great rail wars - highnoon - appendix d gadgets&gizmos

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Great Rail Wars - Highnoon - Appendix D Gadgets&Gizmos

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  • Mad scientists are special folks.Unlike others with the arcanebackground, they construct gizmosinstead of casting spells. Theirconnection to the arcane is through theghost rock they use, not any mysticalknowledge.

    All mad scientists automatically comewith the mechanically inclined specialability as well.

    GizmosThose crazy mad scientists didnt get

    their nickname by making toasters.Nope. These demented geniuses earnedtheir monikers by creating incredibleweapons, infernal devices, and wildgizmos. Youll find a number of thesedangerous gadgets listed hereafter.

    When you buy a mad scientist Hero,his Troop Card either tells you whichgadget to arm him with, or it allows youto choose. Heres how some of theseclever devices work.

    Malfunctions

    All troops armed with gizmos taketheir lives in their own hands. Theseincredible machines are deadly effectivewhen they work, but have oftendisastrous backfires when they dont.

    All gizmos have the malfunctionspecial ability. This means thatwhenever the troop is dealt a Deuce ora Joker in the Draw! Phase, the playermust make a malfunction check foreach device. The die rolled is alwayslisted immediately after the malfunctionspecial ability. The higher the die type,the more reliable the device. AnAutomaton for instance (which is agizmo itself), has a listing of:malfunction d6. That means it rolls a d6when dealt a Deuce or a Joker.

    The TN of the malfunction checkdepends on whether the troop was dealta Deuce or a Joker, as shown on theMalfunction Table below.

    If the roll is equal to or greater thanthe TN, theres no effect and playproceeds normally.

    If the roll is failed, the device suffers amalfunction of some sort. Roll again on

    Appendix D:

    Gadgets & Gizmos!

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    the Malfunction Severity Table to findout how bad the malfunction is.

    Once you find out whether the devicesuffered a minor, major, or catastrophicmalfunction, check the devicesdescription and resolve the effectsimmediately.

    Malfunction TNs

    Card TNDeuce 4Joker 8

    Malfunction Severity

    2d6 Result2-4 Major Malfunction5-9 Minor Malfunction10-12 Catastrophe

    Air Catchers

    No matter how good a pilot is,sometimes shes going to have to bailout, and its a mighty long drop withoutan Air Catcher.

    An Air Catcher is huge piece ofcanvas that allows a figure to waftsafely to earthassuming it deploys thatis. When first deployed, roll anautomatic Malfunction. On a Minor orMajor Malfunction, the chute opens. Ona Catastrophe, the chute fails, and thetroop falls to the ground taking normalFalling damage.

    A rig or figure descending by AirCatcher drops one Altitude level on itsfirst action each turn and drifts 1d6 inthe direction of the wind.

    While in the air, a figure can fire anypersonal weapons it has a 2 penalty,plus any other penalties for height.

    Chainsaw

    This is a version of the Smith &Robards labor-saving device which hasbeen modified to be attached to a BattleSuit. The saw replaces one of the Suitsgripping claws. If the driver wins aFightin roll, the saw does the driversmodified Strength+8 damage.

    A chainsaw is subject to its ownspecial malfunctions as described below.

    While this particular version isdesigned for use in the Battle Suit, asimilar gizmo can be bought for Heroeswith the Belongins Edge. These aresmaller, however, and cause onlyStrength+4 damage. A Catastrophe withone of these smaller saws causes only2d6 damage instead of 2d8. Eitherversion of the chainsaw can affectHeavy Armor.

    Malfunction!

    Minor Malfunction: The chain jams.The weapon is useless unless the drivercan make a Easy (4) Smarts roll.

    Major Malfunction: The chainbreaks, or the tank runs out of fuel. TheChainsaw makes a bad club (Strength+1).

    Catastrophe: The saws steampackexplodes, doing 2d8 damage in the areaof a Boom! Template centered on thesaw.

    FlamethrowerFlamethrowers were first invented by

    the Confederates for the Battle ofWashington in 1870. The Rebels turnedup the heat on the Union and sent themrunning with their tails between theirlegsat least until the Rebels ran out ofghost rock.

    To use the flamethrower, just placethe flamethrower template at the tip ofthe figures flamethrower. You can rotateit anywhere in the figures front. Anyfigure that is even partly beneath thetemplate is hit for 2d10 damage.

    You dont need to roll to hit thefigures beneath. Just break out themarshmallows!

  • 33333 GizmGizmGizmGizmGizmosososososMalfunction!

    Minor Malfunction: A sudden windblows the pilot light out. Theflamethrower fails to function until theuser makes an Easy (4) Smarts roll torelight it.

    Major Malfunction: The user takesa stray round. He takes 2d6 damage andspins around in pain. Rotate the flametemplate around the figure and torcheveryone it touches.

    Catastrophe: The flamethrowerexplodes. Place the Boom! Template overthe unfortunate figure. The wielder is hitautomatically for 4d10 damage. Everyother figure beneath the template takes2d10 damage.

    Gatling WeaponsSince the advent of the Gatling Gun,

    many inventors have taken to applyingthe same principals to hand-heldfirearms like pistols, rifles and shotguns.After all, if one certain kind of gun canbe improved upon, why not every othersort?

    While most of the entire class ofGatling weapons were not actuallypersonally developed by Mr. Gatling,enough regular folks plastered theseunusual new guns with his moniker tomake the name stick. Since then,

    Gatling weapons have become thetrademark weapons of diligentPinkertons across the Weird West.

    A Gatling pistol allows a figure to fireup to three times per action. Gatlingrifles and shotguns can each fire up totwice per action.

    Malfunction!

    Minor Malfunction: The weaponjams until the user makes an Easy (4)Smarts roll.

    Major Malfunction: The weapon isuseless until the user makes a Hard (8)Smarts roll.

    Catastrophe: The weapon fires onits own. Six shots ring out before theweapon burns itself out and becomesuseless. Make Shootin attacks at 6random targets, chosen from among allpossible targets in short range, evenfriendly ones.

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    Rocket PackThe Flying Buffaloes of Fort 51, Utah,

    made these devices famous. They usethem on their daring raids on tonavigate the dangerous passes ofApache Canyon, New Mexico.

    A rocket pack allows a troop to makeshort jumps across the battlefield. Eachfigure can jump 10+d10 in anyhorizontal direction (ignore the verticaldistance), soaring over any obstacles inits path.

    On landing, the figure must make anEasy (4) Smarts roll. If failed, he deviatesfrom his intended touchdown point 1d6in a random clock direction (use theBoom! Template and roll a d12, friend).Make the Smarts check and determineany deviation for each figure separately.

    Landing on top of an enemy for anattack requires a Hard (8) Smarts roll. Iffailed, the figure deviates as usual.

    If the roll is made, the target is sosurprised by the assault that the jumpercan attack at the end of his jump andadd +4 to his Fightin roll. The FlyingBuffaloes call this maneuver Deathfrom Above.

    Note that enemy troops with Holdorders can fire on a troop using a rocketpack in mid-jump. Thats why the TexasRangers sometimes derisively call thisfoolhardy maneuver Dead from Above.

    Malfunction!

    Minor Malfunction: The jet packcoughs, sputters, and wheezes to anoisy halt. It refuses to work again untilthe user spends an action making anEasy (4) Smarts roll.

    Major Malfunction: Oops! The jetpack fires on its own, launching thefigure 10+1d10 in a random direction. Ifthe figure doesnt make an Easy (4)Smarts roll, the unexpected jump causeshim 2d6 damage.

    Catastrophe: The figure launchesunexpectedly into the air and performs aspectacular airburst. Place the Boom!Template over the figures final landing

    point, rolling deviation as with a majormalfunction. The jumping figure is hitfor 3d10 damage. Any other figure underthe template is hit for 2d10 damage.Needless to say, the rocket pack isentirely destroyed.

    Improved Rocket PackSmith & Robards is rightly proud of

    its latest model of the rocket pack.Taking a cue from the suggestions ofthe troops in the Flying Buffaloes unitbased in Fort 51, Smith & Robards hasimproved on the original model. Nolonger limited to short hops on thebattlefield, this improved rocket packgives individual troops extendedmobility.

    Unlike the original model of rocketpack described in The Great Rail Warsrulebook, this pack actually lets thewearer fly.

    Figures wearing Improved RocketPacks have a Pace of 5/10/20. Rocketpacks move in the same way as regularfigures, and rocketeers can perform Pop-Up attacks just like a normal flyingvehicle.

    Malfunction!

    Minor Malfunction: The steeringcontrols jam. Roll on the Outta ControlTable.

    Major Malfunction: The packsthrusters stutter. The wearer drops 1Altitude Level immediately. If the figurereaches the ground, it takes Fallingdamage.

    Catastrophe: The steam vesselruptures in an explosion. Center theBoom! Template over the pack.Everything under the Template takes2d10 damage. If the wearer survives theexplosion, he falls to the ground takingnormal Falling damage too.

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