Gnomish Ship Wepaons

Post/Author/DateTimePost
#1

Silverblade_The_Enchanter

Oct 04, 2007 16:00:12
When thinking about making a gnomish side wheeler, a thought struck me: we need good gnomish weapons!
Obviously gnomes cannot use ordinary ship weapons, as of course, they have to “improve them”….
Stats are in 3rd ed, I’m more used to that now I’m afraid. Base Attack bonuses based off those on Beyond the Moons 3rd ed stats 

THE AUTOMATIC SPUD CANNON INCINERATOR

Some gnomish sage decided to improve on the “Accelerator” weapon, seeing as how gnomes have an abundance of vegetable food, much used for their giant space hamsters, plus adding a safety feature to prevent hands getting fired out by accident as part of this, and what to do with the vegetables when they go bad, plus exploratory work involving the Laws of Thermodynamics.
Thus they combined them, creating the Automatic Spud Cannon Incinerator, or “ASCI” as it’s affectionately known.

-The ASCI works like a standard Accelerator, when activated, slowing the ship by 1.
-It can only fire plant matter, living or dead. The original idea was for it to ignite the plant object to both dispose of it and cause more damage, but somehow, it freezes the vegetable etc solid! It can thus be used to fire certainly dangerous plant organisms but most are killed by the firing process. Any creature going through it takes 12d6 cold damage, DC 25 Fort save for half.
-The ASCI can fire up to three shots per round, due to the gnome’s improvements. However, each round, there is a 5% cumulative chance per shot that it malfunctions, lethally, doing 5d6 cold damage in 15’ radius, DC 15 Ref or Fort save (whichever is best for victim) to avoid. This chance resets each round. Typically, gunners wrap themselves in warm furs, giving a +4 circumstance bonus on their saves. A malfunction will put the weapon out of use until a DC 25 Craft (Weaponsmith) check is made. A malfunction also reacts badly with the ship’s helm or propulsion system, completely shutting it down for 1 round.
-The ASCI has a range of 2 hexes, and does 1d2 hull points to ships (plus 1 hull point to hulls that are unusually susceptible to cold). Against creatures, the impact does 2d10 hp plus 2d6 cold damage, also, any other creature in 5’ must make a DC 15 Fort or Ref save or take 1d3 cold and 1d3 slashing damage, natural or worn armour of +5 or more will completely protect from the area effect damage. It only crits on a 20 against ships or creatures.
-The ASCI counts as a Heavy weapon, due to the various bits tacked onto it. It requires a crew of 3.
-BAB +5

THE PHLEGM THROWER

Space gnomes have long had an enjoyable relationship with their giant space hamsters, however, they do occasionally get swallowed and “cheek pouched”…during one such adventure of biological intrusion, a gnome noticed the sticky properties of his pet’s mucus. This gave rise to the technological break through of the “Phlegm Thrower”.

-The Phlegm Thrower is a Light weapon much like a Greek Fire Projector, it has a range of 1 (or 50 yards in non-space combat).
-It requires a crew of 2 and takes 3 rounds to re-load. Ammunition is in the form of large, glass demijohns.
-On Firing, it spurts a sticky goo that rapidly congeals to an incredibly tough, resin-like substance, splattering the area it lands on.
-the impact affects all within a 10’ radius, they must make a DC 17 Ref save, or be Entangled. It takes a DC 22 Strength check to break free, or 1d4+4 rounds of cutting and scraping with an edged weapon. Even after victims break free, they still suffer a -2 Dexterity penalty from Entanglement until all the goo is removed, which requires a long hot bath, or after 3 days the goo becomes brittle and flakes off. Huge and larger creatures still suffer the Dex penalty but are too big to be anchored by the goo and can thus still move. A hit on a ship’s weapon renders it unusable until cleared, as explained below.
-The good hardens rapidly, thus other creatures coming into the impact area after a hit, will not be affected.
-The goo also interferes with a ship’s rigging and maneuverability, causing the vessel to suffer a non-cumulative loss of one maneuverability class, until a total of 20 man-rounds of work are done to clear it (ie, 4 crew men working for 5 rounds). Additional hits are not cumulative except to reset how long it takes to clear.
-BAB +4

Gnomes never sell ASCI guns, and no one seems to want to buy the Phlegm Throwers, so prices are up to the DM.




...and yes, my tongue is firmly in my cheek ;)
#2

jaid

Oct 04, 2007 21:30:13
i assume you are already aware of the gnomish weapons etc in Lost Ships? (also, i think there are more in another book, but i can't find them... i particularly seem to recall on that is supposed to create a lightning bolt or something like that?)
#3

Silverblade_The_Enchanter

Oct 05, 2007 1:49:10
..never let fact, get in the way of fun...
;)
#4

jaid

Oct 05, 2007 17:32:06
i'm not saying you shouldn't make new ones... i'm saying there's others for you to use also, if you need...

although, i suppose that would be an awful lot of model-building to make *all* of the gnomish weapons, for just one ship =D