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A small collection of improved and improvised weapons as devised by players finding themselves in a tight corner.
- Retrofitted, crank-operated verdigris-spraying machine
A heavily featured classic, really.
This implement, normally used in vineyards to spray verdigris on the leaves, can be easily found in rural areas or good stores, and retrofitted (with a Mechanical Repair check) to double as a ersatz flametrhower in case of need. You simply fill the tank with gasoline, attach and light some kind of whick at the front of the outlet and off you go (pun intended). The label of "Murder Weapon" is particularly fitting, as the thing works only at close range and has the bad habit of blowing up on a 85+ die roll. Falling down or being shot at are also heartily discouraged. Ideal to teach the team a lesson.
The old story of the cat and the stove.
After uncounted character met a fiery death when their tank broke and flames enveloped their body, an improved, safer, two-man team engine was devised.
The trick is simply to use the sprayer as it is, to pour gasoline on the
enemy fast.
A teammate is at hand with
This effectively reduces the chances of the operator catching fire on a 99-00 roll, unless the teammate fails his throwing roll....
In both cases, the Vital Stats are
Basic Chance - 30%
Range - 6 meters/20 feet max.
Shots per Turn
- 1
Damage Inflicted - 2D6 +1D3x turn if target clothes catch fire
Hit
Points - 5
The snag: 'Something' is in the sewers (and has a few tons of stolen explosives of its own).
The fix: floaters are made using big glass jugs and corks (courtesy of
the local pub), and each one is filled with dynamite - something CoC players
always have handy, from our experience, but in this case stolen from a quarry.
Odd pieces of 'stuff' - coins, old nails, a few buckshot cartidges
and the like - are also placed in the jugs as ballast, "detonation helpers"
and shrapnel. While
the city sleeps, the floating charges are then dropped into various manholes
all around the town. Gasoline is liberally poured down the manholes, too,
for good measure.
Then the fuse is set and the guys run for it.
Vital Stats
Base Chance - na (unless the thing is thrown, in which case it's as Throwing
stat)
Range - see above
Shots per Turn - na
Damage Inflicted - 3D6,
plus all the possible role-playing consequences
- the trick of course
is to use a lot of the things in a inflammable-saturated environment -
The idea is simply to place buckshot cartidges in the Molotov bottle.
Pretty autolesionistic, if you think about it, unless you are a first class pitch when throwing the thing is concerned.
Apply usual fire damage plus long range shotgun damage in case victims fail a luck roll.
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