Tag: wargaming

  • 756 Maxi-Munitions

    756 Maxi-Munitions

    This is a mini supplement for the Wargame Planet28 by Mammoth Miniatures

    Following these rules you will be able to randomly generate a wide range of weapons, so good and some not so good.

    Roll 1D8 to determine the Base weapon.
    1: Primitive Pistol
    2: Black powder Rifle
    3: Laser Pistol
    4: Laser Rifle
    5: Heavy Slug Pistol
    6: Heavy Slug Rifle
    7: Sniper Rifle
    8: Shot Gun

    Roll 1D4 to determine the amount of specials rules for the weapon

    Roll 1D20 to determine the special rules. If a rule has already been selected roll again.

    1: Armour piercing [+30pts] Target can’t make any armour rolls.
    2: Cumulative [+20pts] For every successive turn a target is struck by this weapon it does an additional +4 Damage.
    3:Explosive [+20pts] Any character or vehicle within 5cm of the target that has been hit suffers 1D6 Damage.
    4: Heavy [-10pts] This gives a -1 agility when wielded.
    5: Integral [-10pts] This weapon cannot be removed during a game.
    6: Indirect [+30] See core rules
    7: Poisonous [+40pts] Any target hit takes 1D4 damage at the start of every turn.
    8: Psychic [+25pts] When making a shoot/fight action (P) can be used instead of (S) or (F) Skills.
    9: Reload [-15pts]This weapon must use an action to reload after a shoot action. This uses 1 ammo from equipment.
    10: Volatile [-10pts] When a results of 10 with this weapon will cause damage to the user instead of the target.
    11: Gunk [+30pts] Any character hit gets a -1 to their shooting. They can spend an action to remove the gunk.
    12: Flaming [+40pts] Any character hit takes 1D4 damage at the start of every turn. they can make an agility skill roll to remove the condition.
    13: Frezze [+30pts] Any character hit decreases their speed by half for 1D4 rounds
    14: Unwieldy [-30pts] This weapon takes two action points to use.
    15: Knock Out [+30pts] Any character hit loses one action point on their next activation.
    16: Knock Back [+20pts] Any character hit is pushed back 3+1D4cm instead of the 3cm of the pushback rule.
    17: Cursed [-50pts] When making a skill roll to use, roll 2D10 and keep the highest score.
    18: Blessed [+50pts] When making a skill roll to use, roll 2D10 and keep the lowest score.
    19: Delivery [+20pts] Use miscellaneous items as ammo, if the item has an effect apply the effect to the target on a successful shooting skill roll.
    20: Tracking [+30pts] When making a shooting action ignore modifiers for performing a move action.

    Ideally these weapons would be found in lost caches of loot.