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.
| 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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| Main Characters | Extras | Dinosaurs | Zombies |
| Conveyances | Vehicles | Weapons | G.A.S.L.I.G.H.T. |