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Gas Weapons

Started by GAZKUL, March 03, 2011, 06:00:32 PM

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Ynek

Really, I think that coming up with all sorts of different gases is all well and good, but if you're looking for something worthy of the high standards of Marcos' (Thus far excellent) Inquisitor Revised Armoury, I think that giving a series of mix-and-match effects is probably a far more interesting concept.

I've got some house rules that I was working on for toxins, which includes a modest section on toxic gas weapons. The basic idea is that there are various resistance modifiers which relate to how much of the toxin has entered your body. So, for instance, gas weapons give a minimal modifier, but the modifier increases the longer you spend in the gas cloud. Weapons coated with a toxin (such as swords or needler needles) have a very small modifier, as each attack only gives the target a very small dose of toxin. (Essentially, how much rubs off from the blade/needle in a single given attack). However, the most effective weapons are hypodermic weapons, since they actually inject a considerable quantity of poison directly into the target's bloodstream.

With all toxins, I broke them down into a series of mix-and-match style "ingredients" or "effects", in much the same way that Marco's lasguns are created from a series of component parts. I know this is hardly the way that real world toxins are made, but I thought that this was an opportunity to inject a little bit of fun into the mechanic. It's basically an ability to create your own toxin by picking and choosing it's effects.

A toxin with a single effect was common, two effects was rare, three effects was exotic, and four effects was legendary. There were all sorts of toxin effects, such as choking, laughing, hallucinogenics (which were further divided into 'rainbow' and 'bad trip' varieties, with the former being all teddy bears and snuggle bugs, whilst the latter was full of nightmares that even the Gods of Chaos wouldn't envy...), neurolytic toxins, oxygen analogues, clotting agents (like black mamba venom), skin-dissolving acids, etc.

There were even a few gas-exclusive effects, such as 'blinding' effects (like real world lachrymatory agents / tear gases). I suppose that it's possible that someone would have invented an injected toxin which would have lachrymatory effects, but I generally assumed that most tear-toxins would be administered through gaseous form, so listed them as gas-exclusive. However, these rules are considered to be mutable, and like most of Inquisitor's rules, are essentially guidelines that can be bent by the players in the interests of making the game more entertaining.
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Sounds nifty, I'd very much like to see these gas-weapon house rules if you've willing to post them.
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GAZKUL

sounds cool, could you post them up?

The basic mechanics are getting tested today in a trial game, so i'll report back on any results or changes.

particularly interested in alternative methods of projection, possibly something along the lines of the Skaven Plague Cencer(?) bearer so keep the tips coming.

cheers
"You do not need to prove that you exist because soon you won't"

GAZKUL

The basic mechanic works quite well with the accuracy being medium at best, though the expansion rates for gas clouds needs to be looked at.

we rolled a light north easterly breeze which lead to more targets being hit than might otherwise have done so, the precise effects of certain gases were nulled by good resistance rolling but RobSkib's Blacklung gas was brought in later on to some success but too little to have much effect on the others. BK201 was used to mixed success after it was deemed that it did not affect carapace or flack armor though a couple of lucky rolls let to an almost fully mechanised tech-priest having a canister fall between his legs to predictable results.

While the mechanic works and dousn't deadlock the game if the launchers are issued sparingly the gas itself remains the biggest issue, though only a limited selection were able to be tested. A second round of tests will be undergone over the next few weeks as i plan to try out all of RobSkib's gases, in particular the ones which don't directly damage the target. Mist of Tears wasn't able to be tested due to the fact that the one Psyker in the game took a sniper round to the head turn 1.

A huge thanks to Frostspear for being the test subject and apologies for coining the term "doing a Lycanson".
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InquisitorHeidfeld

For the possible types I'd reitterate my suggestion to go back to the original Rogue Trader grenade types for things like Psyk-out, Anti-Plant, Choke, Hallucagen...etc as most of the suggestions so far seem to have been variations on those original themes.

GAZKUL

could you link them?
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Darksinger

ok, i have suffered pretty badly at the hands of BK201, and Blacklung (i dont think his Gazzyness has posted blacklung up here). They work pretty well, only he really should put an ammo limet on those blasted things. Its hard going when the entire field is ciovered in gas weapons. Almost impossible.

Anyone who reads my new thread will notice i've got a few gas weapons too- comments would be helpful, but you should know i use the same rules as GAZKUL.

GAZKUL

cheers for the feedback, Blacklung has already been posted up by RobSkib, ammo is limited to 6 canisters total and the launcher has been downgraded to a single shot model, experimenting with faster expansion/receding rates.
"You do not need to prove that you exist because soon you won't"

RobSkib

I've played about with gas weapons before, and I tend to impose negative resistance modifiers on gasses which are particularly deadly.

I agree Gazkul, people seem to pass their resistance tests with annoying regularity, so will often impose a straight-up -20% for any gas-based toxin, and this stacks for any subsequent grenades thrown in the same patch :)

As a minor note, I will also add that any character in my games carrying such weapons tend to be limited to two grenades, three at the very most, as they are incredibly powerful. They should be powerful, that's part of the fun! However, it's not much fun when the board is carpeted with it :(
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GAZKUL

Most of the rules are still in the experimental stages, particularly the number of canisters allowed. during tests i blanketed the objective which effectively stalled the game for about 7 turns much to the irritation of all involved.

I agree with RobSkib's negatives imposed by gasses.

This seems like a reasonably good place to post up the Complete rules for a Savlar Pattern Rebreather.

A bulky an awkward piece of equipment which despite providing a high degree of gas resistance is notoriously unreliable. Frequently issued to miners and penal legionaries, cheap and easy to make it has varying popularity among the Chem Dogs with some loving and caring for the devices while others finding alternatives at the first opportunity.

Grants 50% Rebreather
Weight: 10 (single cylinder) 18 (twin cylinder)
Grants 2 points of head armour, only applies to attacks from the front
Unreliable: for every turn the Rebreather is in use a D10 is rolled, on a roll of a 1 roll on the chart below.
Twin cylinder includes a Chem inhaler

1: bunged nozzle, the character must spend an action freeing themselves, plus a further 2 actions to unclog nozzle
2: Fractured pipe: is reduced to 10% until the fracture can be repaired
3: minor jam: acts as 40% until end of turn
4: Damaged canister: all future unreliability rolls are at -1
5: Bad air mix: character adds D3 to injury total, must remove mask for 1 turn
6: wrong gas: roll on hallucination chart, Twin cylinder models can re roll hallucination result.
"You do not need to prove that you exist because soon you won't"