Gizmos #1

MacFerson's Clockwork Cavilcade

Submitted by Lon Teal of New Zealand

Sciences needed:Engineering
Poker Hand to design Blueprint:Two Pairs
Construction TN:7
Construction Time:6 hours

The Macferson Clockwork Cavilcade, or Automatic Pistol Fanner, is a reasonably simple, yet effective gizmo of the "It's so obvious why hasn't anybody else thought of it before?" variety
A bulky device (about the size of two decks of playing cards on top of each other) it is attached to the top of any ordinary single action pistol above the hammer and just behind the ammo cylinder. The device is then wound up using a clockwork key which then "primes" it. When a button on the fanner is pressed with the thumb (the pistol trigger cannot be used when the device is attached) the gizmo will rapidly "fan" the weapon itself - the hammer becoming a blur as all 6 shots are discharged
This gives those individuals who cannot carry out "fanning" without shooting themselves in the foot a greater degree of accuracy as they simply need to just "point and shoot" their gizmofied pistol. A word of warning: when the device is wound up it becomes highly sensitive and may be set off at the slightest knock!

GIZMO SPEED RELIABILITY COST Clockwork Cavilcade 1 17 $125

Game notes - The modified weapon is fired using Shootin':Pistol or Shootin':Automatics aptitudes but is treated as if Fannin' were being used (i.e +2 to TN to hit, each success and raise indicates a bullet has hit, dice may be split between multiple targets) save for the following differences: The user may "Draw a Bead" and "Call Shots" when using a pistol with the Cavilcade gizmo attached to it - unlike when fanning traditionally. The gizmo fires off all the weapons bullets when used and may not be Speedloaded due to the gizmo being mechanically attached to the pistol and obstructing the cylinder, but may be reloaded normally at 1 bullet per action. If Quickdrawing the user must add +2 to his TN as the weapon is heavier and more cumbersome than normal. The +2 TN to hit may be reduced to +1 if the firer uses both hands to control the pistol as it lets off all 6 bullets in one action. Also bear in mind that a lot of gunsmoke is produced...the exact effects (if any) being up to the Marshal...
Reliability - Make a test every time the Gizmo is used, and also if the gizmo is wound up and the gun is then dropped or knocked in some way make a reliability roll. If failed then consult the "Moving Parts" Malfunctions table in the Deadlands Rulebook


Magnificent Revolving Shot-Pistol

Submitted by Lon Teal of New Zealand

Sciences needed: Engineering
Poker Hand required for Blueprints:Two Pairs
Construction TN:7
Construction Time:12 hours

Cut down shotguns and sawn-off scatterguns are the tools used by most highwaymen and bankrobbers in the Wild West, but in the Weird West one can own an even more concealable weapon with the same firepower and greater ammo capacity! Professor Douglas MacFerson is the man responsable for the design of this devastating pistol. It is much like a normal revolver, save for it has 5 chambers rather than 6 due to the ammunitions larger size. The pistol fires shotgun shells rather than the standard pistol ammunition although it does have a habit of jamming/exploding in ones face due to the strain put on the cylinder when discharging shotgun shells...


      WEAPON        SPEED SHOTS DAMAGE  RANGE   AMMO   RELIABILITY COST
Revolving Shotpistol  2     5   2d6+4d6 +1/5 .20 Shells     18     $150

Game notes - Use Shootin':Pistol to fire the device and don't forget the bonus 4d6 hit dice for close range shots with shotgun ammunition!
Reliability If the weapon fails a test then roll on the "moving mechanical parts" Malfunctions table in the Deadlands rulebook


"Oregon" Logger

Sciences needed: Engineering
Poker Hand for Blueprints:Straight
Construction TN: 11
Construction Time: 24 hours

In the hostile North where logging is big buisiness, companies are forever trying to find a way to speed up deforestation and surpass their rivals' output (much to the dismay of the Native Indians). This new Gizmo, dubbed the "Oregon" Logger after the inventor, Pete Oregon, is a Ghost Rock Boiler powered automatic saw, making light work of felling trees with it's razor sharp teeth attached to a chain which moves at high speed, powered by the boiler. Although it makes Logging a less time consuming operation only the strongest of men can successfully use the logger, with the boiler and all it weighs nearly 80 pounds! People of considerable human strength could consievably use the "Oregon" Logger as a devastating and messy weapon, but so far it has proved impractical and it's usage has been limited to cutting trees and shaping timber.


WEAPON   SPEED   DAMAGE  DEFENSE BONUS  RELIABILITY   COST
Logger     2    STR+2d10      +1            17        $790

Game notes - To use the Gizmo successfully a Strength of d8's minimum is required, to use it in combat however they would suffer -4 to hit as it is rather bulky and impractical, if one has a Strength of d10's, however, they may only subtract -2 from hit rolls, a fellow fortunate enough to have d12's in Strength ignores any modifiers caused in this way, people of less than d8's Strength may not use the "Oregon" Logger at all! When using the Logger in Combat roll against Fightin': Chainsaw or another Fightin' Aptitude at -2 to hit (on top of any other modifiers!)
Reliability. Make a Reliability roll whenever the logger is turned on, or whenever a hit is scored with it in combat. If it fails it's reliability roll on the "Ghost Rock Boiler" malfunctions table in the Deadlands rulebook. If the boiler explodes it causes 3d10 damage on the user


Colt "Rapid Fire" .36

Sciences needed: Engineering
Poker Hand to devise Gizmo:3 of a Kind
Construction TN:9
Construction Time:12 hours

Running out of ammunition at the critical moment has resulted in many outlaws escaping the bullets of the law. Now a scientist known only as "Doc" has invented a pistol with a higher ammunition capacity and greater speed of fire, the blueprints for which he sold to the Colt company, "Doc" claimed he saw how to construct the pistol in a "dream about the future" or some such nonsense. Mad, obviously. Nevertheless the gizmo actually does work. It does away with the traditional revolving cylinder and ammunition is fed into the chamber by means of a spring loaded tube where the low callibre bullets are stored. Every time the weapon is disharged another bullet is forced into the chamber by the spring and is ready to fire again. The "hammer" is internal and there is no need to cock the weapon first. "Doc" claims that this gun is one step ahead of the revolutionary double-action Peacemaker and is classed as a "semi-automatic" pistol. Every time the pistol is fired it will discharge a bullet, no matter how rapidly one pulls the extra-sensitive trigger, although in tests we have found that that firing the gun too rapidly increases it's tendancy to jam.
The "Rapid Fire" also boasts an ammo capacity of 15 and can reload by exchanging the tubular ammunition holder for a new one, instantly giving the weapon a new reload of 15 bullets!


      WEAPON      SPEED SHOTS  ROF     AMMO   DAMAGE  RANGE RELIABILITY  COST
Colt "Rapid Fire"   1    15   1/2/3 .36 pistol  2d6   +1/10     19     $549 

Game notes - Treat the "Rapid Fire" as a normal double action pistol, with the following changes:
When Quickdrawing the pistol add 1 to the TN due to the unwieldy Ammunition tube jammed into the top of the gun above the handle.
When reloading, the user must spend one action to release the old ammo tube (which we'll call a "Clip") and put in a new clip, then one action to "cock" the weapon - this forces the first bullet into the chamber, after that the gun feeds new bullets itself every time the trigger is pulled - so technically it's ammo capacity is 16, 15 in the clip and 1 in the chamber. By the way, an empty clip costs £3, ammo is the same as Colt Navy .36
To fire the pistol roll Shootin':Pistol as normal but the firer may choose to fire off 1, 2 or 3 bullets (he can pull the trigger up to 3 times in one action) but the TN to hit increases by 2 for each extra bullet fired due to the gun becoming uncontrollable - you may subtract 1 from this penalty if the firer uses both hands to fire, the reliability also drops by 2 for each extra bullet fired in one action ("Doc's" design wasn't perfect after all). For example, if you fire 3 bullets in one action the TN to hit with each bullet becomes 9 (8 if two hands hold the gun) and the reliabilty is 15 (roll once only, if the roll is failed then randomly determine which shot it fails on).
Reliability- If a reliabilty check is failed then consult the pistol failures chart in the main Deadlands book, remember the more bullets fired in one action the more likely the gun is to jam!


Shocker Unit

Submitted by Jay "Gambit" Anstiss, Middlesex UK

Sciences needed: Engineering & Physics
Poker Hand needed craete Blueprint:Flush
Construction TN:13
Construction Time:36 hours

A Confederate scientist by the name of Sebastian "Seth" Llnorse came up with the blueprints for this "electrifying" breakthrough in scientific warfare.
The Shocker Unit consists of a Ghost Rock powered Dynamo, insulated coat and gloves, and a pair of copper dichargers. The Dynamo is actually attached to the insulated coat and connected to the two "dischargers" (Which sit on top of a special pair of gloves) by means of copper wiring. When the Ghost Rock is burnt it powers the Dynamo and begins an electrical build-up, which may be released at a target through the glove-mounted rods by simply clenching your fist and pressing a button on the palms of the gloves. The resulting electrical discharge looks much like lightning, and has a similar devastating effect upon the unfortunate target! For obvious reasons the Shocker Unit should not be used during a rain storm, the equipment is also very delicate - when "charged" the user must not run or otherwise commit any sudden or violent actions as this could result in shocking oneself...


   WEAPON   SPEED SHOTS   R.O.F     DAMAGE  RANGE RELIABILITY COST
Shocker Unit  2    inf  1 per turn 1d10/1d4 +1/5     17      $1350

Game Notes - From when the Dynamo is "cold" it takes 1 minute to get the device at operational status, once operational the Shocker Unit will begin "charging"
The user of the Shocker Unit may not "run" or "pick up the pace" whilst wearing the device, neither may he hold anything in his hands. If he engages in close combat he must make a Reliability check every time he makes an attack or is hit by an opponent. If he is shot from behind in the upper guts he must also make a Reliability test for the Unit, although the dynamo will stop damage of d8's or less being caused on the wearer
To discharge the electrical build-up the user must point his hands at his target then clench his fists, pressing the buttons on the palm of each glove, this fires a blast of "lightning" at the target, roll against the users Shootin':Shocker Unit skill or his Deftness (-2) to hit. Damage is 1d10 per round the Shocker unit has been allowed to charge for +1d4 wind for each round also up to a maximum of 6d10 damage and 6d4 wind. Once the weapon is fired the device takes at least one round to re-charge whereupon it may be fired again. I.E If you fire the weapon and then wait 3 full rounds before firing again you will cause 3d10 damage and 3d4 wind with your next hit.
Metal Targets The firer gets +4 to hit any targets which have a large amount of metal on them (such as a bullet proof vest) also note that metal targets betwwen the firer and his intended target may be hit by accident as electricity prefers metal to human flesh!
Gettin' Wet If the user of the Shocker Unit is drenched somehow then he immediately takes 6d10 damage and 6d4 wind, regardless of the amount of stored energy, and the device shorts out until dried out!
Reliability If the weapon fails a Reliability check (it must make a roll every time it is fired or hit in combat) then consult the following Malfunctions table;

Minor Malfunction:There is a hum and a click as all the stored energy is lost somehow, the weapon doesn't release it's electrical charge and it takes a Tinkerin' (3) and an action to get it working again!
Major Malfunction: The discharger rods melt then explode under the buildup of energy, causing 2d6 damage to each arm. They will need to be replaced on a Tinkerin' (7) check when you have 5 minutes to spare...
Catastrophie!:The Shocker Unit's insulated coat lining is compromised! All built up electricity is released into the user, roll damage +1dice on the user for the electrical charge they were about to release, the Shocker Unit is also short circuited and needs a Tinkerin' (9) pass and 1 hour to repair it!


Wasatch Rocket Railwagon

Sciences needed:Engineering & Chemistry
Poker Hand to create Blueprint:Flush
Construction TN:13
Construction Time:80 hours

The scientists of Wasatch Rail are amongst the most knowledgable in the world and now have invented a rocket powered vehicle which runs on rail track and does away with the need for strength-sapping pumpwagons, which are powered by hand. The rocket wagon has a single seat for it's operator and storage space under the front hood for tools and other track/engine repairing equipment as Wasatch use these vehicles to get engineers to broken down trains and track in a very short time.
Rumours of these wagons being packed with explosives and sent rocketting at rival trains are as yet unfounded...but it certainly bears thinking about.


   VEHICLE        PACE   RELIABILITY    POWER         CREW   COST
Rocket Railwagon   100       17     Ghost Rock Engine   1    $2500 

Game notes - The possibility of packing the hood with contact explosives is not impractical, the damage of any explosion would depend on the explosives used, but would certainly be considerable as the Rocket wagon itself would explode, destroying the Ghost Rock Engine (we're talking at least 4d20 damage here!). As far as piloting the thing is concerned, it only needs someone to know how to switch the engine on and pull a lever, forward for faster, backward for slower and reverse.
Reliability - Make a test every time the "pilot" wishes to increase the acceleration, once the railwagon travels at constant speed it is fairly stable. If failed then roll on the same Malfunctions table as for a steamwagon, taking "out of control" to mean "derailed".


Desert Thumper

Sciences Needed:Engineering & Chemistry
Poker Hand to create Blueprint:Straight
Construction TN:11
Construction Time:36 hours

Mojave Rattlers are one of the Weird West's biggest (in a literal sense) problems but a sectretive fellow in Gloom City came up with this gadget to help ease that problem. The device attracts the subterranean monsters by thumping the earth with it's four prongs when switched on which sends vibrations into the ground. It is about 3 foot high and powered by Ghost Rock, looking much like a four legged crab with a small boiler on top. It is screwed into the ground for stability but when the Rattler goes for the bait it's in for a nasty surprise, a movement sensitive bomb which is triggered if the device is violently moved, although it has a tendancy to fail at the most inappropiate moments. Of course the device is liable to attract humans too, as travellers may want to discover the source of the unholy noise given off by the Ghost Rock boiler, my advice would be to leave the machine well alone!


   GIZMO       DAMAGE   RELIABILITY    COST
Thumper Bomb    3d20       17          $750

Game notes - The device is used mainly by Worm Hunters and scientists studying the creatures, a wagon is really needed to transport it and once turned on and primed it will function for about 24 hours, you don't really want to be standing next to it shovelling more Ghost Rock into the boiler now do you?
Damage - The explosion ignores the rattlers armour value if it explodes inside the creature (i.e it eats the Thumper) and damage is done automatically to it's vitals in this case.
Reliability - A reliability check needs to be made both when it's switched on and when it is moved suddenly once swithed on to see if the bomb goes off on cue. If it fails a test then basically it doesn't go off - if the test is failed when it is first switched on then if you roll a catastrohie then it blows up there and then, otherwise it simply functions until everybody is out of sight, then conks out..


Lightning Hurler

Sciences needed:Engineering & Physics
Poker hand to create Blueprint:Full House
Construction TN:13
Construction Time:120 hours

Protecting your ever so expensive trains if you're a rail baron is of prime concern, some use hired gangs, others use practitioners of strange magics, but Wasatch railroad (and to a certain extent Dixie Rail) tend to use fantastic gizmos, from gatling guns to this new device, the Lightning Hurler. It is a carriage mounted canon with odd bits stuck on here and there and a ghost rock boiler, which fuels the dynamo which in turn produces a build up of electricity which can be discharged by the canon to disintegrate targets and blow up Steamwagons. The weapon is huge and cannot be carried (although Wasatch is working on it) so must either be mounted on a separate train carriage, with room for the boiler and weapons crew, or can be mounted on wheels as a war machine. The device is extremely expensive and so few exist - but it may just be enough to protect the burdened trains from attacks by rival gangs. The Confederacy is rumoured to be developping this weapon down at Roswell for artillery purposes in battle. The weapon is fired using any shooting aptitude -2, unless the firer has the Shootin':Lightnin gun aptitude


    WEAPON       SHOTS  DAMAGE  SPEED  R.O.F  RANGE  RELIABLITY  COST
Lightning Hurler   1     4d20     3      1    +1/20     18      $8000

Game notes - firing the weapon - the weapon takes d4 rounds to charge and 3 actions to aim and fire, a reliability check must be made each time it is fired. the device will take 5 minutes to power up the dynamo with the boiler, but usually it is kept boiled up during a train journey. Some Lightning Hurlers have their dynamo connected to the carriage wheels so it is always powered up while the train is in motion, but there is always d4 rounds between firing.
Metal targets - such as Steamwagons or Gyrocopters attract the electric discharge of the weapon like wasps to jam, when firing at metal targets +4 is added to the roll to hit (assuming there are no other metal targets nearby)
Max range - the gun may not fire further than 200 yards, the lightning earths itself after this distance
Reliability - Make a test every time it is fired, if the test is failed then roll on the "Boiler" Malfunctions table


Hellstrommes Vapour Dispensor

Sciences needed:Engineering & Physics
Poker Hand to create Blueprint:Straight
Construction TN:11
Construction Time:24 hours

The nefarious Doctor Hellstromme probably had better things to do than invent this backpack driven instrument of death, but genius minds are easily bored. The device is much like a vacuum cleaner only it pumps out air as well as sucks it in. It is powered by tiny Ghostrock driven turbines and has two settings, blow and suck. It was originally intended to clear his mines of dangerous gases to reduce the worker death toll, but it proved costly, both in hiring "Suckers" to maintain and install the devices (which were rather prone to breaking down) and in terms of ghost rock which powered the device. He thought it would be much more fun to fill the thing full of deadly gases and have it installed in the walls of his office, lest he need everyone in the room killed in a hurry. The machine can also be carried, with the "vacuum" section strapped to the back and the "suck" hose held in the hands, set to "blow".


    WEAPON        SHOTS  DAMAGE  SPEED R.O.F  RANGE  RELIABILITY  COST
Vapour Dispensor    5      **      2     1      *        17       $600

Game notes - Stats: *The gas cloud spreads at a rate determined by the Marshal, when it is first activated everyting within a 3 yard radius hemisphere will be hit by the gas, spreading out at a slower rate after that.
**Depends on the type of gas used, non poisonous gas does no damage but may provide a "smokescreen". Certain gases may be colourless but deadly poisonous. Others still may have corrosive abilities.

Obviously the user of the instrument would probably also be affected by whatever was belched forth, so care should be taken when using this Gizmo. Liquids cannot be used in the Vapour Dispensor, only gases and fine particles. To set the machine to suck an action must be spent as the user twists to flick the switch on his backpack.
Reliabilty - Make a check evry time the device sucks or blows. If failed then consult the folowing Malfunctions table:

Minor Malfuntion: The machine won't operate, either there is a blockage or it is just playing silly buggers. It takes a full round and a Tinkerin' (5) check to get it going again
Major Malfunction: instaed of sucking the device blows, and vice/versa. What's more it will not stop doing this until it is smashed up or otherwise broken as the on/off button jams too!
Catastrophie!: The Vacuum goes bang and releases it's contents into the air as well as doing 2d10 damage to the users Guts!


Spring Action Slug Thrower

Sciences needed:Engineering
Poker Hnad to create Blueprint:Two Pairs
Construction TN:5
Construction Time:6 hours

This weapon was certainly not designed with hitting power in mind, but was intended for those people who value the silence of a weapon. This hand held pistol was originally designed by a Vampire Hunter who needed a wooden slug firing mechanism and is operated by cocking an extremely powerful sping which launches the desired ammunition (the gun may fire Iron, wood, diamond, steel, or any other pellet so long as it is fashioned to .45 callibre) at a velocity high enough to kill unarmoured targets, making a sound similar to a hammer striking a nail. The pistol is re-cocked by turning a clockwork winder on the side, which positions a new slug and re-cocks the spring.


  WEAPON     SHOTS  DAMAGE  SPEED  R.O.F  RANGE  RELIABILITY  COST            
Slug Thrower   8     4d4      1      1    +1/5        18      $150

Game notes - Winding the pistol up for another shot takes 2 actions. Characters with Strength d8 or higher may do this in 1 action. The gun itself takes a single action to fire, although it is very sensitive when wound, so walking round with a cocked slug thrower can be dangerous. One advantage of the slug thrower (apart from it's minimal noise) is the interchangability of the ammo, silver bullets would be easy to manufacture for this gun, as would wooden bullets (for werewolves and vampires respectively) so long as the slug is .45 callibre. The gun may also fire normal .45 callibre pistol rounds, doing the usual 3d6 damage, but making as much noise as a normal pistol.
Reliability - If the weapon fails this teast then roll on the "moving parts" Malfunction table in the Deadlands rulebook


Wasserman's Pump Action Shotgun

Sciences needed:Engineering
Poker Hand to create Blueprint:3 of a Kind
Construction TN:7
Construction Time:12 Hours

A relatively new and unspectacular invention this "pump action" weapon has a higher capacity than ordinary shotguns and has the added advantage of a "fanning" capability.
The chamber is filled with a shell every time the end of the gun is "pumped" using a lever, so holding down the trigger and continually pumping more cartridges into the chamber will release several shells in quick succession, albeit inaccurately. This requires a special Fannin':Shotgun Apptitude to pull off properly.


  WEAPON      DAMAGE   SHOTS    SPEED  R.O.F  RANGE  RELIABILITY  COST
P.A.Shotgun  2d6+4d6     6        2      1    +1/10      19       $300 approx

Game notes - When "fanned" the Rate Of Fire=3, Speed=1, and Reliability=17 due to it's tendancy to jam.
Reliability - If the weapon fails it's test then roll on the "moving mechanical parts" Malfunction table in the Deadlands rulebook


Smith and Robards Sniper rifle

Science needed:Engineering
Poker Hand to create Blueprint:Two Pairs
Construction TN:7
Construction Time:12 hours

The weaponsmiths of S&R have now designed a rifle of superior accuracy, daring any other company to match it's long range capabilities. It's potential market being sports shooter, game hunters and, military snipers. Alas, the weapon is bulky and slow to use in actual combat but is complemented by a new "Telescopic Sight" for greater accuracy.


  WEAPON     DAMAGE  SHOTS   SPEED   R.O.F  RANGE  RELIABILITY  COST
Sniper Rifle   5d8     1      5(3)     1    +1/30     18(19)    £500

Game notes - The weapon comes complete with the Telescopic Sight (included in price) which gives the firer +4 to hit when "drawing a bead" (up to max+12) rather than +2 but means he must spend an extra 2 actions to first focus on his target. The rifle takes .45 rifle ammo, taking 1 action to reload each shot. The gun does have a design flaw, the bullet is fired at such velocity that it stands a chance of deforming and missing the target totally. This happens every time the gun fails it's reliability check. The figures in brackets are for when the scope is not used

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