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Month Index: February, 1997
From: Toby Mekelburg <toby@????.net> Date: Tue, 04 Feb 1997 20:35:37 -1000 Subject: Re: New Scro Weapons
These weapons are designed to be used by the Scro Saboteur, the kit I posted earlier. Toby Mekelburg toby@????.net ************************** New Scro Weaponry Smokepowder Bombs, basic Cost: Whatever the market will bear The basic smokepowder bomb consists of(usually) a small, round or square casing which holds the charges of smokepowder. The containers are made out of Gy'thalack wood, a tree found primarily on the scroomeworld of Dukagsh and a few other planets scattered about the spheres. The bark of the Gy'thalack tree can be treated with it's own sap to form a flexible and tough covering that is worked into a receptacle for smokepowder charges. A stopper is put into the hole where the powder is deposited to prevent it from seeping out, and a short rope-fuse emerges from inside. The treated bark receptacle is highly susceptible to flame, and will swiftly burn away, leaving the powder exposed to the burning flame. One charge of smokepowder does 1d2 damage; the usual basic bomb can inflict 6d2 points of damage. Smokepowder Bomb, anti-personnel Cost: Whatever the market will bear The anti-personnel bomb is features the same design as that of the basic bomb, except it is additionally packed with tiny caltrops or other shrapnel. A damage of 2d2 is inflicted from the powder and an additional 2d4 points for flying shrapnel. Nicknamed the 'shredder' by the scro. Smokepowder Bomb, high-explosive Cost: same as above (may be rare or common as per your campaign) The high-explosive bomb has a greater blast area. This is the primary explosive used by Saboteurs to blow things up. The high-explosive is also packed with dehydrated greek fire. The high-explosive contains 4 charges of smokepowder with dehydrated greek fire mixed in. The high-explosive bomb inflicts 5d10 points of damage, affecting a radius of 12-15 ft. Grenades Cost: 50 gp Grenades are the common weapon of Scro Saboteurs, each Saboteur carrying a half dozen to a dozen grenades at one time. Scro weapons engineers use small, clay globes to hold the corrosive liquid. A fuse is used for those without the delayed flame spell. The grenade is thrown at a target, the lit fuse or flame spell igniting the liquid in a fiery explosion. Grenades do 1d10 points of damage. Fuses are usually set to go off in less than one round, which is determined by the DM(10-15 seconds is recommended).
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Month Index: February, 1997