Documente Academic
Documente Profesional
Documente Cultură
I.C.E Technology +3
17th April 2016 Alloy Skeleton +2
This week we detail a selection of weapons used by the Each Cyberlimb +1
Cult. Some of these weapons are particularly useful within Alloy Skull +1
Cult warrens as they are are designed to attack the target
whilst having minimal impact on the environment. The Neutron Purifier ignores all armour and shields.
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This bulky, tubular weapon fires a rapidly opening, infection completely.
weighted net which is designed to wrap around a target and
bring them to the ground. The net is made of heavy gauge Example
steel rope laced with savagely sharp blades which deal Suffer Not the Manpig hits an Agent in the leg with a round
additional damage when the target tries to break free. from the conversion cannon. It deals D6 damage. At the
start of the next round it spreads to his torso. One the next
System round it spreads to his right arm. At this point the Agent
The attacker gains +4 to attack against the target. If starts to panic and rams his fist into a power core in the
successful the target is trapped and must roll Strength + hope of killing the infection. He sustains 38 damage but is
Agility at -6 to escape. Each attempt deals the target an thankfully purged. Suffer Not the Manpig shoots him again.
additional 2D6 damage.
If a target has all their body parts covered with the fluid,
Conversion Cannon they die and become a mindless, programmable drone
D6 Damage under the control of the cult. It is rumoured that some
Range Medium drones have been brought back to their former state but
Rate 1 this is unsubstantiated and there are no living witnesses.
EMPS 15 Basic drones have all STATS at 5, AV 2, 30HP, Athletics
Tactical Firearm 2 and Close Combat 3, but they are ready to receive
programming from the Cult’s machine speakers.
This black, tortured-looking weapon bristles with dark
spines between which arcs of red electricity leap and spark. Smelter - Cult Sidearm
It is loaded with hand crafted nanite payloads which are 2D10 Damage + Smelter Effect
programmed by the cult’s most adept machina linguists and Range 15 Meters
machine speakers. Rate 2
EMPS Immune
Upon impact, the shell explodes like a paintball soaking Light Firearm
the target with a glistening black mercurial fluid which
rapidly binds to the target’s flesh and begins the conversion This enormous pistol can only be wielded by those with
process. Strength 10 and hands with a span of 12+ inches. It
resembles a reinforced drainpipe, encrusted with heavy
System coil wrappings and a huge, glowing capacitor attached
Once hit with a nanite payload, the target has only a few under the barrel. The pistol fires a custom-forged oversize
rounds to halt the infection of become a drone of the cult. shotgun shell, the contents of which are superheated the
Each round the nanites infect a new adjacent body part weapon’s giant capacitor. Anyone hit by the Smelter’s
until they are all claimed and the drone is born. (Use the hit boiling payload stands a chance to take additional damage
location table on page 146 to see where the round hits.) as the liquid metal burns a path though their body dealing
all manner of horrendous internal damage.
There are 4 ways to stop the spread.
1. Sever the affected part. System
2. Deal 5 EMP Damage to each affected part. (A pistol Smelting - If any of the smelter’s damage dice roll a 10,
can shoot 1 part per shot, a tactical firearms can shoot re-roll them and add them to the damage. Keep doing this
two adjacent parts per round and a cannon will affect until you stop rolling 10s.
infected areas.)
3. Use a toxin purse. (This will flush clean all affected Pulping - If the damage is a double 9, the smelter pulps a
areas). random body part from the table on page 146. Re-roll any
4. Connect oneself to an industrial level of mains rolls of ‘torso’.
electricity. (4D10 damage) See Eastern Bank page 65
for more details. This has a 60% chance to destroy the
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