Strange men with even stranger powers, junkers scavenge the scraps of civilization to create their fantastic gizmos. Here are a few of the arcane devices that make the junkmen some of the most feared folks in all of the Wasted West...
Scroll down or choose one:
This weapon is a wrist mounted taser, with a powerful shock that few creatures can stand up to. Activated by a pressure pad that lies on the palm, two razor-sharp, armor-piercing darts shoot out,attached to insulated gold wires. If the darts connect, a blast of electrical and magical energy courses through the wires, overloading
the target's nervous system, knocking almost anything completely unconscious.
Shooting the Neuro-Disruptor takes one action, but once fired, it takes one action to reel the darts in and recharge the capacitors. This happens automatically, and takes no effort on the user's part. The weapon readies itself on the user's next action.
|Shocker||1(2)||1||max 15||3d12 wind AP5||2 GR/Shot|
Total: 153 pts.
(I switched the structural and electronic components due to the compact nature of the gizmo.)
Straight out of Star Wars, and into your hands, here comes the one and only lightsaber!!! Seriously, though, since the big bang, this weapon has become very popular amongst Junkers (seems a lot of them were film buffs..) It looks and acts just like a lightsaber from the movies, with the exception that this weapon is armor piercing, and it can affect creatures that are normally invulnerable to normal weapons.
Gizmo Def. Bonus Speed Damage Cost Lightsaber +1 1 3d10 ap 3 3GR/round
The Spread Damage(3d10) 75 pts Structural: 3 Spiritual Damage +50% Mechanical: 7 Energy Damage +25% Electrical: 7 AP 3 +30% Total:169 pts Speed 1 +20%
Got comments, ideas, suggestions? Send em to me at Smilingbandit2@yahoo.com