G.A.S.L.I.G.H.T.!
Weapon Stats!

These are some custom designed instruments of destruction primarily intended to hunt really large, nasty critters. More on that at a later date. Again, the items listed below are not official.

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Name    SR/LR SRM Reload Hits
Particularly Large Caliber Pistol 6"/12" -6 No 1

A truly monstrous revolver.

 

Pointless Large Caliber Pistol 6"/12" -2 Yes 1 (2 each)

A breech-loading or bolt-action pistol, not unlike the legendary “Wichita Thunderbolt.” Each successful hit does two points of damage to the target figure hit. Target may Save for each point of damage.

 

Elephant Gun  12"/24" 0 Both 1 or 2 
(2 each)

A double-barreled, large bore rifle. One barrel may be fired without need to reload. Both barrels may be emptied at the same target figure as one action, but then an Action Card must be used to reload the weapon before it can be fired again. Each successful hit does two points of damage to the target figure hit. Target may Save for each Hit.

 

Anti - Contraption Rifle 18"/36" +1 Yes 1 (2 each)

One shot, two points of damage to the target figure hit. Target may Save for each Hit.

 

Leviathan Rifle      24"/48" +2 Yes 1 (2 each)

Large Weapon. One shot, two points of damage to the target figure hit. Target may SAVE for each Hit.

 

Ludicrously Big Gun      12"/24" 0 Yes/Yes 1 (3 each)

Large weapon. One shot, three points of damage to the target figure hit. Target may Save for each Hit. A Shoot roll of “20” will cause the barrel to explode, killing the user and any figure within a 2" unless they make their Save roll. Character cannot be in a moving vehicle while attempting to load this weapon. Give it a name. It’s your new best friend.

 

Harpoon Launcher 6"/12" -5 Yes 1

Large Weapon. Recommend that it be mounted on a contraption of some sort. With a successful hit, the target is connected to the shooter by a cable. If the shooter is the same size as the target, the target’s move is halved and it drags the shooter along. The shooter always has the option to reel in the target up to 3” as its action for that turn. The target is unable to move if the shooter is larger or heavier. Several harpooners may secure the same target, combining their mass to immobilize the target. As the harpoon does 1 Hit, most critters will simply be dead meat on the end of the line anyway.

 

Net Launcher 6"/12" NA Yes 0

Large weapon. This is not a traditional weapon, as it will not inflict any appreciable damage when properly used. However, any “hits” successfully scored will entangle the target large-sized creature, or any medium or smaller creatures within a 3” radius of impact. Each trapped creature my attempt to escape its confines by rolling against it’s Save. It is useless against Very Large creatures.

 

Anesthetization Rifle 12"/24" 0 Yes 0

Fires a dart that does no appreciable damage, but a successful hit will render a creature unconscious for the balance of the game. If the target rolls a “20” or higher on its Save, then it is killed instantly due to an overdose. Good for live specimen procurement.  

 

Galvanic Incapacitation Discharger 12"/24" +3 Yes 0

Large Weapon. Unleashes an arc of electricity that will knock a critter unconscious for the balance of the game. If the target rolls a “20” or higher on its Save, then it is killed instantly due to having their nervous system fried. A Shoot roll of “20” will cause the power pack to explode, killing the user and any figures within 2" unless they make their Save roll. Extras are killed instantly with no Save.

 

Flame Projector 3"/6" -5 No D20/4
(30° arc.)

Large Weapon. A weapon that sprays fiery death (worth one Hit) over an area that is automatically set aflame. A SHOOT roll of “20” will cause the fuel pack to explode, killing the user and any figure within 2" unless they make their Save roll. Extras are killed instantly with no Save.

 

Large Motorized Saw Close
Combat
+3 No 1 (2 each)

Large Weapon. This is the Victorian Science Fiction equivalent of an industrial chainsaw. One swing, two points of damage to the target figure hit. Target may Save for each Hit. Not pretty, but it does the job. A Shoot roll of “20” will cause the saw to jam. Any M.C. with the MECHANIC skill may repair it in the field rolling a regular Save.

 

A note on “Large Weapons”: (House rule -NOT OFFICIAL G.A.S.L.I.G.H.T.!) These items are usually mounted on contraptions or used by artillery crews, not hefted about by one person. The equipment is just a bit too cumbersome. Any Gattling, Nordfeldt, machinegun or grenade launcher is treated as a Large Weapon for this purpose. Individual Main Characters feeling particularly stout may be armed with one, but suffer from a 4” movement (like the M.C. “Slow” skill) and do not get the D6" movement bonus when charging. The M.C. skills “Strong” or “Swift”, however, negates all penalties, but the M.C. has only the normal Move of 6 inches. Large Weapons may be abandoned as an Action to allow for normal movement. Use a marker to show where they were dropped, as they can be picked up later by anyone who comes into base-to-base contact on their Action.  

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