mince meat! made in settlements out of scrap mettle string and a suspension spring.often greasy and badly maintained it is tied together with bad welding, tape and a prayer.. EFFORT: 8 ( its a b***h to fire and reload, as this involves pulling back a powerful spring) RANGE: 35" ( Depending on the spring and power of the gun) POWER: 6 ARMOUR PIERCING: 5 RAPID FIRE: 1 RECOIL: 12 (Kicks like a wild brahmin) special rules: can fire different shots: # grenade ammo : causes a grenade hit after you fire # harpoon: drag a enemy ( foot or mounted) but no vehicles up to half the weapons range towards you. ps. this may need some work? # scatter shot: fire 3 shots at the unit you fire at or any other within 6" but you may not fire next turn. hope this helps ps; where are the rules for your ashes of the apocalypse game? |
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| Mortius | Jan 30 2012, 11:13 PM Post #4 |
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Evil Genius
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Nice one Shady! I like it a lot, with that sort of power we could be looking at a leaf spring from a truck and some monster shockers, might make a good primitive heavy weapon! The rules aren't finished as yet, a couple of forum members have alpha copies to try but im waiting on the verdict so far. |
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| HVNSNTSOLDIER | Jan 31 2012, 03:45 AM Post #5 |
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Coldheart
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TECHNOMANCER ASSAULT RIFLE Known for their great advances in technological warfare and their extremely xenophobia, the Technomancers is a faction of monks who worship technology as a diety, frequently found amongst areas of ruins they deem sacred for the pre-war treasures they find within. If ever there was a single defining mark these mysterious monks have left on the wasteland, it would be their very powerful but extremely bizzare weaponry. The most famous example of their work are their standard assault rifles, which seem to function just as well as their pre-war manufactured counterparts, even though being thrown together from flotsam and jetsam. Resembling an Uzi with an extendable stock, scratchbuilt extended barrel, dual magazine and a hunting rifle scope, these junkyard weapons beltch lead at alarming rates of fire, shreading into the enemies of the "techno-god" like knives through butter. Those who have the privelage to wield such a weapon have a awe inspiring boon to their arsenal, but the monks are not so willing to give up their children so easily.... EFFORT: 3 RANGE: 24" POWER: 6 ARMOUR PIERCING: 4 RAPID FIRE: 5 RECOIL: 8 SPECIAL RULES: Technomantic Creation (Pistols, Rifles and SMG's associated with the Technomancers faction not susceptable to Recoil Tests. Heavy/launcher weapons test for Recoil at half value) |
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| mattblackgod | Jan 31 2012, 08:12 AM Post #6 |
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Big boss warlord dude!
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Flak Cannon. The Flak Cannon was is a old tech semi automatic weapon that was similar to a shotgun in principle. The main differences being it is much larger in bore and the cartridges contain razor sharp filaments designed to cut through unarmoured and lightly armoured opponents with easy. With the much wider bore the weapon spread is much wider and is useful for hold positions or clearing buildings. The down side is the weapon has quite a short range. EFFORT: 5 RANGE: 6" POWER: 7 ARMOUR PIERCING: 3 RAPID FIRE: 1 RECOIL: 8 SPECIAL RULES: Shots have a 1.5" area spread. |
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| mattblackgod | Jan 31 2012, 08:18 AM Post #7 |
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Big boss warlord dude!
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Bell Cannon. The Bell Cannon is a slow firing weapon that is hand held and made from scrap. In many cases its a wastelanders version of the old Flak Cannon which inspired it. The Bell Cannon is a short peice of large heavy pipe with a charge and filled with whatever your local wasters can lay their hands on. Rocks, dirt, nuts, bolts, nails, screws, bits of chain, old coins, jewelry, glass...the list is endless. It operates like a large shotgun. But the hand loading makes it difficult to operate. Users have to time their shots just right. EFFORT: 9 RANGE: 8" POWER: 6 ARMOUR PIERCING: 3 RAPID FIRE: 1 RECOIL: 10 SPECIAL RULES: Shots have a 1.5" area spread. |
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| Mortius | Jan 31 2012, 10:47 AM Post #8 |
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Evil Genius
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Wow guys these are brilliant! I may have forgotten to mention, if the weapon cannot rapid fire then put N/A in the stat line and there is no recoil on none rapid weapons unless you include it under special, but to be honest im really impressed! Keep them coming and I will get the old pencil and paper out and draw some of these great ideas! |
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| Gasmasked Mook | Jan 31 2012, 02:53 PM Post #9 |
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Vault Dweller
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Razor Gun A savvy wastelander always knows when an enemy is too strong to fight. But what if you can use an enemy's strength against them? The Razor Gun is a heavily rebuilt speargun designed to fire heavy metal stakes linked together with spools of razor wire. The user merely shoots in the target's general direction, creating a web around them. The more they writhe in pain or try to escape, the harder they cut themselves. Perfect for bringing down a huge mutant before he can crush you with his sledgehammer. After all, what was that saying? The bigger they come, the harder they fall. Effort - 4 Range - 8" Power - (Dependant on the strength of the target model) Armor Piercing - 5 Rapid Fire - 3 (to represent multilpe models caught up in the net) Recoil - 6 Special - Ensnare, causes fear/panic |
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| HVNSNTSOLDIER | Jan 31 2012, 09:52 PM Post #10 |
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Coldheart
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PNEUMATIC RIFLE For the Wastelander who needs a job done efficiently and quietly, the Pneumatic Rifle is a single shot weapon that fires metal or wooden steaks at high velocities via air pressure tanks. Perfect for covert ops missions or taking out raiders without being spotted! Effort - 6 (Due to ammount of pumping required per shot) Range - 15" Power - (Depends on how long weapon is pumped) Armor Piercing - 4 Rapid Fire - n/a Recoil - 3 Special - Slow Reload (can only fire every other turn due to the weapon's required pumping before every shot) Overpumped (Wait two turns instead of every other turn per shot, Double weapons Range and Power) |
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| HVNSNTSOLDIER | Jan 31 2012, 10:04 PM Post #11 |
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Coldheart
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HAQUE-IT LAUNCHER A Pre-War window cleaning tank, hose, and sprayer gun have been grusemly transformed into a weapon far more sinister, and disgusting. With an upgraded pumping system, larger nossle, semi-automatic flow control system, and a 20 gallon load of wasteland nastiness, the haque-it launcher is a very deadly, if not slightly hilarious, piece of weaponry. (Tank loads usually consist of an equal mixture of rotten pulped food, irradiated sludge, mutant fluids and mucus, corpse leftovers, and uranium sludge. Warning: may cause radiation sickness, undesired glowing of skin, irritations, short-term memory loss, long term memory loss, sterility, mental ilnnes, and eventual melting into a bio-gruel.) Effort - 4 Range - 12" Power - 6 Armor Piercing - 6 Rapid Fire - 2 Recoil - 3 Special - Poison, Radiation burns, Sickness, possible insta-mutation! Edited by HVNSNTSOLDIER, Jan 31 2012, 10:06 PM.
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| Mortius | Feb 1 2012, 04:31 PM Post #12 |
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Evil Genius
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These are all brilliant! I'm quite drawn to your Idea of a big goop sprayer HVNSNTSOLDIER great stuff! I'll get some new images up next week, so keep them coming!! |
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| HVNSNTSOLDIER | Feb 1 2012, 06:53 PM Post #13 |
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Coldheart
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IMPACT HAMMER Before the war these rigs were used to crush and pulverize cement blocks and stone. Now that society is gone they can be used for a more destructive purpose. Upgraded piston drives and the addition of spikes to the hammer's head make this ramming device perfect for anti-armoured infantry and anti-vehicle roles. Just make sure to brace youself first! EFFORT: 8 (due to two hands required to wield and the weight) POWER: 8 (Hydraulics have a kick!) ARMOUR PIERCING: 9 (this to a vehicle is like a sledgehammer to an aluminum can) SPECIAL RULES: Knockback (Those hit but not wounded or killed by the Impact Hammer fly straight back 1d10 inches)(substitute for any measurement system you plan to use) One of a Kind (Only one Impact Hammer may be used per gang/force/tribe/etc. due to the weapon's rarity) Brace for Impact (Any fails to hit against targets must be followed by an imediate Strength test or equivelant. Failure causes the user to suffer the Knockback rule) |
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| HVNSNTSOLDIER | Feb 4 2012, 10:24 PM Post #14 |
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Coldheart
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THE MAULER An extremely brutal weapon usually consisting of two blades attached to the head of a blunt weapon, the most common example being hatchets or old combat knives strapped to a sledgehammer, wooden baseball bat, thick branch, etc. Pre-War prefabricated construction tools of the same name can also be found but are much more rare. EFFORT: 6-4 (one-handed/two handed variants respectively) POWER: 5 ARMOUR PIERCING: 7 (like a hot knife through butter... but more smashing involved) |
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| Hollander | Apr 2 2012, 08:46 PM Post #15 |
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Wasteland Warrior
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Ye olde "Wrist" X Bow. A light crossbow strapped to the underarm and fired by flexing the hand. Seems to be popular among biker gangs. Fires all kinds bolts from classig steeltipped wooden bolts to sharpened rods broken away from reinforced concrete. EFFORT: 2 Firing the thing is easy. Reloading an x bow strapped to your arm is a bitch..see special rules below. RANGE: 12" POWER: 5 (or half the users strength wichever is higher) ARMOUR PIERCING: 8 There is a reaon why the church banned "the devils weapon" in the old days. A bolt will pierce anything but concrete and steel armor plating. RAPID FIRE: - no.. RECOIL: - none... SPECIAL RULES: Slow reload. it takes 6 effort to recock and reload the contraption on your arm (this means only exceptional troopers with 10 or more effort points will be able to fire twice in a round)
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| Fantasy Fixtures | Apr 5 2012, 02:11 AM Post #16 |
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Super Mutant
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Fire extinguisher flamethrower An enterprising weapons smith came up with a way to make a man portable flamethrower a out of a liquid fire extinguisher. Since the world lacks a readily available way to pressurize the tank, he made a set of bellows out of an old accordion. While this is still the most favored item to use other industrious individuals have made them from scratch, as well as other items; with varied results. The bellows are placed under the arm, with a strap running around the bicep. The bellows attach to the bottom of the fire extinguisher via a coupler. The tank is strapped to the back, upside down, with the handle by the hip. The end of the hose is replaced with a metal cone, containing an friction striker (like what is used for acetylene torches). To use the device, the user fills the tank with a highly flammable mixture that is similar to naphtha. The user pumps the bellows with his arm, with the hand of that arm squeezing the handle. He aims with the other hand; squeezing the striker until the fluid is lit. The user can fire a 20-30 seconds worth of flame from one tank. It is only accurate out to about 15 feet, and tends to to be only as safe as the abilities of the weapons smith and the quality of the materials he built it with. EFFORT: 5 RANGE: 0-5 POWER: 10 (burning damage) ARMOUR PIERCING: 0 RAPID FIRE: 2 Bursts during one round of combat, for a total of 10 burst total. Bursts may aimed at different target, that are with the front firing arc. The weapon must be primed for one turn before using. RECOIL: 0 Recoil SPECIAL RULES: On the first use, GM or opponent, rolls a secret D10, writing down the number. This is the quality of the device. Every time the weapon is fired, the firer rolls a D10. If the roll is higher than the secret number there is a catastrophic failure. Something has gone drastically wrong and the device turns the firer into a pillar of fire. For 1D4 turns the burning figure stumbles if a random direction, causing the burning fuel to light any flammable item he runs in to. The same failure process is used on a critical hit by an opponent on the figure holding the weapon. Edited by Fantasy Fixtures, Apr 5 2012, 02:12 AM.
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| Mortius | Apr 5 2012, 11:37 AM Post #17 |
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Evil Genius
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I have a flame weapon very similar as it happens! Made with a petrol can a pressure hose and a blowtorch, oh and gaffer tape and a lot of praying ha ha |
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| Hollander | Apr 6 2012, 08:24 PM Post #18 |
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Wasteland Warrior
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and don't forget to check wind direction..
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| mattblackgod | Apr 6 2012, 08:49 PM Post #19 |
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Big boss warlord dude!
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I always do when Rad Beans are on the menu!
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made in settlements out of scrap mettle string and a suspension spring.

1:34 AM Jul 14