Battlestar Galactica - Black Market Weapons.pdf
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BLACK MARKET
the Fleet that operates as a haven for people
who want goods and services out of the sight
of
Galactica
. If there is such a place, that’s where
you’ll ind Danner Tevis. Bring plenty of money, and
don’t frak around if you want to get out alive.
his article presents a wide range of improvised
or black market weaponry that player characters may
encounter in the hands of civilians or the criminal
element within the Fleet’s black market. hese
weapons will primarily be in the hands of supporting
characters, though non-military personnel may utilize
these weapons. Player characters may also potentially
create any of these weapons using the appropriate
Skill, assuming resources are available.
Each weapon is presented in a fashion similar
to the weapons from pages 108-113 of the
Battlestar
Galactica
core rulebook. Two additional pieces of
information are provided for each weapon: Skill (the
skill used to create or modify the improvised weapon);
and Diiculty (the hreshold of the complex action).
An entry preixed with “±” indicates that the value
is uncertain and is based on an estimate of the value
of scavenged components. An entry of “—” indicates
that the item cannot (or does not need to) be crafted/
modiied.
WEAPONS
Note
his article does not attempt to address the
enormity of improvised weapons that may be devised by
player characters or supporting characters, but instead
presents a representative sampling. Furthermore, it does
not in any way condone the manufacture or use of said
improvised weapons under any circumstance or conditions
less than a full-scale Cylon invasion.
he primary threat to the Colonial Fleet is from
marauding Cylon raiders and the massive basestars,
a threat that must be dealt with by starship guns
and tactics. Aboard the ships of the Fleet, however,
paranoia about Cylon iniltrators has made many
of the last surviving members of humankind seek
weapons of their own, not trusting to the overtaxed
Colonial Military for protection. Additionally, as
with any cross-section of humanity, an inevitable
criminal element has emerged and is active within the
Fleet. Because the military is not handing guns out to
civilians, those civilians who want them are forced
to make their own, or purchase them on the black
market.
hat’s
where
Danner
Tevis
comes
into
the
Melee Weapons
Blackjack: A traditional blackjack (also called a
cosh) is a leather sac illed with lead weight. It’s used
to strike someone in the back of the head, knocking
them out. A blackjack is padded enough not to cause a
lot of damage, but heavy enough to deliver a powerful
blow.
Blowtorch: his describes a utility-style blowtorch
with a self-contained fuel supply.
Broken Bottle: Easy to come by, a broken bottle is
a weapon of desperation.
Chain: A length of chain ranging from one to two
yards in length, either whirled and swung like a whip
or coiled and used like a lail.
Power Tool, Medium: Medium power tools are
those larger than a pistol, but can still be utilized
one-handed. hey include saws, larger drills, welding
torches, pneumatic hammers, and the like. Some
power tools work on rechargeable power packs
or batteries; others must be plugged into a power
source.
Power Tool, Large: hese are large power tools,
designed for heavy industrial work. hey are bulky and
heavy, always requiring two hands to use, and many
picture.
D
ANNER
T
EVIS
, B
LACK
M
ARKET
W
EAPONS
D
EALER
(V
ETERAN
)
Agi d6 Str d6 Vit d6 Ale d10 Int d10 Wil d10; LP 16;
Init d6+d10
Traits Convict d6, Friends in Strange Places d4,
Greedy d4, Hideout d6, Liar d6, Pack Rat d8, Paranoid
d4, Shadow d6
Skills Covert d6/Open Locks d8/Streetwise d8,
Craft d6/Metalworking d8/Weapon Design d8, Guns
d6, Heavy Weapons d6/Demolitions d8, Inluence d6/
Barter d10, Knowledge d6/Appraisal d8, Mechanical
Engineering
d6/Create
Mechanical
Device
d8,
Perception d4, Ranged Weapons d4
Description Danner Tevis works within the
Colonial Fleet’s black market. Before the Cylon
apocalypse he was a criminal, selling illegal weapons
to dangerous people. He can lay his hands on an
astonishing array of improvised and manufactured
weaponry, and he’s all-too-willing to help people
make their own (for the right price). here are rumors
of a cargo hold or storage deck on a ship somewhere in
require a harness or backpack-mounted
mechanism. Heavy power tools include drills,
pneumatic scrapers, welding torches, scrapers,
riveter, jackhammers, power prybars, saws, and
other weapons that require massive force. Most heavy
power tools require an adjacent and connected power
source, or heavy rechargeable power cells.
Power Tool, Small: Spacecraft need a lot of
maintenance, and most require some form of power
tools to properly do so. Power tools are often used as
improvised weapons, stolen from engineering tool
sets, or even used in desperation. A small power tool
is any tool equal to or smaller than a pistol. Some of
these might be small welders, drills, cutters, and other
hardware. Most small power tools have rechargeable
power packs or work on battery power, while a few
must be plugged into a power source. Many power
tools are insulated or otherwise designed for use in
space.
Shiv: Also called a shank, a shiv is any small piece
of metal or hard substance that has been sharpened
into a stabbing instrument. Unlike a regular knife, the
shiv is mostly a point and somewhere to grab it. hey
are easy to smuggle past guards and conceal.
Tool: his category covers a wide range of prybars,
hammers, axes, sledges, and other tools that could be
utilized in hand-to-hand combat. Unlike improvised
weapons like pieces of pipe, tools have proper
handgrips and are properly balanced to maximize the
user’s expense of force.
Wire, High Voltage: A high voltage wire isn’t a black
market weapon, but is instead an improvised weapon
that might be utilized in a ight. Most starships are full
of high voltage wires, and structural damage often
knocks these loose (creating spectacular showers of
sparks). In a pinch, a player character might grab the
insulated portion of a wire and use it as a weapon.
Wire, Low Voltage: Identical to high voltage wires
(as above), but with a lower voltage.
Ranged Weapons
Blowgun: A long tube or barrel for the user to
propel a small dart through, using air pressure. A
primitive weapon, these don’t do much damage, but
the dart may be used to deliver poison. he blowgun’s
virtue is that it’s easy to make and doesn’t make much
noise.
Bolo: Two or more weights connected by wire or
cord, thrown at a foe to immobilize or strike them.
here are (likely apocryphal) rumors that a tribe of
desert-dwelling tribe from Aerelon use explosive
bolos in their hunting rituals. With an Extraordinary
success for a bolo attack, the target is entangled for a
–2 Skill step reduction to physical actions until freed.
An Easy (3) Agility + Athletics/Escape Artist action
will free the target as a single turn’s action.
Bow: Traditionally, bows are made of carven
wood or composite plastics, often with sophisticated
design. In the Fleet, a bow is likely a spare piece of
thick plastic or a narrow length of spring steel, with
B
lack
M
arket
/ I
MprovIsed
M
elee
W
eapons
Weapon
Damage
Cost
Availability
Skill
Difficulty
Blackjack
d2 S
±10 c
Uncommon
Craft
15
Blowtorch
d4 W + fire
20 c
Uncommon
—
—
Broken Bottle
d2 W
—
Common
—
—
Chain
d2 B
2 c
Common
—
—
Power Tool, Large
d6 B
150 c
Uncommon
—
—
Power Tool, Medium
d4 B
75 c
Uncommon
—
—
Power Tool, Small
d2 B
25 c
Common
—
—
Shiv
d2 W
—
Common
Craft
15
Tool
d4 B
5–15 c
Common
—
—
Wire, High Voltage
d8 S + shock
—
Uncommon
—
—
Wire, Low Voltage
d2 S + shock
—
Uncommon
—
—
B
lack
M
arket
/ I
MprovIsed
r
anged
W
eapons
Weapon
Range
Increment
Damage
Cost
Availability
Skill
Difficulty
Craft or Ranged
Weapons
Blowgun
d2 W
10 yds
—
Common
15
Bolo
d2 B
10 yds
—
Common
Craft or Ranged Weapns
15
Bow
d4 W
25 yds
±10 c
Uncommon
Craft or Ranged Weapns
15
Crossbow
d4 W
50 yds
±25 c
Uncommon
Craft or Ranged Weapns
35
Dart
d2 W
5 yds
—
Common
Craft or Ranged Weapns
15
Flamethrower,
Large
Improvised
Mechanical Engineering
or Scientific Expertise
2d6 W
5 yds
±50 c
Rare
35
Flamethrower,
Small
Improvised
Mechanical Engineering
or Scientific Expertise
d6 W
1 yds
±10 c
Common
35
Knife, Throwing
d2 W
5 yds
±5 c
Uncommon
Craft or Ranged Weapns
15
Pepper Spray
d2 S
1 yds
20 c
Uncommon
Scientific Expertise
15
Sling
d4 W
10 yds
—
Common
Craft or Ranged Weapns
15
Spear
d4 W
5 yds
—
Common
Craft
15
Speargun
d4 W
5 yds
±10 c
Uncommon
Craft or Ranged Weapns
35
Throwing Star
d2 W
3 yds
—
Common
Craft or Ranged Weapns
15
arrows fashioned from whatever scrap metal could be
scavenged.
Crossbow: As with bows (above), real crossbows
are sophisticated weapons constructed of wood and/or
plastics, polymers, and metal. In the Fleet, a crossbow
is likely a length of pipe metal with a bow of spring
steel, with bolts made from sharpened scavenged
metal tubing.
Dart: Any small throwing weapon with a single
point, weighted to hurl point-irst at a target.
Recreation centers on Galactica and throughout the
Fleet have darts and dartboards, and darts can be
easily fashioned from scavenged components.
Flamethrower, Small Improvised: he small
improvised lamethrower is an easy-enough device to
make, essentially a pressurized canister of propellant
and an igniter. his can be as simple as an aerosolized
lammable (hair spray, perfumes, paint, industrial
cleaner, etc.) and a lighter. he components may
be attached together, or just used as an impromptu
weapon. Cans of aerosol are growing scarce in the
Colonial Fleet, hence the low availability. his is a
two-handed weapon. An Extraordinary success has
set the target on ire, doing the same damage each
turn until extinguished.
Flamethrower, Large Improvised: his is a larger
version of the improvised lamethrower, and is bulky,
rarely concealable. Usually one of these consists of an
igniter (like a chemical torch) combined with a large
container or supply of fuel. An Extraordinary success
has set the target on ire, doing the same damage each
turn until extinguished.
B
lack
M
arket
/ I
MprovIsed
F
IrearMs
Weapon
Damage
Range Increment
Cost
Availability
Skill
Difficulty
Flare Pistol
1d6 W
10 yrds
75 c
Uncommon
—
—
Ranged
Weapons
Snap Gun
1d4 W
10 yrds
±2 c
Uncommon
15
Knife, hrowing: Many knives are balanced for
throwing. Knives speciically made for throwing lack
crosspieces and are very light, lat weapons easy to
make and conceal.
Pepper Spray: A chemical propellant sprayed
into an opponent’s face and eyes, causing temporary
blindness and respiratory distress. An Extraordinary
success has blinded the target utterly, using the rules
on page 91 of the core rulebook for guidance.
Sling: A simple weapon consisting of a length
of cord or strap and a pocket, used to hurl a small
weighted projectile. Easily improvised from readily-
available components.
Spear: he second-most primitive weapon (after
the club), any variation of a long sharpened stick.
Many spears are improvised from long pieces of pipe
or metal struts, with one end cut at a sharp angle.
Speargun: Similar to a crossbow, a speargun is an
elongated pistol (or shortened rile) stock designed to
project short spear-like bolts. he means of projection
can be elastic cables, a pneumatic pump, a small
explosive charge, or even a magnetic rail.
hrowing Star: A lat piece of metal (usually star-
shaped) with sharpened edges, thrown at a target.
Usually more of a nuisance than a serious threat.
target on ire, doing the same damage each turn until
extinguished.
“Snap” Gun: An improvised weapon consisting
of little more than a barrel, a grip, and a makeshift
iring pin, a “snap” gun holds one bullet. To use a
snap gun, point it at the target, pull the elastic band-
powered iring pin back, and then release it. It makes
a characteristic “snap!” sound. Snap guns must be
ired two-handed.
Explosives
Charge Pack Bomb: A charge pack bomb is an
improvised explosive created by jury-rigging a charge
accelerator onto a regular charge pack and setting
it of. he resulting charge isn’t tremendous, but is
useful as a weapon of last resort, or as a distraction.
Smaller and larger varieties exist: these statistics are
for a mid-sized example. A charge pack bomb has a
blast radius of around 3 yards.
Pipe Bomb: A makeshift bomb made from packing
a chemical or solid explosive into a short metal piece
of piping, sealed at either end. Drill a tiny hole in the
side and run a fuse into it. A pipe bomb has a blast
radius of around 5 yards, illing the area with pieces
of shrapnel.
Sakhov Shaker: Named for a famous historical
Caprican revolutionary, the term Sakhov shaker is
an improvised irebomb—a glass bottle illed with an
incendiary liquid (high-proof alcohol, fuel, etc.) with
a fuse (usually an alcohol-soaked rag), ignited and
thrown at a target. he best things that can be said
of this weapon are that it’s easy to make and cheap.
he Sakhov shaker will ignite an area of around 1
yard in diameter,. An Extraordinary success has set
Firearms
Flare Pistol: A common item found amongst the
emergency supplies of almost any starship and many
land vehicles, a lare pistol ires a bright high-intensity
lare. hough inaccurate when directed at a target,
lare pistols are often used as last- ditch weapons for
stranded pilots. An Extraordinary success has set the
B
lack
M
arket
/ I
MprovIsed
e
xplosIves
Weapon
Damage
Range Increment
Cost
Availability
Skill
Difficulty
Charge Pack
Bomb
±25
cubits
Technical
Engineering
2d8 B
10 yards
Uncommon
11
±2–10
cubits
Pipe Bomb
2d6 W
10 yards
Uncommon
Heavy Weapons
35
1d6 W,
Special
±2–25
cubits
Sakhov Shaker
5 yards
Common
Craft
15
B
lack
M
arket
/ I
MprovIsed
a
rMor
Armor
Rating
Agility/Alertness
Step penalty
Item
Cost
Availability
Skill
Difficulty
Apron, Armored
1 W
–1 Agi
300 c
Uncommon
—
—
Body Armor, Civilian
1 W
–1 Agi
600 c
Rare
—
—
Body Armor, Improvised
2 W
–2 Agi
±300 c
Uncommon
Craft
35
Hardhat, Engineering
1 W
–1 Ale
250 c
Common
—
—
Padding, Sports
2 S
–1 Agi
350 c
Uncommon
—
—
the target on ire, doing the same damage each turn
until extinguished. On a roll of all 1s, the attacker has
inadvertently been set aire.
Armor
Apron, Armored: Used in machine shops or in
industrial situations, an armored apron covers the
user’s chest, abdomen, and legs from any sparks or
shrapnel created by the work they’re doing. Many
of these are insulated against extreme heat—though
this does not add to their armor rating versus most
weapons.
Body Armor, Civilian: A set of civilian-made
body armor, previously available in the private sector
through legitimate means. Made of ballistic mesh
rather than armored plates. Favored by security guards,
politicians, bodyguards, celebrities, and others with
reason to fear attempts on their lives.
Body Armor, Improvised: Created with layered
clothing with metal or otherwise armored plates
sandwiched and secured between, improvised
body armor is fairly obvious and not particularly
comfortable.
Hardhat, Engineering: An industrial helmet,
usually covering only the top of the head and often
paired with goggles or a transparent face mask.
Not particularly rugged, they are better than no
protection.
Padding, Sports: Ranging from the elbow-and-
knee pads and light helmets worn by pyramid players
(
Go! Picon Panthers!)
to heavier suits of shoulder pads,
leg protection, and full helmets worn for other sports.
As the Fleet had a few athletic teams shuttling between
games on diferent Colonies, there are plenty of sets of
this otherwise useless equipment.
CREDITS
WRIteR
Jason Durall
eDItIng & Devlopment
Cam Banks, Jamie Chambers
gRAphIC DeSIgn
Sean macdonald
lAyout & typeSettIng
Digger hayes
Battlestar galactica © uSA Cable
entertainment llC. licensed by universal
Studios licensing lllp. All Rights Reserved.
margaret Weis productions and the mW logo
are trademarks owned by margaret Weis
productions, ltd. All Rights Reserved.
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